#Platypus 2 Reclayed
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thats the cheapest plasticine available here lol
selling grey plasticine here are not really common here 
weird
Here too
You can't get gray plasticine at all, afaik
Unless you mix all your colored ones (like I did)
Should it be yellow?
I'm not doing color changes until I've done all image modifications, but who knows I like it green
i will divide this into 3 files and I'll make some variations for the 3 things
good luck to the people that need to remove the background 
Does the enemies having a paint job right?
new paint job on that sub?
jk I'm very good at cutting stuff out
Still you could like put a sheet of paper behind the sculpt or something else that's one color and conceals other background elements
wait im gonna remake them, accidentally made them too short
Good idea!
I like your parachute man edit 
I like the whole vibe overall, but the two hatches do seem kind of thin overall?
I'd put something around them maybe
so that it seems less like you just erased the spot from the original sprite
also in order to seperate it from sky serpent, I do still believe it should be yellow
That is rhe plan
I did not put effort into that so they're holes. Was waiting to confirm to cont the idea
The idea is solid imo
maybe it would make more sense to just have an hatch on the bottom though considering the pilot window
augh
I'll put this in proton drive later
Awesome recreation!
Agreed! That looks great
I like the more detailed take you got going
I can also try a "middle window", actually let me make a mock up so you can see what I mean
Something like this, cockpit style window
could also be something akin to this
Could also just take the windowless approach of the original
the more and more I work on this the more it starts looking like some sort of mega squid egg
it kinda looks like a nuke
or ICBM
i think you guys should vote for a version of the front layer tower thing
idk if the front tower gonna be on the lava or the land since the sprite doesn't have those orange lava puddle on it
Well he's yellow now but I did not quite get the right shade in
try using the rgb curve sliders, it could allows more yellow and decrease the greenish tint
I already fixed it
not quite as bright as the original but hey the yellow squid in reclayed isn't either
It's perfect now
I finally realized what it reminds me of- Bomber Bill lookin ahh tower
I think discord ate my message since I'm not seeing it, but @ionic stratus we could stick to one hatch this way and I think this viewport works better
Looks good!
already put the arch bridge parts in my proton drive
grayscaled this one so the color edit would be easier (also everyone have different colour on their monitors) 
Great progress!
I see Dish
Can I have some suggestions for the first boss?
Concept for the first boss:
Make a separate Hp for the head and body.
Then make it like:
If you destroy the head first the boss entirely destroy.
But if you destroy the body first the boss will flying and add some new weapon to it(you name it).
I don't know if someone already suggested this concept then you can tell me this.
looks like a bullet bill
bro in the original how the hell they gonna SEE?
use sonars?
theyre kinda like a submarine though in platy2
the opponents from platypus 2's final level were ridiculous in my opinion and dont suit the vibe of the classic platypus
@ionic stratus btw I can also make new music for the mod since the original is lacking (only level themes and some menu themes, no boss themes and all level themes are constantly the same rhythm unlike the original game that had them increasing over time instead of being over the top from the beginning), low quality and their rights are up in the air. The game could benefit from better ost (and sfx- I can do those too)
More custom music and OST? I'd love to see that π
Sorry I meant new music and SFX
My brain ain't braining

Some random Bosses concepts
Level1 boss: "already posted"
Level2 boss: having it on the background and come on screen like sky serpent.
But this time make it dive and resurface both in bg and on screen. After It pass the screen will having two movement
1.floating like original
2.crawl to the ground (might add some new attack or rock scattering like heavy weapon game)
Oh and the train:
Add or Make a new train part.
Like more variant of already existed part.
And also add some sandstorm while fighting the bossπ
Level3: here's the idea
The boss appears same as usual. Then come the boss's movements.
- Move and turn randomly for x amounts of time then leave the screen.
- Reappear at any direction.
Stop at the middle then sent a barrage of missiles then leave. - Fly to the center screen then fly in a circle pattern.
While shooting some bullets.
Then fly to above leaving burst of bullet behind.
While the boss on 1 of these movement its tail will always shooting(except when it doing a circle thing)
I hope these concepts will make some of you interested and put it into the mod or have some a little tweak on it.
Because the bosses overall too boring to fight and die easily due to spam.
Level 4 and 5 will come next
There's a lot to think about it.
So that's it for now
God I hate the worm
the level 3 boss, he's so UNFAIR
U know I don't like him π€¬
since I got hit alot from him and destroyed half of my lives
Maybe we can change some of that.
Like an alarm that tells you where it come from.
Imo his movement in original sucks. I too die a lot due to that.
If we can customize its AI, I think its head or body of Boss Level3 might react to player projectiles, especially its head, potentially causing it to slow down, get knocked back (like a purple tick), or redirect in another direction. π€
I don't think the boss should get knockback. But this boss is small so It does make sense.
I think make it change direction base on the damage we dealt. I This would be better imo. (For only the first movement concept of course)
Is not only his fast speed
His flamethrower in the front and his gun from his behind
The gun is really annoying when attempting to dodge
he fires in a quad
Which indeed most of the hits are from his gun
make the tail glow a light to indicate when it about to shoot i guess?
