#Platypus 2 Reclayed
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hmmm perhaps
I'd give it a shot though
you can just make a simple test sprite sheet
and we'll just see how it animates
so that you don't put too much work into it for no reason
k
Wait doesn't that make the bumps loops left and right?
hmmm since they have more frames maybe that can work
An easy way to test this is to just mark points on the sprite itself, without any shading or anything
if there are not enough frames then yeah we'll give up on it
im way too used to seeing the original 5 saucer sprite and it works by looping like a ping pong (from frame 1>2>3>4>5>4>3>2 and so on)
I see what you mean
In that case it just means we shouldn't do it linearly
maybe look at the programming and see which sprite appears when
But it honestly wouldn't make sense for me if it works that way in reclayed
Maybe I'll test it in a bit, you got me curious
yeah, now I'm kinda curious too how the sprites work in reclayed
We might also be able to add extra sprites in that case, so that it loops properly
that would just mean we'd need to change the amount of times the animation updates
yeah
I'll check it in game in like 15 minutes
This is gonna pingpong the animation too, I'm pretty sure
Yeah I think I see what geio meant now
but again if we add more frames to it, could be possible still
I think I know how to pull it off, the issue is that there's only 1 line of sprites
but if we make it 2 lines and have the game transition between them, we will be able to achieve the effect
yeah that could solve it
You're so quick!
we'll have to wait until Claymatic Team adds the flamethrower entity, but it's great we'll already have sprites ready for it!
this should probably do it
I just flipped it for now
but this should give us an idea at least
It works but the animation is too fast
but I can def get it to work
yeah, update counter
I believe so too
I'll try adding it to the saucer entity
since originally saucer does not have it
got footage?
I tried getting it to work but it's hard to match the behavior to the animation
I can record it, but I'll just tell you that it keeps looping constantly back and fourth
actually hold on I'll try something else
I have an idea
Yeah still doesn't work
Don't think it's worth the effort unfortunately
so @zinc citrus just do it as you did before
alrighty then
It doesn't seem like I can make animations play at half the speed
if that were the case maybe it would be possible
Looks dope tho, that's for sure
There's no way there's no framerate or framespeed options... there have to be
I can only make it go faster
if I give it an update counter I can't set it to 0.5 since it stops the animation completely
The only other idea that comes to my mind, is making a really long row of sprites
I guess I can try that too, but that'll be my last straw
that would be a really bandaid solution honestly
since when the row ends it'll come back to the same issue of the sprite animation pingponging
it def seems to be hardcoded, and in that case I can't change it unfortunately
Yup, had a similar issue with the missile hatch truck. Even by adding more images in a row or column to a sprite or changing update counter...the shooting animation was still too quick, which is probably hardcoded to "ReclayedTurret" behaviour...
I may add that to the requests list...
It would be essential indeed
Animations have been the sloppier side of things in some of my tests :/
Yeah it feels pretty limited
Like we do have control over making animations faster
but making them slower seems like a real hassle
If more animation options are added in the future we may return to this idea, because I do think it looks cool
but for now def better to keep it simple sadly
this makes me worry about domeships... but maybe I could use the animation for turrets as a base for that
I can implement the placeholder flamethrower and then just replace it when Claymatic releases theirs
You can def do that, although I think it's better we save our energy for other things
Same with boat and gunship so far
It would just need one line of code changed so it's fine
since we know flamethrower is coming I think we better wait on that
but if you wanna do it go ahead
but I prefer to work on other things atm
you absolutely can add the entity for the orange flip plane though
Also Platypus 2 has a Shield Power-Up. But that currently isn't possible to add to crates in Reclayed.
Yeah I was gonna mention that
I did add a request for the ability to add powerups into crates
so they might add that too
but yeah I'll add a request for it too, good call
Does anybody know if bullet hell turret uses its own behavior?
the one that green thruster ship and miniboss use
maybe I can use its animation for domeships
Should we create a PSP Reclayed thread even if it's not being actively worked on right now?
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Yes
Alright opening it tomorrow
you all made yourselves very clear lol
Perhaps, but that animation is rotation only, I think they would stand still rotating
Unless the domeships have a similar fish behaviour (domeship sprite) with a turret that doesn't shoot with SpinTurrret behaviour attached to 0 coordinates for both X and Y (domeships animated sprite).
That way they move and showcase the rotating animation
Because I don't think there is a behaviour that moves and rotates simultaneously.
Test it first ofc, if it doesn't work I believe this method will.
Yeah I decided to use revenge bullets animation instead
I am just not sure if I can make fish use that animation instead of the one it's supposed to have
but if it does work it's probably the best plan I have
To simulate a group of domeships circling around, the index numbers would need to be tweaked, plus each domeship would have to spawn a bit away from eachother in their X coordinates, just like blackfishes do in base game.
Oh would you be able to explain what an index number is
I assume it's the first sprite the animation starts with
It's in the FishFighterScripts
In Level Defaults
There are 10 of them but you can create new custom ones
Oh you mean the numbers that affect their movements I assume
Yeah
100 means the enemy shoots
And its always followed by a 0
The 2nd number also seems to be a 0 in the order no matter what
Good to know
Everything else can be tweaked
To different values and a lot of trial and error to see how they behave in their movements
1 to 99 is just movements I assume
Think so yeah
Did you see if -1 does anything?
