#Platypus 2 Reclayed
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when shooting
but we can also use the animation for the bubble cannon in general
Zippers test
does that use the green uns ai?
yup, sped up
so the yellow big un has the gunship behaviour, while the zipper has the big un behaviour lol switcheroo
(and both faster)
in my opinion, it just need to raise the speed up a little and change the smoke into rocket smoke, other than that it looks goood
speed has been increased, I tried two settings:
increased from 2.8 to 3.9
or
increased from 2.8 to 3.5
I might go with the 1st one perhaps
Honestly you got them almost perfect
they look great
I assume there's no way currently to make them stop in place like they do in Platypus 2 right?
unfortunately not
I tought the big red un behaviour would work for that, but it's way too slow
Question: when you get to Level 5 with Eyeball enemies, will you just make it scream when it's hit or have no scream? Or use a different sound.
Thought as much, I still think this is a great recreation though besides that
because if I speed it up, it doesn't even have the time to do the little stop
hopefully this is something we will be able to change once generic enemy behaviors arrive
but I am content with this if it's the best we can get
We've talked about this here before, I think we will replace it
the scream very much like a stock sfx and I don't like it
yeah likely with a squish sfx or something similar
we'll see though, maybe we can just use a slightly more fitting scream
but idk I do think a squish sfx is more what I'd prefer for it
I see, to be fair the fact it doesn't stop could make the enemy better in a way
but it is def different
again, I think this is very good for now, but if we get the option to change it later it's worth trying
we have a foudation for some of level 5 enemies AI now too hehe
many of them do this straight path
Oh yeah, those purple creature things
for example
fish enemy? 
Already added on Remam
For level 9
The UNDERWORLD
Also X = Plus = X (all Mayuki mods)
the ultimate crossover
I did this cuz Level 7 and Level 8 has their enemies
Mintlizard lasersquid and zharks sub
Level 9 will have Insaniquarium
Fish mod
More zharks enemies
peak
before the dragonfly was replacement!!!
Honestly you just gave me an idea
I wonder if dragonfly behavior could be better for the zippers
it will def give them the correct smoke effect at least for the tail
I'm just not sure if the speed would be more fitting, but it's worth a shot imo
actually dragonfly behavior will probably make it so they always have to drop a star... so ehh not sure
I think redbigun is usefil for zippers
Wolf tried it, was too slow from what he said
and increasing its speed just makes the pause way too quick
I tried dragonfly and yuppp they always drop a star unfortunately
Ah shame, thought as much lol
cant yall get goldfish ai for the zippers but make them go from the left and they dont fire?
We don't have that kind of control over enemy behaviors right now
we can for the most part, only make things move faster or slower
Wolf said he was able to make bobbing effects reduce for enemies likd squids for example
but with exception to fish fighter entities, we don't really have direct control over where enemies move
and we also can't make them come from the right side of the screen for now
Okay alot of stuff
is there anything that still need to be reclayed? i kinda lost track about those

If @karmic oasis wants, I think this would be a great sprite for the diamond weapon. Of course we'd have to ask for support for custom weapons per-ship to Claymatic.
I personally like the one at the very top of the Platypus Reclayed logo the most. The bottom-left one is pretty nice too tho
i kinda like the crystal with the glowy mix
the one above the logo or the one on the bottom-left?
bottom left
Honestly I agree
I think that might be the best choice, imo
the other ones might be too dark or too light
Was a T2?
Hey, I have those sprite files, you can definitely use them, but most of the images I've designed are for enemy bullets, so using them might require some color correction.
Just a moment.
because I don't like that weapon type 😤 due to the unreliability
Especially those with weapon pods
Without Glowing
That is one the request list, they say they may do it but it'd be in like patch 3 or so
Thank you for allowing us to use your art!
Although I will say I personally would prefer if we could make the diamond bullets look more clay-like
we may use your version for now, but will make clay styled bullets later
either way I really appreciate it 
The main things that come to mind atm are the greenhead creature from Nux and that bridge from level 3
besides that I think more work on the level 3 cave might be needed
and our main thing heading forward is going to be level 5
Besides that, some enemies still need to be recolored, like red bomber(red flip plane), boss 1 and all of the enemies from level 5 ofc
this bridge is quite hard to remake in real life
Yeah, it does look rather complicated to make
Although we do have to remember these are seperate layers
We will have it
so the bridge does not need to actually be remade in its entirety, only in 3 pieces instead
I would try making this bridge one, also i'll do it later since I'm on my exam week 
Once we will, we'll change it to the best of our ability
Oh good luck 🙏
and maybe this slihax thing
Thank you!
But take your time, the exam is more important 
For the red bomber, are we going to use the recolored art of a flip plane or mine layer?
Oh I thought it should still be a flip plane at the end of the day, just shooting out balloons instead of bullets
maybe in a previous conversation I made it seem I thought differently, but it's worth a shot either way imo
I also like your idea of it being a mini mine layer enemy as an additional thing btw
Should it flip entirely or just partially like in Platypus 2? I'm kind of mixed on how it doesn't flip entirely.
Flip entirely like usual imo
I agree it looks off
Okidoki, yup it's a flip plane in essence after all
Excluding Bosses and Level 5 exclusive enemies, this is what remains regarding Platypus 2 Enemies.
Bomber should be simple to replicate, only needs the recolor currently.
Yeah np, we got those done hehe
ICBM is rather a head scratch on how to implement...
Idk what behaviours could be applied to it
And even domeships could be tricky
It's like a un but diagonal no?
All the Uns go in straight lines though
but we don't necessarily have support but diagonal entities lol
yeah that's the issue
We probably need to adapt
I did have an idea of just making them the missile entity but big
but not sure if it would look good
I tried the rock entity and you know what, it would've been perfect, it comes down diagonally and it even warns the player BUT...just like trucks the art is overriden by a rock of varying sizes
I see...
