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Salutations, Steamers! We've just enabled Steam Cloud for Logic World. Your builds will now be automatically backed up to the cloud and synchronized between devices.
Hello gamers. It is time for another radical new Logic World update! Version 0.91.3 is out now, and you can get it right here on Steam.
This is a nice juicy update filled with dozens of improvements and bug fixes. As usual, for all the thrilling details, you can read the full changelog below.
But the highlight of this update is the new features for downloading Creations. We've added a new menu to the game for downloading Creations from the Creation Hub, so exploring the community's builds is easier than ever.
And you don't even have to copy-and-paste a link to do this. If you browse the Hub, you'll notice some new "Open in-game" buttons. Pressing one of these buttons will now open Logic World directly to the new menu, and you'll be playing on the world seconds later!
The "Open in-game" links use our new URL protocol, logicworld://. It's supported on all three of our platforms -- Windows, Linux, and MacOS. You just need to register the protocol first: for more information, check out this post.
So have fun browsing and exploring the Hub! There's a ton of really cool builds already on there, and it's now almost completely frictionless to check them out.
And if you've got a cool build that you haven't shared on the Hub yet, please upload it so we can all check out your work. Uploads are just as easy as downloads: while in-game, open the pause menu with the Escape key, and click on "Upload this sandbox".
Enjoy the update. See you soon :)
Hello! As we discussed last week, were working on a new game update, and it will be out in a few days. In the meantime, heres a little blogging from Ecconia on one of the changes coming soon our new logging system.
You can check out the full blog here on logicworld.net :)
Hey everyone! Weve been hard at work on Logic World, and we thought it was about time we gave you an update on how things are going.
As we announced in a previous post, were working on switching Logic Worlds game engine from Unity to Godot. This process is going to take a while; well discuss it in more detail in future blogs. In the meantime, we decided to do another update in the Unity engine to fix some more things and add some new features.
Logic World v0.91.3 is coming out next week. Were excited to get it out to you!
If you want to know more, Ecconia has written on our blog about some of the changes coming in v0.91.3, particularly those relevant to mods and modders. If you like juicy technical details, click here to check out that blog.
See you soon for the game update!
Salutations, gamers!
Logic World update v0.91.2 is now available for download! You can get it right here on Steam. This update contains numerous large performance improvements, some upgrades to the building mechanics, and a veritable plethora of tweaks, improvements, and bugfixes across many areas of the game. As usual, the full list of changes can be found below.
This is the first Logic World update that contains work from all five of us in the newly expanded core development team: Jimmy, Felipe, Zoey, Ecconia, and GHXX. We're very proud of this update we've made together and we really hope you enjoy it.
If you haven't yet, you may want to read last week's State of the Logic World blog post, which goes into detail about the status of this project. You may also want to join our vibrant Discord community and subscribe to our very cool newsletter.
Thanks for playing. Much more will follow. We'll see you soon :)
Hello, it's me, Jimmy from Mouse Hat Games. If you're reading this, you've probably been following Logic World for some time, and you've probably noticed that for the past year, there's been very little official communication about Logic World. I'm truly sorry for the silence. It ends now. Beginning in January, a number of things began falling apart in my life. Throughout this year I've suffered a host of physical health problems, mental health problems, and other personal issues. I wanted desperately to be working on this game that means so much to me, but I just wasn't capable of it. I felt embarrassed and ashamed of that, so I just disappeared from our community. (One of many things I've learned about myself this year is that I have avoidant tendencies. I'm working on it.) The good news is that, since June, I have been laser-focused on fixing my life, and I've been extremely successful. May 2023 was perhaps the worst month of my life. November 2023 was the best so far. I'm able to work again, and to love working, so I've been working a lot. Much has been happening recently and the future of Logic World has never looked so bright. It's good to be back. Let me tell you a bit about what's been happening, and what's next.
What's up gamers,
The minor update v0.91.1 is now available for download! You can get it right here on Steam. This update contains a ton of bugfixes and lots of minor improvements/tweaks/polish. Read on below for the full list of changes.
More big Logic World news is coming soon, so make sure you're subscribed to our newsletter and following Logic World on Steam. Enjoy the update!
(Artwork by Cady | @pink_3d:matrix.org)
Greetings, gamers!
We are finally ready to release our biggest update yet! Introducing Logic World v0.91: The Less Buggy Update. This update is now available, for free, to everyone who owns the game.
