#Platypus 2 Reclayed
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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?
From what I've seen Yellow Un has a faster start up
it gets across the screen faster early on
I can speed it up and see how it goes
What do you mean by homing ship?
Because the GunShip's fastest movement is also the spawn
The green one that shoots two missiles
Yeah I'd try to see how it compares with the og platypus 2
Ahhh I get you now
I don't exactly remember how it is in platypus 2, but I'd def say that one isn't a priority
It flops up and down similarly to the YellowUn/GunShip
But comes from the right
First appearence on Level 1 Area 5 iirc
Just checked in a video, you can keep it like the original I think yeah
it looks sort of strange in Platypus 2
and there's already the very functionally similar squid legged missile layer
is that the one from those caves right?
@ionic stratus yellow big un ๐
and here's the green fish
I'll try to make the green fish coming from the left now
i love the new chaotic yellowie big un 
@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
I just always stay in the center
Indeed they are simple enemy, but I believe that's the purpose since it's one of the first introduced and most common.
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).
No, I remake them by used clay and make them upside down.
I have an idea for level 1.
-variant icebergs
The green fishes should be somewhat more tankier idk
I feel like the recolors are like boosted stronger versions of the main enemies
That is a good idea but, for example, the Green Ray in Platypus 2 is weaker than the White Ray.
The green rays should be faster tho
maybe green fishes as well?
i think them homing at the players is already an upgrade than the gray variant in platypus 2
any upgrades to enemies is open field to discussion
Make them faster so they can QTE people
after all we do want them to be upgraded if people feel like it
Personally I feel like we need to make them more distinct than the main enemies
I agree, orange flip plane for example is a pure recolor of the standard flip plane...
at least the yellow un uses a different flight pattern
flame flipplane? ๐
Lazer flipplane
I like the flame idea. After all it's the brand new distinct turret that Platypus 2 introduced.
twin laser flip plane for nasty mode
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
mix them with the blue boomerangs
Flipping it right ๐
Yeah, I also think 3 variants for them should be used
the standard orange one
blue ones
and the yellow ones that come from below
wait, red boomerang for level 3, blue boomerangs for level 2
They need a new design
I'm making a list of every enemy. All of the Platypus Classic ones, Platypus 2 exclusives and Reclayed's new enemies.
It'll help know what is available and what is needed to be created/reworked.
I'm even including obstacles like the dish or power line.
In Platypus 2 Level 3 there's an obstacle in the water that functions just like the power line, some sort of gate structure.
yeah, the game refers to them as arches
True
I think that one is still kinda difficult to do
ah...maybe the behaviour is hardcoded
for every instance of the pylons with power lines, this is all it shows in level data
so it automatically sets everything up it seems
My only contribution to this Is this
the evilest cousin of mintlizard's dragonfly
Do they give powerups in the mod
I would make Yellow Un a tad slower at the entry, but besides that I think it's perfect!
Very similar to the original game. ๐
Green fish still doesn't seem to track the player ship down, but it is getting closer
I think that one might still need work
but great progress so far overall!
Tried my best :/, can't do much more, it's all on the AI behaviour heh
I'll see if the ones from the left are better (or worse xd)
Yeah I can tell
, it's still a valiant effort, but yeah we might need to work on them more
if it all ends up still a bit on the sloppier side, we may have to keep it as a request
I also noticed the Yellow Un doesn't exit the screen from the right like a gunship in platypus 2
so after that initial entry you can probably just make it continue to fall back
Yeah, perhaps
behaviour is hardcoded so idk another enemy's flight pattern I can reuse to simulate that, hmm
gunship's the closest one I think
I see, well try if you can, otherwise I do think it's a very good result overall
yeah and after all Uns do leave on the right side anyway
and it's different from a normal Un which is what we wanted anyway
yeah so it's not the end of the world, might make the enemy better in a way
I'd need to play to tell
working on this rn
I wanted to make a list as well for assets, so perhaps later we can combine them ๐
sure thing!
What is the name of the bosses in Platypus 2?
boss 1 to boss 6
I tought they'd have names like Sky Serpent and such
well, the files have no names for the bosses but the claymatic wiki have some boss names
Mother Brain (Boss 5)
Giant Caterpillar (Boss 2)
and since the miniboss for the serpent in Level 5 is called Mini Serpent, I suppose Boss 3 is either Serpent or Big Serpent
Boss 4 Iโll just call it Aeroplane, because thatโs what Anthony referred to it as in Platypus when the submarine is destroyed lol
also I wonder why the file names of the bosses don't correspond to the actual order they appear in the levels
perhaps they changed ideas for where each one fit?