Some columns might be ticks/timers
Ah, -1 is despawn
If for some reason you wanted to despawn them earlier, you could
By putting a -1 in an earlier column
Oh we could definitely use this if we want to do kamikaze enemies
that's good to know
Yup
So I think it’s a movement followed by a waiting time or vice versa
I'll have to play around with it
For example in index 6, 15 is the timer from what I've seen
But yeah it needs some testing
timer?
Yeah basically "movement 3" "wait 15 ticks" "movement 6"
Something like this
A movement is always followed by a waiting time I believe
Otherwise the movement would be very erratic
can we not have movements without waiting times?
Hardcoded I suppose
Ooof
Because the domeships have pretty erratic movements
Although tbf if we change the animation, it might not be so noticeable like with fish
I think 0 is the minimum, but it still defaults to 3 ticks? not sure
Hmm yeah since they are circular it wouldn't be noticeable I suppose
I see, haven't tested so perhaps
Tbf it would only really matter with the spinning and they are usually destroyed by that point
their entry is not a problem at all since it's just a straight line
Yeah simple entry, then just rotate a lil bit to top or bottom depending on where they spawn
Yep
But I think two Index scripts would be needed
Just like blackfishes have for the ones from the top and ones from the bottom
Oh for sure
and again I may do some varaints
I'll tinker with it since fish can shoot
Yeah there could be shooting ones
Yep
Would be funny if they are turrets xd
The sprites are literally turrets without the gun and recolored lmao
Lol yeah
but it was annoying here since I had to seperate the ball in photoshop
in the original platypus 2 they didn't need to do it since the sprite is just a ball lol
Yeah
I could've left the outer plate
but idk
I think it's better to keep it close to the source material lol
even if it takes more time
and turrets have a ton of sprites in reclayed
Also I haven't tried either but...I think there can be more columns than the ones used by the default FishFighterScripts. I suppose the result would be they perform movements for a longer time before despawning or leaving the screen.
This could be helpful if for some reason the domeships poof before the paths are complete xd
Yeah, I'll make sure to keep an eye on that part
By the way, are there any other interesting number behaviors you found?
Yeah cuz the blackfishes pathes are very quick
you mentioned -1 is despawning
100 shooting followed by a 0 always
Oh idk never tested
I wouldn't be surprised if that's also despawning
Maybe its a despawn timer or just doesnt do anything
And defaults to 0 or likely 3 like Makyuni mentioned
Only by testing one could tell
I see, well thanks for what you told me regardless from your experience
No problem, glad my big headache trying to understand any of this the other day could be a bit useful XD
Yeah I now understand you tried your best with the green fish lol
because it's impossible to actually have them track the player with the index numbers
Unless they add a new index number for that in the update, but I am a bit doubtful
And its not close enough to the one of the green fish in Platypus 2
I do assume we will have more control over randfish and randsaucer entities at least in the future
we made that issue pretty clear
Yeah that would be great
Would save not having to think about any coordinates to simulate randomness lol
Well some domeships spawn randomly in Platypus 2
But rarely
Some that come in a disconfigured formation
Usually the ones that don't come in groups right
Yup
Yeah so as I thought
But its so rare that idk if they just messed up in level data XD
Not a priority right now anyway
That one would be the easiest to implement anyway. Just giving them random fish fighter behaviour and minX and minY once possible in level data.
Again I might have seperated ones changed to its own enemy type
Oh yess
I think that would be more interesting
That would be better
Might make the seperated ones be able to shoot
Or wait yes nvm xd
Color variant?
Absolutely
I wanna do a blue one and a red one at least, like with starfish
but ofc not with the same size differences
Or boomerangs
Boomerangs?
They have red in OG, I think we can use them as well. Also blue horseshoe and the yellow jumper.
FastFish
There's a red domeship?
No
Yeah was gonna say lol
Only the yellow ones
What were you talking about then
The boomerangs are introduced in Platypus Level 3 and the Boss 3 Plane releases them too
That's their official name
In Platypus 2, yellow ones come from the water below in Level 3
Those ones are going to be tricky to add I think
Blue ones replace OG Red/Orange ones, but I think we can use the 3 variants
Yeah a lot of tweaks would be needed for it
Yeah, I am not sure how we can seperate blue fast ships from the original counterpart
Shooting
It's a very specific kind of enemy
Maybe
I mean maybe
considering their color, maybe they could shoot lightning towards the ground or something
I do have the lightning from the saucers now...so it's 100% possible hehe
But maybe they'd need to be slower or smaller groups
We need to think about it more though
Cuz that would be crazy xD
Oh yeah 100%
Yeah but I like the idea of keeping variants
Platypus 2 has the white ray in the files but it went unused...
Yeah I like the idea I came up with for orange flip plane
I feel like it fits Level 4 like a glove
Oh definitely
It's peak
Thanks lol
I didn't like how it was a pure recolor originally
And more entities with the new flamethrower should be fun
I really hope we can manage to have the turret not necessarily target the player ship
I want the turrets to do like a spread attack, so that they don't both target the same angle
It's possible
ReclayedTurret is the behaviour that follows the ship
SquidGun and some others don't for example 👀
Squidgun is stationary though isn't it
Shoots in a straight linr yes
I'd still want it to swirl around lol
but again I'll compromise if we have no choice
Ah just not simultaneously is what you meant right
I'll show you the little concept I drew
Oke
That's the idea essentially
I want it to finish the flip and then start spraying fire around
but not sure if it'll be possible
Not necessarily randomly but yes
both turrets spray the surrounding area
with fire
Ah an up and down pattern
Mhmm
again, we need to get the flamethrower entity first
and see if this is doable
if not I'll simplify it
Worst case scenario maybe I'll make it just use spinturret
Flamethrower would spin in 360° very quickly
It's not ideal but it's the second best option I have probably
it's still closer to the desired concept I wanted
Lol we'll see
first we need to test it
if that idea doesn't work maybe it will just use 2 normal flamethrowers
I do feel like though, since flip plane is so slow, it's appropriate for it
and then you could add more enemies into the mix and it'll be like it closes in on you
Orange Flip Plane with flamethrower placeholders test...it seems that the flip plane behaviour has the two turrets that shoot bullets hardcoded.