0.91 is a massive update that touches every area of the game, drastically improving performance, majorly improving stability, adding dozens upon dozens of little quality-of-life improvements and tweaks, and introducing a few radical new features. For this update, we've changed or added over 69,000 lines of code since 0.90.3 across over 1,000 files. It's been a big effort, but it's just the start of what's to come.
We're very happy with Logic World v0.91. It's the best version of Logic World yet, and it's an excellent foundation for the really ambitious updates we'll be doing next.
Thank you for playing our video game. Enjoy the update. From everyone at Mouse Hat Games, please have a happy holidays, and a wonderful new year!
Greetings, gamers! After many months of very hard work, Logic World's first major update is almost ready. v0.91 has some major performance upgrades, countless bug fixes and stability improvements, a few juicy new features like the Simulation Controls, and many smaller tweaks focused on improving quality-of-life like Chair-only Keys. We hope you enjoy the update! If you're eager to try it out right away, follow the instructions below to check out the Preview versions. Once we've fixed all the nasty little bugs that the Preview People will surely find, the update will be fully released.
Greetings Gamers, I haven't been able to work on Logic World much this week, but in the time I've been able to carve out for it I've been plugging away at bugfixes and stability improvements. My current task is sorting out the various networking issues with the game. I hate networking. What a mess it all is. Can somebody remind me why I decided to make this game multiplayer? This week I made a decision I'd like to share with you: we'll be reducing the scope of update 0.91 in order to get it out to you faster. I'm aiming to publish 0.91 around the end of September, with a public preview sometime before that. 0.91 will contain performance enhancements, a whole lot of bugfixes & stability improvements, and a few smallish features like the simulation controls. Meanwhile, the new building mechanics I've been planning -- included the much-coveted ability to save and load subassemblies -- will be coming in update 0.92 a few months later. More development updates soon! Not too soon, though -- I'll be on holiday with my family next week, so I won't be around for a LWW. I expect the blog will return on the 31st. Keep on Gamin'
GREETINGS! It's been another fairly unexciting week for me, but I've continued to plug away at miscellaneous maintenance tasks. Although Hofstadter's Law continues to out-Hofstadter's Law me, lots of work is getting done on Logic World and I am super excited about how development is going. Here are some highlights from my work week:
Hello Logicians! I've had a fairly pedestrian week of development, working on miscellaneous maintenance tasks. For example, I polished off last week's work on fixed point positions by updating the save format version: position data is now saved and loaded as fixed-point instead of floating-point, matching the new data structures that are used internally. I also added a save converter to the new format so that you can use all your 0.90 saves in 0.91, and I updated the sandbox list UI to notify the user of which saves are using the old format and need to be converted.
But my biggest task this week by far was to make some major updates to the world objects shader. This all started when I decided to address an issue with how thumbnails (the little isometric component graphics that appear in the Selection Menu and on the hotbar) are rendered. In 0.90, thumbnails look different depending on the scene in which they are generated. This is because the thumbnail renders use exactly the same materials as are used to render objects in the world. World objects are affected by environment lighting, so thumbnails are too.
This is kind of weird, but it's not a big deal in 0.90; I'm not sure if anybody but me has even noticed it. However, for some upcoming features I plan to add for 0.91, thumbnails really ought to be generated consistently and reliably, and look identical no matter where the generation happens.
So, I've upgraded the shader I wrote for GPU instancing. It now has two lighting modes: environment lighting and custom lighting. We use this new "custom" lighting mode for thumbnail renders, and so now it doesn't matter where they're created, they always have consistent lighting. I also added support to the shader for rendering in non-instanced mode, so we can use it for non-instanced decorations like the clicky part of buttons and switches, and these decorations will also have consistent, custom lighting applied to them in thumbnail renders.
Here's the result:
If you look closely, you'll notice a few more differences in the appearance of thumbnails between 0.90 and 0.91:
Im back, baby!
It's been sixteen wednesdays exactly since the previous LWW, and we're very excited to be back! Logic World update 0.91 development is underway, and we've got lots to talk about this week.
You've played the game, you've loved the music. You've wished you could keep listening to the music even when you're not playing the game. Well, today that wish comes true: the Logic World Original Soundtrack is now available on all your favorite internet music websites! [previewyoutube=l0fFw0iizOc;full][/previewyoutube]
Last week we released version 0.90.2 with lots of updates and fixes. Unfortunately, that version inadvertently introduced some new bugs, so today were releasing version 0.90.3 to squish them.