Indeed, but the issue is flamethrower
Sometimes offscreen he can hit me
hmmm
Not knowing if he fires his flamethrower
I mean other people flipping the bird out of him due to his offscreen hits
when attempting to kill him
Cuz missing the boss will lose the points and fruits
I mean beating Area 5 in Level 3 is possible without killing him
few of my games, I didn't kill the boss but still made it to the evaluation
The screen system on Platypus Reclayed can help.
the boat on level 3 take a while before start to shooting
i mean the big one
so he'll be more fair with enough improvements right
so me and other people who fights that boss will probably be easier
With the improvements Reclayed have
you can extend the area limit too since it's modded
really
Loch Ship Monster
it'll probably wouldnt be added to the mod since that was just experimenting (also that's not in the original platypus 2) 
I planned adding music from Nux for the missing tracks, that said I think if you'd be able to remix them that could be a very good option!
If you have ideas for SFX I am all for it, we def should replace some of the ones from Platypus 2 as they were not very good
For level themes, full version of the tracks would likely be the solution. They used shortened versions in Platypus 2 to save memory space regarding online distribution. Kind of what happened with the OG Platypus if you got it from GameHouse or somewhere similar.
As for boss themes, they are lacking and remixing Nux OST's would be a nice touch.
I'll be remixing/making new tracks for all levels, bosses and such then
Maybe for the menus we use the reclayed menu music tho
I will say with this kind of thing there are always going to be those people who just want the music from the original tbough
So maybe we can have 2 versions, one copyright free one, and one with all of the og tracks
I'm not sure about that yet but it is something that's in my mind
So anything that's already in the Reclayed ost I think you don't need to remix at all, since there are no copyright issues
So level 3 and level 2 as well
Also level 5
but again, if you really feel passionate about remixing them and want to do it I think that's cool too
we can just have 2 versions as I said already
@zinc citrus
Yes
That's why I recommended that for the menus
It's menus and level 4 mainly
That's level 5
Nah, those are covered
since they're all in reclayed
level 4 is the one that needs a remix
again I am talking merely from a copyright perspective
since we do not own those tracks from Nux or Platypus 2
with stuff that's from Reclayed already, that is not an issue, since they were already in the game
Anyway, I'll share with you the Nux tracks I chose for the mod
Baddie tune 1:
Full Title: Lightforce - Rob Hubbard
Game on Steam:
https://store.steampowered.com/app/307350/Nux/
GAME CREDITS
Developed and Published by Idigicon Ltd.
Copyright (c)2006 Idigicon Ltd,
Design, Programming & SFX - Mark Purdy (Citric Games)
Graphics - Paul Tapping
Music - Chris Abbott / C64Audio
Additional SFX - George Bray
Testing...
Baddie tune 2:
https://youtu.be/h7X9d2PWrR4
Full Title: Reyn Ouwehand - Dutch Breeze- Flip the Flop
Game on Steam:
https://store.steampowered.com/app/307350/Nux/
GAME CREDITS
Developed and Published by Idigicon Ltd.
Copyright (c)2006 Idigicon Ltd,
Design, Programming & SFX - Mark Purdy (Citric Games)
Graphics - Paul Tapping
Music - Chris Abbott / C64Audio
Additional SFX - G...
Score Attack:
https://youtu.be/jehYM4uYAXs
Full Title: Instant Remedy - Ik+
Game on Steam:
https://store.steampowered.com/app/307350/Nux/
GAME CREDITS
Developed and Published by Idigicon Ltd.
Copyright (c)2006 Idigicon Ltd,
Design, Programming & SFX - Mark Purdy (Citric Games)
Graphics - Paul Tapping
Music - Chris Abbott / C64Audio
Additional SFX - George Bray
Testing - N...
Someone compiled the music used in Plat2, uncut, on yt with a google drive link and everything https://www.youtube.com/watch?v=YX2NuNG0f2E
Platypus 2 Soundtrack Is Awesome. That I Really Liked C64 Music Before.
Music List
00:00 Title / Galway Is God 2000
07:37 Ship select / Thalamusik 2000
13:19 Level Select / Agent X2
16:34 Level 1 / One Man And His Droid
22:53 Level 2 / Last Ninja The Wastelands
29:16 Level 3 / Terra Cresta
33:12 Level 4 / Wizball (Title)
38:50 Level 5 / Knuckle...
There's also this playlist with HQ variants of the tracks https://www.youtube.com/playlist?list=PLvFAAN1HKxGaXa7pmWdldE9_fZRxrRJhR
@zinc citrus @ionic stratus hold on guys, the NUX Ad after beating the final boss of Platypus 2, well in Reclayed would be replaced with a ending
like in the original
Glinckey's channel is also really good for this
We are def not including any Nux ad lol
Maybe we can tie the ending into Nux, but idk
could just mention that these dimensional/universal hoppers (aka invaders) were beaten back to their original plane of existence, leaving behind husks of war once again on the planet
something like that
what is the nux ad? im unaware of platypus 2
just a big full screen image saying "enjoy playing platypus 2? Pls buy nux"
now imagine nux reclayed
/j
i think its possible (focusing on the shmup part only)
I have a rather irrelevant question. IIRC, was this ad never part of the Steam release?