Oh by the way @fleet pond I just checked and it seems gunships speed was increased from the original platypus to reclayed
so it's totally fine that yellow un is moving faster in that same speed
Do we technically need to seperate green ray from white ray?
I am pretty sure green ray is the only one that appears in Platypus 2
I don't recall them being there in the original, but I suppose we may add them
Either way very thorough list besides that imo 

I'm looking at the entity scripts today finally, and I think I see the issue with green fish
you can only give it set numbers to follow
nothing to really track the player ship
so it makes sense you aren't able to make it home
yeah I had to set the behavior to RandomFishFighter on the entity instead
but it seems the further I spawned them away, the sooner they'd try to home in
but ofc it's not perfect
Yeah you played with set fighterscriptcommands I sent the other day I assume
and changed some of the numbers so that they move inwards
oh boy those were a headache lmao
yeah it seems like a guessing game from what I'm seeing now lol
I think we should keep them in the request list
Yeah, I'll update Sillytuna in the request list thread
because I def see the issue now
@fleet pond rockets are hardcoded btw right?
player rockets?
nah, enemy homing missiles
sorry
I can't seem to find their scripts
like their behaviors I mean
it seems like the only enemy we have real control over is fighterscriptcommands
and even then it's just changing those numbers to influence the movement positions
if you want to give an entity the homing missile behavior it must be done in entities.json
which would imply changing the fish behavior itself
well, it flops around like a missile and it's too slow, and perhaps if sped up it's too unfair hmm
the virus uses the same behavior in Platypus 2 and oh boy I hated that enemy
you wanna do some tests with that behavior?
You said that it didn't work well though right?
you tested it
I could try EnemyHomerBullet
it probably is the homing trashcan behavior
it is yeah
too sloppy
I was making the enemies list xD, I'll try the trashcan
yeah no worries lol
Maybe I will try to test EnemyHomerBullet on fish then
see how that looks
I suppose we can't add any new behaviors though
I think that's the crux of the issue
we have to abide by the already existing behaviors
yup, which is why I can't make the Yellow Uns go left when leaving cuz no similar behavior exists
also I just tried the EnemyHomerBullet and oh boy...
even worse than the Missile XD
way too fast, the fish is freaking out rotating itself
So this is probably going to be my next major request
I see lol
But yeah but if we were able to edit behaviors, this mod would probably be able to get on another level
as of right now it seems a bit too restricted
LOL I tried it now, pretty funny
lmao ikr
here are some tests, green fish with HomingMissile behavior and a Flamethrower attempt heh
their behavior is also still that of a bullet, so it's impossible to even shoot them down
Oh wow flamethrower looks great
it needs some adjustments but it's pretty much there
Green fish with missile behavior does seem closer I think
but yeah if we could edit it to be faster and less precise would be better
took me a good while to get this haha
after a bit of trial and error
price of working with some limitations xD
might've lost some sleep over it even
Yeah I am not exactly sure how you did it myself lol
I can tell it's just a bunch of bullets in a smaller range
but as for how you did it I don't know lol
I had to edit like 3 or 4 .json files ๐ต
oh wow
but yeah it's a bunch of bullets with Anthony's explosion sprite being shot very quickly and then pausing and looping
Yeah and I assume you did his collision trick
yup
Nice!
so flamethrower is indeed very possible with just modding
we just need to adjust the animation maybe
yeahhhh
animation.json was the one I was scratching my head the most
like I want the animation to end sooner but idk how
Probably just speeding up the animation itself I'd assume
maybe less frames?
let me look at it myself
hang on, I'll put everything I have on the drive yeah
oh I zipped it, probably didn't need to
It's wolf2k edits right?
ah okay
animations, entities and entities_turrets is what I had to edit for the flamethrower
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
I'll clean it up now
I wonder if editing any of these values will reduce the amount of time the flamethrower is on screen
I'll give it a shot
well my bad for putting the full animations, I cleaned everything only to leave the new animations now oop ๐
reuploaded animations.json
if I increase the update counter I think the sprites just repeat the loop more times?
