1. Marble World
  2. News

Marble World News

Patch 0.1.19 (Tutorial & Portals)

Hey everyone!

Today's patch introduces tutorials for newcomers and portals! In addition to that loading screen tips have been added, the marble follow cam has been updated along with a whole bunch of bugfixes!

[h2]Tutorials[/h2]

In the main menu you'll find a button which leads to the tutorial section. Every tutorial consists of some tasks that you need to do in order to complete the tutorial. The basics tutorial consists of the most tasks which covers every aspect you need to know in order to build a track and get some marbles rolling.

Other tutorials have only a handful of steps as those topics are fairly minor and are just focusing on the aspect they're made for.



[h2]Portals and Linking[/h2]

In order for portals to know where to teleport marbles a linking system had to be developed. This will be the same linking system that will be used for the logic patch later this year.

On the top bar you'll find a Linking Mode button which puts you into that mode so you can link logic objects together. For now the portal is the only logic object in the game. To link portals simply place 2 in the World. Then enter the Linking Mode by clicking the button on the top bar.

When hovering over the portal you'll see a white ring appear.



The white ring represents a logic port, and can be clicked on. Click on the port to select it, by doing so it will turn green and remain selected even when not hovering over it. Now hover over the other portal and click on that white ring in order to link the 2 portals.

Portals who are linked have a bi-directional connection. A marble which goes into A comes out of B, and also if a marble goes into B it comes out of A.

You can delete connections by either deleting the portal or by selecting the port and pressing delete.

Some interesting facts regarding portals in Marble World:
- Marbles which have been teleported have a grace period of 0.1 seconds where they cannot be teleported.
- A marble's velocity remains when going through a portal.
- The point of entry when going into a portal dictates the point of exit on the other portal, the exit point will be relative to the portals scale. This can be useful for really big portals.
- Portals can be linked to multiple other portals. A marble will randomly exit one of the connected portals, the chance is even for every connected exit portal.



[h2]Patch Notes[/h2]

The full notes for patch 0.1.19:
- Added Portals
- Added the linking system
- Added tutorials
- Added loading screen tips
- Added support for scrolling to move objects closer / further
- Added toggle for marble names in the top bar
- Updated the marble follow cam to support zooming and looking around
- Updated the help panel
- Fixed a bug where the Marble Creation System didnt save edits when switching patterns
- Fixed a bug where the select track type window didnt close when deleting all freeform parts
- Fixed a bug where the twitch icon tooltip mentioned pausing physics
- Fixed a bug where editing properties when having multiple objects selected would apply all properties to the whole selection instead of just the edited property
- Fixed a bug where physics track pieces (the 2 tippers) couldn't be selected properly on all hitboxes
- Fixed a bug where single wide free-form tracks often would bounce around marbles
- Fixed a bug where playing in windowed mode the MCS editor would not display glow / color values when having a strange resolution
- Fixed a bug where opening the settings panel would revert any resize change made when playing in windowed mode
- Renamed 'race starting track' to marble spawner in the race panel

[h2]Upcoming content[/h2]

The space theme will be added next month! (April that is)
Along with that I'll be focusing on more paints and looking into a colorpicker for painting.
In addition to that I will expand the props section with playroom/office objects and add more nature related effects.

Thanks for reading!

If you have any questions your always free to chat using any of the social media's :)
As always, thanks for the feedback & support! It means a lot to me.

https://store.steampowered.com/app/1491340/Marble_World/

Marble World livestream! (Part 1)

Hey everyone!

I'll be livestreaming Marble World 2 times during the Simfest: Hobby Edition. First on the 29th and another time on the 30th.

During the 1 hour livestreams I'll be showing the game by doing some building myself and checking out community created Worlds!

You can find the livestream on the Marble World store page, around the time mentioned in the event details.

Hope to see you there!

https://store.steampowered.com/app/1491340/Marble_World/

Patch 0.1.18 (Twitch Integration)

Hey everyone!

Short patchnotes today as this patch only introduces Twitch integration amongst some minor stuff.

[h2]Twitch Integration[/h2]

As requested by some streamers on Twitch I've introduced an integration into Marble World.
On the main menu you'll find a one click button to connect your account to the Marble World Integration app which then monitors your chat.

When having a World open you'll find a twitch button in the top bar. This button is only visible if you have a connection to the integration.

By clicking on it you'll see the integration panel which allows you to configure if your viewers can join and who can join amongst some other settings.

Once viewers type !join, they'll be entered into the list visible in the panel. They will remain there even if they leave the chat. Viewers who join get a certain "rank" in Marble World based on if they're a sub, vip or mod. This rank is just for internal usage when spawning / handling marbles. A viewer who meets multiple conditions will get the highest rank. For example a mod who is subbed will belong in the mod category and not in the sub category regarding skins and who can join.

The exception to this is the effects list, regardless of your rank you will get an effect if you are subbed.

