You have already read about this on other comments, but in case you have issues with seeing color, Green and Yellow look too similar, specially the mini marbles at the sides. Red and Blue can be differentiated, although they're both super pale, so they look a bit odd
I love these 1000x1000 ones! There was something oddly satisfying about the old system’s marbles fragmenting like they did, even if it was a bit scuffed. If you don’t mind, I’ love if you played around a little with the marble mechanics a little bit every now and then when you make these big ones.
Thank you! I will definitely keep playing around. There's a couple of reasons why that previous system struggled so much: 1. Can't do collision detection (or at least, I don't know how I would do so) 2. Visually looks a bit rough with how the trail renderer is in the centre of the object, which is often empty after the ball hits some stuff. 3. The size maps I made in that one were generated for those specific sizes beforehand, so only for multiples of 2. This means that I can't easily do upgrades like additional multiplier or higher starting number. Next I'm going to try single number swarms on that one... lets see how that goes :)
@@lostmarbles2d That would be cool. So they suck in smaller balls to erorde them faster. You could also do it where if balls of the same color colide they add together.
red: shoots death star death star: i will kill half of yellow's base yellow like a minutes later: revenge!! red, a few moments later: revenge!!!!!! yellow's ball: aight ima kill green green: lol i shoot ball and you get deflect green right after: aight ima shoot black hole
Red tries to just be a powerhouse steemrolling over blue while yellow acts like a show off flexing while green sits back, stays quiet, and does nothing while red and yellow flex at each other for a time before knocking each other out. XD
Yellow&Red:I HATE YOU! I HATE YOU! Green:“Realxing on this match” Blue:... “Blue ded by Yellow” Blue:WT... Yellow:hehe “Red ded by Yellow” Red:You Shxt look at my big balls! Yellow:hahaha! “Yellow ded by dying Red” Yellow:Shxt... Red:Bruh lolol “Green Win!” Green:?????
I think there should be something that prevent a color with a verry large number to die, like if a 10 000 marble eliminate a color which have a 100 000 marble , the 100 000 becomes 90 000 and the 10 000 disappear (so if the shoot is smaller than the biggest marble of the color, the big marble lose the value of the small marble to kill it) That way it vould prevent a situation like in this video
Thank you for the suggestion! I'm worried with something like that that it makes it a guaranteed win when a player gets a high number. I like the aspect of a player that seems to be the underdog being able to sneak a kill.
@@lostmarbles2d right now the winner is the one that randomly avoid all big shots (if there is multiple big shots), i think there should be more adventages when you get a 100k+ shot than maybe getting a win 2 min after the big shot. Like in a multiply or release without charged shots, you cant really lose after a big number because it also defend all directions, here a big number doesent protect the base to a snipe...
@@quentind1924 The thing about getting a big number and still being able to lose is the intention, you get an advantage, but not a guaranteed victory. It keeps things interesting right until the end. Otherwise when you see a big number you just know that that colour will definitely win, so you already know the outcome of the game.
@@lostmarbles2d I think it should just shield the player until it's launched. Incoming balls could decrease the one it's holding so it's not a perfect shield, just adds resistance.
I'm with Lost Marbles on this one. The excitement comes from being able to turn the tide suddenly, and it's honestly really cool to see colors still be dangerous after being eliminated. It would be possible to make some kind of compromise, wherein the shots lose some mass but not enough to destroy either, but that's a bit arbitrary. Another option would be to focus on defending the base: • Upon firing a shot, instantly reclaim an equal number of pixels near the base. • Make shots invincible for one second after being fired, allowing small shots to better clean up. • Upon firing a large shot, fire a number of smaller shots in the opposite direction, like exhaust from a rocket launcher. • Occasionally fire a shot that stays near the base (orbiting or bouncing or something). ...though these are all arbitrary too.
@@idkjustayoutubechannel2760 Thank you! I came across this niche through one of MIKAN's videos last year - a castle destruction video. When I saw the popularity I decided to give it a shot, because I also enjoy making things like this.