0 probably means static image idk
looking the fire SFX?
@ionic stratus yup, those numbers are ticks/timers for each bullet in a pattern
so it shoots a bunch, each 0 is a bullet and 300 is the long wait
So I'm thinking maybe the 300 there in the end is what causes it to stay for an extended peroid of time
yeah thought as much
so if we change that it should be fine no?
idk if it's related to the animation itself
if that value is decreased, the pause in between the flamethrower will be thinner
yeah it won't be fun lol
I wonder, what if I add another 0 there at the end after the 300
then the ship will probably only shoot once because of such a long pause for another barrage
hmmm
I'm going to try to play around with this
and see if I get an interesting combo lol
hang on, I might've just fixed the inconsistency of the shooting when close...
I'll try some multiple tests
damn, nvm
wait, maybe the inconsistent shooting is related to invincibility frames after spawn, hmm
weird, changing the 300 to zero doesn't change anything it seems
it might be something related to the bullets behavior itself
they are probably just designed to stay that long on screen is my guess
I did notice it starts shooting more when closer yeah
but sometimes it only shoots some small puffs
yeah, that's kind of strange
I may try using other bullet behaviors and see what sticks
also, the 300 does make a difference
make sure you are playing the correct difficulty
if I set it to 0 it spams forever
interesting
you reloaded right
yep
maybe it has something to do with the new difficulty changes in the new update
I'll try hard
I'll just set all of them to 0
but from what you're saying that's probably not a good method anyway
yeah you were right
it makes it shoot for a much longer period of time
so the 300 isn't the issue
because they stay on screen for the exact same amount of time
it is probably the bullet behavior is my guess
yup 2 things came to my mind
either animation or yeah hardcoded bullet behavior
or both xD
but like anthony said, if we set an end to the animation, there'll be no collision
so that might allow us to bypass the hardcoded enemy bullets
I am just not sure how we control when an animation ends
Do you think we should maybe ping anthony?
sure
@timber cove would you be able to further explain how we can make an animation end quicker in the game
since the bullets are hardcoded to stay on screen, we'd like to circumvent that by shortening the animation
but we're not sure how to do that
the animation loops atm
so making an end to that loop I think is what we need
yeah one animation and done
it might be good to look at how explosions are done
they're not looped
what's "matDayCycleMultiplier" @fleet pond
would you know?
explosions have it set to 0.2
I'm going to try it
yeah it didnt change anything with the timing
I have an idea
what if we do the same method you did for the bullets repeating
so I'll change it to updatecounter: 2, 0
maybe that will make the loop only happen once
i am recoloring some of the islands, any suggestion for colours ?
Oh wow, I think it looks great
The darker color tones I think are better
for the trees I mean
maybe something inbetween but I am def leaning towards that
the snow being brighter looks more natural but it does feel a bit overexposed
the green I think I prefer in the right picture
alrighty
Anyway idk what to do about the flamethrower animation loop
If anyone has any ideas let me know
or I'll just wait for anthony to respond
heart for lifes
Boss level 3
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 ๐ญ
can we anticipate this with code of a train of strong fish fighters enemies
i think i seen a mod that replaces the snake and level 5's miniboss with dish fighter
I'd try to base it more on the CGI model
I don't really like how boss 3 looks in original platypus 2 lol
This is a good base though
thats level 5 mini boss 
Yep that's the ๐ชฑ WORM
Ohhh you're right
he's so unfair!
Are you sure this is not supposed to be boss 3 though, considering it's in the lava?
that one is yellow, and this one is red
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
I believe there's more things about his unfairness
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
Of course the shield points will still exists in 2 Reclayed if they pick up shield powerups
I agree.
For me, this third boss is the one with the most interesting mechanics, but in terms of difficulty and fairness, it's the one with the worst fairness of all.
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).
that seems to be a common problem with Platypus 2's bosses
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
Absolutely true, and there are no Weapon Pods to the player before facing Boss 2.
If I remember correctly, Weapon Pods should be available again in Area 3-4, and then Area 5 won't have them.
to be fair reclayed doesn't do it either
but you do at least get it in one area before usually
and even then reclayed's bosses are still managable without the pods
I think I'm going to make those ball enemies today
they seem really simple to implement
That's a different boss tho, right?