We would need many different sprites in the sheet though
So it rotates art wise
Yeah and the lighting of the sprite would need to be taken to account
I tried homing missile too and its always pointing in the same direction while going towards the player
I even tried monorail behaviours
But uhh loads of failed attempts at getting anything remotely and minimally good
It's weird, you'd think that would be an easy one to implement
but I guess it isn't lol
It's very weird to use
The monorail line always spawns from the bottom to the top and any pod entity in the rail won't last long
Monorail is probably pretty limited I would guess
Yup
Yeah because they don't do much with it in reclayed
It's a shame we can't just make an Un go diagonally
This one needs a bit of brainstorming lol
that's the first idea that came to mind for me
Yeah we need to think about it
although maybe once we get generic enemy behaviors it would be easier to implement
Perhaps
Yeah I am not counting on it 100% but it is a possibility
Honestly maybe just making them big zippers is also an option
The closest to a diagonal path is the boomerang
Yeah that could be good
Bigger, stronger but slower versions
Well they can't be as quick as a zipper though
They'd still be fast
Because they'll have more HP and the player must be able to have an attempt at destroying it
Before they leave the screen
I see what you mean
Bro that the guy it shows up at Area 5 of Level 1 after killing the big boat
I mean it could still be an option, but not an ideal one imo since it'd just be a slightly faster Un
and we already have yellow uns
Right yeah
Speaking of, yellow un now drops a crate of coins once destroyed
To be different
And its a bit tankier as well
Yeah
I need to think of a better control over what it drops though, I think it’s in level_defaults.json
Because it still drops fruits as well
And it's likely not hardcoded because the zippers don't drop anything and they use the green big un behaviour
How do they work in level 3 in the original reclayed
since they only drop crates there
Hmm right idk if it's after a certain ammount of entities containing fruits destroyed, that they drop crates. It happens with that one truck from Level 1 as well.
But you can set specific drops to specific entities
I'll have to toy around a bit more
That sounds a bit convoluted lol
like you need to have a certain amount of enemies that drop fruit before you can make it so they only drop crates?
You can specifically set to drop crates though, so I may be spelling mistakes. Gameplay wise though it's what it felt like, but maybe it's specific Uns and Trucks that drop crates, idk.
Anyway take your time with that, it's not really the end of the world imo
since they didn't even drop anything unique in platypus 2
but I do think it's a neat idea
Oh worst case scenario they drop fruits and a crate
Which is also fine tbf
Lol no Un ever does that, so it's still unique XD
Btw for the ICBM, I have another idea
what if we make a bullet into an enemy entity?
is that possible?
You know there's the "isenemy: true" command
Ah
they can only be spawned from forward though
So you mean giving it a bullet behaviour
So an Un drops an ICBM?
Maybe it could be an invisible Un
Idk some (if not almost all lol) bullet behaviours are hardcoded to having no collision
Ah rip
So they would hurt the player but you couldn't destroy them :/
Only the missile has collision ig
And even then its one shot
Cant change the hits to take it down
but if you set it to the "isenemy: true" command it won't gain a collision?
Honestly idk what that does xD
From every ememy test so far, I think that doesn't affect collision
Maybe it's like a dragonfly
Not counting towards percentage idk
But maybe that has ememy is true as well
Oh maybe
It would also be interesting if we can make an homing missile just not home, but from what I've seen their behavior is hardcoded
Also your idea was good though, I've tried to use invisible enemies before with a turret behaviour with a sprite. Idk if I made a collision sprite for the invisible enemy though..
Because all of the turret entities have no collision.
I'll test this
Yeah some thinking outside the box is necessarily in situations like these lol
Definitely
but it may also not work
still it is worth a shot imo
making a bullet act as an enemy seems doable to me
It would also be interesting if we can set half points for X and Y
like 0.5
that maybe also allow for diagonal movement
or it could just not work lol
Ok so apparently only the monorail post, monorail cart and all Octopus weapons have "isEnemy": false in entities.json
Interesting...
for monorail maybe it's to detemine which ones have a turret and which don't?
not sure what it would be for octopus though
I don't know if this is needed, but I think there should be configurable behavior in the animation.json. That could be useful in making enemies that has a different entity behavior. For example: saucer with the homingmissile behavior has it's animation messed up. What if we could assign sprites in it without changing the sprite, for example:
animation type: homingmissile
[custom animation behavior]
(I imagine this part is the animation arrangement of homingmissile-the enemy one, to the saucer sprite)
ICBM🚀 Missiles Test
(This one was quite the challenge to implement in-game. As of now it drops fruits, I don't know how to change that, but I'm satisfied overall with the outcome. ^^)
there should be a collision effect when they hit the ground
ah
this is accurate to the platypus 2🔥
You did great!
How's you manage to pull it off in the end?
We're at a point where almost all of the Platypus 2 enemies that are not from Nux have been remade thanks to @fleet pond !
The only big exclusions are domeships and red flip plane!
What makes this ICBM even better is the warning sound it gives when we have to dodge a large amount of falling volcanic rock.
This is one of the enemies I wish had appeared more in Platypus 2, besides the (Bomber Flipplane), even though it only appeared in one level and one area.
I def see us using it more in the mod
perhaps in level 4
and in level 2 it'll probably be used more
Ok so, since this was the most complex bad boi added so far, there is A LOT I had to do to make this possible. I just wrote everything down lmao, here it goes.
It would've been easier to implement if the "rock" behaviour wasn't hardcoded to override the art to any volcanic rock sprites used by the game. So I had to do some turnarouds. The ICBM entity itself uses an invisible sprite (or at least it was attempted to but it got overriden by rock sprites) and it has "isEnemy": false, no score points, nothing, they are all set to 0. Except it has 0.1 HP because if I set it to 0, the entity automatically blows up lol.
I then attached a new turret, which has the ICBM art and damage sprites themselves and it uses "MonorailPod" behaviour (most likely why it drops fruits). Now, this turret doesn't shoot at all because of this behaviour which is good, it's not meant to. And it has "isEnemy": true, so this is what counts towards percentage completion.