Another hardcoded enemy behaviour just like saucers (always shoots bullets alongside whatever new turret may be added), boats and trucks.
hopefully those will be optionally removable in the future
I'd like to make boats that don't necessarily shoot those bullets, and such
Yeah it would be big just being able to replicate some of those behaviours and use our own turrets instead
Or no turrets even yup
exactly
the more different behaviours we have access to, individually, the better
the less hardcoded stuff we have, the better too... (excluding some things which I guess would be too complicated to make customizable, like the font color stuff)
Makes them more annoying, good/j
Green Mine Trash Can test...well bombs are hardcoded to be attached by strings to balloons.
At least we are having the bases for the enemies. When Claymatic's modding patch releases many of these may be able to be fixed.
Maybe they could allow to have a big bullet with bomb texture that when destroyed drops the mineshards
I mean, the Platypus 2 dropped bombs' physics seem a bit similar to big bullets' ones, right?
I believe so indeed, me and Greeness have requested a bubble cannon turret entity (also a missile one) in #1422140035989504073
Because both of these are all coded to specific behaviours
Dang, that stinks
Maybe there could be some way to allow customizable behaviours... that'd be dope if it was possible!
Guess I have to add flip plane turrets to the request list...
still your recreations are cool though
I do feel like green trash can is a bit too easy at the moment but this is still a good base 
I agree, the ammount, speed and spread of bombs can be adjusted thankfully though hehe. I went into this test thinking it was going to drop 3 bombs quickly and in short period burts but they are hardcoded to ballons xd. Still, worst case scenario I think we got ourselves a nice foundation to play around with.
It can also drop them in various angles, so if I wanted the Trash Can to drop bombs between 0° to 360° it's also possible.
Oh there's quite a bit of customizability for the mine layer balloons then
can you change them all to have red balloons btw?
Oh, that I didn't understand how. It's likely hardcoded to only the mine balloons and mine layers I believe.
Entities
I'd say if they shot a bit more forward it would already be quite an improvement
I see, so we have no control over that then
The only thing that can be changed art wise as of now is the bomb itself.
Don't think so yeah, they seem to be placed in level data kind of similarly to fruit sets. The ones that are tan/beige have a set of fruits attached, while the red ones spawn if you put 0 in the set number, but it only applies to the mine balloon entity itself.
And Mine Layer is likely hardcoded to drop both.
I see, makes sense
still, it does get across the idea of the enemy well
we'll just have to give it more attention in the future in terms of making it harder or maybe taking advantage of newer mod features
Yup, we'll see, if new behaviours and settings in the modding patch are also based off of removing many of these hardcoded features, it would be a quality of life improvement modding wise.
And we can always tweak some numbers too.
Would you like anything regarding this to be added to the requests list btw?
I'm just not sure myself what our goal is exactly for now for green trashcan
I liked Makyuni's idea of it having a similar attack to the Bubble Cannon, but the bombs are heavier and if you shoot them they drop the bullets as they usually do.
Yup, and we could change the ammount per difficulty.
Question is how are we going to make bubble cannon bullets destructable and shoot mines when destroyed...
Because a fun thing that is possible currently is gravity, so the higher a bomb is likely dropped, the faster speed it could reach, but at the start the drop would always be slower.
Yeah...
It doesn't even have collision rn
If I used that behaviour
I feel like that's way too specific of a request for claymatic team
the best thing we could do arguably is set it so revenge bullets in nasty act like mines when they are destroyed
so we use enemies as bullets
I guess we could ask mines to be a bullet type
I'm not sure if they'll do it but I will add it
throwable balloonless mines
Alright request added
I am a bit doubtful this will be added but who knows, worth a shot
Would be a fun addition hehe
I feel like if we told them about it earlier like with flamethrower the chance would've been higher
of it being added
but still, we'll see
I'd love to be wrong
Who knows, they may have done it themselves already xD
I'll pray you to be wrong so they add both 
Should orange flip plane be changed to use a flamethrower?
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Yes
It should be a permanent powerup okay since in Reclayed there's a shield 🛡️ mechanic but was exclusive to plovers
I do love the shield one in 2 tho it's sad that it is not a permanent one as it's invincibility so in 2 Reclayed adds a shield point therefore it's permanent
especially when preserving pods and crown when having hearts or no hearts
You know what, I may make both a light and no light version, light one for the arctic (which is at night iirc) and the other for other levels
I may have just used a clone brush for the under armour that would be around the pads/lights, but damn it looks like it's actually clay and not photoshop despite being so simple
And just now do I realize I put the last two sprites under armour in the wrong place
Looks great!
I mean you can, but besides level 3 and 5 all stages have day/night cycles iirc, so the lightless saucers might not get too much use
still it could be a nice detail
So Platypus 2 doesn't use the Orange Boomerangs from OG, it uses 2 other variants, with the blue ones acting as a replacement and the yellow ones coming from below in Level 3. But I believe having the 3 variants could be fun. So here they are in tests:
● 🟠Orange Boomerangs {🔄Random Spawns from the right/OG}
● 🔵Blue Horseshoes {⬇️Above Spawns Grouped}
● 🟡Yellow Jumpers {⬆️Below Spawns Grouped}
The blue ones are quicker and the yellow ones are slower.