Yeah in retrospect it probably is the boss 5 miniboss
I thought it was boss 3 because it's in lava lol
they're still very similar though regardless
Omg a massive discussion occured here
even idigicon forgot about their own enemies ๐ญ
Headcannon that that snake thing is a creature the lives in the coast of mungola
I guess it got awakened due to scrap metal from destroyed enemies Falling into its habitat
I like to think the reason level 5 looks like level 5 is that a meteor parasite alien thing caused that
Taking over like a portion of mungola behind the mountain
The f 27 is tasked to simply investigate the meteor crash site
Wait you're right ๐
The plotholes are craaazy
Pretend that some of collostropolises army still remained
(I butcher vanitied the spelling lmao)
Yeh
Yi xi ate the spelling
The buoys were placed by the opposing country polariania
You see
Instead of some rouge collossutrooppolluns deciding to try to kill the f 27
Itโs a opposing country ALSO wanting to investigate the crash site in any means
Even including the mean of obliterating the f 27
Itโs a race to get there
hey I think you mistyped collosstatropploisans
Blame makyuni I copied his spelling lmao
Also
polarania wasted all of their resources trying to kill the f 27
Thatโs why thereโs barely any normal enemies that arenโt aliens in level 5
Their army got hit wit dat stagger++
i think makyuni is typinged cololasotororoplispoliain wrong too
Lmao
wait where is polarania
The snow area
Also known as level 1
I gotta sleep now I spent alot of time beating alot of levels in canto 3 in Sinclairs basement
level 3 front hills
https://drive.proton.me/urls/Y8WECNWH4G#IKUnFrNTpxzb
added the snowy islands, if there's any weird thing just ping me 
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
Maybe it has to do with the " day/night mat cycle " property?
Probably depends on the tile placement
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
Oh yeah
Original sprites were manually resized and retinted, afaik
Ah, that's really fun when modding :3 (it's not)
Some assets in reclayed have it too from what I've seen
mainly the rocks from the volcano
it may be that the tint system was not enough for those
but in general it's a really helpful system
now someone needs to edit the trees out from the islands 
do it when u have free time
But yeah I will
Thanks for giving us a foundation with the islands regardless, I think the edit you made looks great
much better than the original game lol
some island feels darker or lighter, hopefully this can be covered by the atmosphere in reclayed
No worries, I can just slightly color adjust them if it's needed
but we'll see how they look in the game like you say
Domeships?
Yes
Nice nice
I think they'll be easy to implement too
pretty much just need to copy the fish behavior and set it so they all go in the same line
Yeah, and that's also something we can make fishes do
This is where we can play around with those numbers
Exactly, seeing that today gave me that idea
New Truck with Homing Missile hatch test
Why is the animation so fast? Lol
Neat idea though ๐
yeah that's my only head scratch about it
idk how to make it slower
there is no turret entity that ever uses the missile so I had to create a new one
and the behavior is "ReclayedTurret"
Why it doesn't open?
also the truck with the bubble has a different model which has a larger base for the gun
That's on 2 exclusive
that one thing should probably be changed to the regular cannon, the thing is so huge
Yea and also a fat gun
That truck is the same as the original platypus except with a slightly larger hitbox
yeah
in the original platypus, there is that fat gun cannon in the files, but unused
if a red truck with a cannon was created, it would still have the two turrets, because that's hardcoded
actually hang on
I'll try to make it and see
@fleet pond Of course the Platypus 2 trucks are nearly the same
But about Boss 1 since that boss does spawn in platypus 2 in level 2 except a bit different right?
That's better and harder than the original as I've seen in Platypus 2.
I love It!
now imagine nasty, I can make it shoot more frequently and more bullets for example hehe
Red Cannon Squid test
Brutal
Purple Missile Squid test
Yeah I also had the idea of using the squid behavior for that, the only issue is that their movement is pretty different
still this is def a good foundation
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
Animation and again angled shot aside you got these pretty perfectly though imo
I do think experimenting with other behaviors might lead to better results though
maybe Uns could work for it? I'm not exactly sure
the one from Nasty with the turret I mean
doesn't work, the squid is the only behaviour which can give them the legs
Uns behaviour just uses the top part and it's not gameplay friendly either, they start shooting offscreen from behind
Can't we combine the leg sprites of the squid with the top part?
the shooting issue would still persist
just combining it into its own sheet
and no, because the Uns doesn't use any movement animation
so it would be static
Yeah but I think we can set it to have an animation
and it shoots the smoke trail from behind
Hmmm...
either way for now I think it's good, I am just saying this may be something we want to consider later
the angling of the shots can very likely be fixed with some number tweaks
they are squids in essence so I think it fits nice enough
and I spawned them coming from the left like in Platypus 2
Yeah that's great!