Green proves that you can win by doing nothing and also yellow did a smart move by cutting blue off so he can't attack but green just watched them all die
Since you liked my other suggestions, here are some more. (Posting as a top-level comment for visibility.) One thing I noticed is the large shots have a tendency to end up going pretty slow. On the one hand, this is *amazing* for tension, when it's slowly approaching an enemy base and you're wondering if that color can deflect it in time. On the other, it means there will be downtime where it's sitting around home base, doing nothing and threatening no one. A couple options to "fix" this (if you even consider it broken): • If a large shot slows too much, have it expend mass to speed up, like a spaceship burning fuel. It'll paint more territory faster (helping on defense), while simultaneously making it less dominating since it burns up sooner. Downside is, this destroys any chance of those nail-biting situations where it slowly approaches an enemy base. • Have it split in two if it slows too much, giving each child an impulse in opposite directions. The resulting shots will paint more territory without being as overwhelming on offense, since they're twice as easy to deflect. They may or may not help with defense, since the split is equally likely to happen anywhere. • If a shot returns to home base, delete it and add its mass to the shot under construction. Then it'll be shot back out at full speed. Downside: this makes it way too easy to make shots way too big. Or if the shot was moving fast, this could actually slow it down, which isn't the point. • If a shot returns to home base, have the base absorb a set amount of mass per frame, subtracting that amount from the active shot and adding it to the shot under construction. But only while it remains in contact, which gets harder and harder to do as its radius shrinks. It'd have to be aimed perfectly and moving slowly to get fully absorbed. (Also, the amount per frame should be based on the starting mass, to make that more relevant late game.) • Have small shots explode on contact with large shots of the same color, applying extra force. Most such collisions will happen near the base, adding speed when it's most needed. A slow-moving shot near home base is probably not doing anything interesting. Extra speed will help it paint the base (for defense) and then get out of there to play offense. • Combine the previous two ideas: when two same-color shots collide, one or both break into higher-speed fragments. Sort of like nuclear fission - a tiny particle slams into a big one and makes it explode into pieces. Maybe that means only the larger one should split? Or only the slower one? Not sure. There should definitely be a sliding scale between "glancing blow" and "head-on collision," the former breaking off tiny bits and the latter splitting it into nearly equal pieces. (Implementation details: my first thought was to base this on the dot product of their velocities, but after thinking about it, it might be easier and better to use the difference between their momenta.) While glancing blows won't get the large mass moving, it will no longer be boring to have it sit around home base for extended periods, as it'll serve as a constant source of small-to-medium particles. I suppose those last two could also happen between shots of any color, but I bet it'd make it too easy to defend. Moving on from the giants, here are some miscellaneous ideas: • Make shots orbit the base while under construction, colliding and painting territory as normal. Upon being launched, they just continue in the direction they were already moving. Great for defense, but the loss of mass could make it harder to reach high numbers. It'll definitely make the starting mass more important. Might be hard to implement, since you'd have to keep it from hitting walls and make sure giant shots can still power past. • Tie shots to the base via a string while under construction, so they bounce around within the radius of that string. (Again colliding and painting as normal.) The string breaks if stretched, launching the shot. Hopefully this is easier to implement than the previous idea. • Opposite colors annihilate on contact like antimatter. The explosion would paint the area with both colors (arranged randomly), eat up an equal amount of mass from the two colliding shots, push the remains apart, and destroy any base in the blast zone. That last one is harsh, but it makes logical sense, and besides, it's harder than normal for a shot to get close to an opposite-color base, what with all the explosions on the way. (Implementation details: this should consume a fixed percentage, maybe 10-20%, of the larger mass. That way, it'll destroy very small shots and let medium ones keep going.) ...Oh wow, I spent more than enough time on this for today. Guess I'll stop here.
These are some solid ideas, thank you so much! The idea of having them slowly eat each other while in contact is something I've been considering, one implementation of this I'd like to try is how it works in the Osmos, a physics game where you play as a ball that eats balls smaller than yourself, and move around by firing small bits of matter (Newton does the rest). Base tethers / orbits actually solves another issue I've been thinking about for a long time: how to make a more elegant aiming mechanic. I would like to try move away from the classic "cannon rotates 90 degrees repeatedly" system, each of these ideas could probably work and make things way more interesting. The orbit mechanic would need more space, so perhaps it might be time to try making mobile bases.
Mobile bases... does that mean they'd move away from the walls as the orbiting marble grows? It'd push them closer to the center, which seems dangerous. But I guess the closer they get, the larger a defender they have, so it balances out. I'll be interested to see how the Osmos idea plays out. An obvious difference here is that there's no one controlling the marbles, so they can't really propel themselves intelligently. Guess they can just propel themselves forwards and bounce around as they always have. I wonder if the ecosystem is going to be a bigger issue. In Osmos, you have a whole bunch of smaller organisms floating around, allowing the big ones to sustain themselves. Here, while there are a lot of little marbles, they all burn out almost immediately. Might have to tone down that aspect of things, or up the production of small marbles. Hmm. How's this for an idea? Shots with low momentum (mainly the small ones) bounce off enemy colors instead of piercing through. This gives them a lot more longevity, as they'll only lose 1-2 points at a time. (You'll have to reduce the grid dimensions, of course.) This will result in a swarm of small marbles in each base, which might stop an encroaching enemy marble, or might make it stronger, or both.