U kinda see why in Reclayed the Nux ad will be replaced with a ending that is tied to NUX
yeah, it isn't on the steam release ||yknow
||
But was it on any other release?
I still want to shoot my ISDA with a T2
btw Isda is Filipino for fish π
I mean there's no landing part π obviously
maybe the gamehouse release have it, i think i have the reflective arcade's release
I'm sure that after beating the final boss of level 5 in Platypus 2 Reclayed will be a ending tied to NUX
Since Steam is probably the most stable release, despite obviously being buggy still, I might probably take note of that when writing the development page of Platypus II in the wiki. No guarantees though, as it would depend on the thoughts of other people in the server.
they're all probably the same thing I guess, just differ in removal of some files
it should be soundtrack of final boss of platypus reclayed 2
I think it's much more fitting for score attack personally
https://www.youtube.com/watch?v=2ZumJbA7vT0&list=PLiQREB1l_JDFwu5LXwgYHfo0bDwXLc8TB&index=70 or this more precisely
how about this one ^
It's not that different to me
@ionic stratus go from 01:09
head to 01:09 to the end
it should fit in my opinion
00:00-01:09 not so much
I mean who knows, maybe we will add it to another part of the game in the end
but I disagree with you right now personally
I tested that theme for score attack and it fits great
it also works for score attack sure i agree
for boss music I meant only a part of the video
if u played nux final boss this is the music i meant
NUX GAME...
Level 4-X theme...
The final battle...
this is what I meant
You are welcome π by the way I have many soundtracks in my arsenal if you want me to keep suggesting more for either levels or bosses just let me know
Awesome
So what is the Platypus 2 Reclayed soundtracks will be remixed?
since most of the songs from Reclayed have the platypus 2 ones except remixed
Tho the final boss of level 5 needs to be completely remixed π since level 1 of Platypus 2 is nearly the same!
same ost
FYI we are looking at adding more music soon so you'd have more built in options.
Thats even better! in my opinion tho the soundtracks from nux dont represent the original atmosphere of platypus
I think they're just gonna get the wizball remix and stuff like that, not actual nux ost
I agree that the Nux tracks don't fit Platypus 1's atmposhere, but I disagree about that in regards to Platypus 2
Especially since a lot of those tracks are reused between games
So I do want to use some Nux osts for the mod, I think it would fit well
Some Nux tracks def don't fit Platypus at all though
but others I think can fit pretty nicely
Yeah Level 4 of Platypus Reclayed is a reused soundtrack from Platypus 2 Level 5 except extended
errrm Akshually π€ it's more of an alternate version of that song
the one used in Platypus 2 is not the same used in Reclayed
should we even use those soundtracks in 2 reclayed?
That's up to the people making this mod
I mean I do honestly think the new music they're working on is remixes of the tracks they have that are also in Plat2 to sound like the variants used in Plat2
@ionic stratus Just a heads up I'll be inactive for a week, got something going on irl
hmm, i was thinking by using some of the c64 remixes thats available in internet archives (that is used in reclayed and platypus), but i don't know if that could be used freely
Huh
thought will be music π€
You can now add your mod to Steam Workshop - see updated docs for Workshop instructions and update any links
That's awesome, thank you!
I haven't had the time to look into the patch yet, but I'd be interested to see what out of our requests made it into the game! π
A fair few I think but ping kroporo with requests. He can do small, quick ones next week as we have Patch 2a to put out so the sooner the better. After that it gets a little more tricky. I know he's doing some ammo experiments.
Alrighty, if anything comes up next week I'll make sure to let them know 
next week I should be more free, so hopefully progress on the mod from my end will resume
Also @atomic pilot , apologies for the ping but I have to ask, has the mod starter pack been updated to include the new behaviors we've been asking for?
I just remember you said a flamethrower entity would definitely be added in this patch, so I'm interested how I could find it's behavior
or for any other new ones you've potentially added.
You don't need anything from moddb. It's all part of the tool now. Ping Stu with any tool questions or requests as he looks after that.
There's never a definitely, heh, but kroporo is the person in charge of modding additions so ask him anything you want π
Make sure you read the updated docs first tho!
I'm just hoping the flamethrower hitbox will be told by Anthony as I do flip the bird at that flamethrower enemy who hits me even if the flamethrower barely visible
@ionic stratus, There's a file called types.lua that were used for Lua scripting. It's on StreamingAssets folder. Did you learn it?
Ahhh completely understand, fair enough
thank you for the response regardless!
I did not yet but I'll look through it later 
Thanks for letting me know
I want to know about platypus 2 reclayed too. I already ask to platypus zhark reclayed about how many percent is the progress? And now i want to ask about platypus 2 reclayed
I return after my unwilling break due to irl stuff
Reminder: I know lua coding so I can help in that department too
Are u playing forsaken?
It's in early development
Thx
Since it's still early development then i will provide some more bosses concept to make the boss more interesting to fight.