I noticed 
and made their wobbling radius smaller to not be all over the place like yellow/green/pink squids
I wish we can make them slower and maybe stay on the left for less time
but yeah...
some behaviors you can control speed, others you can't yeah
Now the missile hatch animation from the truck though...
I'd like it to be slower
like the red truck's
but idk how
Would it be possible to use the red truck as a foundation for that?
I assume the issue is that you can't attach it
nope, I had to make a brand new hatch entity
because the hatch is hardcoded to the red truck
Yeah...
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
Anthony and the team did mention working on generic behaviors and such for the future
That will def help, although it's still not as much as I would like
this would help a ton, if like there could be a generic truck/boat behavior, etc
because they are hardcoded to hell
๐ต
I was working on the flamethrower boat rn and man...
the cannon can't be removed, it's hardcoded to the boat
is it not a turret?
nope, cannon and missile turrets don't exist
I had to create them for the trucks and squids above ๐ต
ooof yeah
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
that's rough lol
so if one wants to create a boat with a new turret, it either will also have the missile or the cannon
oof
can we not just make it
not shoot the rockets?
like have the rocket part still be there but it doesn't work
nope because the 2 existing boat behaviours have the shooting as part of them
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
yeah...this is why at least generic behaviors would be somewhat of a lil boost
guess we should keep this for later, maybe by the update they will give us control over this
yeah
with a generic boat behavior, we could make 20 different boats for example
20 different turrets
it's a good idea yeah
Ah that sounds like what we need yeah
generic behaviors like boats, trucks
turret entity for cannon
turret entity for missiles
I wasn't sure what they meant by generic behaviors
Guess I should add it back lol
but I think your attempt was also great
not perfect, but you got it very close
it's good for now and in worst case scenario we got something at least hehe
yeah def lol
so it's good you made it either way
Anthony didn't respond to me about the animation yet
yeah it'll be nice to have it archived just in case
anyway based on what you said now I'll update the request list
here's the Flame Boat test, but with hardcoded cannon unfortunately
and gonne be working on domeships again today
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
I see the issue lol
and for the missile turret the only "issue" is the .sfx
it plays the bullet shooting sound instead of the missile launch
yeah, 3 turrets basically
yeah it would be nice if we could just change it for the specific entity
and not have entities specifically for the SFX lol
well if we were able to mod in new sounds, it would indeed be a big step
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
Yeah that's what I'm thinking
because even little things like certain explosions are hardcoded
gunship behavior's explosion is of the gunship and no other
To be fair for music specifically I don't think we really need anything besides replacing
as you've seen I already added some ost from Platypus 2
yeahhh
it works great as is
Yeah it's nice the option is there
Btw, I think we should base level 4 on level 1
makes the most sense are they are the most alike
yeah and the lake
and it has buildings but those exist already
so there's a big foundation already for Level 4
I do wonder if we should use the buildings from the epilogue
or just have the ones from level 4
you know what...
considering the electric wire has some vines
Yeah I think I got a bit inspired from LightandDark's mod lol
can't blame you, he has inspired me as well lmao
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
I mean if one of the people making it wants it...
well I can't deny the level 5 enemies demotivate me a little bit
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
Level 5 is an entirely different can of worms which is why I am saving it for last
it's a lot more complicated
it introduced way too many enemies and complicated ones too
and poorly designed ones and annoying like the virus oof
I need to play it lol, as I told you I never got to that level originally
a couple are just "reskins" of og enemies at least so it wouldn't be hard to put them in, only art needed
yeah for example the brains should be easy to implement
they are exactly like domeships
yup and chickens are similar to zippers
the eyes we might need to use mines as a base
speaking of, I'll work on the zipper tomorrow likely
I've already seen someone make zipper esque enemies
I think in remam?
should be easy to implement as well yeah
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
yeah what you did for the yellow gunship is probably a solid foundation for them
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
Yeah that'd be great
Now in the original he's a bit slow when he shows up and likely die when bumping into him when he spawned,
at least the flamethrower is changed in reclayed at least
@fleet pond in which file did you find the missile boat?
