*Spoilers* _BIG moments_ Tail end of Match three Yellow: Throws a bullet then loads 4096 ammo to throw in a way to avoid losing to lime and after having its smallest distance between the cannon and the enemy colour (zero) Lime: Haha not today yellow! Yellow proceeds to fire only around 60 ammo before succumbing to lime Tail end of final match Orange: spins and gets x4 multiplier for thirty seconds then begins to stack up on ammo until release is pressed with 65536 (former starting number of rows in a Excel spreadsheet until it was pumped up either in 2007 or 2010) Red now has to literally do a miracle to survive to 65536 balls ready to dominate the board Red: fails to do so and around 2000 Orange throws in decides to spin ending up with x4 multiplier for thirty seconds as well, too bad that it was too late to stack up with enough ammo to prevail against orange's rampage and ends losing despite Orange still having to throw 62 thousand. Of course Orange would board dominate. It's also worth noting that 65536 takes about 25 minutes of firing (basing on 50 throws a second) so of course if Red did eventually manage to outcome 65536 throws out might have become 😴😴😴 (unless creator speed up the footage as the balls would disappear during the throw phase and x2 and release are disabled until the ammo counter returns to zero (to became a 1)
*_Ink Fountain_* is awesome!!! I saw that the rate at which the shots come out of the cannon are more compact now (which makes it deadlier)...very nice! Adding more colors and a 4th round with the 3 winners and the wild card is nice too. ✨✨ Overall Season 2 is a very nice improvement. ✨✨
Spoilers: *New features:* - 4 new colours (Orange, Lime, Lilac, Ivory) - Purple looks a bit more pinkish than in Season 1 - Timer for last place (used to determine wildcard until Season 3) - Ink fountain (converts colour of normal projectiles but not AP bullets, leaves a circle when expires) As of Episode 8 (end of Season 0): - Green: 11 (1st) - Red: 8 (2nd) - Blue: 5 (3rd) - Yellow: 0 (4th) - Average: 6 (each episode gives a total of 3 points) As of Episode 24 (end of Season 1): - Green & White: 22 (=1st) - Purple: 21 (3rd) - Red: 18 (4th) - Cyan & Pink: 17 (=5th) - Yellow: 14 (7th) - Blue: 13 (8th) - Average: 18 (each episode gives a total of 6 points) *As of Episode 25 (this episode):* - White: 22+3=25 (1st) - Orange: 18+3+3=24 (2nd) - Green: 22-1=21 (=3rd) - Purple: 21 (=3rd) - Lime: 18+3-1=20 (5th) - Ivory: 18+1=19 (6th) - Red: 18-1+1=18 (=7th) - Lilac: 18 (=7th) - Pink: 17 (9th) - Cyan: 17-1=16 (10th) - Yellow: 14+1=15 (11th) - Blue: 13+1=14 (=12th) - Note: Each episode in Season 2 will give a total of 4x(3+1+0-1)=12 points
It's nice to see the new colors, I'm definitely rooting for lilac out of all of them. The extra 4th round was a surprise, and did help answer my question about the numbers next to the first teams knocked out each round. since it was using ' and " for notation instead of :, I thought it was somehow the total area they took, since something like 4'19", despite being impossible, would read like four feet and 19 inches. It's a little disappointing to see that no change was made to the AP bullet this season. I thought at first it was, since the first one towards cyan didn't knock it out, but i guess it's because the bullet hit the wall first. I know that the chances that an AP bullet hitting a cannon is small, but the fact that the extra time during the swing back means that the cannons aim towards other cannons longer and thus have a more likely chance to manage to hit one of the cannons to their sides. It would be better if the AP bullets didn't destroy the cannons and just treated the cannons as running into a wall. It is nice to see that the other bullets bounce off the walls properly now. I know that the diamond pattern they always ended up in was fun to see, but a little annoying for the gameplay. It did work well for the thief's fist and as defense even though if it happened, it would only be defending the biggest area. And then I'm still not a fan of division. it's something that isn't all that helpful. steal is a bit overpowered since it steals from all teams, but helpful for a quick turn around here and there. Thief's fist usually has marbles on the field to steal and seems like a great balance. But division is... not great? Like, if there's a team with a huge number, it's nice for it to greatly decrease that number, but that's if someone rolls it while there's such a big number. And even then, division doesn't get rid of all of it. Not to mention, most of the time there's no use to it, as unless a team has a 4x multiplier, it takes 3 marbles in a row going into 2x to get to 8 alone. So most times if it does anything, it just sets the teams back down to 1. a better option could be something like 'Erase', where whichever team has the highest marble count at the moment gets it set back to 1. the team who rolled it doesn't get the marbles, but it does help if there's someone with thousands of marbles. Also, it could be similar to reset, where if you're hurting for territory, you gain some, but if you're overtaking the board, it takes away a lot of territory. So potentially if the team is in the thousands, they could roll erase and lose all that progress, but since you can't roll while firing, it's uncommon.
Thank you very much for fixing the bouncing on the walls, I'm excited for the second season!
*Spoilers*
_BIG moments_
Tail end of Match three
Yellow: Throws a bullet then loads 4096 ammo to throw in a way to avoid losing to lime and after having its smallest distance between the cannon and the enemy colour (zero)
Lime: Haha not today yellow!
Yellow proceeds to fire only around 60 ammo before succumbing to lime
Tail end of final match
Orange: spins and gets x4 multiplier for thirty seconds then begins to stack up on ammo until release is pressed with 65536 (former starting number of rows in a Excel spreadsheet until it was pumped up either in 2007 or 2010)
Red now has to literally do a miracle to survive to 65536 balls ready to dominate the board
Red: fails to do so and around 2000 Orange throws in decides to spin ending up with x4 multiplier for thirty seconds as well, too bad that it was too late to stack up with enough ammo to prevail against orange's rampage and ends losing despite Orange still having to throw 62 thousand.