Continue to the bosses of level 4:
First the train. You can add all the train part into that but upgrade it (Example: Two gunner to Two twin gunner , Fruit container turret - add a gunner bullet in the middle etc)
On the final part of the train. It can stay the same (might have the same turret difficulty as the reclayed yk?)
And If you fight it for too long???? it will eventually go off the cliff and explode as we proceed to the water part. no fruit drop ofc 
Next one the floating boat. Add one gunner on it and that's it and make it shoot as the firerate of machine gun π
The balloon can be destroy and when it take damage the boss will be more aggressive( shoot faster and such )
If the balloon destroy the boss fall and float on the water. Then add a cannon to it.
And abt the Missile jetmarine(the orange jet marine one) what will you add to the boss? as a concept ofc.
Not the mine. The mine layer already has that.
is this mod going to feature 3 players? π€
no.
Not unless reclayed adds 3 player support in natively, otherwise 3-players is not possible with modding as of yet
It's not getting added, they have confirmed it.
i mean why play as player 3?
where you can play as player 3 (green ship) through color
and yes 2 player is good enough for platypus 2 they don't need a third ship in thier teamwork
Personally, having 3 players was a cool feature since sometimes I'd invite more than 2 friends to play
Though it becomes too hard to balance, and there's a lot going on on the screen
yeah indeed @rich remnant having a trio of platypuses will conquer the alien
provided that all 3 players are expert
Platypus is mean to be play with a single partner not 3 because finding the right controller back in the day is difficult to come by
not even Xbox or Playstation can work for platypus 2
nowadays Platypus can now use Xbox and Playstation controllers making it easier to play platypus with controllers
Enemy : Now there are three of them!
Now it doesn't happen right?
unless one of the players is a green ship a.k.a. Player 3
but yea it doesn't happen now
Any old logitech works (even the analog-less ones), and they're cheap
idk
Eye-fish (But don't scream)
Can you pass me the assets from Platypus 2 Reclayed Level 1? I wanna make a snow-themed level this Christmas.
@clear snow some of my level 1 files are here, i think there are some more if you scroll enough through #1419274495012765838
What's the code for the snow effect?
That's for the day/night cycle, fog color. I meant the effect for the falling snow which appears later.
i don't have that 
AFAIK, MAKYUNI has the code, so you could ask him when he's online.
Why it's Warhawk instead of the Level 1 soundtrack from Platypus 2 or Final boss on Reclayed?
Of course a girl's scream is pretty terrifying to hear
When playing on speakers because they'll hear that a girl is dying
i mean a girl is about to die when a ship fires at a eyeball
β οΈ
I'm glad it's been removed
I believe it just hasn't been added yet
Though if that somehow concerns you I can always make an alien sound to replace the girl scream stock sound effect
Wow, that sound is much more appropriate than a screaming girl's voice, because it adds an alien feel to it. The screaming girl's voice sounds more like a joke sound.
I bet it was a placeholder that they couldn't bother replacing
I honestly think it was intentionally uncanny
I mean level 5 is supposed to be disgusting, weird and somewhat scary, imo
it's not uncanny for me, just annoying
At least it's better than a girl screaming
Insane
Great!
When Platypus 2 Reclayed mod is done, Claymatic should put it on Steam Workshop!
And make it a DLC!
not official tho
That's not how the steam workshop works. It is entirely UGC (User Generated Content), every submission is not by the dev/publisher but by users (unless a developer uses their account to publish a mod for their own game on the workshop like the example mod). They don't decide what gets on or doesn't get on and only the guidelines matter.
As per the DLC part I doubt claymatic would officially endorse the mod, and DLC is only officially made or endorsed content
Hey @rich remnant, Do you have the code for the snow effect in Platypus 2 Level 1? What is the code?
Heya! I won't be at home maybe until tomorrow, but as soon as I'm able to, I can share it here.
It's not just one code though, so I'll see how I can share it.
pls also tell me, i'll steal it

No.

Jk, of course! :D
I'll send it here, so the Platypus 2 Reclayed team, or anyone else, can use it 
.
Reminder for myself (ignore this)
@rich remnant share code for the falling snow effect
Here ya go @solemn epoch @clear snow
Also, free to use for Platypus 2 Reclayed team, if they need it!
I didn't do thaaat much, but still, credit would be much appreciated if used π
The .jsonc file is for you to copy each section of code and paste it on the corresponding file.
One is for animations, other for entities, and the other for your level data. Either way, feel free to ask me if you got any questions / issues
After platypus 2 ending, grux had a mental room wearing a straight jacket, when he's being insane and psychopath while. colossus feels broken heart about his son was a psychopath... thinking about killing pilots in morov.
I wonder why did Colossatropolis became a desert in Platypus 2.
Correct - this would not be dlc, just UGC in workshop. Tho do make sure anthony and greencat know when to try anything π
Because Collossatropolis* got destroyed so...
-# *idk I made a mispell with this word lol
@elfin thistle really i've been requesting for years
In Platypus 2 Reclayed!
how's the progress of this mod?
