Weapon Ball Battle Mode
Named fighters grab or swing weapons and knock each other out until one fighter or one team is left. Every control in Weapon Ball Battle settings, explained. (Creator)
What Weapon Ball Battle Does
Two to eight fighters share the arena, each with a name, a colour and a health bar. They bounce around, hit each other with weapons and lose health until only one fighter, or one team, is left. The winner holds the screen for a moment, then a new match starts.
Under the default style, Weapon pickup, fighters start unarmed. Weapons keep appearing in the arena and the first fighter to touch one picks it up. A sword or an axe breaks after a few hits, a gun fires one shot, a bow fires one arrow. Then the fighter has to reach the next weapon. On the defaults a match takes about 30 to 45 seconds.
Tip
- The fighters are ordinary bouncing balls: your gravity, bounce, speed limits, arena and ball settings move them.
- Hearts at the top shows each fighter's health as hearts across the top of the video, so viewers always know who is winning.
Plans and Basics
Weapon Ball Battle settings is one panel in Engine and needs Creator. Anyone can open Weapon Ball Battle, watch it and record it on its default settings.
Technical parameters
- Basics shows: Battle style, Match, Number of fighters (2 to 8), Starting health (10 to 500), Damage per hit (1 to 50), Weapon (orbiting style) or Weapon set (pickup style) and Hearts at the top.
Battle Style and Fighters
How the fight works and who is in it.
| Setting | What it does | Range / default | Tip |
|---|---|---|---|
| Style | Weapon pickup (arms race): weapons appear and get used up. Orbiting weapon (classic): every fighter carries one weapon that circles it all match. | Default Weapon pickup | Orbiting reads best with two fighters. |
| Weapon type | Orbiting style only: the weapon every fighter carries. A gun, shotgun or sniper circles too but fires shots. | Default Sword | |
| Weapon set, Weapon pool | Pickup style only: which weapons can appear. Pick a ready-made set (Medieval, Modern, Ninja, Everything) or tap weapons to make your own mix. | Default Medieval | A small pool keeps a match easy to follow. |
| Spawn interval (sec), Max weapons in arena | Pickup style: how often a new weapon appears, and how many can wait in the arena at once. | 0.5 to 10, default 1.8; 1 to 8, default 4 | |
| Match | Free-for-all, 1 vs many (one bigger hero against everyone else) or Two teams. Teams never hurt each other. | Default Free-for-all | Picking 1 vs many or Two teams starts with four fighters. |
| Fighters (2-8), Enemies, Hero strength (%) | How many fight. In 1 vs many you set the enemies (1 to 7) and how strong the hero is. | Default 2 fighters; hero 100% | |
| Starting HP, Win hold (sec) | Each fighter's health, and how long the winner stays on screen. | 10 to 500, default 100; 0 to 8, default 4.5 | Lower Starting HP for a shorter match. |
| Hearts at the top, Hearts | A panel per fighter across the top with its ball, name and health as hearts. | On, 10 hearts | |
| Color, Name, Shape, Skin, Flag, Ball effect | Each of the first four fighters (or the hero and the enemies, or each team) gets its own look. | Red, Blue, Green, Gold | Fighters 5 to 8 get their own colours automatically. |
Weapons, Physics and Effects
How hard the weapons hit and how a hit looks.
| Setting | What it does | Range / default | Tip |
|---|---|---|---|
| Weapon length (px), Damage per hit | How far a weapon reaches and how much health a hit takes. | 10 to 160, default 46; 1 to 50, default 10 | Damage per hit is the quickest way to change the match length. |
| Spin speed (deg/sec), Invincibility (ms) | How fast an orbiting weapon circles, and the short pause after a hit before a fighter can be hit again. | 0 to 720, default 220; 0 to 1000, default 180 | |
| Aggression (chase), Knockback | How hard fighters steer toward a weapon or an opponent, and how far a hit throws them back. | 0 to 100, default 60; 0 to 400, default 90 | At 0 fighters simply bounce around. |
| Impact FX, FX intensity (%) | Blood spray, damage numbers, hit-stop slow-mo and screen shake on each hit. | All on, 100% | Turn one or two off if the fight gets hard to read. |
| Shatter on KO, Cinematic finisher | The knocked-out fighter breaks into pieces, and the camera slows and zooms in on the last blow. | Both on; zoom 1.7, slow-mo 70% | |
| Weapon skins, per-weapon sounds | Your own image and sound for each weapon. | Off until you pick one | |
| Override global audio | Its own sounds for Weapon hit, Wall bounce, Elimination and Victory. Weapon pickup always has its own sound. | Default off |
Recommended Setups
A good battle clip lets the viewer pick a side in the first seconds.
| Goal | Settings to use |
|---|---|
| Classic duel | Orbiting weapon, two fighters, Sword, Hearts at the top on. |
| Arms race | Defaults. Weapon pickup, two fighters, Medieval set. |
| Hero against a crowd | Match 1 vs many, 4 to 6 enemies, Hero strength 100 to 150%. |
| Country battle | Two teams, a flag on each team. |
| Short clip | Starting HP 60 or Damage per hit 15. |
Common Problems
What to check when a battle misbehaves.
| Problem | Why it happens | Fix |
|---|---|---|
| The match runs long | High Starting HP or low damage. | Lower Starting HP or raise Damage per hit. |
| Fighters wander and rarely fight | Aggression is low. | Raise Aggression (chase). |
| The fight is hard to read | Too many fighters or every effect at full strength. | Use two to four fighters and lower FX intensity. |
| The hearts cover the title | A large title sits where the hearts are. | Lower the title size or drag the hearts panel in the preview. |
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