@@lostmarbles2d well actually a small AI would also help - nothing sophisticated but simple slef defence: if there are territories too close to the base, then aiming should be towards that - to beat back enemies from being imminently destroyed by a small marble. the second option should be trying to focus on large objects closing on to slow it down threshold would be needed on this - enemy territory needs to be closer than 10% of original starting width (or height) and incoming ball should be bigger than the average of the previously shot balls (either overall the game or the defending color) i would avoid trying to single out enemies and target them - there is the charm in the randomness but defense could be a bit more organized - just like we have see.ln it from green (albeit it being unintentional) so we would see losing colors desperately trying to survive and maybe adding a virus factor in the game: if you have your territories large enough but you got a blow which could have destroyed you could have a chance to rather than dying but either incorporate 50% of the incoming ball into your next attack or use the impactor to create an evenly spread territory around you but: you are no longer blue nor you are red but a mix : purple so a new enemy just borns out of your ashes and the “traitors” of your destroyer bits. this could only happen once to each territory and also on a low chance (maybe 10% or so) maybe bad ideas… dunno… its not battle royal anymore but more of a war theory but could make it either more or less interesting anyway: i enjoy watching the aimless destruction too :)
Still trying to figure out a good balance for the 1000x1000 grid. Maybe when I add in the scatter shot from the classic multiply or release videos it might help :)
Red, Yellow, Blue and there is *GREEN* just relaxing in his spot while seeing the three others killing each other
@Pasfruit switzerland
@TreeckoPF 6:40 green clutch player
You kinda also watch as red hits a yellow ball and hits it right at themself at 5:06
ah, good old "luigi wins by not moving"
It’s great because they then just “I mean I COULD’VE moved” and generate the largest shot of the entire match 🤣
I like how red dies but still causes mayhem for the rest of the game.
Those reds...
You have already read about this on other comments, but in case you have issues with seeing color, Green and Yellow look too similar, specially the mini marbles at the sides.
Red and Blue can be differentiated, although they're both super pale, so they look a bit odd
Thank you for the detailed feedback, I will make sure to use more clear colours in future :)
I love these 1000x1000 ones! There was something oddly satisfying about the old system’s marbles fragmenting like they did, even if it was a bit scuffed.
If you don’t mind, I’ love if you played around a little with the marble mechanics a little bit every now and then when you make these big ones.
Thank you! I will definitely keep playing around.
There's a couple of reasons why that previous system struggled so much:
1. Can't do collision detection (or at least, I don't know how I would do so)
2. Visually looks a bit rough with how the trail renderer is in the centre of the object, which is often empty after the ball hits some stuff.
3. The size maps I made in that one were generated for those specific sizes beforehand, so only for multiples of 2. This means that I can't easily do upgrades like additional multiplier or higher starting number.
Next I'm going to try single number swarms on that one... lets see how that goes :)
The “how to win by doing nothing” challenge
Nice victory and 23M at the end Green.
Dude, green almost made a black hole at the end.
That gives me an idea... I need to add gravity to the super large balls
@@lostmarbles2d That would be cool. So they suck in smaller balls to erorde them faster. You could also do it where if balls of the same color colide they add together.
@@lostmarbles2d It's time to get supermassive
6:45, one marble already won, it even evade its own death by launching a ball!
It would have been disqualified if it was unable to defend its victory.
it actually kinda cheated death twice- red and yellow ball both deflected
red: shoots death star
death star: i will kill half of yellow's base
yellow like a minutes later: revenge!!
red, a few moments later: revenge!!!!!!
yellow's ball: aight ima kill green
green: lol i shoot ball and you get deflect
green right after: aight ima shoot black hole
I like the fact that you let the simulation play after green win, it s something i always want to see
Thank you for letting me know :)
Hope you make the colors more vibrante. Its hard to distinguish between them.