It's on hold atm
at least from my side of things
If more people are willing to come and take the mantle, I'd appreciate that
this mod's progress is entirely dependent on how much the community wants it and is willing to help in creating it, since I do not have that much time for it sadly
at least right now
is it possible to mod together through steam's reclayed modding tool?
so everyone who is modding is also on the same progress
Yes
You could also setup a github 
Canon Snow level has been confirmed. π₯Ά
So, no weapon types, right?
probably not, unless lua allows custom power ups
@clear snow @solemn epoch well because weapon types is a big part of platypus 2 those ones are required
now idk if there's gonna be having a ship loadout like @noble hollow Remam Rebalanced
4 weapon types for each ship, plover, platypus, and wyvern
and also 3 ships will have all 3 hearts no matter what difficulty with differences like Wyvern will take 2 points of damage even shields
and plover will probably have more health and platypus will have 3 hearts like in the original
wyvern should not get a single heart
maybe a single one
Like why Wyvern will have 3 hearts just like the platypus ship except will take 2 hearts, 1 heart 1 shield, and 2 shield when hit
since @glad oak said that wyvern is usually fragile given the high dmg
so it will take double damage when hit
so a wyvern hit with only 1 heart will die and loses a life
By the way, I just watched Platypus 2 playthroughs
I noticed that the Weapon Pods spin around the ship only when Type I and Type II is selected.
But they don't spin around in Type III and Type IV.
yeah
but the type 2 is crap for ones with pods
this was likely because if the pods spins in like t3 the shooting pattern looked so wierd
even type 4 with weird shooting with spinning pods tho the bullets affected by gravity
tho decreases the spread on those 2 types if the pods are spinning
a bit difficult to hit the minor targets
also i also noticed that rockets fires slowers in Platypus 2
but doesn't matter when spamfire
Indeed. π
2 reclayed the Rockets will have normal fire rate like reclayed and og
and yes rockets struggled more on minor enemies and very likely to whiff without spamfire the rocket
What abt no heart no shield?
But power up still act as a shield instead. But you lose two pod simultaneously instead of one pod each when using wyvern.
Notnot, this is similar to that in the og platypus 2, on Normal mode the ship dies in a single hit just like the og platypus
But yes there's gonna be differences like power up shielding and also losing twice as much pods
Then make an requirement for a power-up shield to be active on wyvern.
Like
-have 1 heart n 1 shield
-two pods
-any stars power-up
Like if this requirement met.
When you got shot the shield will be activate. But If not it will destroy you entirely.
:)
@ionic stratus sorry for pinging, but is there any chance you could a github page for #1419274495012765838 or maybe set-up the mod on steam (but not shared publicly) so we could collaborate and add some progress?
no rush tho if you're busy 
I'd like to try setting up something like that, yeah
I am not sure how mods operate now exactly though, I hope we can transfer from the pre Lua code quite smoothly
also some enemy behaviors @fleet pond made I am not sure if I have access to, since we shared them through a drive previously
Have you added them by any chance Wolf?
Anyway as for when it'll happen, I am not sure as yeah I am very busy atm
but perhaps next month? We'll see
What level are you programming to now?
I'd recommend a github page rather than a steam page for the development of the mod
yeah most of the time are one hits
Has anyone made the fish fighter formation used during the boss fight?
if i remember them, its only 4 from top right then go straight to the left side (i think this can easily be replicated)
Wait, will you work on this mod just like Platypus Plus?
I think it should be an community effort of anyone that wanna help
But well that is just my idea
The project benefits more as a communal project.
Happy New Year 2026 everyone
What are the things that are done so far for this mod?
Since Platypus Winter Mission had came out a month ago
I think you use reuse some of its assets to make it Level 1 from Platypus 2
As for Level 2, reuse the assets from Desert Mission
Now, @umbral ridge we can't wait to imagine how Level 5, the alien level be in Nasty mode.
it will be by far the hardest
especially against the Alien Mother
who fires homing bullets on the second phase once all 4 turrets are destroyed
Also on the first phase if the last turret is alive is gonna fire like a minigun
Just like one of the enemies from @sly pond mod
I believe on nasty I think with 1 turret alive
since it will have intense fire rate
Again, the Mother Brain would use a different scream too, instead of the sound of a man being tortured.
It's probably better than the woman screaming from the eye
Since both the eye and mother brain screams with the appropriate sound being alien like
U sure for such sounds like that?
Ye
Platypus 2 Reclayed should add new enemies, just like how Platypus Reclayed added new enemies.
and also new weapons.
Here's my idea for a new weapon: Dash (D)
When you dash, you take out enemies. If colliding with large enemies, invincibility is turned on for 2 seconds.
And add the Magnet power-up! (M)
@azure raft huh there's a dash attack?
Yup
but idk all the Reclayed power ups interact with Weapon types?
since there's 3 new wpn types
And the sniper is gonna be even stronger than a heart
This is very much useful for this mod.
To anyone who previously yearned for base boat entities for stuff like flamethrower boats, reverse-moving boats, etc., worry not, for your wishes have been fulfilled. 
how many boats are there in 2? 