Then I slowed down the speed of the main ICBM entity with "rock" behaviour, while also increasing the speed of the new "ICBM" turret entity. I also made it so that the turret attached is a long way to the right side of the rock and also higher. This way they spawn very far away from eachother due to the different values.
Finally, I did some lil' tricks when spawning this whole thing in the level data file.
wait( 0); spawnEntity("entity": "ICBM", "x": -2200, "y": -200);
wait( 0); forcePlayerWarnings("ticks": 320);
wait( 50); waitForNoEnemies();
With this, the ICBM which looks exactly like a rock with the sprite turret attached will spawn very far away offscreen behind the player during the 320 ticks of the Player Warnings. I timed the ticks so that once the ICBM reaches the screen, the warnings end and the player knows the threat is coming.
As soon as the ICBM spawns from the top, the rock is still very far away to the left side offscreen, and once the ICBM reaches the end of the right side offscreen, the rock finally reaches the ground, killing the rock with the ICBM attached and playing the volcano rock falling on water SFX, which is similar to an explosion!
Destroying the ICBM doesn't necessarily destroy the main rock entity offscreen, this one must reach the ground, but it doesn't matter, because since the rock isn't an enemy, the level continues. What matters is destroying the ICBM itself.
All of this because the rock behaviour is the only one that has an exact diagonal movement path.
Damn
This seems really complicated lol
so in the end you took a completely different route and actually managed to use the rock entity
it seems that you merged to entities here to get the desired effect, the rock and the monorail
Yup, I tought of many tricks to make it a reality
Well I think you did a fantastic job with it
I don't even have a problem with the fact that it drops fruit and doesn't explode on its own
yupp, since the turret has a monorailpod behaviour it will copy the rock's movement, and since it's a pod, it can be damaged and destroyed
That's really cool
and it's pretty accurate I would say
overall
toe the original I mean
we'll definitely play around with this when we get to level design
Yup, had the idea in mind and since there's rock behaviour involved, it all came together. ^^
Oh yess
yeah the warning is def helpful, it's better than just having it come from the background
honestly I see some potential for variants here as well
what if we made smaller ICBMs that come in groups like zippers?
falling to the ground like they do?
yup, turrets can be attached hehe
Nice, def a consideration for nasty imo
we would be putting a turret entity on a turret entity on an enemy entity lmao
Yeah, same movement just faster and they are smaller but come in groupls
Lol
it's definitely viable now that we have this base hehe
They'd just have to be spawned very close, and resize the sprites.
Should they be recolored?
I think so
I am not sure which color though
since the ICBM looks nothing like an Un
wouldn't black be a bit hard to spot on the screen?
if they're smaller it should be a more distiguishable color
imo
sure
sprite is in the drive
Yeah I've got it dw
good good
yeah I noticed that
geio had made damaged sprites, I had to rotate them, but apparently the default one which was rotated was brighter
if I just match its brightness with the rest of the sprites should be good though
Yeah I thought as much
also could you make the damage particles smaller for the first degration?
they seem a bit too big to me
for how much is damaged on the sprite
Oh yes, I'll tweak the particles
Awesome
I think I messed up and gave the 1st frame, the ones of the last one lol
I think it looks good for the other degrations, just the first one the parts falling off are too big
I'll swap the frames' particles
last one has fewer I think
should be other way around
it's not just the amount though
yes they are bigger too
yeah the size was my issue
I'll make first frame ones only small
I don't think there's necessarily an issue with the amount
it makes more sense more particles would be falling off in the beginning
yeah the more damaged it is, the less it has that could fall off lol
so it makes sense
...so yeah I guess I made it correct XD
the explosion should probably have some extra particles
alright I'll test now
but that's it really in regards to the amount
Although in og platypus 2 it had none for the explosion, but I think that's kind of lacking
I'll test though
If you can't do it not the end of the world
it didn't even have damaged sprites
but I do think it could be nice
so that was a peak idea
Yeah thanks lol
I thought it could improve it
they are pretty much diagonal Uns, and they do have damaged sprites
also sprites for damaged sky serpant already exist, so it's not like we had to make entirely new assets for it
I assume geio didn't have too much trouble with it
if at all
speaking of, level 2 boss is going to be easy to implement exactly because of that lol
I feel like only some parts of it might be hard to implement
like when it comes in from the top
and I am not sure about the animation
it's going to be similar to sky serpent
to be fair most of the differences it has in Platypus 2 are bad
bosses, as complex as they are, are the ones which will have to rely the most on Reclayed Boss Behaviours
I don't like how it just leaves off all of its segments
yes that is such a horrible idea they implemented
if you die to a turret or two, you may as well say goodbye to the entire turrets until the head...if you can survive the turret spam
yeah that aspect of the boss should just be exactly like sky serpant
making segments of it destroyed makes the boss advance to the next phase, not it advancing on its own
yup
Once on it, I'll see if I can tone down the up and down movement a bit of the serpent behaviour
haven't checked yet
I also feel like for the last phase we can probably reuse boss 4's behavior
it moves very similarly
yeah, it's worth a shot at least imo
if not we may base that part on sky serpent as well
just maybe with some different attacks
For boss 1 I feel like we can probably base it on boss 3 from reclayed
the part where it rises from the ground
that thought just came randomly to my head as we were discussing this lol
Yup had the same idea, I put it in the notepad:
(BOSSES):
#️⃣Sub Tower (BOSS 1) {based off of Submarine}
✔️Giant Caterpillar (BOSS 2) {based off of Sky Serpent}
✔️Big Serpent (BOSS 3)
✔️Aeroplane (BOSS 4) {based off of Aeroplane}
#️⃣Mother Brain (BOSS 5) {based off of Octopus}
checkmarks means it has art created
wait boss 3 has too I think
the art
I feel like sub tower is probably easy to recreate
Ultraverse said something about making it
but I haven't seem them post it
oh wait I mean boss 5
boss 3 they did make yeah
although we'll probably want to elaborate on it
boss 1 is a heavy mix of reused sprites and recolors
Yeah I think it should be pretty easy to recreate its sprites
the body is literally the grey trucks top spammed a bunch on top of eachother
Lol
and I think the top is just taken from sky serpent too right?