Thanks for the feedback, I will definitely do so!
whiiile red,yellow,blue fight. green just relaxes and then hes finaly awake at 6:51
5:07 Red assisted their own death lmao
Yellow was SMART by cutting off blue, they would be stuck for a while
Red tries to just be a powerhouse steemrolling over blue while yellow acts like a show off flexing while green sits back, stays quiet, and does nothing while red and yellow flex at each other for a time before knocking each other out. XD
This video could be called: "green wins mulitiply or release by doing absolutely nothing"
Yellow&Red:I HATE YOU! I HATE YOU!
Green:“Realxing on this match”
Blue:...
“Blue ded by Yellow”
Blue:WT...
Yellow:hehe
“Red ded by Yellow”
Red:You Shxt look at my big balls!
Yellow:hahaha!
“Yellow ded by dying Red”
Yellow:Shxt...
Red:Bruh lolol
“Green Win!”
Green:?????
Green woke up like a lazy Dragon at the end .. I like that, he's my Spirit Animal
I love how yellow just makes the letter R
Yellow fails to respect Mutually Assured Destruction and is mutually, assuredly, destroyed.
Red,yellow and green just chilling at the end lol
Green managed to save itself nicely after all other colours had died
The fact that red basically kills itself XD
Can we have a tiny bit more contrast? Impossible to see without the neon colours!
Red, Yellow, Blue: I will be the king. Shoot ultra HUGE balls!
Green: *look at those idiots*
23 Million!
That's Big!
Light Green Wins!
just sit and defend, thats what green did.
red killed everyone except green. technically a yellow marble took out red but it was off a deflection from a red one.
Green Clor say: i can win with do nothing LOL😂
I think there should be something that prevent a color with a verry large number to die, like if a 10 000 marble eliminate a color which have a 100 000 marble , the 100 000 becomes 90 000 and the 10 000 disappear (so if the shoot is smaller than the biggest marble of the color, the big marble lose the value of the small marble to kill it)
That way it vould prevent a situation like in this video
Thank you for the suggestion! I'm worried with something like that that it makes it a guaranteed win when a player gets a high number. I like the aspect of a player that seems to be the underdog being able to sneak a kill.
@@lostmarbles2d right now the winner is the one that randomly avoid all big shots (if there is multiple big shots), i think there should be more adventages when you get a 100k+ shot than maybe getting a win 2 min after the big shot. Like in a multiply or release without charged shots, you cant really lose after a big number because it also defend all directions, here a big number doesent protect the base to a snipe...
@@quentind1924 The thing about getting a big number and still being able to lose is the intention, you get an advantage, but not a guaranteed victory. It keeps things interesting right until the end. Otherwise when you see a big number you just know that that colour will definitely win, so you already know the outcome of the game.
@@lostmarbles2d I think it should just shield the player until it's launched. Incoming balls could decrease the one it's holding so it's not a perfect shield, just adds resistance.
I'm with Lost Marbles on this one. The excitement comes from being able to turn the tide suddenly, and it's honestly really cool to see colors still be dangerous after being eliminated.
It would be possible to make some kind of compromise, wherein the shots lose some mass but not enough to destroy either, but that's a bit arbitrary. Another option would be to focus on defending the base:
• Upon firing a shot, instantly reclaim an equal number of pixels near the base.
• Make shots invincible for one second after being fired, allowing small shots to better clean up.
• Upon firing a large shot, fire a number of smaller shots in the opposite direction, like exhaust from a rocket launcher.
• Occasionally fire a shot that stays near the base (orbiting or bouncing or something).
...though these are all arbitrary too.
once more green proves to be the protagonist of the game by only revealing his true power at the end
5:07 red: you know what? Screw my creator!
What a nice block lime 6:40 and YOU ARE LATE TO SHOW YOUR POWER!!!! 7:14
love things like these made by you and MIKAN
Thank you! I'm also a big MIKAN fan :)
@@lostmarbles2d is that why you decided to do this or was it something else cus stuff like this is better then most stuff made by the top youtubers
@@idkjustayoutubechannel2760 Thank you! I came across this niche through one of MIKAN's videos last year - a castle destruction video. When I saw the popularity I decided to give it a shot, because I also enjoy making things like this.
Alternate title: *Luigi wins by not moving*
once we have a 10000 x 10000 grid infinity will be nothing
This match should be titled, "Luigi wins by doing absolutely nothing!"
Green proves that you can win by doing nothing and also yellow did a smart move by cutting blue off so he can't attack but green just watched them all die
The colours looks similar,barely have any difference :0.
Thanks for the feedback! I will make sure the colours stand out a bit more in future.
The winner did nothing to win.
Yellow and red killed each other.
