#Platypus 2 Reclayed

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fleet pond
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Ill try that one later

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I also have an idea for the Yellow Un that is used in Level 3. It has a different flying pattern which I believe is similar to the one of the GunShip, so I'll make it use that.

As for the HomingShip it also uses that pattern in Platypus2 but IMO it's bad, the one in OG and Reclayed is better, so I'm thinking of leaving it unchanged. What do you think?

ionic stratus
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From what I've seen Yellow Un has a faster start up

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it gets across the screen faster early on

fleet pond
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I can speed it up and see how it goes

ionic stratus
fleet pond
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Because the GunShip's fastest movement is also the spawn

fleet pond
ionic stratus
ionic stratus
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I don't exactly remember how it is in platypus 2, but I'd def say that one isn't a priority

fleet pond
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It flops up and down similarly to the YellowUn/GunShip

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But comes from the right

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First appearence on Level 1 Area 5 iirc

ionic stratus
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it looks sort of strange in Platypus 2

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and there's already the very functionally similar squid legged missile layer

umbral ridge
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is that the one from those caves right?

fleet pond
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I'll try to make the green fish coming from the left now

solemn epoch
umbral ridge
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@fleet pond Yeah but the green fish one I've gotten enough practice for it since they always come from the top and bottom left

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I just always stay in the center

fleet pond
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Indeed they are simple enemy, but I believe that's the purpose since it's one of the first introduced and most common.

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However if way too simple, maybe spawning more than 4 could be a solution (or perhaps the ammount of spawns could have something to do with the difficulty chosen).

mortal snow
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I have an idea for level 1.
-variant icebergs

simple prism
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The green fishes should be somewhat more tankier idk

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I feel like the recolors are like boosted stronger versions of the main enemies

fleet pond
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That is a good idea but, for example, the Green Ray in Platypus 2 is weaker than the White Ray.

simple prism
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The green rays should be faster tho

fleet pond
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maybe green fishes as well?

solemn epoch
fleet pond
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any upgrades to enemies is open field to discussion

simple prism
fleet pond
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after all we do want them to be upgraded if people feel like it

simple prism
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Personally I feel like we need to make them more distinct than the main enemies

fleet pond
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I agree, orange flip plane for example is a pure recolor of the standard flip plane...

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at least the yellow un uses a different flight pattern

solemn epoch
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flame flipplane? ๐Ÿ‘€

simple prism
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Lazer flipplane

fleet pond
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I like the flame idea. After all it's the brand new distinct turret that Platypus 2 introduced.

solemn epoch
fleet pond
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Greeness also mentioned that stuff like the Red Flip Plane (which flips just a bit akwardly lol) or the Green Trash Can, both which drop bombs, could be reworked as well

simple prism
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Also the red boomerangs should come back

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The blue ones should be a variant

solemn epoch
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mix them with the blue boomerangs

umbral ridge
fleet pond
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the standard orange one

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blue ones

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and the yellow ones that come from below

solemn epoch
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wait, red boomerang for level 3, blue boomerangs for level 2fish

simple prism
fleet pond
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I'm making a list of every enemy. All of the Platypus Classic ones, Platypus 2 exclusives and Reclayed's new enemies.

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It'll help know what is available and what is needed to be created/reworked.

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I'm even including obstacles like the dish or power line.

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In Platypus 2 Level 3 there's an obstacle in the water that functions just like the power line, some sort of gate structure.

solemn epoch
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yeah, the game refers to them as arches

mortal snow
solemn epoch
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I think that one is still kinda difficult to do

fleet pond
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ah...maybe the behaviour is hardcoded

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for every instance of the pylons with power lines, this is all it shows in level data

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so it automatically sets everything up it seems

simple prism
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My only contribution to this Is this

solemn epoch
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the evilest cousin of mintlizard's dragonfly

simple prism
ionic stratus
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Green fish still doesn't seem to track the player ship down, but it is getting closer

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I think that one might still need work

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but great progress so far overall!

fleet pond
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I'll see if the ones from the left are better (or worse xd)

ionic stratus
fleet pond
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if it all ends up still a bit on the sloppier side, we may have to keep it as a request

ionic stratus
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I also noticed the Yellow Un doesn't exit the screen from the right like a gunship in platypus 2

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so after that initial entry you can probably just make it continue to fall back

fleet pond
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gunship's the closest one I think

ionic stratus
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I see, well try if you can, otherwise I do think it's a very good result overall

fleet pond
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yeah and after all Uns do leave on the right side anyway

ionic stratus
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and it's different from a normal Un which is what we wanted anyway

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yeah so it's not the end of the world, might make the enemy better in a way

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I'd need to play to tell

fleet pond
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working on this rn

ionic stratus
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I wanted to make a list as well for assets, so perhaps later we can combine them ๐Ÿ˜„

fleet pond
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sure thing!

fleet pond
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What is the name of the bosses in Platypus 2?

solemn epoch
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boss 1 to boss 6

fleet pond
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I tought they'd have names like Sky Serpent and such

solemn epoch
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well, the files have no names for the bosses but the claymatic wiki have some boss names

fleet pond
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Mother Brain (Boss 5)
Giant Caterpillar (Boss 2)

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and since the miniboss for the serpent in Level 5 is called Mini Serpent, I suppose Boss 3 is either Serpent or Big Serpent

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Boss 4 Iโ€™ll just call it Aeroplane, because thatโ€™s what Anthony referred to it as in Platypus when the submarine is destroyed lol

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also I wonder why the file names of the bosses don't correspond to the actual order they appear in the levels

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perhaps they changed ideas for where each one fit?

ionic stratus
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Oh by the way @fleet pond I just checked and it seems gunships speed was increased from the original platypus to reclayed

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so it's totally fine that yellow un is moving faster in that same speed

fleet pond
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Hopefully I didn't miss any...

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but here it is!

ionic stratus
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Do we technically need to seperate green ray from white ray?

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I am pretty sure green ray is the only one that appears in Platypus 2

fleet pond
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are rays used in Level 4?

