Multiply or Release with Spinner S2 #12 - Marble Race in Unity
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- čas přidán 30. 09. 2023
- Welcome to the world of marble race. This is Multiply or Release.
Who will win?
Today's roulette
+200 shots ,
x4 Multiply ,
Cluster ,
Possession ,
Ink Fountain ,
Reset
Feel free to leave a comment.
We'd love to hear your requests for new features. Share your ideas and help us out!
#marblejamboree #marblerace #multiplyorrelease - Hry
to pull an organic 8k and still not win is wild
Guys please like and subscribe 👊👍
I never say this enough. THANK YOU for making the games. They are a joy to watch.
Thank you so much for your kind comments :)
Don't know how easy this would be but a spinner idea - volcano in the middle, spews fire balls of whatever colour that spun it randomly and stuns if a player is hit. Otherwise just colours a patch on the board.
Very interesting. Thank you so much. I wanted to implement an object that is always placed on the board.
If we were to implement that first, it would be in a spec like your comment.
This is the first time one of my choices actually won. 🏆
Normally they don't even survive the first round.
😂😅i. Like. It
Just on the final match *_Roulette:_*
Start with the *_+200_* tile and after giving a color the 200 shots, change the tile to show *_+300_* for the next *_Roulette_* spin, then repeat for *_+400_* and *_+500_* and then go back to *_+200_* and repeat the cycle.
*_Blackout, Half Land, Mirror Shield, Reset_* and *_Shield_* would share the same tile and could cycle each time.
*_Adjust, No Release_* and *_x4 Multiply_* would share a tile.
*_Ink, Ink Fountain, Grenade_* and *_Round Bomb_* would share a tile.
*_AP Bullet, Cluster_* and *_Possession_* would share a tile.
*_Fist, Hand,_* and *_Thief's Fist_* would share a tile.
*_Division, Steal,_* and *_Judgement_* would share the last tile.
I know this makes 7 tiles on the *_Roulette_* and at the time of this video it currently only has 6, so it would take some work to make it a 7 tile *_Roulette._* ( I think I got all of them(?), except the seasonal *_Tomato)_*
Your comment is an eye opener to me. It's a brilliant idea.
Some options cannot exist at the same time, so not all combinations can be realised, but a gradual increase in +200 could be implemented quickly.
I hope to have it appear soon, Thank you so much. 😍
@@marblejamboree I didn't realize that until you mentioned it that some options can't exist at the same time. Since then I've been thinking about which ones would conlfict and an option to fix it.
If Blue has *_Mirror Shield_* active and lands on *_Shield,_* you could just reset the timer and just have *_Shield_* active. Or if Blue has *_Shield_* active and lands on *_Mirror Shield_* reset the timer and just have *_Mirror Shield_* active.
Currently, it looks like if Blue has *_Ink_* and Red drops *_Ink_* on top of it, the Red *_Ink_* controls all of tiles underneath where they overlap because it was the newest one on, and the same with 2 or more *_Ink Fountain's_* overlapping, the newest one gets control of the tiles that overlap. If this is the case, having *_Ink_* and *_Ink Fountain_* could work the same way, whichever is the newest gets the overlapped tiles.
@@flarklooney Switching between shield and mirror shields seems to be feasible without problems. You are probably right about the Ink as well. I'm hoping to gradually implement the parts that can be realised. Thank you so much!
How about this: Whenever a shot is returned to your cannon, your counter goes up by one. (aside from enemy cannons you possess which get destroyed by your shots)
Dice addition: Individual UP that increases a color's production, and Rainbow Wall that blocks all shots.
Green is like: "Come on, white! Let me finish off Ivory!" Anyway, good game!
Next season (season 3) will have at least 16 colors.
Thank you for your comment.
I was thinking of changing the current specification where bullets disappear sometime in the future. Retrieving bullets is an interesting idea. The Rainbow Wall is likely to be active in many situations, with exciting results.
Spoilers:
*New features:*
- No Release returns! It simply prevents cannons from releasing bullets for 30 seconds.
*As of Episode 36 (this episode):*
- Orange: 41-1=40 (1st)
- Lilac: 35-1=34 (=2nd)
- Ivory: 34 (=2nd)
- Lime: 29+3+1=33 (4th)
- Green: 30+1=31 (=5th)
- White: 28+3=31 (=5th)
- Blue: 30 (=7th)
- Pink: 29+1=30 (=7th)
- Yellow: 28-1-1=26 (9th)
- Purple: 24+1=25 (10th)
- Red: 24 (11th)
- Cyan: 16+3+3=22 (12th)
*Ideas:*
- As demonstrated by Cyan, Possession can be really powerful. This is because the possessed cannon can make way for the possessor to attack back. It should be noted that possessed bullets can pass through the wall of the possessor, so possessed cannons should not fire too many bullets.
- Yellow is the fourth colour who loses the final match as a wildcard after Green, Cyan and Blue. Maybe this wildcard feature can be used for a 'last standing wins' challenge.
- It feels like White and Green are constantly arguing and fighting with each other, just like in Season 1. Of course, with the grudges and win records before, White wins that match! Hope you can add more drama and unusual skits!
You are probably wrong.Yellow have 27 points in previous episode and yellow's points now is:27-1+1=27
I'll keep aiming for dramatic matches 😍 Thank you so much.
🧡🧡🧡💯❤️🧡
3 days for a video is so funny
Idea: a power up that grants resistance for the colour that spins it. So for 30 seconds it takes 2 hits for a block of that colour to be repainted. As a downside if the colour shoots at a 'damaged' block (meaning it got hit once) then it 'repairs' it so that it takes 2 hits again. New blocks that the colour conquers during this period also require 2 hits for another colour to capture
The current source code seems a bit difficult to implement, but it is very attractive and I would like to try to implement it. Thank you very much for your great idea.
What about a specification that does not use a timer and maintains resistance until it is repainted other colour?
I wonder if that would differentiate it from existing Shield.
Then i would make it so that the colour has a limited number of shots that convert newly captured blocks into ones with resistance (these do not include the currently held ones that automatically get the resistance). In this logic, the counter goes down ONLY when new blocks are captured and not when repairing existing ones.
I don't know how that would interefere with the balance but i recommend 1000 shots to gain that attribute. You can instead set a timer for resistance to end 20 seconds after the last shot is fired.
You can have it so that it checks this for every shot:
1. Is resistance active?
2. If no, then act normal
3. If yes, and bullet hits 'damaged' block then 'repair' the block
4. If yes and bullet hits block of another colour, then repaint block and give it automatically 'repair'
Another solution is for bullets to gain a 'double hit' attribute for a limited time, meaning they fortify the already owned squares as they fly over them and act as normal bullets when they hit boxes of another colour
Thank you for all your considerations. I'm glad. I'm sure I'll be able to make use of it.
I don't know how it will be implemented yet, but I'll be very happy if you look forward to it.
Yellow was so unfortunate.
I love the long games. But I know some of your followers may not. You may want to add a Sudden Death feature to kick in at a certain time over 20 minutes. Whoever gets the next wheel spin, Wins.
I was actually a bit worried that the first match would be too long for everyone to enjoy. But the way the match unfolded was interesting, so I made a video of it.
I'm also considering fast-forwarding the video. I might do that during the boring parts.
Green and White didn't want to lose that it took half thé vidéo 😂
They kept possessing each other and it took forever
First
Hmmmm.where is my new video?
I'll post it today 😆 Thanks again for watching!
Name of game
Thank you for the comment.
This game does not have a name. I haven't released it.