Diplomacy is a valid strategy :)
Since you liked my other suggestions, here are some more. (Posting as a top-level comment for visibility.)
One thing I noticed is the large shots have a tendency to end up going pretty slow. On the one hand, this is *amazing* for tension, when it's slowly approaching an enemy base and you're wondering if that color can deflect it in time. On the other, it means there will be downtime where it's sitting around home base, doing nothing and threatening no one. A couple options to "fix" this (if you even consider it broken):
• If a large shot slows too much, have it expend mass to speed up, like a spaceship burning fuel. It'll paint more territory faster (helping on defense), while simultaneously making it less dominating since it burns up sooner. Downside is, this destroys any chance of those nail-biting situations where it slowly approaches an enemy base.
• Have it split in two if it slows too much, giving each child an impulse in opposite directions. The resulting shots will paint more territory without being as overwhelming on offense, since they're twice as easy to deflect. They may or may not help with defense, since the split is equally likely to happen anywhere.
• If a shot returns to home base, delete it and add its mass to the shot under construction. Then it'll be shot back out at full speed. Downside: this makes it way too easy to make shots way too big. Or if the shot was moving fast, this could actually slow it down, which isn't the point.
• If a shot returns to home base, have the base absorb a set amount of mass per frame, subtracting that amount from the active shot and adding it to the shot under construction. But only while it remains in contact, which gets harder and harder to do as its radius shrinks. It'd have to be aimed perfectly and moving slowly to get fully absorbed. (Also, the amount per frame should be based on the starting mass, to make that more relevant late game.)
• Have small shots explode on contact with large shots of the same color, applying extra force. Most such collisions will happen near the base, adding speed when it's most needed. A slow-moving shot near home base is probably not doing anything interesting. Extra speed will help it paint the base (for defense) and then get out of there to play offense.
• Combine the previous two ideas: when two same-color shots collide, one or both break into higher-speed fragments. Sort of like nuclear fission - a tiny particle slams into a big one and makes it explode into pieces. Maybe that means only the larger one should split? Or only the slower one? Not sure. There should definitely be a sliding scale between "glancing blow" and "head-on collision," the former breaking off tiny bits and the latter splitting it into nearly equal pieces. (Implementation details: my first thought was to base this on the dot product of their velocities, but after thinking about it, it might be easier and better to use the difference between their momenta.) While glancing blows won't get the large mass moving, it will no longer be boring to have it sit around home base for extended periods, as it'll serve as a constant source of small-to-medium particles.
I suppose those last two could also happen between shots of any color, but I bet it'd make it too easy to defend.
Moving on from the giants, here are some miscellaneous ideas:
• Make shots orbit the base while under construction, colliding and painting territory as normal. Upon being launched, they just continue in the direction they were already moving. Great for defense, but the loss of mass could make it harder to reach high numbers. It'll definitely make the starting mass more important. Might be hard to implement, since you'd have to keep it from hitting walls and make sure giant shots can still power past.
• Tie shots to the base via a string while under construction, so they bounce around within the radius of that string. (Again colliding and painting as normal.) The string breaks if stretched, launching the shot. Hopefully this is easier to implement than the previous idea.
• Opposite colors annihilate on contact like antimatter. The explosion would paint the area with both colors (arranged randomly), eat up an equal amount of mass from the two colliding shots, push the remains apart, and destroy any base in the blast zone. That last one is harsh, but it makes logical sense, and besides, it's harder than normal for a shot to get close to an opposite-color base, what with all the explosions on the way. (Implementation details: this should consume a fixed percentage, maybe 10-20%, of the larger mass. That way, it'll destroy very small shots and let medium ones keep going.)
...Oh wow, I spent more than enough time on this for today. Guess I'll stop here.
These are some solid ideas, thank you so much!
The idea of having them slowly eat each other while in contact is something I've been considering, one implementation of this I'd like to try is how it works in the Osmos, a physics game where you play as a ball that eats balls smaller than yourself, and move around by firing small bits of matter (Newton does the rest).
Base tethers / orbits actually solves another issue I've been thinking about for a long time: how to make a more elegant aiming mechanic. I would like to try move away from the classic "cannon rotates 90 degrees repeatedly" system, each of these ideas could probably work and make things way more interesting. The orbit mechanic would need more space, so perhaps it might be time to try making mobile bases.
Mobile bases... does that mean they'd move away from the walls as the orbiting marble grows? It'd push them closer to the center, which seems dangerous. But I guess the closer they get, the larger a defender they have, so it balances out.