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If so white ones would fit

ionic stratus
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I don't recall them being there in the original, but I suppose we may add them

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Either way very thorough list besides that imo claythumbsUp

fleet pond
ionic stratus
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I'm looking at the entity scripts today finally, and I think I see the issue with green fish

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you can only give it set numbers to follow

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nothing to really track the player ship

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so it makes sense you aren't able to make it home

fleet pond
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yeah I had to set the behavior to RandomFishFighter on the entity instead

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but it seems the further I spawned them away, the sooner they'd try to home in

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but ofc it's not perfect

ionic stratus
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Yeah you played with set fighterscriptcommands I sent the other day I assume

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and changed some of the numbers so that they move inwards

fleet pond
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oh boy those were a headache lmao

ionic stratus
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yeah it seems like a guessing game from what I'm seeing now lol

fleet pond
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I think we should keep them in the request list

ionic stratus
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Yeah, I'll update Sillytuna in the request list thread

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because I def see the issue now

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@fleet pond rockets are hardcoded btw right?

fleet pond
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player rockets?

ionic stratus
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nah, enemy homing missiles

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sorry

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I can't seem to find their scripts

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like their behaviors I mean

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it seems like the only enemy we have real control over is fighterscriptcommands

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and even then it's just changing those numbers to influence the movement positions

fleet pond
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if you want to give an entity the homing missile behavior it must be done in entities.json

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which would imply changing the fish behavior itself

ionic stratus
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Yeah I see

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I'd need to change the "behavior" part

fleet pond
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well, it flops around like a missile and it's too slow, and perhaps if sped up it's too unfair hmm

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the virus uses the same behavior in Platypus 2 and oh boy I hated that enemy

ionic stratus
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HomingMissile behavior

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I see it now

fleet pond
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you wanna do some tests with that behavior?

ionic stratus
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You said that it didn't work well though right?

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you tested it

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I could try EnemyHomerBullet

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it probably is the homing trashcan behavior

fleet pond
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it is yeah

fleet pond
ionic stratus
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Did you try it?

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I see

fleet pond
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I was making the enemies list xD, I'll try the trashcan

ionic stratus
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yeah no worries lol

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Maybe I will try to test EnemyHomerBullet on fish then

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see how that looks

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I suppose we can't add any new behaviors though

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I think that's the crux of the issue

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we have to abide by the already existing behaviors

fleet pond
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yup, which is why I can't make the Yellow Uns go left when leaving cuz no similar behavior exists

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also I just tried the EnemyHomerBullet and oh boy...

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even worse than the Missile XD

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way too fast, the fish is freaking out rotating itself

ionic stratus
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So this is probably going to be my next major request

ionic stratus
ionic stratus
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as of right now it seems a bit too restricted

ionic stratus
fleet pond
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lmao ikr

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here are some tests, green fish with HomingMissile behavior and a Flamethrower attempt heh

ionic stratus
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their behavior is also still that of a bullet, so it's impossible to even shoot them down

ionic stratus
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it needs some adjustments but it's pretty much there

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Green fish with missile behavior does seem closer I think

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but yeah if we could edit it to be faster and less precise would be better

fleet pond
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took me a good while to get this haha

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after a bit of trial and error

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price of working with some limitations xD

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might've lost some sleep over it even

ionic stratus
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Yeah I am not exactly sure how you did it myself lol

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I can tell it's just a bunch of bullets in a smaller range

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but as for how you did it I don't know lol

fleet pond
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I had to edit like 3 or 4 .json files ๐Ÿ˜ต

ionic stratus
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oh wow

fleet pond
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but yeah it's a bunch of bullets with Anthony's explosion sprite being shot very quickly and then pausing and looping

ionic stratus
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Yeah and I assume you did his collision trick

fleet pond
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yup

ionic stratus
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Nice!

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so flamethrower is indeed very possible with just modding

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we just need to adjust the animation maybe

fleet pond
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yeahhhh

ionic stratus
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so that the bullets stay on screen for less time

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but otherwise you got it

fleet pond
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animation.json was the one I was scratching my head the most

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like I want the animation to end sooner but idk how

ionic stratus
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Probably just speeding up the animation itself I'd assume

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maybe less frames?

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let me look at it myself

fleet pond
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hang on, I'll put everything I have on the drive yeah

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oh I zipped it, probably didn't need to

ionic stratus
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It's wolf2k edits right?

fleet pond
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yup it's finishing uploading

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ok done all should be up

ionic stratus
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ah okay

fleet pond
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animations, entities and entities_turrets is what I had to edit for the flamethrower

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in animations I left every reclayed base game animation...I can take them out later so that only the new ones are in to not confuse

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I'll clean it up now

ionic stratus
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I wonder if editing any of these values will reduce the amount of time the flamethrower is on screen

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I'll give it a shot

fleet pond
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well my bad for putting the full animations, I cleaned everything only to leave the new animations now oop ๐Ÿ˜…

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reuploaded animations.json

fleet pond
# ionic stratus

if I increase the update counter I think the sprites just repeat the loop more times?

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0 probably means static image idk

ionic stratus
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Yeah you were right

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that's what I just tried to do lol

fleet pond
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@ionic stratus yup, those numbers are ticks/timers for each bullet in a pattern

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so it shoots a bunch, each 0 is a bullet and 300 is the long wait

ionic stratus
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So I'm thinking maybe the 300 there in the end is what causes it to stay for an extended peroid of time

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yeah thought as much

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so if we change that it should be fine no?

fleet pond
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idk if it's related to the animation itself

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if that value is decreased, the pause in between the flamethrower will be thinner

ionic stratus
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hmm...

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so it'll just mean

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the bullets will shoot even faster

fleet pond
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yeah it won't be fun lol

ionic stratus
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I wonder, what if I add another 0 there at the end after the 300

fleet pond
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then the ship will probably only shoot once because of such a long pause for another barrage

ionic stratus
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hmmm

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I'm going to try to play around with this

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and see if I get an interesting combo lol

fleet pond
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hang on, I might've just fixed the inconsistency of the shooting when close...