Logic World released in Early Access four weeks ago today. In those four weeks, more than THREE THOUSAND people have bought and played the game. Thank you all so much, words can't express our gratitude for your enthusiasm and support.
But maybe updates can! We've got a big juicy update for you today, full of improvements and fixes.
It's been one week since Logic World came out, and what a week! As of this morning we've sold two thousand copies of Logic World - literally double our optimistic, best-case-scenario prediction for week one. Thank you so much to everybody who's supported us and bought a copy. You are making our dreams come true.
We're going to repay your kindness with many many updates to Logic World, all of them free and all of them awesome. That starts literally right now, as update 0.90.1 is now available for download!
Hey hey hey! Logic World came out today and it is just delightful and wondrous to see you all playing it. Thank you from the bottom of my heart to everybody who has bought the game and talked about it and shared their creations and left a review. It has been a crazy day but I am so lucky to be here right now. As many of you have noticed, the game is not quite flawless. Please go here for a list of commonly encountered issues and ways to deal with them, as well as instructions for reporting any new bugs you discover. We will be releasing a patch update, 0.90.1, to address as many issues as we can. I would love to get this update out to you tonight, but unfortunately theres an issue: I have been working very long hours for the past month or so to prepare for this launch. As a result I gave myself a repetitive strain injury. My wrists are in pretty constant pain, especially while Im typing (editors note: Jimmy is dictating to his mother, currently transcribing his words). At this point I really need to take a few days to let myself heal. Thus, I wont be working on Logic World for a few days. I expect to release 0.90.1 late next week. Im sorry for the delay, but my health must take priority Thanks for a great launch, my friends! Many more updates to follow. -Jimmy
Logic World comes out in two days! TWOOOOOOOO DAAAAAAAAAYYYYYYSSSSSSSSSSSS!!!!!!!!!!!!!
Yes, you read that title correctly. After literally thousands of years in development, Logic World is releasing publicly on the 22nd of this month.
[previewyoutube=OpTZ1geIECU;full][/previewyoutube]
Thanks for sticking with us. We cant wait to get this game into your hands. There is much more to come; Early Access is just the beginning.
And by the way, we have a new FAQ for answers to all your burning questions.
See you on the 22nd!
https://store.steampowered.com/app/1054340/Logic_World/
That's right! Logic World comes out this month and in two days you'll know exactly what day of the month! Get your hype boots on!!!
Howdy hey hello,
Earlier this year, I stopped publishing our weekly devblog here on the Steam forums. I apologize for that. I was under a lot of stress, and I kind of shrunk away from a lot of my responsibilities. But we haven't stopped working on the game and we haven't stopped doing the blog! You can catch up on any Logic World Wednesdays you missed here on logicworld.net. All future LWWs will be posted here to Steam as well, starting this Wednesday.
Logic World is nearly ready for public release. Contrary to what we previously announced, we've decided to do Early Access, so you can play sooner and so we can gather more feedback during development. The game will launch in EA later this month, and if everything goes according to plan, the full version will come out next year. The specific date of the EA launch will be announced this Friday, accompanied by a sexy new trailer.
In the meantime, please check out the updated Steam store page! I added a bunch of new screenshots and wrote a new description. Most of the screenshots are 4k or 8k, you can view the full resolution by clicking on the image and then on "Download full-size version".
Thank you so much for your interest in Logic World, and thank you for your patience as we work to make it the best game we can. See you Friday :)
-Jimmy
https://store.steampowered.com/app/1054340/Logic_World/
It's been a bit of a lighter week for us, but regardless we continue to polish up Logic World.
Its been a bit of a lighter week for us, with Jimmys second-favorite holiday and some very stressful world events. But regardless, weve continued to plug away at Logic World, and weve got some juicy tidbits to share with you on this fine Wednesday.
Welcome back to Logic World Wednesday! Were hard at work on your game, and this week weve been focused on optimization.
Weve had a productive week, working on various odds and ends throughout the game.
interface ICircuitBoardData
{
int Height { get; set; }
int Width { get; set; }
Color24 Color { get; set; }
}
class CircuitBoard : ComponentClientCode
{
public void SetDimensions(int width, int height)
{
// These calls to the Width and Height setters automatically
// invoke the binary serializer.