(Perhaps I could scrap some frames from yellow jumpers' animation, so that when they come downwards they point down).
Green Rays Test in Nasty: made them a lil bit quicker, a lil bit stronger and I tought...no minor enemy ever uses the homing missile, so I decided to give them that as well. Saucers do shoot bullets and Squids shoot lasers, so perhaps this could fit well.
But ofc every enemy is subject to changes and updates, they are tests after all, everyone's opinions will matter towards the best effort of each enemy. ^^
the blue horseshoes ship formation reminds me like those yellow domeships in platypus 2
You might be into something 👀 if the domeships ever become too much of a heavy task to implement, this could be a decent base.
Idea/Concept by @ionic stratus: Tiki Heads that shoot from their mouths. I've used the Flamethrower placeholder as the likely turret to be used in Level 3. After all there are Geisers, maybe they could be replaced with these, so people could expect the threat.
I've used two examples in the test video, the 1st is a destructible tiki head that counts towards percentage, while the 2nd one is indestructible and is a pure level obstacle, doesn't count towards completion percentage.
Should they be destroyable? Probably not, just like volcano rocks. They could possibly become the invincible version of the Buoys from Level 1.
5k to destroy that thing?
Placeholder value just for testing, can be changed.
Awesome, we really can add stationary enemies!
This means that the next step is to add these things 👀
But yeah the moyai statue idea works quite well I'd say, it probably just needs a bit more range and less health
I actually like the idea of them being destructable, but we'd definitely need to communicate that visually
Since some are just background scenary
I could see an argument for them being invincible too though
so we'll see
Great work though ❤️
I'll try to do this
this is so evil and cool at the same time
Wasn't expect for those green guys fights back that the white ones doesn't
Okay so is like the satellite disks ones except they can attack
Again that guy is damn easy all you need to do is kill him
He only attacks you when you're above him
It's kinda pathetic when you know where to kill him
so on higher difficulties he's not that stupid
and might have been upgraded
We are probably just going to give it the normal bubble cannon attack
Probably an upgrade?
Or on all difficulties
for that gun
We'll see, currently we have no control over how many shots bubble cannon creates
for lower difficulties I would like it to shoot less bullets yes
So he's not firing any of those yellow squid shots anymore right?
upgraded in Reclayed
Don't think so, it also didn't really make sense in Platypus 2
when that cannon is usually known for creating bubbles, it's inconsistent to make it shoot squid shots
So he'll still fire bubbles now in 2 Reclayed
probably much more harder to replicate in reclayed if the bubble cannon didn't shot out bubble
since some of the enemies are hardcoded
I also just didn't like the attack personally
it was way too easy
even before we found out it was hardcoded I had this idea in mind
Okay @solemn epoch @ionic stratus you'll probably do something about him okay
I mean yeah we will
In Platypus 2 Reclayed 🗣️🔥🔥
platypus 2 (unofficial) reclayed‼️
...you know hehe sick coincidence I just tought about that yesterday as well lmao, imo too the 2 lasers don't fit the buoys at all and their cannons would be perfect for the bubbles.
Yuppp we can, there are at least 3 behaviours for it (haven't looked if there are more): tank, building and satellite dish, but
Platypus 1 already familiarized us with the fact that those cannons are meant for bubbles
so I have no idea why they decided to change it for Platypus 2
The tank is hardcoded to show the destroyed art when killed
and they mostly do still follow this rule anyway
Buildings and dishes though! 🔥
So I tested the tank first and it was funny, the exploded tiki showed the tank destroyed base art lmao
Oh lol
Yeah I was mainly thinking adding a shooting type to satellie could work for that
I assume you made it dishes in the end, that's why it causes such an explosion
It can also work for the arches in Level 3 as well, we'd just need to make the sides have no collision and the top part have it.
And make them invincible.
Yeah sounds good
Either building or dish, I tested both, oof don't remember which I put in final version. I'll have to check later xD
that one is probably going to be a bit difficult to get visually but the idea is there
Yup
Oh wait actually you probably used building
dishes don't make that kind of explosion
Likely, bigger explosion yeah
it's either buildings or tanks
Changed from thanks, these are hardcoded to always show the destroyed bottom part when killed
So most likely buildings
I think the buildings have an unique explosion and shard drop, and it looks really cool
If we wanted something smaller, dish is probably the way.
for buoys probably a smaller explosion I'd say
actually what explosion do trashcans have
alright nvm they should have the building explosion as well lol
Actually looking at it now
I think buildings have a bit too many explosions
is it possible for us to change the dishes explosion?
Didn't check :/
Ideally changing the dishes explosion would probably be best
but if we make them invincible it wouldn't matter
for say tiki statues
maybe making variants of buoys is an option though
Yeah
we can probably do a missile buoy
that's purple
Besides that... maybe a lightning one that shoots to the top?
that could also be a nice idea
like it completely blocks your entry to the other side unless you shoot it
I would just need to copy paste the new lightning I made into a new one and extend the art of it
Should be doable
yeah, exactly
we should make it trashcan colored/blue colored and it would be perfect
and honestly
we should change buoys to be red
it would make more sense
@mortal snow if you're making it letting you know
make the trashcan part the same color as the cannon part in the vanilla game
the entire thing
the bottom squid part should also be red
otherwise it would have inconsistent coloring imo
I mean I guess trains have it in seperate colors
but in platypus 2 they made the colors match
I think it would be more appropriate
Oml I never noticed the bottom part is a trash can 😭
It is lol
This could easily be photoshopped with what we already have lmao
I think the reason they changed the color of the top part, is so they can excuse it having a different type of cannon (the squid shots)
but again we're changing that
so it just makes more sense to make buoys red
Oh absolutely
Do we need new art for it?