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I'll try some multiple tests

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damn, nvm

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wait, maybe the inconsistent shooting is related to invincibility frames after spawn, hmm

ionic stratus
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weird, changing the 300 to zero doesn't change anything it seems

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it might be something related to the bullets behavior itself

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they are probably just designed to stay that long on screen is my guess

fleet pond
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perhaps

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it uses the "EnemyBulletDeaccelerator" behavior

ionic stratus
fleet pond
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but sometimes it only shoots some small puffs

ionic stratus
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yeah, that's kind of strange

ionic stratus
fleet pond
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also, the 300 does make a difference

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make sure you are playing the correct difficulty

ionic stratus
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I set it to 0 on hard

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and it didn't seem to change

fleet pond
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if I set it to 0 it spams forever

ionic stratus
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interesting

fleet pond
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you reloaded right

ionic stratus
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yep

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maybe it has something to do with the new difficulty changes in the new update

fleet pond
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I'll try hard

ionic stratus
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I'll just set all of them to 0

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but from what you're saying that's probably not a good method anyway

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yeah you were right

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it makes it shoot for a much longer period of time

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so the 300 isn't the issue

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because they stay on screen for the exact same amount of time

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it is probably the bullet behavior is my guess

fleet pond
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yup 2 things came to my mind

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either animation or yeah hardcoded bullet behavior

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or both xD

ionic stratus
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but like anthony said, if we set an end to the animation, there'll be no collision

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so that might allow us to bypass the hardcoded enemy bullets

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I am just not sure how we control when an animation ends

fleet pond
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yeah I'd like to understand better how animations work

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in the .json

ionic stratus
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Do you think we should maybe ping anthony?

fleet pond
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sure

ionic stratus
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@timber cove would you be able to further explain how we can make an animation end quicker in the game

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since the bullets are hardcoded to stay on screen, we'd like to circumvent that by shortening the animation

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but we're not sure how to do that

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the animation loops atm

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so making an end to that loop I think is what we need

fleet pond
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yeah one animation and done

ionic stratus
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it might be good to look at how explosions are done

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they're not looped

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what's "matDayCycleMultiplier" @fleet pond

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would you know?

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explosions have it set to 0.2

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I'm going to try it

fleet pond
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no idea

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probably related to day/night time cycle ?

ionic stratus
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yeah it didnt change anything with the timing

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I have an idea

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what if we do the same method you did for the bullets repeating

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so I'll change it to updatecounter: 2, 0

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maybe that will make the loop only happen once

solemn epoch
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i am recoloring some of the islands, any suggestion for colours ?

ionic stratus
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Oh wow, I think it looks great

ionic stratus
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for the trees I mean

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maybe something inbetween but I am def leaning towards that

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the snow being brighter looks more natural but it does feel a bit overexposed

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the green I think I prefer in the right picture

solemn epoch
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alrighty

ionic stratus
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Anyway idk what to do about the flamethrower animation loop

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If anyone has any ideas let me know

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or I'll just wait for anthony to respond

mortal snow
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heart for lifes

ionic stratus
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Oh we can def replace the shields for plover with hearts

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that's not a bad idea

mortal snow
rich remnant
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Looks nice, thoughI believe in the future it could be improved a bit, and we'd need animation which would be a bit complicated to make ๐Ÿ˜ญ

solemn epoch
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can we anticipate this with code of a train of strong fish fighters enemies

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i think i seen a mod that replaces the snake and level 5's miniboss with dish fighter

ionic stratus
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I'd try to base it more on the CGI model

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I don't really like how boss 3 looks in original platypus 2 lol

ionic stratus
solemn epoch
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thats level 5 mini boss fish

umbral ridge
ionic stratus
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Ohhh you're right

umbral ridge
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he's so unfair!

ionic stratus
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that one is yellow, and this one is red

umbral ridge
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I mean he's one of the most UNFAIR bosses because he's fast, and guns on front and behind, the most problematic is the tail gun which fires in a quad and can hit me without warning

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I believe there's more things about his unfairness

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since I've lost a lot a couple of lives from it, I got hit alot by his Tailgun this made me to flipping him off

umbral ridge
karmic oasis
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Furthermore, it's a boss that I almost never fight and defeat in time, as it often flees before I can defeat it. Many times, I've completed level 3 without defeating the boss (unless I use the Sonic Pulse weapon on Type 3 first).

ionic stratus
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that seems to be a common problem with Platypus 2's bosses

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level 2's boss as well, you can miss the opportunity to destroy all of its segments and then it just leaves them and comes at you with just its head

karmic oasis
ionic stratus
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to be fair reclayed doesn't do it either

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but you do at least get it in one area before usually

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and even then reclayed's bosses are still managable without the pods

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I think I'm going to make those ball enemies today

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they seem really simple to implement

rich remnant
ionic stratus
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Yeah in retrospect it probably is the boss 5 miniboss

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I thought it was boss 3 because it's in lava lol

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they're still very similar though regardless

opal hamlet
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Omg a massive discussion occured here

solemn epoch
simple prism
# ionic stratus

Headcannon that that snake thing is a creature the lives in the coast of mungola

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I guess it got awakened due to scrap metal from destroyed enemies Falling into its habitat

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I like to think the reason level 5 looks like level 5 is that a meteor parasite alien thing caused that

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Taking over like a portion of mungola behind the mountain

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The f 27 is tasked to simply investigate the meteor crash site

rich remnant
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The plotholes are craaazy

simple prism
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Pretend that some of collostropolises army still remained

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(I butcher vanitied the spelling lmao)

rich remnant
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You mean collossutrroppolluns*

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๐Ÿ˜

simple prism
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Yi xi ate the spelling

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The buoys were placed by the opposing country polariania

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You see

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Instead of some rouge collossutrooppolluns deciding to try to kill the f 27

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Itโ€™s a opposing country ALSO wanting to investigate the crash site in any means

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Even including the mean of obliterating the f 27

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Itโ€™s a race to get there

solemn epoch
simple prism
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Also
polarania wasted all of their resources trying to kill the f 27

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Thatโ€™s why thereโ€™s barely any normal enemies that arenโ€™t aliens in level 5

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Their army got hit wit dat stagger++

solemn epoch
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i think makyuni is typinged cololasotororoplispoliain wrong too

simple prism
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Lmao

solemn epoch
simple prism
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The snow area

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Also known as level 1

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I gotta sleep now I spent alot of time beating alot of levels in canto 3 in Sinclairs basement

mortal snow
solemn epoch
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I feel like some of the island have some sort of different lighting on some islands, idk if this is just my screen or not

rich remnant
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Maybe it has to do with the " day/night mat cycle " property?