the yellow part I mean
yeah this is pretty much just sky serpent with the bubble cannon on top
I though as much
and also the boat's missile hatch on the nose
oh true lol
this boss is probably one of the more egregious examples of reusuing assets
this boss becoming a mirrored submarine actually sounds fun lol
I wonder how much control we have over it moving up and down
probably hardcoded I'd assume
ih oops
Oof
we can control the barrel offset, interesting
barrel offset?
so specifically for this boss, the bubble cannon turret entity we requested wouldn't be needed. Ofc it's needed for everything else though.
ohh I see
seems like the missiles are hardcoded
that's fine ig
more challenging
same happened with PSP Boss2
to be fair the original boss already has missiles anyway
worked out lol
only the lasers remain I suppose and that's simple to add
but yeah I do hope generic enemy behaviors will help us with the bosses a bit, but if not we will have to make them psuedo reskins
but maybe if I add a speed line it can be tweaked
yup
I've added a line with speed values to enemy behaviours that didn't have them and it seemed to work (ahem rock behaviour)
Yeah that's just the squid bullet type
might not work with all, but worth a shot
I wonder if we can make certain enemies move in reverse speed
like what if you change the speed to a minus number
does it work
I think only the squids are flexible like that and only in their spawns
mirrored movements may sound simple, but it would open a lot more options when thinking about it
flip planes from the right...
there's a chance
I believee
green fish from the left 👀
Oh I made it already with homing missile behaviour btw, didn't even record a video though xd
Yeah I played your version
I agree with you the behavior is a bit floppy
but it's probably the best we have atm
yeah all enemies being tested are at the top with the //
to have them spawn, only the // needs to be removed.
the ones that say under construction are broken and might crash the game lol
ah that's why they don't spawn
I've reduced the blue horseshoes and yellow jumpers from 12 to 6 and...
it looked great!
oh very nice
they came closer to the middle like you said
and not too crazy to take them down too
better gameplay reaction
the yellow jumper's sprites are also fixed
sounds great!
they point up going up and point down going down ^^
yellow saucers take 2 hits and shoot lasers ✅
green fish are quicker now
and also take 2 hits
You're really getting all of this done quick lol
lightning saucers from PSP bottom part has been darkened and the shade has been mirrored
in my free time I spend a bit on this, it's fun hehe
Oh absolutely
I have a lot of fun working on this mod
I just am kinda busy at the moment so my progress is slow
but when this month gets closer to its end I should be able to make more progress faster
funny enough for me it's a bit of the opposite, I'll get a little more occupied by the end of this month xD
since you've done basically most enemy recreations, my goal will probably be inserting the art into the game
I guess with studies?
I am the same but I am still more busy now lol
nopee, work xD
tasks are gonna get busier by then
ah fair enough
for me I just have certain projects I need to finish
but after that I should be more free
and my free time will actually be my own free time
in that case it's great you're getting this all done now, and I'll be able to follow you up later
yup, it all comes together
for the bosses, I'll wait by the modding patch though to see the options
I made PSP Boss 2 because we had all the tools for it
That's HUGE 😱
I mean some ICBMs are big
Obviously in the original, it's easy to kill them since they're small
yup, plus the direction they fall into is very easily avoidable
I made them go across the screen to actually deal with them
while other enemies spawn as well
Plus in that game there's no indication of ‼️ when a ICBM is coming behind you
yup and just like all enemies that spawn from behind in Platypus 2...you pretty much take a hit
Honestly it would be cool if we can make it so the ICBM spits out bullets when destroyed, would make sense imo
like a mine
and once in 2 Reclayed where the ICBM is much larger bc they upgraded after they're being fed up after their rockets being destroyed
He's cooking
And yea have a indicatior
I'd say that could be an optional change, because I feel like some people may not want to shoot the ICBM down if we do that
Yea in the original ICBM rockets are very easy to dodge and destroy
however... if we have the ability to make the ICBM self detonate in the future it could be great
I believe they're better in the 2 Reclayed
Is that possible?
I think I might have found a solution, in theory though!
I'll have to test
if it works, I'll explain
if not, I'll explain too lol
if you can do that, we may be able to create the mine bombs as well
without the entity I mean
I'll test with a Yellow Un
Okay they're really gonna kill me, I believe UN's fighting back to protect their loot is probably on higher difficulties like the purple un
Idk if it's gonna happen
Wait a sec
there are revenge bullets in the game for nasty
so maybe it is doable
Esria Reclayed 2 Design??? 🪐
Yup, I ended up giving them revenge bullets but textured as normal enemy bullets. About 6 of them in a circle come at the ship once the Un is destroyed.
Before that, I tried using the "enemybullet_shrapnel" entity once the Un is destroyed but instead of acting like an exploded mine, the bullets just flew away to the top right of the screen slowly. The best effort of explosions to act as dropped bullets are the revenge bullets AKA deathBullet behaviour or the bubbles shot by a car cannon. All other ones fly away slowly and most to the top right.
However this gave me more ideas.
It might be possible to destroy an enemy and it spawns another (by replacing the explosion entity of an invisible turret on top of it with an enemy entity).
(kind of like the boss 3 in OG/Reclayed lol)
It's also possible to replace particles with bullets it seems (or add them alongside). Imagine shooting an enemy and every time it gets damaged it attacks you lol.
Oh so we do have some flexibility on this
that means mine bombs are actually doable
it also means that maybe for green fish, we can make it so a turret shoots out a fish from the left side of the screen
if we get more support for that beyond homing missiles
Honestly this could make for a fun enemy of its own lol, but maybe for another mod
Lolll
I like how you're just mixing a bunch of entities
and so far it actually works
And if this one works, the ammount and speed of shards could be controled per difficulty... 😮
That'd be great
We should have a self-destruction feature in the future
Would be nice
I haven't had access to my pc for a while, TOMORROW IS YELLOW SAUCE
Oh my god Lua support!