Data.Width = width;
Data.Height = height;
}
public void RageQuitIfBoardIsBlue()
{
// This call to the Color getter automatically invokes the
// binary deserializer.
if (Data.Color == Color24.Blue)
Application.Quit();
}
}
For a long time, theres been a major flaw with the custom data system: the automatic serializers and deserializers had no way to detect bad binary data. If a component tried to deserialize the binary data and ran into a problem, then best case scenario the data would be totally wrong, but most of the time there would just be an extremely unhelpful error and the save would fail to load. This would usually come up when loading an old save after we changed the custom data structure of a component -- for example, it happened to several of our beta testers recently when we added two new properties to the Flag custom data, the flag name and the option to include it in the teleport list.
This week I added some validation code when deserializing a components binary CustomData. Before and after deserialization, the save loader will validate that everything looks okay. If it doesnt, then that component is reset to its default data values.
With this change, game saves are even more robustly protected against corruption and against breaking changes from us and from mods. Its been on my todo list for a long time, and Im very happy to have finally implemented it.
Wednesday is a state of mind.
Hello, its me, Jimmy! I forgot to get Felipes section before he went to bed, and it took me the entire #$@& day to make a script for mass-exporting flag SVGs to PNG which left me no time to finish the two other features I wanted to talk about in this blog post. Well be back with a full-sized post next Wednesday, but today we have just the one lil section on Flag improvements. Hope you enjoy!
Hello Logicians! We are back from our break, and so are our Wednesdays. Were more excited than ever to be making your game, and were hard at work on the remaining features and polish needed to get it into your hands. We dont have anything to announce right now with regards to Logic Worlds release date. Please be patient with us; as soon as we know, you will know as well.
This blog was originally posted last week, but I forgot to post it here on Steam. This week's Logic World Wednesday will be coming tomorrow, on Thursday.
This week we have made the unfortunate decision to postpone the release of Logic World again. The new, and with any luck final, launch day is June 12. Read more in the official announcement.
when in = 1010
# Set individual output bits
out[0] = 1
out[2] = 0
out[1] = in[2]
# Set all the output bits
out = 1010
out = 14' #The ' denotes that it's a decimal number instead of a binary one
end
# Other example case statements:
# when in = (1, 0, in[1], 1)
# when in = 12'
# when (in[0], in[1]) = 10
# when (in[2], in[1]) = 3'
I also plan on adding binary operators and some kind of memory registers for storing numbers.
The library as-is can execute the above script in 0.0003 ms, thus it can run 3,333,333 times per second. This means that, while it probably wont be as fast as hard-coded C#, its still pretty damn fast. Even then, I still have a lot to do to optimize it, so that number will probably go up.
LogicScript will make it easy and fast to add new logic components, and it will make for more trustworthy mods, as theres no way for LogicScript code to install a virus on your computer. Well still support C# logic components if you need to do something really crazy -- LogicScript isnt a replacement, its an additional option.
The world flounders, but a beacon of stability shines brightly through the fog of panic and pandemic. That beacon is Logic World Wednesdays: ever on time, ever organized, ever punctilious. We are here for you when you need something dependable in your life.
Welcome back to another Logic World Wednesday! Its been a busy week for Mouse Hat Games and weve got a lot to talk about. But first! This week the Youtube algorithm blessed us with an auto-generated channel for Logic World. Check it out here, and be sure to subscribe. All future LW videos will be found there -- videos from us, from beta testers, and from anyone after May 1st who makes a LW video.
In case you havent already heard, this week we made the difficult decision to postpone Logic Worlds release. Were sorry about this, but weve got our heads down and were working hard to make sure the game you play on May 1st is the best it can be.
On Monday of this week, we started beta testing! A few select individuals have gotten advance access to Logic World. These folks are helping us perfect the game by finding bugs and giving feedback on features. Theyll also be building contraptions to help us with marketing the game. Beta testers have no restrictions on sharing their experiences, so from this week forward youll have a lot more Logic World content to look forward to! Check out the first CPU in Logic World, built by @Mr_IO: [previewyoutube=ZYqOWHymmT0;full][/previewyoutube] And check out this awesome synchronous program counter from @TheWildJarvi: [previewyoutube=_XH41SKf2sU;full][/previewyoutube] Beta testers are often sharing screenshots and videos on the Logic World Discord, so make sure youre hanging out there if youre not already. Furthermore, well soon be setting up Steam Broadcasting for Logic World, so keep an eye out for that. Edit: Steam Broadcasting is live! Go to the Logic World Steam Page, where our beta testers are streaming their gameplay :) Without further ado, lets get into this weeks Wednesday!