ionic stratus
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Probably depends on the tile placement

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In reclayed they have a fog system, but for the original it seems they had to tint every individual sprite in a slightly different shade to simulate the feeling of distance

rich remnant
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Oh yeah
Original sprites were manually resized and retinted, afaik

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Ah, that's really fun when modding :3 (it's not)

ionic stratus
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Some assets in reclayed have it too from what I've seen

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mainly the rocks from the volcano

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it may be that the tint system was not enough for those

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but in general it's a really helpful system

solemn epoch
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now someone needs to edit the trees out from the islands fish

ionic stratus
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I can probably do that

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not now though

solemn epoch
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do it when u have free time

ionic stratus
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Working on something else atm ๐Ÿ‘€

ionic stratus
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Thanks for giving us a foundation with the islands regardless, I think the edit you made looks great

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much better than the original game lol

solemn epoch
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some island feels darker or lighter, hopefully this can be covered by the atmosphere in reclayedfish

ionic stratus
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No worries, I can just slightly color adjust them if it's needed

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but we'll see how they look in the game like you say

fleet pond
ionic stratus
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Yes

fleet pond
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Nice nice

ionic stratus
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I think they'll be easy to implement too

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pretty much just need to copy the fish behavior and set it so they all go in the same line

fleet pond
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Yeah, they do a circle loop I think

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All in line

ionic stratus
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Yeah, and that's also something we can make fishes do

fleet pond
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This is where we can play around with those numbers

ionic stratus
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Exactly, seeing that today gave me that idea

fleet pond
rich remnant
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Why is the animation so fast? Lol
Neat idea though ๐Ÿ‘€

fleet pond
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yeah that's my only head scratch about it

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idk how to make it slower

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there is no turret entity that ever uses the missile so I had to create a new one

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and the behavior is "ReclayedTurret"

umbral ridge
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also the truck with the bubble has a different model which has a larger base for the gun

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That's on 2 exclusive

solemn epoch
umbral ridge
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That truck is the same as the original platypus except with a slightly larger hitbox

solemn epoch
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yeah

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in the original platypus, there is that fat gun cannon in the files, but unused

fleet pond
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if a red truck with a cannon was created, it would still have the two turrets, because that's hardcoded

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actually hang on

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I'll try to make it and see

umbral ridge
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@fleet pond Of course the Platypus 2 trucks are nearly the same

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But about Boss 1 since that boss does spawn in platypus 2 in level 2 except a bit different right?

fleet pond
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seems like it is possible ^^

karmic oasis
fleet pond
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now imagine nasty, I can make it shoot more frequently and more bullets for example hehe

fleet pond
floral oyster
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Brutal

fleet pond
ionic stratus
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Yeah I also had the idea of using the squid behavior for that, the only issue is that their movement is pretty different

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still this is def a good foundation

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I think missile squid actually works pretty well here, the one that will probably need changing is the red one due to the shots being angled

ionic stratus
ionic stratus
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maybe Uns could work for it? I'm not exactly sure

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the one from Nasty with the turret I mean

fleet pond
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Uns behaviour just uses the top part and it's not gameplay friendly either, they start shooting offscreen from behind

ionic stratus
fleet pond
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the shooting issue would still persist

ionic stratus
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just combining it into its own sheet

fleet pond
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so it would be static

ionic stratus
fleet pond
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and it shoots the smoke trail from behind

ionic stratus
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Hmmm...

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either way for now I think it's good, I am just saying this may be something we want to consider later

fleet pond
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the angling of the shots can very likely be fixed with some number tweaks

ionic stratus
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Ah nice

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So if we do decide to stick with squids at least that won't happen

fleet pond
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they are squids in essence so I think it fits nice enough

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and I spawned them coming from the left like in Platypus 2

ionic stratus
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Yeah that's great!
I noticed clay_smile

fleet pond
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and made their wobbling radius smaller to not be all over the place like yellow/green/pink squids

ionic stratus
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I wish we can make them slower and maybe stay on the left for less time

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but yeah...

fleet pond
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some behaviors you can control speed, others you can't yeah

ionic stratus
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still I think you got it as close as you can get

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with the squid AI

fleet pond
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Now the missile hatch animation from the truck though...

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I'd like it to be slower

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like the red truck's

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but idk how

ionic stratus
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Would it be possible to use the red truck as a foundation for that?

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I assume the issue is that you can't attach it

fleet pond
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nope, I had to make a brand new hatch entity

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because the hatch is hardcoded to the red truck

ionic stratus
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I see

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I do wonder if this is something we can play with on the animations.json

fleet pond
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yeah this is a game of trying to bypass limitations haha

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it most likely is

fleet pond
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animations.json is either a bit unclear or too limited

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idek

ionic stratus
#

I really wish we had control over behaviors, but it seems we won't be getting that

#

so we'll have to do our best within the limitations

fleet pond
#

Anthony and the team did mention working on generic behaviors and such for the future

ionic stratus
#

That will def help, although it's still not as much as I would like

fleet pond
#

this would help a ton, if like there could be a generic truck/boat behavior, etc

#

because they are hardcoded to hell

#

๐Ÿ˜ต

ionic stratus
#

but having more variables would still be a very good help

#

for sure

fleet pond
#

I was working on the flamethrower boat rn and man...

#

the cannon can't be removed, it's hardcoded to the boat

ionic stratus
#

is it not a turret?

fleet pond
#

nope, cannon and missile turrets don't exist

#

I had to create them for the trucks and squids above ๐Ÿ˜ต

ionic stratus
#

ooof yeah

fleet pond
#

every instance of the cannon and missile in base game is part of the entity's art itself

#

homing ship, cannon boat, cannon truck, bosses, etc

ionic stratus
#

I do wonder though

#

maybe we can use the train segments and reskin them into boats

fleet pond
#

there would be no water skid effect

#

hardcoded to boats

ionic stratus
#

that's rough lol

fleet pond
#

so if one wants to create a boat with a new turret, it either will also have the missile or the cannon

#

oof

ionic stratus
#

can we not just make it

#

not shoot the rockets?

#

like have the rocket part still be there but it doesn't work

fleet pond
#

nope because the 2 existing boat behaviours have the shooting as part of them

ionic stratus
#

but can't we control the amount of times they shoot?