This will open so many possibilities for us
@fleet pond Seems like we will be able to take the mod to the next level!
Peak!
roblox coding language!!!!
Here are some Yellow Big Un Tests.
The 1st one, when destroyed, it acts exactly like a mine bomb when exploded, it spreads mine shards/shrapnel across the screen in 360º.
So...yeah say hello to a mine bomb potential, even without lua yet hehe. ^^
The 2nd one, when destroyed, acts like the nasty difficulty's revenge bullets, except they are multiple and in the form of a circle. The difficulty I tested in was Regular.
Wait, is it possible to make them drop bullets when destroyed?? I didn't know that :0
With a lot of tricks yes, there are so many shenanigans I had to do to pull this off XD
And the coolest thing is it can drop any type of bullets if one wants to change them hehe
plus the speed and ammount of bullets can be tweaked per difficulty
Nah that's pretty dope!!
Would be cool to see what more cool ideas y'all come up with 👀
Example:
So the 1st Yellow Big Un has an invisble turret named "turretEmptyShards". It doesn't shoot and this turret is destroyed at the same time that the Un is destroyed. It has an explosionEntity named "mineShardsSpread". This explosion entity uses the "Ray" enemy behaviour and is invisible as well. It exists so that it leaves the screen like a ray quickly. This "Ray" has another invisible turret named "turretEmptyShards2" which has "SquidGun" behaviour to shoot the mine shards very quickly but only once, because it then leaves the screen alongside the invisible ray despawning. And that's how it was done.
Notes:
Only the Un itself is considered "isEnemy": true, everything else is false. None of the invisible entities have collision.
red bomber flip plane
Awesome! That reminds me of the Bomber Enemy idea I had imagined. When they are destroyed, they shoot out bullets, just like when a Mine bomb is destroyed. Maybe you can try this with the Bomber Flipplane in a Mod.
It's definitely a good idea for an enemy, I went for another direction regarding the bomber flip plane however. But perhaps when the Mine Trash Can and Bomber Flip Plane are destroyed they could also drop the shards...hmm will be looked into.
Red Bomber Flip Plane test
(I hope you enjoy my Squid Gun with no Gun turret sprite hehe 😅 the fix necessary would be for it to spawn after the flip and remove the two bullet turrets, maybe with modding patch 👀 )
Ideally we'd probably want to draw the squid gun on the sprite as it flips, just like the turrets
I think the shading could also match more on the squid gun, that way we can make it seem nearly seamless
Besides that great work though!
I feel like the red flip plane could probably shoot out less balloons, I'd personally make it so it shoots them out pretty much exactly like mine layer does
but that aspect of it is def debatable
i just realized every transparent png I sent here becomes a non transparent jpg (found out while I tried downloading the pics from discord laptop) 💀
It's either that or making it just not shoot bullets, but since they're hardcoded we'll probably have to wait on that for now
I feel like making a six way mine layer attack like this would actually be more fitting for a squid variant
we can probably make a red squid that shoots mine balloons honestly
turned off discord's data saver settings, pls react
if still not transparent, if do pls
with this one
It's transparent!
Although I do think if you can keep sharing it on proton drive, that would still be the best
since discord compresses the quality
alrighty
Okay that's much more dangerous than the OG version
Since he doesn't flip that way and fires his guns instead dropping bombs on top of you
In the 4th frame of him he drops bombs
They don't want their loot
to be stolen
@ionic stratus 👀 Once you finish the art, something awaits. 
(I've tested with a domeship placeholder sprite sheet, They come from the right, do a circular loop and leave to the left. There are 2 versions, the group that comes from above and the group that comes from below. Non-group spawns are obtainable by changing the coordinates in a level data file. ^^)
God I really want to finish the art already lol
but yeah great to hear that it works well
Oh yeah, looks great
I am not sure if it necessarily fits yellow Un but there's definitely potential there for the mine bombs
maybe we can keep it for Nasty like you said
we'll see
once I get through this rather busy week or two I'll be more hands on with the project, I just really can't afford it right now
Yeah likely not, I just used it as base for the test.
But what if mine shooting enemies when destroyed they drop shards? After all they are carrying all of those bombs inside their ships, hmm. 🤔
I do think that's a good idea yeah
one of the rework ideas I initially had for trashcan is so that instead of shooting a laser it shot the mines shards
so it's def in line with that but just in post mortem
I still think this is something we should keep for nasty though
to keep it consistent with the rest of the game
like all post mortem attacks I think should be limited to nasty
unless it's like from a bullet like a mine
Fair
One can change how many bullets are shot per difficulty, so they can be set to 0 except on nasty.
Yeah I think that's probably a good idea
if we absolutely want to include it in other difficulties that are not nasty we probably should reduce the bullets
like if it still feels too easy in playtesting we will do that I think
but for now only for Nasty
Yup
Btw Wolf, would it help you if I gave the psd file for the domeships I have currently?
it's not finished at all
but it is something
or the png as well
is an option
I'll send it in DMs
Here's hoping discord doesn't mess them up, but I finished both cheese plate variants
@ionic stratus
I think overall it looks great, but it seems like the fourth one from the right is missing its bottom cores?
maybe you missed that
besides that I think it's def an improvement
it does seem like you still have light around that spot
so I assume it just got lost in some layer?
I just didn't add it since it's just barely visible and honestly with the reclayed angle it wouldn't be seen too much to warrant a few pixels
for example the original looks a bit too off, like it's hanging from the side rather than just being underneath
If you reallyyy want it then I can add it later
besides that give me something new to do
Hmmm
Would you want to try to make boss 1 @zinc citrus ?