In the panel you'll find the following settings:
- A toggle to let viewers join or not.
- A configuration panel to let specific viewers join or not. (non-subs, subs, vips, mods)
- Ability to set skins based on their rank.
- Ability to give subs an effect.
- Ability to automatically spawn the viewer as a marble on join.
- Ability to let a viewer automatically respawn when dying. (1 second delay)
- Ability to blacklist viewers. These viewers cannot join unless you remove them of your blacklist.
This blacklist is saved on your computer and is a global list for all worlds.

When spawner's spawn marbles they'll always try to spawn joined viewers first who are not spawned yet.



[h2]Transitions and Borders[/h2]

In this patch I'm also introducing the first transition piece. Very useful when needing to go from flat to tube/pipe. This piece is available as a static variant in the tracks -> straight section and when building with free-form!

In addition I've added variants of the flat wide track and the flat single track with borders on the left or right side. These are also available in the free-form section.



[h2]Patch Notes[/h2]

The notes for 0.1.18:
- Added Twitch integration. Viewers can now join as marbles.
- Added 2 static transition tracks for transitioning from a wide flat track to a pipe.
- Added wide flat track variants with single borders.
- Added single flat track variants with single borders.
- Added these new options to the free-form system.
- Updated the free-form track type menu.

[h2]Upcoming content[/h2]

During the next month I'll be working on a tutorial for new players. In addition I'll add some more content for existing experienced players. Stay tuned!

Thanks for reading!

If you have any questions your always free to chat using any of the social media's :)
As always, thanks for the feedback & support! It means a lot to me.

https://store.steampowered.com/app/1491340/Marble_World/

Patch 0.1.17a (bugfixes)

Hey everyone!

Small update here to fix some issues and improve where needed.

Patch notes for 0.1.17a
- Added 'Fill in order' button to the spawner UI for players who have large quantities of custom marbles and want to divide them over spawners.
- Slowed down the rotating force in the MCS editor and it now applies the mouse sensitivity value.
- Renamed template sections to be more clear.
- Custom marble UI now loads in over time to reduce lag spikes.
- Fixed a bug where effects where not saved on existing custom marbles.

Patch 0.1.17 (Create Your Marble)

Hey everyone!

Today's patch introduces the Marble Creation System, a system where you can color marbles based off of templates and edit other values as well! In addition spawners got a slight rework with more options, more on that down below.

[h2]Marble Creation System[/h2]

In the revamped main menu you'll find a new button to go to the creation section. In here you'll find all your previously made marbles and the editor for the new type of marbles which can be customized. We'll call this list the master list, which will be used in combination with spawners.

When swapping from standard skin to custom skin at the top right a new set of buttons and a dropdown menu will appear. Using the dropdown you can select a template which you can edit, currently there are 18 templates available with more to come in the future!

Every template exists of editable sections, the majority of them out of 2. Every section has properties that can be edited. These are usually color, smoothness, metallic and glow. Some templates have sections that consist of less properties as they're not always applicable.

There's also a randomize button available which randomizes the template and all its section values if you need some inspiration.



[h2]Updated Spawners[/h2]

Previously spawners had some differences between them, where some where useful for racing and others just for spawning marbles. With the new patch all spawners are equal and will have the same configuration UI.

Previously standard spawners used only the name of custom marbles and racing spawners used the full custom marble skin + effect + name when spawning. Every spawner also used the global list which led to poor customization in terms of which spawner should spawn what.

All spawners now have their own list of custom marbles to spawn and some additional settings regarding behavior of how to spawn them. You can select which custom marbles to copy from the master list into each spawner seperately.

These settings and the list of custom marbles in the spawner now persist when uploading your world or prefabbing the spawner, meaning that you can create very specific spawners for specific theme's if you'd like and upload or download those.

In addition, the custom skins from your master list are available through the skin selecting panel in the spawner and the panel when selecting a singular marble. Only your custom skins will appear there, not any which are included in downloaded spawners.



[h2]Patch Notes[/h2]

The notes for 0.1.17:
- Added the Marble Creation System, which can be used to create custom marbles from templates.
- Revamped main menu.
- Spawners are now uniform in terms of functionality and UI.
- Spawners now have their own list of custom marbles to spawn.
- Spawners' custom marbles list persists when uploading the World or uploading the prefab.
- Updated parts of the UI for wide and super-wide monitor scaling. This will be an ongoing process.
- Removed the race requirement of needing 1 custom marble.

[h2]Upcoming content[/h2]

Next week it's time for the Twitch integration! A custom panel is planned where the streamer can configure the behavior of spawning marbles when viewers interact using commands. And I'm also looking into special content for people who subscribe or donate! In addition to that more content is on its way as well.


Thanks for reading!

If you have any questions your always free to chat using any of the social media's :)
As always, thanks for the feedback & support! It means a lot to me.

https://store.steampowered.com/app/1491340/Marble_World/