Nah, UltraverseEmpire just said they wanted to make it
Alright
I mean by editing existing sprites
Ah
I mean I don't mind doing it too right now
Man. Platypus 2 really is the world of recycling sprites huh.
Most sprites in Platypus 2 are reused
like the Green Big Un which is recolored to yellow for their small variants
This is why Platypus 2 is such a good base for a mod lol
Yeah when I made the missile squid, I just recolored the top part and made the barrel thinner for example
They literally just took this and combined it with the cannon
and recolored it a bit
If we make a missile buoy, I'll likely do the same lol
Yupppp I see it
Yeah it's a very simple edit
I wonder what barrel would fit well for a lightning type buoy
Even thinner? xd
Or permanent vertical squid gun perhaps
I was thinking squid gun yeah
and maybe having an animation of it coming out and then it's permanent
@fleet pond got something for you to play around with
@mortal snow I did it so you can move to other things if you want
hmm maybe change the dark red/grey colours to something thats near white color
or maybe this is a variation from the buoy?
You mean for the ring in the middle?
I noticed it's brighter in the original yeah
idk it didn't look as good when I tried brightening it up
I preferred just having it consistent
It's supposed to be the original one except now it will have bubble shots
i think i have modified a buoy in my laptop, can't access it now since i need a charger 
Yeah
we changed its attack to normal bubbles
like all other cannons
so it only makes sense to make it the same color
we will also have a couple of more variants, rockets and lightning
I am probably going to be making the og orange lightning
but either way I'm going to make 2 color variants for that and we'll see
Ok. I just come back from the mall so I didn't do it yet.
Oh no worries
Next I will start to make level 5 alien trees
Same model as the trashcan
Except without the lightning gun
Instead a cannon
And now there's a red and purple now?
Trash Can color could be good, and it'd be similar to the OG Buoy to keep a little remain.
Also they look peak! 🔥
(I even tought of a dark green variant that could shoot bombs similarly to a bubble cannon/mine can lmao...who knows) red and green are common buoy colors irl after all.
Oh I could def make that
Yeah I thought it only makes sense, considering they already use the same base lol
Why is it a radiant glowing red and why are the grey areas also red toned?
The grey part I will probably improve a bit... I agree it could look better
I mean I just matched the red of the bubble cannons
I didn't touch them here
If it's a bit too bright I could tone it down ig
you also used the second damage state of the turret twice instead of using the third one (right below the first one for the example) on top of the third buoy damage state
Yeah that's been fixed
I noticed that
if you'll check I did fix it for the homing missile variant
whatever recolor method you use recolors too much of the sprite, even in the homing variant it looks underwater because of the black areas being dark blue now
fixing that right now
I just made another layer for the damaged parts
but yeah I absolutely am not trying to come off as a professional at photoshop, I'm using this opportunity to learn the program as well
while not accurate to the original (I mean the whole color scheme isn't in the first place), maybe having the grey part look like the turret bottom would be cool looking
Oh that's a pretty cool idea
gives it a more reinforced feel
Yeah it isn't supposed to be to be fair, I wanted it to look red for a gameplay reason
Yeah absolutely, I like that suggestion
@zinc citrus what do you say
I tried improving it based on your suggestions
I think to some extent, it has to be shiny, because the top is shiny
but I did try to decrease it this time
The grey could probably match more, that's probably the main thing I still have to improve
Yeah the grey should be slightly more brown, and the red should be more shiny but not radiant as it was before, a middle ground has to be found. Besides that it looks very good
Thank you!
booted up my laptop since I got a new charger, this is the latest thing saved in paint.net 
@solemn epoch we can still use it for the lightning variant
so it's great that you did it imo!
I would appreciate if you could send it over to me so I'll give it some touch ups though
here's the pdn file
Do you have the heads as a seperate layer?
I remembered all of them in layers
to me they're all in 1 layer though
i think there are 3 layers
I think it flattened the file
just send it to me in 3 versions and every time disable one of the layers in that case
hmm, i will try to send them later since im outside
I see, no worries
you can just send me another version with just the heads and it'd be fine too
Final version overall I think
idk why discord makes it seem as though something is wrong with the outline
it's fine outside of that
Thank you 🔥
Yeah that's def better
So this only leaves us the green trashcan variant
wait isn't thats done?
Yeah, but we wanted to have a buoy version of it
the head is the only thing we need to add
This type of green one will shoot mines like a trashcan, right?
Yeah, we're going to use Makyuni's idea of it shooting like bubble cannons, but instead of bubbles it'll be mine bombs
at least when we get the option to do that in the patch
for now it might just shoot a mine balloon
I feel like these buoys should also drop fruit
it's odd that they don't in Platypus 2
Green?
Oh gosh it's gonna fire those landmines
Temporary sprites for lightning buoy
I think this one may need more work in the future...
was a bit complicated
The head is def too bright, but I still wanted to share this today and move on to other things for now
we at least have a foundation for the buoys
green and red came out the best imo
Purple could probably also use some more touchups but it looks good overall
That's going to be in Level 5
Sure
Was it in the OG?