I can't seem to find it myself
Yea
entities.json
Nevermind I found it
yeah lol
took me a while to realize you just removed them from the json in the mod file
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
I see the issue, the behavior it just missileboat
so it's impossible to change what it shoots, just adding on top of it
yup and the trucks is even worse
Yeah it's a good call you did that, just caught me offguard lol
you can't even use custom art for the trucks, it's overridden by the truck type number you choose
Do you want me to add that to the request as well?
well like boats, generic trucks behaviour should do the trick
I see
because the behaviours wouldn't be hardcoded no more
nice, that's great
maybe I'll just add a generic behaviors section
even if they confirmed it
i hope they add some weather effect like in platypus 2
kinda adds more depth to the levels scenery
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 ๐
@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 ๐ง 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
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
@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
Yeah but it's a 2007 game
meaning it was probably made at most to be compatible with Vista
or XP
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
Can't you just use movement Ai similar to a goldfish?
use dgvoodoo 
We don't have much control over behaviors unfortunately
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
This makes the boat twice as deadly
sadly it deleted automatically and falsely detected as a virus
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
I am knee deep in work, but Saturday I shall finish the gold saucer and then make all the basic recolors
You can make an exception for falsely flagged software in your anti-virus, even windows defender has that feature. Makes sure it won't get quarantined/deleted UNLESS it actually starts full on doing dangerous stuff (don't trust me on that last part, viruses can get around that (but dgvoodoo isn't a virus))
yipee
although it's pretty simple, but it should still give you an idea of what's missing
you forgot the yellow uns
Oh yellow uns were made
But I will make a list for everything later, this is just so you have something for now
Hang on, I updated the list yesterday
I really want to make a chart for just every asset and enemy
with images and stuff
do it in a google document
Yeah images would help a ton, for now this'll do
Yeah at least we have something basic to reference, so for that your list is good
also the baloon boat is counted as a full on boss in the original, sprites literally named boss4 lol
It's so weak though, will need a rework in Reclayed
I dislike it visually as well
it's clear they just took the mines balloon sprite and made it big
looks too pixelated
Attached to a cannon boat lol
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
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.
Yeah perhaps
Also what should we do with Green Mine Can and Red Bomber/Flip Plane?
we'll have to see what works
I think itโs possible to make them like they were but perhaps a bit of a rework is needed
Imo red bomber should be a small variant of the mine layer
So a red mini mine layer
so it comes in like a flip plane, and shoots bullets and mine balloons
like at intervals of course, not at the same time
Design/Art wise, should it be based on Flip Plane or Mine Layer Aeroplane?
I was thinking about it too
probably aeroplane
since people who will play this mod will likely have already played at least reclayed
Yeah we'd just need to shrink the sprites, it should be simple
so it shouldn't look like normal flip plane imo
why shrink lol
But what's wrong with keeping it like the normal flipplane size
Ohh no thats what I meant
Reduce the size of the aeroplane/mine layer to the one of the flip plane
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
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
Is it a color issue?
you're afraid it'll be confusing because mine layer is purple and red bomber is red?
Well it was just an idea, because like Uns and Squids they come in varying sizes
Yes and normally the bigger they are, the more of a threat they'll be
True, but considering that was never the case with mine layer, I'm not sure it's necessary
A bomber wouldn't be as tough I believe
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
Yup and I like that concept
Yeahh
A full on recreation wouldn't be ideal anyway, some stuff had issues in Platypus 2 itself
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
Shoot it
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
The lightning part I don't think is possible
That way at least
Closest would be to base it off the Lightning Starfish somehow
Yeah, that's what I thought we could do
but I am not sure if we could set a limit for lightning
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
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
It's a bit of a task but I think all this is possible
Also a new collision sprite would need to be created I think
I mean that's easy lol
Of the domeships, otherwise the whole circle would be a target I think
Yeah just a lil note
Sure
Like after I implement the base domeships maybe I'll try it
but we'll see
Thanks for the advice though
^Would need a new collision sprite too
2 new collisions, one for the domeships entity, another for the lightning bullet entity
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
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
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
I would think making the 2 domes 1 entity, and having the lightning shoot from a invisible turret in the middle or something
Yes thatโs probably the only way
But both domes would be destroyed despite whichever one you shot
Yeah that's not exactly what I want as you understand lol
Yeah not sure how to execute it
Wasn't something like this in PSP? Lol
I vaguely remember something similar
Probably in the caves
Or the new sky level
Idk, one of them
Maybe I should take a look at that then
Lol
Maybe we should make it saucers then
and just save our work for psp reclayed
lol
Yeah the design I think itโs 2 saucers mirrored
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
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
Yeah you'd probably need to just shorten and extend based on every frame of the animation
each sprite I mean
Or the whole thing could just be a sprite maybe
The two saucers together with the lightning
Yup
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
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
The arms are separate from the body in their sprites
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
(Don't be surprised if there is a test video later -now I'm curious xd-)
Hell yeah we bringin' up everything XD
"Everyone's here!" vibes lmao
Only thing that's missing is Nux
Truly would give the everyone is here vibes
(Playable Nux in Platypus 2 Reclayed????)