Other than missile and cannon boats, the flame boat is the only new boat out there.
However, cannon and flame boats can come in reverse as well.
And yeah, missile boats can only come from behind in Platypus II.
Like my god, I do hate that enemy it's the same problem as the flame ship
The flame projectiles will hit me even if it's almost invisible and just in pixels
That's why I've been middle finger at them because of the infuriating flame projectiles hits
2 Reclayed will probably fix those problems
should add classic difficulty where the flame projectiles are just terrible like the og platypus 2 
for annoying purpose of course
That'd be a good "evil" idea, right evilgeio0999?
i evilly love this
It's I'll be as a option
As an added difficulty modifier
@solemn epoch @sly pond the Classic one u know the Flame projectiles will be as terrible as the og platypus 2 will be as a added difficulty modifier on top of the 5 Reclayed difficulties
Or gonna be as a addon for 2 Reclayed
I'm pretty sure greenness wants to keep this mod in specific the closest to vanilla plat2 it can be while implementing minor new elements or redesigned enemies and alike. But all these other ideas can be added onto it with addons later on
Oh, hi there. π
We should be having this playlist pinned in the channel, as each video showcases the entire level layout without any commotion:
https://www.youtube.com/playlist?list=PLtb9WrGiICV-YgRqey-vUViiNctLK3BS8
@latent geyser, mind if you do us a favor? <:3
The enemies were like where did the f-27 go?
Maybe the invisible cloak from Harry potter
Thank you GREENCAT! 
Now we have every Platypus 2 level layout!
I've been really procrastinating on making the graphics for the tower boss
Green 
@rich remnant, I did it. :3
I currently don't know how fix the issue of an initially linear-moving green fish looking at a wrong angle.
Homing fish
Is there going to be an additional level, which is the transition to the alien planet (Level 6 would be in the alien planet)? It would feel jarring without the transition.
GG π
If you want, maybe I can check the file and see if I can fix it, somehow
Maybe they should ignore the player if it dies too
Alright, I managed to fix it.
β¨animations.jsonβ©
β¨```
{
"sprite": "Sprites/Enemies/fish fighter green",
"generateColliders": true,
"matDayCycleMultiplier": 0.5,
"rows": 8,
"columns": 8
}
## β¨`entities.json`β©
β¨```
{
"name": "greenFish",
"sprite": "Sprites/Enemies/fish fighter green",
"behaviour": "Lua",
"customBehaviourData": {
"luaScript": "homingFishFighter"
},
"explosionEntity": "explosionSmall",
"explosionX": 0,
"explosionY": 0,
"sortOrder": 10000,
"maxHitPoints": 1,
"isEnemy": true,
"deathBulletEntity": "deathBullet",
"highlightPoints": false,
"points": 20,
"secondaryTargetValue": 1
}
```β©
@rich remnant
U should rename to Goat Squid
The fish looking at the wrong angle looks hilarious 
LOL, I know right? 
It takes place in space
Yea like the before the machine
But idk what new boss will be on this new level 5
bc it takes place in space
I think it will be an an Alien Mothership, in which it spawns Eyeballs.
that scream
Then Level 6 will be the same one as the og boss from 2 or different
like the astrovader boss which is stationary
Mother Brain would probably have new attacks, just like how Squid Mother has new attacks.
It's like the squid mother firing bfg like shots
A rough attempt at giving the green
the ability to fire toward the player, only to end up in a pretty interesting outcome.
Imagine being that in Nasty Mode
I suggest this will be on Hard or above
I got them to shoot "normally".
-# But this isn't still normal.
Speed = Varied
As you can see, the farther the fighter is from the player, the faster its bullet travels.
So it's easy
do you think the amount of time tracking the player should be slightly reduced?
Alright, the green fish fighters should be feature-complete by now. Giving the the ability to go from behind via Lua scripting shouldn't be that hard.
Currently, they home in toward the player for 150 ticks (2.5 seconds).
Two fish fighter types in action.
Updated the Lua file:
Also, I wonder what vehicle is the Platypus 2 Level 1 boss? I don't think it looks like a boat.
Was it a modified submarine?
I forgot to send the updated contents of entities.jsonβ©, now that it supports a configurable fire pattern.
β¨```
{
"name": "greenFish",
"sprite": "Sprites/Enemies/fish fighter green",
"behaviour": "Lua",
"customBehaviourData": {
"luaScript": "homingFishFighter",
"firePattern": {
"veryEasy": [ 200 ],
"easy": [ 100 ],
"medium": [ 60 ],
"hard": [ 40 ],
"nasty": [ 40 ]
}
},
"explosionEntity": "explosionSmall",
"explosionX": 0,
"explosionY": 0,
"sortOrder": 10000,
"maxHitPoints": 1,
"isEnemy": true,
"deathBulletEntity": "deathBullet",
"highlightPoints": false,
"points": 20,
"secondaryTargetValue": 1
}
Green Fish!
Worth noting that it will shoot only while it is homing towards the player.
I think in platypus 2 the greenfish never shoots
and they came from back not front
The shooting part of the green fish is just an extra flair I added. ;p
So, even though it is for the most part feature-complete, there are still some things to modify.