I'll be interested to see how the Osmos idea plays out. An obvious difference here is that there's no one controlling the marbles, so they can't really propel themselves intelligently. Guess they can just propel themselves forwards and bounce around as they always have. I wonder if the ecosystem is going to be a bigger issue. In Osmos, you have a whole bunch of smaller organisms floating around, allowing the big ones to sustain themselves. Here, while there are a lot of little marbles, they all burn out almost immediately. Might have to tone down that aspect of things, or up the production of small marbles.
Hmm. How's this for an idea? Shots with low momentum (mainly the small ones) bounce off enemy colors instead of piercing through. This gives them a lot more longevity, as they'll only lose 1-2 points at a time. (You'll have to reduce the grid dimensions, of course.) This will result in a swarm of small marbles in each base, which might stop an encroaching enemy marble, or might make it stronger, or both.
@@lostmarbles2d well actually a small AI would also help - nothing sophisticated but simple slef defence:
if there are territories too close to the base, then aiming should be towards that - to beat back enemies from being imminently destroyed by a small marble.
the second option should be trying to focus on large objects closing on to slow it down
threshold would be needed on this - enemy territory needs to be closer than 10% of original starting width (or height) and
incoming ball should be bigger than the average of the previously shot balls (either overall the game or the defending color)
i would avoid trying to single out enemies and target them - there is the charm in the randomness
but defense could be a bit more organized - just like we have see.ln it from green (albeit it being unintentional)
so we would see losing colors desperately trying to survive
and maybe adding a virus factor in the game:
if you have your territories large enough but you got a blow which could have destroyed you could have a chance to rather than dying but either
incorporate 50% of the incoming ball into your next attack
or use the impactor to create an evenly spread territory around you
but: you are no longer blue nor you are red but a mix : purple
so a new enemy just borns out of your ashes and the “traitors” of your destroyer bits.
this could only happen once to each territory and also on a low chance (maybe 10% or so)
maybe bad ideas… dunno… its not battle royal anymore but more of a war theory but could make it either more or less interesting
anyway: i enjoy watching the aimless destruction too :)
Green didn't make a move - that's not winning...
mutually assured distruction
Green chose the path of peace.
Holy cheese nuggets pink helped yellow kill its self
red literaly took himself out bu redirecting the yellow one
Luigi wins by doing nothing
U deserve more subscribe this is cool
Than you!
Luigi wins by doing nothing.
Win by not losing
Luigi wins by doing nothing?
Technically red killed itself
FINALLY GREEN WINS!!
can u do 1000x1000 more?
it look satisfying:D
Of course! Many more to come 😊
@@lostmarbles2d k just please make it easier which marble is which in mulitpy area
red killed while dead
All sides had 1 less marble than what text showed. If you count the single right marbles its weird imo
Agreed, I will fix that. Thank you for the feedback!
@@lostmarbles2d Was fun to watch anymay :)
That ending was epic
Green released the 23317673 ball
Green: Winning by watching
Competitive players be like: this will severely affect the meta
muito legal cara, isso é bem criativo!
Thank you so much!
Yellow just drew a R
Wow, green 😎
you cannot see the different between the color marbles
Yea I realised I went a bit too far with the colours of this video, been sticking to more saturated colours recently :)
No one:
Yellow: R
Spoiler:
23 million?
Yelllooooowww let's do it
Daym! Gg
Green saved
They have gray tinch in them
Default! Default! Default!
that's a lotta damage..
Did green survive?
The colours are a touch too muted
Why are the “Player” colors desaturated?
Probably an attempt to make the grid more visible
I was experimenting a bit with making the background more "background" compared to the shots, but I think I went a bit too far with that!
where is the end?
End is when there is only one player left. I've been thinking of letting it run until one player has finished painting the map.
Блинн, но зелёный ещё не выйграл, ведь шарики ещё остались:(
Какой-то нечестный выйгрыш получается
A win is a win :)
Не ожидал увидеть русского знающего об алгоду
woooooooooow :o
That was super dissatisfying
Still trying to figure out a good balance for the 1000x1000 grid. Maybe when I add in the scatter shot from the classic multiply or release videos it might help :)
@@lostmarbles2d That's awesome! :)
just me that have a hard time watching beacuse the colours are so gray scale its hard to tell the apart?
Bro its gray
I got 4th
bruuuuh.
Just subscribed!! Don't get left behind = P R O M O S M !
Thank you :)