Yes, some of them from original version. And some trees are new.
Only some are survived into Reclayed
And some are completely new
All of original trees survived into Reclayed but changed a bit
Slight change
Four Buoy Variants Test:
🔴Cannon Red Buoy
🟣Missile Purple Buoy
🟠Lightning Orange Buoy
🟢Mine Green Buoy
(this is going to be fun...chaotic platypus-esque fun hehe ^^)
@fleet pond The lightning one is interesting acts like a Barrier
You will die unless you destroy the lightning
But idk if it keeps going because with that orange buoy being this large it probably has a large battery inside
They look great!
Awesome work Wolf 
I wanted to ask, for the lightning variant, is there a limit to the amount of bullets that could appear on screen?
since I saw the mine buoy didn't start firing until lightning buoy was defeated
Good News: I finished all level 5 phrase 1 backgrounds (trees,mushrooms,a building). I'll send them soon
More varient trees
Mushrooms🍄
Propose bush
alien building
Great work Ultraverse!
It's great that we got a head start on level 5 already
one step closer to it becoming a reality...
As for Level 5's Eyeball enemies, will you just make it scream when it's hit or have no scream?
Or use a different sound.
@fleet pond It is loud the Lighting SFX. but you can use this sound effect if you want to edit for cutting a sound
SFX are hardcoded currently
so because Wolf used regular bullets as a base for the laser, the SFX can't be changed atm
I am not sure if we can just use a lightning entity instead to get the right sound effect
We can't, "enemyZap" AKA Lightning is a very sensible and easily broken hardcoded entity. As of now, it only works effectively if shot exactly in the style of a classic Trash Can or Cyan Starfish.
I did sneak in a suggestion for a more flexible lightning turret entity in #1422140035989504073
One that could rotate in 360° or zap in other directions.
There is no limit, that was just a coincidence in the timing of the video recorded xD
Ahhh fair enough
I was just worried that could limit us in terms of level design
but if the limitation isn't there it's totally fine
Yeah thought as much
I think your implementation still is very good
we just need more control over SFX
is this use saucer?
Thank you! And yup if we could change the SFX, it would be very cool and helpful, also in the suggestions box as of now.
Yes, saucer behaviour
plus turret
I've noticed the buoys were kinda floating there
They are meant to float cuz there is no water in those tests
so if we could slightly move their sprite more towards the bottom of the screen it would be better
It'll look better then xd
oh so say, if we change the map to level 3, it won't float?
Ah that's fine then
we could potentially put these enemies in dried up areas...
but we should probably keep them in the water overall I agree
Well they are buoys, they fit better in the water
yeah but considering we've made 4 variants, they might not all get used if we just keep it to water areas
but I agree with you it makes more sense to just have them in the water, I am just saying potentially later it is something we could consider
you know the fact that they are called "buoys" doesn't mean they can't also work as just a ground enemy variant
I guess we can also potentially use them in level 3... but considering it's supposed to be lava that might also not make too much sense lol
maybe editing a rock below them is an option
Level 3 overall doesn't make too much sense xd
yeah...
And too much red
if this was an official remake that level would probably get a complete makeover
because the lava certainly just looks like red water
lava should be more thick
Yeah and even then it's kind of silly that the ocean is entirely covered or replaced with lava, or that the water would become red.
Yeah lava doesn't work like that lol
Yupppp idk what they tought when making this level lol
I mean even ignoring the fact that this is supposed to be the same location from platypus 1
to be fair platypus 1 is also pretty nonsensical, but this is a new level of that lol
@fleet pond I mean that could be using a lighting in this regular game
Wouldn't that make it shoot from all 5 angles though?
Well true lmao. But at least Platypus 1 Level designs have some foundation based on real life stuff, even if then taken to a whole extra scale of cartoonish nonsense which makes it fun xD.
Yeah the floating mines at least have some foundation on reality for example lol
Going from country hills to the sky to ocean isles and entering the city. It all transitions nicely.
This is something I thought we could add to platypus 2 reclayed
more transtionary stuff
Since they didn't really exist in platypus 2
The Cyan Starfish uses a specific lightning that zaps only in those directions like that. Not much control over changing it.
It would be cool to add
so did you use that lighting script?
I tried it before with the Saucers from PSP, but for a vertical lightning it doesn't work. It always zaps in those 5 directions. I also tried the classic Trash Can lightning, but it only works when shot from right to left. And on top of all, they always shoot in intervals. The idea here is for the lightning to always be lit up.
If one tries to use the lightning as a bullet that goes in other directions or uses another turret's bahaviour, it will either not do anything or play the lightning sound and show a little short spark you can barely notice and doesn't hurt nothing.
So I ended up using normal bullets behaviour with a SquidGun that is shooting the whole time, with a brand new vertical lightning texture.
alright. just figure it out
Eventually we will figure things out ^^ don't worry
Everything that is being posted here at the moment is very much wip, you all need to rememeber that
We are working with limitations but Claymatic is very open to helping the modding world which is awesome, so we're hopeful that things will improve for the enemies. Right now, it's good for us to create/have a base for every enemy and then improve them upon.
We are still very much in early stages of development overall
but I would say we still made really fast progress despite that overall
The fact we're getting the art and putting all these bad bois in the game is big already ^^ then they'll only need the tweaks that they deserve for full potential of each enemy.
I think I will remake alien building. Because old version is quite distorted
Go for it! I'd like to see what you do with it 
although the current version is fine too imo
Yeah 100%
eventually this base for the enemies will be established upon, but for now we need to make some stuff temporary so that we don't overwork ourselves for no reason
That too. We have a list we're constantly updating with the enemies so we know which ones have been made and need updates. For example, the lightning saucers need some visual tweaks which eventually will be looked into in later stages.