Nice choice. 
How to spawn β¨greenFishβ© on a level script:
β¨```
// Spawns a greenFish with default arguments at a specified random position:
wait( 0); spawnEntityRandom("entity": "greenFish", "minX": 850, "maxX": 900, "minY": 50, "maxY": 500);
// "homingCooldown" specifies the time before it starts homing towards the player, while "homingTime" specifies the duration as it pursues the player. Defaults to 50 and 150 respectively:
wait( 0); spawnEntityRandom("entity": "greenFish", "minX": 850, "maxX": 900, "minY": 50, "maxY": 500, "homingCooldown": 100, "homingTime": 350);
// "isBehind" is an optional boolean argument to which when set to true, the greenFish will travel to the right. Do not forget to have it spawn from behind:
wait( 0); spawnEntityRandom("entity": "greenFish", "minX": -200, "maxX": -250, "minY": 50, "maxY": 500, "isBehind": true);
Updated again...
In this iteration, its ability to shoot can be controlled by β¨setFiringChanceRandomFishFighterβ© level command, but is currently ignored by β¨setFishFireβ© level command, unlike all the vanilla fish fighter variants.
Green Fish Fighter is the first new enemy in the game, am I right?
As for the Lasership, recolor the Gunship to purple and make it shoot lasers like the Squids.
You can double check that in the wiki.
Checked it, Yellow Saucer is the actual first new enemy.
Imagine Green Fish Fighter in Nasty Mode π
Oh no they're actually firing β οΈ
Like wow they're even more dangerous than the regular fish fighers
plus they can even fire from behind and combined with nasty
Like my gosh
they can attack you on both sides
without t2
If only the game lets us mod weapon types π
I mean with Tars Modded ship that can have a different gimmicks
then why doesn't have for weapons
it will be a good addition
unless the devs decide to add support for custom weapons, we'll either make do with power ups or smth else :o
Sad thing is that this won't be a DLC.
The sequel?
Yes
Well TBF, Anthony wouldn't want to bother with Platypus 2, which he didn't even made in the first place.
-# Oops, I forgot to refer to Platypus 2, and not Platypus. xd
IS NOT like Ship Specialist
Is Platypus PSP not even made by Anthony Flack?
Besides, we the modders are given the autonomy to create a fan remake of Platypus 2, while we buy the devs the time for creating more games to be modded later on.
That too.
Chicken Invaders Flashbacks
Right now, it is something no one has figured out yet. 
It should have a 5050 chance of the green fish attacks either player 1 or 2
Not player 3 obviously
since who owns a joystick? πΉοΈ
before game consoles like PS5 and Xbox controllers even compatible
And there is no player 3 on Platypus Reclayed, so...
I mean we had Greenship
I mean who owns a joystick?
is rare for platypus players to do a 3 player bc finding a joystick πΉοΈ is difficult
when comparing to the Xbox and playstation controllers is much easier to play 3 players
tho most of the time platypus players do 2 player
and being the most nostalgic
the nefarious ijkl
In multiplayer, the green fish fighters will now target the nearest player.
It still has the janky part where they will stay where the targeted player is dead. :P
Yes, this clip:
someone should mod that platypus 2 default turret that locks to you without any delay whatsoever 
I think this is easily doable in Lua, since I can derive its source code from β¨homingFishFighter.luaβ©. 
Tho I'mma wait for the sample β¨β¨ReclayedTurret.luaβ©β© to be added in the next modding update for good measure.
Also I found a weird ass behavior where the green fish target where player 2 would have spawned even though it isn't even onscreen. 
Aight, I finally fixed the targeting issue, together with the help of Tartaz.
Ho boy, how many times have I revised this file... 
It still exhibits this behavior in particular.
But I think that will be for another time.
I'm pretty exhausted in general as of late.

For it just better to target and not shot like OG
This is for @modern fulcrum
I assure you that this file in particular won't contain any fire patterns.
Feel free to adjust its β¨local speedβ© value however you want.
5 already pain so no need to change
Currently, this file has its β¨local speedβ© set to β¨4.5β© tho.
Woah actual activity? Interesting
I personally think the shade of green from the original is better, but I can adjust that later if greenness wants it
Gotcha
Well TBF, it was UltraverseEmpire who originally made the sprite sheet for the green fish fighter.
Tho I did adjust its sheet order mainly to fix a visual issue where it looks at the wrong direction as it homes towards the player.
Some slightly more lore-accurate-colored entities. You're free to either use them or not. It's ok!
Images here are just for preview. Use the ones inside the .zip, which should have better quality
I made ray somewhat brighter than the original tho. Otherwise it looked too desaturated imo
Donny be like: I'm gonna use these for REMAM!
Or Platypus 2 REMAM
don't give him ideas π /j
How many enemies are done?
Because with the progress, besides the boss, level 1 could be pretty complete
Oh BTW @rich remnant, the one I'm using has a different frame order, so frame 1 has the fish looking upwards instead of left. I did this to fix the broken animation as it aims toward the player.
that might be my fault for using the turret spritesheet as a base for the mosquito 
LMFAO
question,
are the windmills entities?
as in, a command is nesesary to summon them
or ar tied to the tiles of the level
I'd say they'd be similar to smoke stacks, since animated tiles are something that weren't done before in Reclayed.