It's basically all made from reused Platypus 1 assets
literally just orange sub phase 2
That's boss 4
Oh right they got the names weird in le files
yeah they mixed it up for some reason
oh right it's that random ahh tower
Yeeep
I'll seperate the sprites just like how they are in the original plat2 files, head, tower, and the bubble cannon + squid gun are just the normal sprites that gets added on top through coding
the original looks so silly though, I think I'll do something a bit better for the actual tower part
if you want you can just send me the photoshop file with the different layers and we'll handle it
bubble cannon not necessarily
Alrighty 👌
I was thinking about a pattern like this instead of just the same orientation, looks more structurally sound that way
Hmm it's supposed to come from the water though
doesn't it sort of make sense it'd have that orientation?
I am not against the idea, I think it could look nice
but this is something we should consider in the design
how hydrodynamic it is
I mean this is hydrodynamic too
https://youtu.be/B1C-gfWRSs4?si=yh_WIKHEE-l2k6-3
snow islands test
enjoy platypus reclayed in 640 × 480 again with this quality (cuz my laptop couldn't record 1080 pixels)
didn't really replace the codes, just edited level sprites since i hardly onderstand coding 
Uafoe reclayed!!!
Cheese plate*
plate*
Ocean Cobra 🐍
sea snek
@ionic stratus @fleet pond Now while easy to kill him when you spamfire/Autoclicking pod rockets, behind him is kinda annoying since the rockets can attack you from behind unless it's a T2, plus the bubbles can hit you while dodging the rockets
But due to the widescreen Reclayed naturally it will give more room to dodge rockets for T1 T3 and T4
Asterisk
How do u do code n stuff 🥀
this looks cursed lmao
Dang Loooooong snnnnnnake 🐍
serpent boss
Btw upon spawning in the left is invulnerable, and can hit ships in the middle but not in the top and bottom, and once he slows down in the right he can be damaged
Thankfully he doesn't shoot when he's spawned
on the left
But I would imagine he'll fire upon spawning on the left on difficulties like Expert or Nasty
Required to dodge his bullets instead of standing still in the bottom or top
is this mod going to have new music? since most of the soundtracks are in reclayed already
Well very few will have new music, Level 4 will probably have new music
Since that level has completely new Music
in the OG to be exact
And also a completely new baddie tune for 2 Reclayed since for whatever reason it isn't in 2
I think they'll be using Baddie Tune 1 for boss battles, but I'm not sure
or maybe I'm confused and that was for PSP Reclayed lol
PSP Reclayed probably yes, although Wolf did mention an alternative with the scrapped "Mutants" baddie tune
so we'll see
Are they progessing on psp? * Just want to know *
Hey guys development of the mod has not stopped but I do need a bit of a breather
that's why there's been less progress the last week or so
I think progress will continue next week
So please be patient 🙏
why not making it the new assets for the mines only ?
take your time! health is first 🫂
guys what's the difference between wait( 1) and //wait( 1) ?
The first one means it'll be waited 1 tick in game before an action takes place, while the 2nd one does nothing. Any line of code inside a level data file with // before it means it won't read it. They are usually for game testing specific enemies/level scenarios, but not lines meant to actually be part of the playable level itself.
There are also instances where // is used after the code in the line. Those serve as notes for the coder/level creator to know what a specific line does in the level.
oooh alright
does this theoretically work? i tried playing it but found out nothing spawned
well except the boss 2 background sprite 
It doesn't work because to spawn brand new entities, a specific line of code must be used. You can find the reference in the level files guide by Claymatic, but here's an example:
wait( 150); spawnEntity("entity": "back_headboss2", "x": -200, "y": 600);
Note:
You must always set a pair of X/Y coordinates, otherwise it won't spawn. Now you need to check which coordinates are best by testing different spawn positions.
yippee
(placeholder)
Oh no... it's back!!!
cool concept
There's no new reclayed background from me in this week. I want to take a break. I'll be back in next week.
Cool! This makes Level 5 in Platypus 2 seem more logical and continuously. Instead of you click in Level 5, you're being jumpscares with alien lands and enemies. 
nux jumpscare
I think making this customizable would be a good modding suggestion
@ionic stratus how much damage do you think I should spread around each layer of damage? I don't think every single tower bit should have the same amount of damage or instantly gain the full damage of the original cart armor graphic
I'm also debating making it darker and coarser to give it that more metal look of the original...
Hmmm yeah I def think you shouldn't have it be damaged evenly, I'd try to replicate the original Platypus 2 a bit here, having some segments be more damaged than others (but not 1 segment is damaged and 1 isn't as they do it there)
and I think you can have it get as damaged as the train tops get in reclayed, we'll probably try to buff this boss a bit as it's very easy in the original
Hmmm I think making the tube yellow could be a nice option as well
so it's more consistent with the top
I'm also thinking of replacing the top part of the stolen squid head with the homing ship's front but without the launchers and with the missile clamp instead
make it a bit more unique yk
I will never forgive them for the shade of yellow and red being different on each part though
What do you mean when you say homing ship?
I'm not sure I follow lol
oh you mean the part that launches the homing missiles
big boy
Ahhh I see what you mean now
This front part would make it feel a bit more unique with the squid middle section, maybe having the missile cannons rather than the missile strut/clamp could be better coding wise but idk, feel like removing the cannons from the front part and adding in the missile strut could work
it's either that or we can just steal the animation from boss 1
where it opens its hatch
instead of it being static like it is in Platypus 2 for some reason
maybe I can slap on the window from plat 1 boss 2 too, since for whatever reason this big ahh defensive tower has no viewport
I think the best way I can tell you which option would be better is if you make a quick mock up for what you're intending to do
Or maybe even using the uns front part two parts could make it even more unique
sure I'll do it with og graphics
if you do that I can give you a clear answer, kind of hard for me to say from just text
yeah nothing fancy
like we did with the saucers in a sense
I def think you can try to mix some damaged parts from other sprites as well btw
like you know how the sky serpent has wiring for example
definitely, especially considering the amount of yellow and red enemies in reclayed can help with that :)
maybe it could work here too
Yeee exactly
the uns has interesting insides too
yup, that's also an option
just see what works and I think we'll all really like it 🙂
I am all for creative touches
Posting the og for comparison
homing ship front (unchanged color since quick mockup)
Ohhh interesting
and then I suppose you can sort of blend it together with the sky seprent part
so it looks like 1 piece
honestly you can probably take aspects from both the squid head and the homing ship
With viewport
Improvement
the only thing I'll say is that I'm unsure about the homing ship pipes
I think having the boss 1 hatch would be a better option personally
I didn't even think about this one
Have it facing the other way too I'd say
besides that I think your vision is solid though
I think if you could merge the sky serpent part and squid head/homing ship parts it could look very cool though
will say that again
would make it feel less like a bunch of reused assets and more like its own thing
the uns one is definitely a bit of a stretch, don't like it quite as much
The side engine thingy doesn't fit
the only part that could have potential is the window
besides that I agree it doesn't really fit
I think I like the original viewport you made better though
Yeah same
Certainly looks... unique, I may stick with the homing ship + serpent view port + squid middle idea
Downside hatch?