#

you know like how you did with the flamethrower

#

just doing the reverse of that

fleet pond
#

neither boat has a shooting option

#

as you can see

ionic stratus
#

God lol

#

that is rough

fleet pond
#

yeah...this is why at least generic behaviors would be somewhat of a lil boost

ionic stratus
#

guess we should keep this for later, maybe by the update they will give us control over this

#

yeah

fleet pond
#

with a generic boat behavior, we could make 20 different boats for example

#

20 different turrets

ionic stratus
# fleet pond

Should I add this to the request list regardless though?

#

just in case?

fleet pond
#

it's a good idea yeah

ionic stratus
fleet pond
#

generic behaviors like boats, trucks
turret entity for cannon
turret entity for missiles

ionic stratus
#

I wasn't sure what they meant by generic behaviors

fleet pond
#

(and if possible the turret entity for flamethrower)

#

they'd do it better xd

ionic stratus
#

Guess I should add it back lol

#

but I think your attempt was also great

#

not perfect, but you got it very close

fleet pond
#

it's good for now and in worst case scenario we got something at least hehe

ionic stratus
#

yeah def lol

#

so it's good you made it either way

#

Anthony didn't respond to me about the animation yet

fleet pond
#

yeah it'll be nice to have it archived just in case

ionic stratus
#

anyway based on what you said now I'll update the request list

fleet pond
ionic stratus
#

and gonne be working on domeships again today

fleet pond
#

and if there was a cannon turret itself, then I wouldn't have to manually adjust the values to make it look good for the squid or truck

ionic stratus
fleet pond
#

and for the missile turret the only "issue" is the .sfx

#

it plays the bullet shooting sound instead of the missile launch

ionic stratus
#

the sfx are hardcoded too right lol

#

from what I've seen

fleet pond
#

they are

#

but with a generic missile turret made we'd be saved

ionic stratus
#

gonna add that to the request list too anyway

#

just in case

fleet pond
#

yeah, 3 turrets basically

ionic stratus
#

yeah it would be nice if we could just change it for the specific entity

#

and not have entities specifically for the SFX lol

fleet pond
#

well if we were able to mod in new sounds, it would indeed be a big step

ionic stratus
#

We might also be able to add SFX from Nux

#

since I do have them

fleet pond
#

music is possible to add without replacing, as for sounds I don't think it is

#

so maybe this could be added to the requests too?

#

we could have different explosion, bullet, etc, sounds for different entities

ionic stratus
#

Yeah that's what I'm thinking

fleet pond
#

because even little things like certain explosions are hardcoded

#

gunship behavior's explosion is of the gunship and no other

ionic stratus
#

yeah that seems like a basic thing

#

I think they would add it if we ask

ionic stratus
fleet pond
#

yes true

#

but at least it's there for modding potential

ionic stratus
#

as you've seen I already added some ost from Platypus 2

fleet pond
#

yeahhh

ionic stratus
#

it works great as is

ionic stratus
#

Btw, I think we should base level 4 on level 1

#

makes the most sense are they are the most alike

fleet pond
#

definitely

#

the differences are the flowers on the hills and damaged homes and castle

ionic stratus
#

yeah and the lake

fleet pond
#

and it has buildings but those exist already

#

so there's a big foundation already for Level 4

ionic stratus
#

I do wonder if we should use the buildings from the epilogue

#

or just have the ones from level 4

fleet pond
#

you know what...

ionic stratus
#

considering the electric wire has some vines

fleet pond
#

that's actually really cool

#

it would fit like a glove

ionic stratus
#

Yeah I think I got a bit inspired from LightandDark's mod lol

fleet pond
#

can't blame you, he has inspired me as well lmao

ionic stratus
#

I think it's at least a consideration

#

also this is technically a sequel to platypus reclayed

#

if we set it in the same continuity the epilogue buildings should be there lol

fleet pond
#

definitely

#

btw are we going nuxed and nuxless?

ionic stratus
#

People keep asking for it, so we might

#

but for now def with the Nux stuff

fleet pond
#

woohoo I'd be one asking for it lmao

#

but yeah

#

both versions for both fans

ionic stratus
fleet pond
#

well I can't deny the level 5 enemies demotivate me a little bit

ionic stratus
#

I personally don't mind alien creatures, and I think they are a part of Platypus 2's identity

#

but I know others do and that's understandable

ionic stratus
#

it's a lot more complicated

fleet pond
#

it introduced way too many enemies and complicated ones too

#

and poorly designed ones and annoying like the virus oof

ionic stratus
#

I need to play it lol, as I told you I never got to that level originally

fleet pond
#

a couple are just "reskins" of og enemies at least so it wouldn't be hard to put them in, only art needed

ionic stratus
#

yeah for example the brains should be easy to implement

#

they are exactly like domeships

fleet pond
#

yup and chickens are similar to zippers

ionic stratus
#

the eyes we might need to use mines as a base

fleet pond
#

speaking of, I'll work on the zipper tomorrow likely

ionic stratus
#

I've already seen someone make zipper esque enemies

#

I think in remam?

#

should be easy to implement as well yeah

fleet pond
#

yeah, worst case scenario they'd just be smaller and slower gunships with not turrets lol, but I'll try to mimic the Platypus 2 behavior closely

ionic stratus
#

yeah what you did for the yellow gunship is probably a solid foundation for them

fleet pond
#

yeah and if I can shorten the radius of the wobbling just like I did to the squids, it'd be a good result I believe

ionic stratus
#

Yeah that'd be great

umbral ridge
umbral ridge
ionic stratus
#

@fleet pond in which file did you find the missile boat?