Hello and welcome back to Logic World Wednesdays! In case you missed it, this week we announced Logic Worlds release date: March 13, 2020.
Weve got a big Wednesday for you today, so lets get started!
We have a release date! Logic World will be in your hands on Friday, March 13, 2020.
It's been an incredible journey to get to this point, and we are absolutely pumped to polish off this game and get it into your hands. Thank you, so much, for following and supporting us along the way.
For more details, and for information on pricing, see our blog post here: https://logicworld.net/Post/113
https://store.steampowered.com/app/1054340/Logic_World/
Welcome back to another Logic World Wednesday! This week, in The Shiny Edition, were polishing up the game and getting it prepared for release. Before we begin, we have a very special announcement. Logic World is going to have a full original soundtrack, and weve found the perfect person to write it. It is our pleasure to introduce Markku Wainman, composer for Logic World!
Welcome back to another Logic World Wednesday! Were back from the holidays, and the push for release is underway.
(this blog was originally posted 2019-12-18) Welcome back to another Logic World Wednesday! This is our last post before the holidays, and weve got some real goodies for you this week.
public class MyHandler : WorldHookHandler
{
private int Counter;
public override void OnPlacingComponent(PlacingComponentEventArgs args)
{
bool cancel = Counter++ % 2 == 0;
if (cancel)
args.Cancel();
LConsole.WriteLine($"A user is placing a component of type {args.ComponentType.TextID}, cancel: {cancel}");
}
}
This hook would stop the player from placing a component every second time they tried to. Handy for annoying your friends.
(this blog was originally posted 2019-12-12)
Oh yeah, its all coming together. Logic World is nearing completion. All the various parts of the game are coming together to form a complete product, and we couldnt be more excited about it.[/size]
Welcome back to another Logic World Wednesday! Logic World grows closer to completion every day. This week, we've got a preview of the Logic World Theme, a look at the Main Menu and Languages Menu, and a story about the Bug from Hell.
(this blog was originally posted 2019-11-13)
Welcome back to another Logic World Wednesday. After a three week hiatus, we are back! If you havent been keeping up with us on Discord, the break has been because we were reorganizing Logic Worlds 50,000 lines of code. That work is finally done, and your regularly scheduled Wednesdays have returned!
Welcome back to another Logic World Wednesday! If you havent already heard, we have made the difficult but necessary decision to delay the release of Logic World. The game will be released in February 2020. More information can be found here.
(this blog was originally posted 2019-09-11)
Welcome back to another Logic World Wednesday! This week Logic World passed 4,000 wishlists on Steam. Thank you to everyone who has wishlisted, that number is just crazy!!!
[Command]
public static void Say(string what)
{
LConsole.WriteLine("You said: " + what);
}
As you can see, all you have to do to register a command is to add the [Command] attribute to a static method.
You may have noticed that we are using LConsole.WriteLine instead of Console.WriteLine, this is because we need to provide a way of outputting text that works regardless of where the command is running on. On the client it will output to the console window, and on the server itll write to the regular console output.
Because of this, LICC* is split into two parts: the backend and the frontend. The backend is shared and provides the base functionality like command registering and executing, while the frontend takes care of interacting with the user: receiving input and sending output.
This is a little demo of the console frontend:
(this blog was originally posted 2019-08-14) Hello everyone! This week Jimmys on vacation, so itll be just me and my web shenanigans.
[deleted]
, which means that its children will be kept intact. That is exactly what happens in logicworld.net now when you delete a comment with children, like so:
(this blog was originally posted 2018-08-06) Logic World Wednesdays on a Tuesday? What is the world coming to? If you havent already heard, Logic Worlds release has sadly been postponed to October.
Welcome to another Logic World Wednesday! This week, logicworld.net passed 10,000 unique page views. Woohoo!!!
Welcome back to another Logic World Wednesday! This week, Logic World surpassed 3,000 wishlists on Steam. Thank you to everyone for your support!
Sorry for the late post. Programming is hard!
string Username
and string Password
(this will be relevant later). In this case theres not much to verify, other than that neither fields are empty, but in more complex forms like the register form you may have to verify the email format, the username length, the password complexity, etc. These requirements have to be verified with the same criteria on the front end (for a smooth and instant response), and on the back end (in case the client fails to verify the data).
As you may or may not already know, the website is made of different technologies for the front and back side, each with their respective languages (C# and Typescript in this case). This means that validation criteria have to be defined on both the back and the front end and in ways appropriate to each language.