Well some art based off of it will be there at least lol
i think i have some nux sprites
nux only have 3 movement sprites though only left, idle, right
As for the Mine dropping Green Trash Can...potential rework as well?
They'd need to be reclayedified xd
maybe throw more mines?
I do like the idea that it's a literal trashcan that throws out mines out of its top
but it could be better for sure
it's too slow
PSP Lightning Saucers test ๐
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.
Nice, but I think the bottom part should be darker.
also the shading is in the wrong way imo
Okay there's something like this in Astrobatics tho is exclusive to one boss only
but trust me i never played the psp
bc the one i have is a bootleg
same here, I got a pvp instead of psp and it's filled with 5000 games or something
Heyyy you really managed to pull it off!
it's not 1:1 but the concept is def there ๐
Today I have something new to propose y'all in soon...
Propose variant icebergs for level 1
Does it have platypus?
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
nope, just bootleg nintendo-like games
Oh
But idk if the PSP Platypus will have a Reclayed
It's basically an expansion of Reclayed
are you talking about "platypus psp" reclayed mod or reclayed in psp?
Reclayed mod
but there's no forums for such mod for Reclayed
Seeing this one, maybe they're going to make platypus psp reclayed mod after platypus 2 reclayed mod is done
Cold
I think these look great!
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
I can make it
Go for it!
OK after my bedtime I'll send it with a snowman!
yeah imo keeping them sepparate is a good idea
otherwise things are gonna get a bit... mixed, imo
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 
As mobile player, i agree it
done
Hey very nice!
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
UI files I think
is it possible to flip it in reverse like the platypus 2 map?
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
but just flipping it to the other side I feel like would probably do the job here
since it is just a big round object
the only thing we will probably have to photoshop is the arrows
since they do not match the platypus 2 locations necessarily
what about level 5? Maybe we can fake another planet in the map?
In the original it just seems to point to space
e
We could probably add something there but I am not sure how we'd do it
we could get some references from the planets from nux
Yeah possibily
the main issue is the rotating animation
we'd need to replicate it I think
and that's way too much work
Honestly considering there was nothing there in the original I am absolutely fine with just having an arrow that points above the globe
that said if someone wants to do it I am all for it
it would enhance it for sure
me me me 
You got it
although I'll probably do like a prototype
but yeah I think you could
see what Nux planet looks the most like it
level 5 I mean
and probably base it on that
you probably also don't need to replicate all of the globe spinning frames
we probably can hide the planet behind in the beginning
and I wonder how we'd need to actually implement it in the game itself
Yeah that could be good
We can also just edit some of the colors to match the level more if they look too different
Should orange flip plane use a flamethrower?
I think that would be nicer than just a reskin
Yes, I think
Maybe I'll make it a poll too
Honestly if we could make the 2 turrets spray fire in both angles without tracking the player ship I think that could be great
@ionic stratus the reason why is like this is because level 5 takes place in a nux alien planet
or being a biome that is infested by a nux alien
living beings as Planets is a thing on games such as Starbound and Aground
which i both played those games being alien beings the size of planets
example of this is Enemy HQ from Aground
and Starbound Tentacle Planet
I may stick to normal bumps instead of lights
Honestly it would be cool if you could make the lights spin around
I remember making some art about this
but I'd understand if that might be too much work
Oh did you have your own rework plan?
But anyway @zinc citrus you can stick to normal bumps as well, that's how it was in the original
but I think the lights are pretty cool