Good news are that most main new enemies from Platypus 2 are almost added, we're almost reaching the point where the enemies that remain are all Level 5 exclusives or the Bosses.
Yeah... those are going to take a while
well mechanically some of them are pretty simple, and we can just reuse enemy AI
but others... yeah
Also they'll all need new art probably
for sure
the only things for that level that don't need new art are ones that are also edits from platypus 1
I also thought of the option of adding even more enemies from nux... but I'd have to look into that
Maybe. Maybe some could be replaced even. I personally despise the virus lol
I'm making boss 5 and now it's weapons and arms almost done
Yeah the virus needs a visual makeover
Oh that’s great!
it's clearly just the mine bullets but blown up and it looks very pixelated
more frames
Oh that's very nice!
good luck with it!
more frames and more pixels
It would honestly make more sense to just take the sprites for the mines and animate them
True
man, level 5 has so much 3d modeled sprites
in general platypus 2's original assets look very 3d and not clay like
At least the AI for the virus is simple, it's literally a faster homing missile
Man my platypus phase ended a few weeks ago but i still go to here anc check out the updates everything is coming along really nicely !
Thank you!
we're trying our best haha
I think largely because we also want to play it lol
I'll probably have a phase like a month or more 
Honestly in an ideal world, Platypus Reclayed would've been a remake of both games
And Anthony would've made Platypus 2
but I can understand why Anthony didn't want to do it
it's technically not even his game
(But now this can happen, the true Platypus 2)
Yeah I really hope that they make a sequel to Reclayed
Current Platypus 2 is like 1.5
Platypus 2 from anthony would have been insane
If he were to make a part 2 it would be named something else
I mean I think calling it Platypus 3 is fine lol
that means platy2 is a canon sequel 
I feel like Platypus 2 the original shouldn't be forgotten, even if it is def an inferior game
Wouldnt that mean hed have to make the story consistent with part 2 then? Dont think that be favourable lol
True
I liked the vibe of it
Yeah... I can understand what you mean
PSP and 2 are non canon I'd say
One huge issue id the gameplay was just so boring
The themes were actaully nice
Just wish the enemies would have been more original tho
my main issue with Platypus 2 is that it was too easy
you can def tell that they slowed down the gameplay
Definitely
Oh yes, I like some concepts from Platypus 2, execution was poor.
but it did have some cool ideas for sure
(Flamethrower is going to be added by Claymatic)
You guys plan on shortening the gameplay compared to the original? Alongside making it more action packed
and now someone can mod platypus 2 and play it in nasty
Exactlyy
Flamethrower was def one of the cooler ideas from it
Yuppp but the hitbox was bad
yeah, people complained about it here for a good reason lol
the ship types were also def a cool addition
I hope we can add them back in Platypus 2 reclayed
Level 1 is probably the best level concept, because I think everyone always dreamed of a level in that ice pole from the globe since Platypus 1...
But it needed more snow
I am def hoping that's what that DLC stage is going to be
Would be epic
platypus 2 made it look like a bunch of tiny islands
Yuppp literally Level 3 from Platypus 1 reskinned 😭
You can tell why Platypus 2's version of the north pole isn't located in the center of it
because they would have to make a ton of snow art assets
so they just put it on the edge of the north pole and reused a lot of the water gfx
We def should add more snow here in Reclayed
Ultraverse already did it!
reskin some of the level sprites 👀
we just need to add it into the game
ohh
Oh steps ahead, that’s siiiick
after I finish with domeships that's def my next goal
to start adding the level assets into the game
Nicee
I have a question. Should we add level 6 as an exclusive thing in Platypus 2 Reclayed or not?
there's also the islands that geio made
Maybe later
for now we should focus on remaking the already existing content
Honestly a possible idea for a level 6, would be to make the cave area of level 5 into its own stage
similarly to how level 5 in vanilla reclayed is an extention of level 4
im kinda wondering for boss 5/mother-brain, do you plan to make a recolor of the reclayed's boss 5 or try to concept it as close like the platypus 2?
as close as we can get
but I assume we will probably base it on boss 5 to some extent
yeah true
All bosses will have to be based on already existing ones
Yeah... if we had more extensive mod tools perhaps we'd be able to program it to be even more faithful... but that doesn't seem to be in the cards
some compromises will def have to be met though, unless claymatic goes even further in terms of adding mod support
I had an idea to just stack a bunch of fish next to each other, to get it to look like they all form a segmented boss
and just give them way more health
does the boomerang ai have hardcoded things that code the duration it have on-screen?
Yes they always leave the screen after their movement pattern is done
Hm but how
Yes but after a while
Yeah not sure...
Not like 2 secs XD
maybe those generic enemy behaviors will help us, who knows lol
That look a good idea! However I have some idea too. Example: Southern part of Platypus planet, neighboring moon, and underwater level.
Yah we'll see
we can def do a level on the moon or saturn maybe
would be a lot of work though...
underwater stage I am not sure if would be fitting
I feel like that's probably best left for Zhark lol
I think Nuxed and Nuxless would be a priority over Level 6 imo
Lol, probably
Is it possible to modify the movement pattern? Your demo kinda reminds me of that exact boss pattern
Sadly not, only their spawn origin and speed can be adjusted :/
After they finish their twirling movement in 2/3 seconds, they leave the screen permanently

Yeah no minor enemy ever uses them
I think that could be interesting
It fits their pattern well I think
They shoot a missile and flip away
Some good timing
Is there a reason they create two of the same explosions though?