ASP.NET Core (the technology used in the back-end) has support for decorating the members of the aforementioned data class with attributes, which makes for a smooth and clear indication of the requirements of the forms inputs. For example, this is how a register form could look like:
tags. Also, now you can see each posts score when browsing a forum, along with the existing comment count. Ive also fixed a couple of issues involving comment deletion, as well as added the possibility to edit comments!
Heres a picture showing the forum details:
Welcome back to another Logic World Wednesday! Before we begin, wed like to share that this week Logic World surpassed 2,000 wishlists on Steam. Thanks everybody!
Welcome to another Logic World Wednesday! This week, Jimmy works on the UI system for the game, and Felipe continues to add features to logicworld.net. Were trying out a new format this week: rather than giving each developer their own section, the post is divided into sub-topics, each with a developers name attached.
?
instead, which made me think that there was some encoding issues. I began investigating the database and found that they were being stored as question marks there, so the problem was in the database. I set the collation for all tables to utf8mb4_general_ci
and tried again, and emojis were working properly now! I also fixed user pages requiring you to be logged in in order to see them, it was an easy fix.
On the game side, Ive implemented synchronous RPC calls. Before this, whenever a mod called an RPC method it would be a fire-and-forget situation, where the mod had no way to know whether or not the server had received and processed the call. This is probably enough for most things, but there may be some cases where this is undesirable. Synchronous means that the mod code will now wait for the server to send back an acknowledgement before continuing execution, which allows for more complex synchronization between clients and server!
On the topic of waiting, Ive added a loading screen for mods. Mods were being loaded in the main thread, which meant that the screen wouldnt update until all mods were loaded. This worked fine, but it didnt allow for any graphics in the meantime. Now, mods are loaded in a separate thread, allowing the game to monitor the loading and inform the user!
---------
If youd like to receive an email each time we post one of these blogs, you can sign up for our newsletter. Be sure also to wishlist Logic World on Steam, join the official Discord and follow @LogicWorldGame on twitter.
See you next Wednesday!
View this post on logicworld.net.
https://store.steampowered.com/app/1054340/Logic_World/
Welcome back to Logic World Wednesdays! Before we begin, wed like to share an exciting milestone with you: a few days ago, Logic World passed 1,000 wishlists on Steam. Thank you - all 1,000+ of you - so much for your support!
Hello and welcome back to Logic World Wednesdays!
import http from "axios"
export async function postPost(model: Logic_World.Models.ViewModels.NewPostViewModel, id: number) : Promise { return (await http({ method: 'post', url: "/api/forum/{id}/post".replace("{id}", String(id)), data: model, params: null })).data;
}
This has been generated from the following controller method:
[HttpPost("/api/forum/{id}/post")]
[Model(typeof(Post))] //This indicates what type of object the endpoint returns on success
public IActionResult PostPost([FromBody]NewPostViewModel model, [FromRoute]long id)
{
...
}
Im also using this technique in order to create simple TS models from C# classes, as you can see with the Post and NewPostViewModel types.
All of this means I no longer have to worry about writing bridge code between the back and the front end, and instead its all generated for me as soon as I hit Control+S.
Although, this has one big drawback: you must use Visual Studio 2017. It would probably be a much better experience if it was integrated into the .NET build process, but alas its a VS2017 extension which means that you must have it open in order to apply any changes youve made. I would still 100% recommend this extension if youre working on anything related to this; it doesnt even have to be web-related.
So, I hope you were able to follow through. I promise next week it will be more interesting and less tech-loaded.
If youd like to receive an email each time we post one of these blogs, you can sign up for our newsletter. Be sure also to join the official Discord and follow @LogicWorldGame on twitter.
See you next Wednesday!
View this post on logicworld.net.Welcome to the very first Logic World Wednesday! Each week, we will be sharing our progress on Logic World. This blog is going to be a mix of technical and non-technical discussion.
Tung.Inverter:
column: "Logic"
prefab:
blocks:
- Standard
inputs:
-
position: (0, 1, 0)
outputs:
-
position: (0, 0.5, 0.5)
rotation: (90, 0, 0)
startOn: true
logicCode: Tung.LogicCode.Inverter
placingRules:
GridPlacingDimensions: (1, 2)
Thats all for this week. If youd like to receive an email each time we post one of these blogs, you can sign up for our newsletter. Be sure also to join the official Discord and follow @LogicWorldGame on twitter.
See you next Wednesday!
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