#

I can't seem to find it myself

ionic stratus
#

Nevermind I found it

#

yeah lol

#

took me a while to realize you just removed them from the json in the mod file

fleet pond
#

Yeah it's going to get a little crowded the more stuff we add there hehe

#

so what already is in base game is not needed for tweaks and stuff

#

speaking of, I'll also clean up the entities_turrets.json file, that is the only one that still has all base references

ionic stratus
#

I see the issue, the behavior it just missileboat

#

so it's impossible to change what it shoots, just adding on top of it

fleet pond
#

yup and the trucks is even worse

ionic stratus
fleet pond
#

you can't even use custom art for the trucks, it's overridden by the truck type number you choose

ionic stratus
#

Do you want me to add that to the request as well?

fleet pond
#

well like boats, generic trucks behaviour should do the trick

ionic stratus
#

I see

fleet pond
#

because the behaviours wouldn't be hardcoded no more

ionic stratus
#

nice, that's great

#

maybe I'll just add a generic behaviors section

#

even if they confirmed it

fleet pond
#

snow potential dlc ๐Ÿ‘€ cough cough platypus 2 level 1 art potential

ionic stratus
#

Yeah this was also said on the xbox id livestream

#

It'll def be helpful for us

solemn epoch
#

i hope they add some weather effect like in platypus 2

#

kinda adds more depth to the levels scenery

ionic stratus
#

Yeah, if they add a snowing effect it could really help us

#

and we can probably copy the color values of the snow for your islands so that they match more

#

Sillytuna confirmed a flamethrower entity will be added ๐Ÿ‘€

umbral ridge
#

@ionic stratus wait hang on a sec

#

I've been playing the original platypus 2 I've noticed that the weather effect on some levels like Level 1, beginning of Level 2, and Area 3 of Level 3 lags my pc

#

like why ๐Ÿง the weather effects seems unoptimized

#

it should be optimized in Reclayed

#

To get the consistent frame rate

#

btw the most laggy weather effect is the ash on Level 3

ionic stratus
#

I don't think it's because the game was unoptimized

#

I'd guess it has something to do with modern OSes

#

it's probably just caused due to incompatibility

umbral ridge
#

@ionic stratus well yeah the weather effect are unoptimized on some computers, mine is a ProBook 350 3G, the OS is Win11, compatibility is windows 8, and doesn't have dgvoodoo

#

therefore causes the frame rate to drop to 15fps

ionic stratus
#

Yeah but it's a 2007 game

#

meaning it was probably made at most to be compatible with Vista

#

or XP

umbral ridge
#

however for Autoclickers with such a low frame rate will cause the weapon to stop firing or firing at a normal rate, therefore calling it a "EMP" for Autoclickers

#

but I guess Autoclicking or spamfire isn't possible in Reclayed unless classic

#

manual spamfire still works as usual in the original

#

If this weather effect lag is gonna be optimized on Reclayed then the frame rate will be more consistent on modern OSes at 50-60 fps on mid-range PCs

#

Instead of being restricted on XP or Vista

#

With such high frame rate

simple prism
ionic stratus
#

at least for now

#

Claymatic are planning to add generic behaviors at a later patch which will give us more control since they're not hardcoded

opal mortar
umbral ridge
#

so sadly i can't able to play platypus 2 in 60fps

#

because my laptop is too new of a os despite it's a mid-range pc

#

so Platypus 2 Reclayed is the only way to get 60fps in modern systems

zinc citrus
#

I am knee deep in work, but Saturday I shall finish the gold saucer and then make all the basic recolors

ionic stratus
#

Nice!

#

Of btw, we have a list now

zinc citrus
zinc citrus
ionic stratus
#

although it's pretty simple, but it should still give you an idea of what's missing

ionic stratus
#

Here you go

#

at least for the enemies

zinc citrus
#

you forgot the yellow uns

ionic stratus
#

Oh yellow uns were made

#

But I will make a list for everything later, this is just so you have something for now

fleet pond
ionic stratus
#

I really want to make a chart for just every asset and enemy

#

with images and stuff

zinc citrus
#

do it in a google document

ionic stratus
#

will really organize everything

#

yeah I will

fleet pond
#

Also the Yellow Un is in the list

#

But already made yeah

fleet pond
ionic stratus
#

Yeah at least we have something basic to reference, so for that your list is good

zinc citrus
#

also the baloon boat is counted as a full on boss in the original, sprites literally named boss4 lol

fleet pond
#

It's so weak though, will need a rework in Reclayed

ionic stratus
#

I dislike it visually as well

#

it's clear they just took the mines balloon sprite and made it big

#

looks too pixelated

fleet pond
#

Attached to a cannon boat lol

ionic stratus
#

Yeah...

#

not sure what we're going to do with it, might need a complete makeover

#

the ship on a balloon idea is already kind of goofy

#

Like ideally it should be more like a zeppelin I think

#

would make more sense

#

and we have a zeppelin in the game, so maybe that could be an idea idk

fleet pond
#

Zeppelin that drops bombs or mine ballons and shoots bullets

#

Heavy Weapon has a Zeppelin that drops bombs and when destroyed there's many bullet droplets. It's not a boss but uh it's a concept.

ionic stratus
#

Yeah perhaps

fleet pond
#

Also what should we do with Green Mine Can and Red Bomber/Flip Plane?

ionic stratus
#

we'll have to see what works

fleet pond
#

I think itโ€™s possible to make them like they were but perhaps a bit of a rework is needed

ionic stratus
#

Imo red bomber should be a small variant of the mine layer

fleet pond
#

So a red mini mine layer

ionic stratus
#

so it comes in like a flip plane, and shoots bullets and mine balloons

#

like at intervals of course, not at the same time

fleet pond
#

Design/Art wise, should it be based on Flip Plane or Mine Layer Aeroplane?

ionic stratus
#

I was thinking about it too

#

probably aeroplane

#

since people who will play this mod will likely have already played at least reclayed

fleet pond
#

Yeah we'd just need to shrink the sprites, it should be simple

ionic stratus
#

so it shouldn't look like normal flip plane imo

fleet pond
#

And recolor to red

#

True

ionic stratus
#

why shrink lol

fleet pond
#

Because is's huge

#

xD

ionic stratus
#

But what's wrong with keeping it like the normal flipplane size

fleet pond
#

Ohh no thats what I meant

#

Reduce the size of the aeroplane/mine layer to the one of the flip plane

ionic stratus
#

Oh why lol

#

or do you think that's the only way of pulling that off

fleet pond
#

The red bomber is neither a miniboss nor boss in Platypus 2, just a major ememy

#

And since there will be the big version of the mine layer as Boss 4

ionic stratus
#

But boss 3 in Reclayed is the same size as mine layer

#

for example

#

I don't think mine layer needs to be smaller because there's a recolor boss of it

fleet pond
#

Sure but it only appears once

#

There's a lot of bombers in Platypus 2

ionic stratus
#

Is it a color issue?

