Multiply or Multiply
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- Опубликовано: 11 сен 2024
- Four colours, controlled by the random movement of marbles, select whether to double their current number (starting at 1), or double their number.
When a size limit is reached, a shot will be launched, with enough energy to conquer as many blocks as the number reached.
The size limit is constantly increasing throughout the match.
When a hostile shot reaches a player's cannon, they are eliminated. The last player standing wins.
Four colors competing:
Cyan, Magenta, Yellow and Purple
Which colour will win?
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The bit at the end was insane also love that purple took vengeance for yellow
I like the part where they multiplied.
Really? I prefer the multiplication part
I prefer the eliminating part
Same
I prefer the part the they multiplied
I didn't really liked that part. I thought the multiplication was a lot cooler and also when Yellow multiplied and then multiplied again and then purple multiplied and they all multiplied and then they multiplied because I really like the multiplying
Physics Engine: “no pls stop adding more things to the arena, I can’t take it all!”
Winner: “Haha, shots go BBBRRRRRRRRR!”
Physics Engine: *breaks into a bazillion pieces*
Literally from 5:00 onwards I've been wondering whether the containment breach would happen before or after the last elimination.
From 7:40 to on the arena itself had a stroke
bazillion isn’t a number
I like the part where they said "its multiplying time" and started multiplying
To conclude this video:
Hit the x2 block to charge up the shot, and get down quicker to release more shots
This didn’t end well for most
an idea:
when enemy orbs collide they should go through a decaying process relative to their sizes allowing collisions to “break” them rather than just bouncing
here is what i was thinking:
if an orb with the value of 1000 collides with an orb of 500
that means their ratio is 2:1
then simply use the bigger ratio to calculate the fragment lost on the smaller orb
in this case simply divide the 500 with 2 which is 250.
both orb should loose the same amount so after collision we have a 750 and 250 sized orbs
next time they collide the ratio would be 3:1
so again divide 250 with 3 (then round it) is about 83
after colision we have an orb of 667 and 167 - this allows the orbs to reduce in size and eat up each other slowly, rather than just bouncing around and filling/counterfilling the arena with their own colors.
if their relative size is 1:1 then either no decay or a random percentage of loss
to mix it up, keep a low percentage chance for the orb(s) to rather than decay; they could split
so back to the original example:
the larger orb l
reduces to 750, but the smaller one breaks into to and looses only a small fraction
(so rather than creating two 250s orb, it creates two 10% smaller ones: 225 and 225)
or just ignore my stupid idea :) its your channel, your world :)
keep up the good entertainment :)
It's a good idea, thank you :)
Oh. fuck I didn't realize what day it was
Oh, right
I'll be honest, I was kinda hoping that the shots would just keep getting bigger without firing and the video would just end at some point when the software became unable to handle them.
7:41, When you overcharged your phone to 10,000%
An unironically good variant.
It seemed like you had to have higher number than any existing bullets to shoot. But that is equivalent to the actuall rules you use, cause if they were released already it has been when the threshold was lower and thus the number is lower
Sorry I didn't properly explain it in the video; the implementation is that all players' size limit increases over time, and the rate by which it increases also speeds up over time.
The way you describe it sounds like it might work better, maybe I'll give it a shot!
The part where blue multiplied was such a plot twist!
"What time is it?"
"It's Multiply Time!"
Reminds me of supercolliders
Next video: release or release
(also can you please fix that bug where a marble hits a cannon and it should be eliminated, but instead the cannon is left with a zero charge like at 1:34 and 3:12 (in both cases yellow afflicted)
Not a bug - if the charging shot is big enough to cover the cannon hitbox, it will be consumed to reflect the shot
Release (charged) or Release (burst) would probably also be an interesting alternative.
@@lostmarbles2d I thought it was supposed to do this only if the charge was bigger than the colliding shot, but it makes sense, I guess
@@ShakeyBox The starting number would have to be something higher than usual, because with 1 it makes no difference. Or maybe the starting number could increase over the course of the battle?
Do this with megapixel please
now THIS is what i needed (also youtube thinks this is tetris)
That is indeed a big shot moment
Well. I can tell which hemisphere you're from
multiply or multiply? The release is in the size!
mu-u-u-u-u-u-u-ultiply
7:41 lol
The ending is confusing.
THERE WAS TOO MANY IT EXPLODED LMAO
chaos😮
Ahh yes youtube this definitely Tetris
Ive got tearssss
Spoiler Blocker ✋
I loved the part where video started.
7:40
Wondering how many draws that took...
Surprisingly no draws! The issue was getting them all to survive past the first few minutes, since once they get into the hundreds (very quickly), they were sniping so easily.
I’m waiting for release or release.
Do it but with burst shots
If you can ask my PC really nicely... because I don't have the heart to ask it :(
2:41 thumbnail
(wait a few miliseconds)
Do realease ir realease!
What the hell happend at the end?