Of course Orange would board dominate.
It's also worth noting that 65536 takes about 25 minutes of firing (basing on 50 throws a second) so of course if Red did eventually manage to outcome 65536 throws out might have become 😴😴😴 (unless creator speed up the footage as the balls would disappear during the throw phase and x2 and release are disabled until the ammo counter returns to zero (to became a 1)
- They won’t just let me go - Orange said
-> Constantly finish Ivory and Lilac
Orange made it. It clutched from the smallest area in last match to the win.
*_Ink Fountain_* is awesome!!!
I saw that the rate at which the shots come out of the cannon are more compact now (which makes it deadlier)...very nice!
Adding more colors and a 4th round with the 3 winners and the wild card is nice too.
✨✨ Overall Season 2 is a very nice improvement. ✨✨
I'm glad to hear that. Thank you so much.
Damn, hell of a snipe in 2nd match
The snipe of yellow at cyan was great as well
Spoilers:
*New features:*
- 4 new colours (Orange, Lime, Lilac, Ivory)
- Purple looks a bit more pinkish than in Season 1
- Timer for last place (used to determine wildcard until Season 3)
- Ink fountain (converts colour of normal projectiles but not AP bullets, leaves a circle when expires)
As of Episode 8 (end of Season 0):
- Green: 11 (1st)
- Red: 8 (2nd)
- Blue: 5 (3rd)
- Yellow: 0 (4th)
- Average: 6 (each episode gives a total of 3 points)
As of Episode 24 (end of Season 1):
- Green & White: 22 (=1st)
- Purple: 21 (3rd)
- Red: 18 (4th)
- Cyan & Pink: 17 (=5th)
- Yellow: 14 (7th)
- Blue: 13 (8th)
- Average: 18 (each episode gives a total of 6 points)
*As of Episode 25 (this episode):*
- White: 22+3=25 (1st)
- Orange: 18+3+3=24 (2nd)
- Green: 22-1=21 (=3rd)
- Purple: 21 (=3rd)
- Lime: 18+3-1=20 (5th)
- Ivory: 18+1=19 (6th)
- Red: 18-1+1=18 (=7th)
- Lilac: 18 (=7th)
- Pink: 17 (9th)
- Cyan: 17-1=16 (10th)
- Yellow: 14+1=15 (11th)
- Blue: 13+1=14 (=12th)
- Note: Each episode in Season 2 will give a total of 4x(3+1+0-1)=12 points
my baby loves your videos
I’m delighted! Thank you so much
NEW SEASON IS COMING!!!!!!!!!!
どうしても英語で表現できなかったので日本語で書きますが…
シーズン2になって、壁に当たったマーブルの跳ね返り方が「45°」→「そのままの角度」に変更されたのは、個人的に非常に興味深い変更点。
コメントありがとうございます。
だいぶゲームバランスが変わりましたね。少ない弾数で倒しやすくなったので試合時間がぐっと短くなった感じです。
It's nice to see the new colors, I'm definitely rooting for lilac out of all of them. The extra 4th round was a surprise, and did help answer my question about the numbers next to the first teams knocked out each round. since it was using ' and " for notation instead of :, I thought it was somehow the total area they took, since something like 4'19", despite being impossible, would read like four feet and 19 inches.
It's a little disappointing to see that no change was made to the AP bullet this season. I thought at first it was, since the first one towards cyan didn't knock it out, but i guess it's because the bullet hit the wall first. I know that the chances that an AP bullet hitting a cannon is small, but the fact that the extra time during the swing back means that the cannons aim towards other cannons longer and thus have a more likely chance to manage to hit one of the cannons to their sides. It would be better if the AP bullets didn't destroy the cannons and just treated the cannons as running into a wall.
It is nice to see that the other bullets bounce off the walls properly now. I know that the diamond pattern they always ended up in was fun to see, but a little annoying for the gameplay. It did work well for the thief's fist and as defense even though if it happened, it would only be defending the biggest area.
And then I'm still not a fan of division. it's something that isn't all that helpful. steal is a bit overpowered since it steals from all teams, but helpful for a quick turn around here and there. Thief's fist usually has marbles on the field to steal and seems like a great balance. But division is... not great? Like, if there's a team with a huge number, it's nice for it to greatly decrease that number, but that's if someone rolls it while there's such a big number. And even then, division doesn't get rid of all of it. Not to mention, most of the time there's no use to it, as unless a team has a 4x multiplier, it takes 3 marbles in a row going into 2x to get to 8 alone. So most times if it does anything, it just sets the teams back down to 1.
a better option could be something like 'Erase', where whichever team has the highest marble count at the moment gets it set back to 1. the team who rolled it doesn't get the marbles, but it does help if there's someone with thousands of marbles. Also, it could be similar to reset, where if you're hurting for territory, you gain some, but if you're overtaking the board, it takes away a lot of territory. So potentially if the team is in the thousands, they could roll erase and lose all that progress, but since you can't roll while firing, it's uncommon.
I think your idea of only returning the highest count to 1 is brilliant.
Thank you so much. I will probably implement it soon.
woah 3 matches in one cool
Where's the music from? It's awesome!
Thank you for your nice comment.
I get musics from Audiostock.net. My favourite artist is Ninja Muzik Tokyo and I use them often.
Not a fan of the bullet
hii