#

you're afraid it'll be confusing because mine layer is purple and red bomber is red?

fleet pond
#

Well it was just an idea, because like Uns and Squids they come in varying sizes

fleet pond
ionic stratus
#

True, but considering that was never the case with mine layer, I'm not sure it's necessary

fleet pond
#

A bomber wouldn't be as tough I believe

ionic stratus
#

mine layer is a miniboss

#

Although, if you wanna have another small variant of mine layer maybe it could work

#

I'm not sure

#

A good example of this is probably pink ships in reclayed

#

there is a big miniboss variant, but there's also a common enemy version

fleet pond
#

Yup and I like that concept

ionic stratus
#

I'm def down for trying it

#

we should inject our own ideas into this in the end

fleet pond
#

Yeahh

#

A full on recreation wouldn't be ideal anyway, some stuff had issues in Platypus 2 itself

ionic stratus
#

Because I am working on domeships I also came up with an idea for a variant as well

#

although I'm not sure if we could do it

fleet pond
#

Shoot it

ionic stratus
#

I thought it would be interesting to have a variant where they come in more seperated from each other

#

and between them they create a chain of lightning

#

but it may be complicated to add

fleet pond
#

The lightning part I don't think is possible

#

That way at least

#

Closest would be to base it off the Lightning Starfish somehow

ionic stratus
#

Yeah, that's what I thought we could do

#

but I am not sure if we could set a limit for lightning

fleet pond
#

Lightning is a sensible behaviour so yeah idk

#

Not much can be played with it

ionic stratus
#

but yeah essentially the idea is that they're seperated but something links them

#

might not be doable like we said but we'll see

fleet pond
#

Got an idea

#

Have like 5 or 6 domeships in a circle (they must all be included within the same sprite for this to work) with an invisible starfish lightning turret entity in the middle and they zap in a set interval towards the direction of where each domeship is placed in the art

#

Only thing would be that the lightning would go beyond the domeships

#

Unless...uh

#

Maybe a new lightning entity can be created with a smaller sprite?

#

So the lightning ain't as long

ionic stratus
#

Yeahhhh

#

I actually tried that with your flamethrower

fleet pond
#

It's a bit of a task but I think all this is possible

ionic stratus
#

and it produced a very short lightning

#

so that is indeed an option

fleet pond
#

Also a new collision sprite would need to be created I think

ionic stratus
#

I mean that's easy lol

fleet pond
#

Of the domeships, otherwise the whole circle would be a target I think

#

Yeah just a lil note

ionic stratus
#

But I def think it might be doable now

#

we'll keep that in the ideas bin for now

fleet pond
#

Sure

ionic stratus
#

Like after I implement the base domeships maybe I'll try it

#

but we'll see

#

Thanks for the advice though

fleet pond
ionic stratus
#

Yeah I think you said that

#

but you're right

fleet pond
#

2 new collisions, one for the domeships entity, another for the lightning bullet entity

ionic stratus
#

I'll have to test it

#

since what I have in my head might not match ingame

#

Also if one of the domes is destroyed, and there's no link between them, I do wonder how I can make it stop shoot lightning in game

fleet pond
#

Maybe basing it off of how the wall turret functions

#

But I still haven't looked at how that one works

#

When the turret is gone, the shooting is gone, and instead of leaving art of the destroyed turret, it would be an empty sprite

ionic stratus
#

Yeah but you have to make it so

#

if you say have 2 domes

O
'
'
'
O

#

Like this

#

and the lightning is between them

#

that shooting either one will make the lightning stop

fleet pond
#

2 domes would be easier to implement I believe

#

But hmm

#

Lemme think

ionic stratus
#

I would think making the 2 domes 1 entity, and having the lightning shoot from a invisible turret in the middle or something

fleet pond
#

Yes thatโ€™s probably the only way

#

But both domes would be destroyed despite whichever one you shot

ionic stratus
#

Yeah that's not exactly what I want as you understand lol

fleet pond
#

Yeah..

#

The concept is cool

ionic stratus
#

Yeah not sure how to execute it

fleet pond
#

Wasn't something like this in PSP? Lol

ionic stratus
#

Wait really?

#

Lol

#

I never played psp

fleet pond
#

I vaguely remember something similar

#

Probably in the caves

#

Or the new sky level

#

Idk, one of them

ionic stratus
#

Maybe I should take a look at that then

fleet pond
#

OH YEAHH

#

Its 2 saucers

#

Doing the exact thing you just said

ionic stratus
#

Lol

fleet pond
#

They appear in the Caves

#

And Survival mode

ionic stratus
#

Maybe we should make it saucers then

#

and just save our work for psp reclayed

#

lol

fleet pond
#

Yeah the design I think itโ€™s 2 saucers mirrored

ionic stratus
#

Interesting

#

I'll look it up later

#

Alright yeah it's a very similar idea lol

#

just checked it

#

they just wobble around more but it's pretty much what I said

fleet pond
#

Oh yeah

#

It seems whichever side you shoot, it's the bottom one that gets destroyed first and then the top one is destroyed after?

#

If I saw correctly, it is a clever way we could try and simulate

#

As for shortening the lightning when they wobble closer, and expanding it when they wobble further away is probably possible but...likely a pain to setup as it would need for the art of the saucer to follow the art of the lightning in their separate sprites I think

ionic stratus
#

Yeah you'd probably need to just shorten and extend based on every frame of the animation

#

each sprite I mean

fleet pond
#

Or the whole thing could just be a sprite maybe

#

The two saucers together with the lightning

ionic stratus
#

Yeah perhaps

#

and the laser part is just invincible

fleet pond
#

Yup

ionic stratus
#

while the sides are not

#

That's probably the best way to simulate that, and then the collision is removed once one of the saucers is destoryed

fleet pond
#

Yup

#

Just one thing now that crossed my mind

#

Idk if its possible to make just a section of the sprite invincible and another destroyable

ionic stratus
#

Hmmm

#

Doesn't the final boss have that?

fleet pond
#

The arms are separate from the body in their sprites

ionic stratus
#

The legs are invincible iirc

#

That could still be a method though perhaps

fleet pond
#

Maybe create a sprite with the saucers and lightning together, and then crop them into two different sprites.