I fixed it already
it looks nice also, since in platy2 green rays was kinda useless
I had the turret entity with an explosion as well but the entity is invisble
yeah more variety is def good
blue and yellow fast ships I think may need more work, but I like it overall
just they fly a bit too much away from the center of the screen
Should be easily fixed, only some spawn tweaks would be needed
I think blue horseships is def my favorite one overall
I like how it requires precise timing to get all of them
although maybe we should make them a bit slower
Hmm true yeah
yeah because we need player to have enough time to react to them
OG boomerangs have speed -2, I gave those speed 2. Maybe Speed 0 is a good in between
I would say maybe even -4
you want players to be able to react to them quick enough
Yellow speed is def better imo yeah
We just have to think how these enemies will work in conjunction with other enemies
Yeah thry wont spawn alone, good point
like say if I was fighting another enemy at the same time I could see how that may be overwhelming
but maybe we can adjust the speed for nasty etc
If they are too many, we can shrink the groups too
yeah perhaps
honestly considering domeships
maybe making them in groups of 4-6 could be good
like half of that
Yeah I think that's worth trying
Very well, noted
For green rays I think it may be good to splice them up between normal rays
could def give some level design potential where you're trying to hit the green ones before the others
Good idea!
Their color also stands out more, so it only makes sense lol
Although I tought of saving White Rays for Level 4 similarly to how OG Grey Saucers and Big Green Squid only appear there. Your idea probably works better.
So Level 2 could use both
And maybe Big Green Squid could appear in other Levels as well...
Grey Saucers could probably be the only exclusive enemy to Level 4
I mean functionally we've already changed the green rays, so it makes more sense to me for them to be used together
since in the original those were technically white rays
Alien's mouth entrance Reclayed
Which makes me believe they ended up as a scrapped enemy
I mean I wouldn't be against giving the saucers from p2 a new attack
to differntiate them as well
Since we've already made the reskins their own entities, I think it makes sense to mix things up more
Oh cool!
I mean Level 4 could probably still use "exclusive" enemies
Only those would appear there ig
it's not like platypus 2 didn't reuse certain enemy sprites from platypus 1 anyway for levels that are not level 4
But not mixed
Like instead of green rays and white rays, only white rays in Level 4
Saucers and fishes too
Yeah maybe, or making it so the quantity of platypus 2 exclusive enemies is lower, since even level 4 uses buoys and homing missile squid for example
Hmm yes true
We'll cross that bridge when we get there I think, but in general I am not against the idea of mixing up enemies from both games more
if it makes the gameplay more fun and engaging
What could yellow saucer's attack be?
talking about ray ships, this mean adding a rollship's attack possible 👀
Send jaws again (some backgrounds didn't remove in old)
Maybe it could fire squid bullets?
they are yellow after all
ooh cool
and making them take more hits is also not a bad idea
agree, especially since platy2 made it more detailed than the gray saucers
There is a PSP Saucer that does that indeed, which is the mirrored saucer but individually. Maybe those can be replaced here?
Only appears on Survival Mode iirc
The PSP saucer shoots squid bullets?
There's a version of if that does yes
Interesting... does it just look like a normal saucer?
The sprite is the same of a mirrored saucer from the lightning saucers
But flies individually like a saucer
So basically they look exactly the same as normal saucers
we can def make that then
for the platypus 2 saucers
and then when we do psp reclayed we can just use the p2 saucers again
Well they are a bit of a redundant enemy yes, since the lightning saucers already use their sprites and makes more sense
True...
Yeah but lightning saucer looks just like normal saucer
Yes but mirrored
the only difference is the lightning from what I've seen
Ohhhh
I get you now
I mean... I don't really think the mirrored thing works for anything but the lightning variant
100% agreed
like it makes some sense the 2 saucers would have to shoot from their bottom to combine for the attack
P2 saucers fit so much better for the laser
Peak idea
Also besides the bosses in PSP, only one more enemy needs a recolor lol
I guess you mean the yellow flip plane
I am pretty out of the loop for psp content since I never played it lol
but I suppose those could be nice to add as well
The only new enemies are laser mirrored saucer (survival), lightning saucers, no-flip plane laser spreadshot.
There are also stationary hanging bombs and mines in Volcanic Caves but those already have art and then...the 2 bosses lol.
And Cloud Kingdom's boss is very simple to add thanks to Mine Layer behaviour
And then attach 2 lightning entities to the wings
It sounds like we'll probably be able to make PSP reclayed even more 1:1
Although again we may want to make some alterations
not sure how well designed those levels are
We will!
They are somewhat similar to classic Platypus design wise.
Since they introduced few new enemies, everything else is a bunch of recycled OG ideas slapped on top.
But yeah we can definitely rework some bits to make them stand out more.
(Once we get to PSP ofc hehe)
Art wise Cloud Kingdom should be very simple. They reutilized the clouds and the "new" art are edited ones, those being castles floating in some landmass in the air.
As for the caves they are very minimalistic art wise, a background, plus top and bottom sprites which are similar design wise to Platypus 2 Level 5's cave/mouth/whatever thingy it is entrance xd
So besides the colors in the shadows the new buoy edits are good, but I notice the issue of the turret sections having the gap yet the barrel being on top of the actual turret meaning it gets supported by nothing, all variants should have the barrel be longer and behind the buoy
Yeah the barrel is a placeholder