for the missiles?
yeah
I mean it was an upside hatch for the original... but this could be a nice way to subvert it
also
there's not much room for an opening hatch on the top lol
I'd say go for it
like you can always add another hatch on top (which was my original idea), but if you can blend it with the actual squid/homing ship part itself that could look very nice too
I'm just gonna go through some ideas to see if anything else is good lol
wait- maybe I could use the squid mother hatch for the squid part to summon the second missile instead of having another hatch on the top?
hmm
If we were really evil we could make it spawn balloon mines :)
Lol balloon mines seem to be a favorite around here
Honestly that's a possible rework for the boss
I'd personally say squid mother hatch doesn't really fit for missiles though tbh
I would go with the hatch idea... but
Idigicon levels of alchemy right here
you could try to add the squid mother hatch and we could find a new attack for it
maybe it spawns yellow saucers
I think it'd be more fitting if it spawns squids lol
I may make a miniboss variant of the tower guy with the domeship colors and (dome) stuff that spawns like idk what, could be a replacement for any buoys you'd want to add in lvl5, or if really evil add it in to the cave during the final boss to replace some of the annoying green fish
but maybe
Oh we can def add more of this boss for level 4 at least
since there are water sections there
Alright so a miniboss variant is on the table, maybe I'll make the miniboss variant have the homing ship cannons instead of the tank/train hatch
but as for the hatch idea, I think it might be cool for Nasty only
and then for easier difficulties we could have it without the hatch like the og game
atp you could just separate the hatch from the squid mother and make it spawn on the middle portion of the tower top
Yeah that's def a nice idea, you can go the full yard and make it green too lol
Oh also I'll be providing the tower in the two parts as I said but on top of that each damage state will be it's own sprite like plat 2 does it because the resolution and file size if all states were in a single image would be ridiculous
Again not sure I follow sadly
Go for it, worst case scenario it's not a problem the combine them later
to 1 sprite sheet
have a squid doodle because why not
Also I'm slowly adding more varied texture onto the main tower part to have it look less like I just mirrored a lot of armoured carts lol
Def down for that!
I think after this I'll try doing the domeship from only photoshopping or give the parachute man a helmet or mask/visor of some sort because plat2's enemies don't feel like collastropolis but some sort of dimensional invaders taking long abandoned weapons, vehicles and forms to conquer whatever planet they seem fit, feels better to make even what was once collastropolis forces into something that could either be a cybrog or alien
I may be mistyping collastropolis but hey, life goes on
mid texturing I had an idea- what if there's a dish where the original missile launch section was? Makes it feel less empty there when the bottom hatch is closed + if this tower is supposed to be something like a submersible hq it adds to the vibe, the miniboss variant would for example be dish-less if we went this route to differentiate it further- actually another idea I have is having the miniboss variant not have the big turret but rather a cart section with a side turret or something
ok no there is such thing as too silly
though maybe the miniboss variant could remove the big turret in place of the small one where the saucer hatch would be
texturing finished, can continue the damage layers
yummy inside parts prepared for the final damage states, had fun with em
Think I chose good spots
yummers
Here's the base tower with transparency if you need it for any testing @ionic stratus
Taking a break/calling it a day
Great job!!
Thank
Np :3
the top one was a pain to get right
I'll have to decide how they slowly get revealed over time (idk if I want it to be opened up in 2 phases or 3 (Like 1 phase is cracked open and the other is fully open or have one inbetween)
This makes me wanna tryout a redesign of the whatever the hell ship that is,
Boss 1 definitely looks better than the original now. (and even more like a Cobra 🐍)
We're probably going to wait for the patch before testing out bosses, but thanks!
I will say I think these bits would fit the head of the boss more than the body
I think the body is supposed to be a tube
and that's how it gets to use bubble cannon
so it doesn't make as much sense to put the wirings there imo
Mountains background in level 5
Nilda mountain in planet nilda? not nilda?
Well mr, the wiriage is connected through the body into an electricity source
Plus it's cool
-# Me when I actually use my major for something non work related
Oh yeah it is cool, I just thought this is something we should consider
Lol fair I suppose
Ill post this here too
@solemn epoch hang on
The level selection screen
It doesn't have the same music as the OG
You should probably add that 👀
Was it alien-like in the OG?
Did you play level 5?
On the og
Also I saw that Plover doesn't have hearts
Bc in the OG Platypus 2 there's 3 hits
of hearts
So takes about 4 hits before dying
But this was only on easy
As on normal there's no hearts
But soon in 2 Reclayed there's gonna be hearts on all difficulties I think
And different amounts of hearts will depend on the ship
like the OG Platypus ship have 3 hearts
yeah, mine is just for demonstration for boss 2 would probably be modded so I didnt think too much about ui stuff 
although it is definitely possible to replace the shield and swap it with a heart
Also in the Platypus 2 og the serpent is not seen in the background
So if players stay in the far left and in the middle they die
So having him in the background will let the player know you are fighting the snake serpent, plus because of the indicator when the boss and rocks are coming
It's very easy to dodge him
Yeah it should be cuz is like in the OG Platypus 2
Now since shield points does exists in Reclayed and a shield powerup in the OG, that shield powerup will be completely REWORKED to be a permanent powerup by gaining a shield point instead of invincibility
and a temporary
I do love the shield in platypus 2 but being a temporary they cannot keep the shield long enough as it's a invincibility power up
well, im using those ball pod enemies to use as a base for boss 2 but i don't think i could mod them going from the left to the right and go back to the left
Yeah it's kinda difficult but might prevent accidental deaths
wait lemme try sending a video here of a demo
Plus about that level selection screen in 2 Reclayed is the original platypus soundtrack, platypus 2 has its own soundtrack when selecting a level
Soon you gonna replace that?