#

This way we could define the invencibility of each then

ionic stratus
#

I mean possibly

#

we'd have to test it, again

fleet pond
#

(Don't be surprised if there is a test video later -now I'm curious xd-)

ionic stratus
#

Lol

#

Hey I mean go for it

#

Time to make psp reclayed in platypus 2 LelouchMug

fleet pond
#

Hell yeah we bringin' up everything XD
"Everyone's here!" vibes lmao

ionic stratus
#

Only thing that's missing is Nux

#

Truly would give the everyone is here vibes

#

(Playable Nux in Platypus 2 Reclayed????)

fleet pond
#

Well some art based off of it will be there at least lol

solemn epoch
#

i think i have some nux sprites

#

nux only have 3 movement sprites though only left, idle, right

fleet pond
#

As for the Mine dropping Green Trash Can...potential rework as well?

fleet pond
solemn epoch
ionic stratus
#

but it could be better for sure

#

it's too slow

fleet pond
#

Now, the effect of the two ships getting closer and the lightning shortening and expanding is way too difficult to achieve, but despite that detail I think this is a pretty decent product overall.

#

And the most fun thing is that the timing of the lightning in between the saucers can be controlled for each difficulty, this was a nasty test in which the beams are permanent. ^^

The saucers' speed can also be adjusted.

hazy crag
#

Nice, but I think the bottom part should be darker.

lavish totem
#

also the shading is in the wrong way imo

umbral ridge
#

but trust me i never played the psp

#

bc the one i have is a bootleg

solemn epoch
ionic stratus
#

it's not 1:1 but the concept is def there ๐Ÿ˜„

mortal snow
#

Today I have something new to propose y'all in soon...

mortal snow
umbral ridge
#

Since my bootleg one doesn't have it and also died โ˜ ๏ธ my bootleg PSP since it's well broken won't function

#

And still have this broken one in my house on the shelf didn't bother to fix it

solemn epoch
umbral ridge
#

But idk if the PSP Platypus will have a Reclayed

#

It's basically an expansion of Reclayed

solemn epoch
umbral ridge
#

but there's no forums for such mod for Reclayed

solemn epoch
simple prism
ionic stratus
#

Considering the location this level occurs in I agree it would make sense to add more icebergs compared to the original

#

you know what else we could add

#

This thing

#

I would assume that's what they tried to simulate with the tokyo tower thing in the level, they just didn't have the asset

#

but here we can just pluck it out of the world map

#

or maybe we can remake it too, if anyone wants to do it

mortal snow
ionic stratus
#

Go for it!

mortal snow
ionic stratus
ionic stratus
#

Seems like it's going to happen LelouchMug

#

Going to wait for the poll to end first though

rich remnant
#

yeah imo keeping them sepparate is a good idea
otherwise things are gonna get a bit... mixed, imo

ionic stratus
#

I do think there may be enemy crossover between the projects though, but yeah I agree

#

since we're already getting inspired to work on it in this thread

#

But my focus is going to stay on Platypus 2 for now

#

but others can def get ahead on it

#

But yeah, keep voting LelouchMug

hardy glacier
mortal snow
ionic stratus
#

The pole seems a tad short in comparison to the original, but maybe this is something that we can fix in photoshop

#

@solemn epoch where did you find the world globe in mod start pack

#

I can't seem to find it

#

or if you can tell me how the file is called

#

Ah nvm I found it

solemn epoch
#

UI files I think

ionic stratus
#

Yeah I got it

#

thanks though

solemn epoch
#

is it possible to flip it in reverse like the platypus 2 map?

ionic stratus
#

I mean I feel like it wouldn't be a problem?

#

I do understand that UI support is something they are still working on for mods

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but just flipping it to the other side I feel like would probably do the job here

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since it is just a big round object

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the only thing we will probably have to photoshop is the arrows

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since they do not match the platypus 2 locations necessarily

solemn epoch
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what about level 5? Maybe we can fake another planet in the map?

ionic stratus
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In the original it just seems to point to space

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We could probably add something there but I am not sure how we'd do it

solemn epoch
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we could get some references from the planets from nux

ionic stratus
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Yeah possibily

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the main issue is the rotating animation

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we'd need to replicate it I think

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and that's way too much work

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Honestly considering there was nothing there in the original I am absolutely fine with just having an arrow that points above the globe

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that said if someone wants to do it I am all for it

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it would enhance it for sure

solemn epoch
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me me me fish

ionic stratus
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You got it

solemn epoch
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although I'll probably do like a prototype

ionic stratus
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but yeah I think you could

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see what Nux planet looks the most like it

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level 5 I mean

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and probably base it on that

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you probably also don't need to replicate all of the globe spinning frames

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we probably can hide the planet behind in the beginning

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and I wonder how we'd need to actually implement it in the game itself

solemn epoch
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nux's level that's share the same assets in platypus 2

ionic stratus
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Yeah that could be good

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We can also just edit some of the colors to match the level more if they look too different

ionic stratus
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Should orange flip plane use a flamethrower?

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I think that would be nicer than just a reskin

mortal snow
ionic stratus
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Maybe I'll make it a poll too

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Honestly if we could make the 2 turrets spray fire in both angles without tracking the player ship I think that could be great

umbral ridge
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@ionic stratus the reason why is like this is because level 5 takes place in a nux alien planet

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or being a biome that is infested by a nux alien

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living beings as Planets is a thing on games such as Starbound and Aground

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which i both played those games being alien beings the size of planets

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Aground Wiki

Orbiting an unknown star, the Enemy HQ, aka Alien HQ, is the current home of "Them", the aliens that attacked Earth. This is not actually a planet, but is instead a giant Dragon Ship. To reveal...

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example of this is Enemy HQ from Aground

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and Starbound Tentacle Planet

ionic stratus
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Orange flip plane rework demonstration

zinc citrus
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I may stick to normal bumps instead of lights

ionic stratus
opal hamlet
ionic stratus
ionic stratus
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But anyway @zinc citrus you can stick to normal bumps as well, that's how it was in the original

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but I think the lights are pretty cool