probably yeah
Yes
I'm not sure what it will look like when it in the game. Because in the original there's a lot of fog in background, so in the original mountains background colors are yellow and blue. But I think real color is pink same as the ground so I make it into pink.
https://youtu.be/zhyzDjzJbaY - trying to make this more balanced for nasty mode, hopefully playable
only for demonstration , could probably be changed in the future
Using the monorail to set the path for it is a really good idea!
the gaps probably have to be slightly adjusted, but overall this is a really solid foundation
yeah i think this is the problem with pods, sometimes it collides with one of them
i'll send up another vid later, network is quite bad for uploading yt vids
No worries 
Do they slowly get closer to each other is what you mean?
or does shooting make the segments collide with one another?
i think its based from the codes
hmmm, maybe it can be adjusted then
it affects like only some parts only😭
Level 5 hills
Oh wow cool!
Cooking more👀 👀 👀
btw @mortal snow would you potentially be able to share your creations in some kind of google drive
so that Discord compression doesn't reduce their quality
I think that would be better
Yes
Awesome, thanks!
Fantastic!
There's some command to disable bullet knockback iirc
maybe that could solve it
Like why they're on a rail?
and some of the parts looks disconnected
since in the OG they're not in a rail and connect
This good enough for the first damage state (1/6)?
Having plat 2's boss be a "sea leviathan" as opposed to the sky levi is a good idea, I may make some more customized sprites for certain parts to make it a bit more unique
https://youtu.be/oIuRoX7IoJc - a much recent boss 2 demo
hmm, maybe more cracks at the left part since that's how usually where the players attacks
This is only the first phase keep in mind
love the different variants (not like the platy2 counterpart where they just spam the same thing)
- the cracking looks better on the side it's already on for the first phase
I painfully have to take each part, seperate the damage, clean it up when I put it on the tower, and hope I don't decide I want to move it because some look better on one side due to the overall texture darkness while others on the other because they are lighter
Love the background one
I would probably place it in the desert part making it like rises from the dunes like how the sky serpent on the background
since this one is for demonstration, I put it area 5 so i can show all of the idea that could be added
When this mod is finished we all should definitely put our own twists on plat 2 in it as an addon, keeping the base mod more accurate to the original
yeahs
Make it
Colored
Make it bluu
Like why the serpent is in the rail?
And also I realize if you don't destroy his parts fast enough he's gonna kill you
And the head, if you don't kill the head then you don't get the points and fruits from him
Of course he's gonna be mostly stationary when once they reached the head
Plus the tail looks so small 😂
Is much smaller compared to his body
testing some stuff out 
Now the head, I noticed in the video, if you don't kill him then you'll lose the points and the fruits, in the OG, once all of his parts are destroyed then he'll be moving everywhere
Soon after testing the serpent will be like in the og
I can't make it exactly like in platy2 since im just reusing reclayed's enemy codes
So he'll still be in a rail
yeah, hopefully reclayed's next update could fix some of my buggy things 
If a new rail entity with an invisible sprite is used, it'll make it look like it won't be attached to a rail at all.
So using rail behaviour seems to be a good foundation for some boss movements.
yeah, although the rail is kinda limited in movement
To differentiate the fact that the sky serpent is different to the water leviathan (lv 2 boss) make it blue
i think it would probably be called desert snake/leviathan
is it kinda evil to spawn powerup while having million projectiles on screen
I'd argue it would make more sense to make it red
think about it, Gunships are kind of evolved Uns
so considering sky serpent is green, I think making it red makes the most sense within that correlation
its playable if boss 2 segments is less than 3 at the screen, any more than that it becomes bullet hell
the whole trick for boss 2 is destroy each segment asap
Well "ground" vehicles/enemies are usually grey/orange/red with the exclusion of plat2's new guys (even the rail pod in reclayed technically still follows this by being gray and I'd count rails as "the ground"
Well yeah obviously the gun ships are since they're a water (thus technically "ground level") enemy smh :p (I did too much work for a simple joke-)
We should unironically add this as a joke enemy
It feels like in-lore they recycled a gunship into an actual ship, covered booster part and all
Background element in the first level maybe
Maybe...
maybe going the opposite direction of everyone else to imply this is what Mungola could scrounge up for it's sea warfare
anyways back to work, decided to change up the damage layer 1 damage
started work on the top part after finishing the first 2 damage layers, first I make sure all 3 colored parts are the same color (green) and then I can recolor to another color (I also did shadow work to make it better), just gotta add the front part and turret top, get to photoshopping and clean it up. And then I'll return to damage layers for the tower and then the top part
sadly the boss don't shoot after 100 pixels
I think that's a good thing
unless for mam
I prefer the boss head one can stay on the screen forever
@ionic stratus Bottom hatch or top hatch or perhaps both? (I'll make them look like the squid gun hatch, separate sprites and all)
Ignore the squid part still having the hatch area and the main body being green, temp stuff
I'm loving it with two hatches
also the squid part having two lines and the homing ship part having one in the middle is a great contrast with the serpent part having all 3 lines
works much better than the og
@ionic stratus robo/alien parachute man edit like how I said I'd try doing to make the enemies be more connected from start to finish
I'll send all my edits in the original files on a google drive link sometime later
once I finish the tower
i just bought plasticines today, does anyone wants some request for details or something for the arch bridge thing? 👀
That's the og one right?
yeah that's the og, im still mixing the plasticine since the color are not evenly mixed