Honestly, IDK
how do those work 
i have no knowlege on how vanilla stuff works 
Tho in Platypus 2, the wind turbines themselves are rotatable sprites.
Most of them, iirc. Many could (and should) undergo some updates, specially thanks to lua now being available since.
The bosses are the biggest challenges.
Oh, long time no see in this thread. π
good that i have some experience with bosses
Yeah, been a while indeed π
, helloπ
Life's been quite busy.
No enemies from Level 5 were made (I wasn't really motivated to do them and art wasn't and still isn't available), but pretty much everything non-Level 5 was made before lua, but can definitely be improved.
Looks good, I remember that being one of the biggest limitations before. That one could be good for higher difficulties, one that shoots.
A few of them can readily be made, such as domeships and mine squids, since Tar tary already made the Lua scripts for those.
Nice. Domeships was something very limited as well before. Mine Squid I did a huge shenanigan workaround to get them working haha, when I did the tests with bullet dropping Yellow Uns.
Oh, and not to mention, we can now have boats that can go backwards, thanks to these scripts.
Can they have custom turrets?
Yes
Sick
There are no hardcoded missile launcher or bubble mortar on these generic boat behaviours I made in Lua.
How are trucks now?
None have been made yet.
Ah, but possible to have no more hardcoded stuff?
But it's something I'd want to make, specially since I already know how to have the Lua truck's wheel animation speed be tied to the Lua truck's move speed.
With Lua, (almost) anything is possible by now.
However, so far, Tar tary is currently by far the most experienced at Platypus Lua. AFAIK, many other modders weren't that active enough to know those stuff sadly.
And yeah, Lua scripting here is pretty specific to this game BTW.
I see. Yeah like many games, it should be all about learning the scripts and run tests. I haven't learned the Lua code itself but I know it's a great flexible script implementation. It has surpassed limitations and boundaries of certain games, San Andreas comes to mind when thinking about Lua for example.
That's good, the more people who want to contribute to the project, the better. π
Well, I've already gotten a foothold on Lua scripting lately... in Platypus Reclayed.
Nice!
So, I've read that there were discussions for a GitHub or some platform to share and such. Has anything progressed regarding this, or has anyone done this? Could be a good "starting" point (or continuation lol).
AFAIK, no one has established a GitHub for Platypus 2 Reclayed yet.
I see. Me and Greeness had a shared drive with everything we had and kept updating it. It would indeed be good to setup some more open platform for many folks to go ahead and contribute with their knowledge.
I suppose GitHub could be good, but if anyone wants to suggest other alternatives, or has deep knowledge on such platforms, speak your mind. π
Oh BTW, I remember y'all struggling how to spawn custom entities at random positions, and the good thing is I know how to summon them randomly.
Ah yes, that's great. No more fixed spawns everytime!
spawnEntityRandom(string entity, int minX, int maxX, int minY, int maxY, bool skipInFastForward = true, β¦)
Oh what about boxes, btw. Can there be custom items like Power-Ups in them.
This feels surreal lol, there were many limitations a while ago. This certainly motivates hehe.
I low-key feel bad for you living under the rock with all these awesome modding capabilities, but I do understand your unwilling hiatus due to IRL. 
Yeah oof IRL can be very time consuming at times. In the mean time I've been focusing on an expansion for Ricochet Infinity slowly for a bit now. I'm very close to finishing that, but I will want to keep working on the Platypus 2 Reclayed Project for sure, hehe.
OH and OML the videos of the Platypus 2 Levels pinned here now, that's a life saver lol. I recreated Level 1 Area 1 while watching a Gameplay video which can leave out some enemies, so I had to play the Area as well to make sure I didn't miss any enemies to spawn. π΅βπ«
And thank you for your kind words, you've been doing some great contributions, as well as Makyuni, Tar Tari and other talented folks. π
Its great seeing Platypus being alive.
My pleasure...
-# Or OUR PLEASURE for that matter. :3
Oh man, the info in the first post seems pretty outdated, specially now that we have even more modders out there as of late. :p
Oh, about the pinned playlist, we gotta thank GREENCAT for it.
For sure, a lot needs to be updated and I believe our fellow Greenness has also been quite busy IRL, plus some limitations back then, all resulted in this being stalled for a bit.
All hail the Cat that is Green!
I think with more open-sourced assets posted here, I hope it will speed things up.
Now there are flamethrowers, snowing effects, lua scripting possibilities and the level videos, all big boosts. I think art is indeed something that is still under construction as well. Anything Level 5 related is still in fog area, while the other 4 Levels could use a lot of art present in Reclayed and DLC's.
And that people have created already.
I remember there was a group DM specific to this project, so I wonder what was the rationale behind that.
I believe the group was never created, actually. π
This chat is the "group" haha.
Only main things we're missing would be Ship shot types (there's 4 types in Plat2), a shield power-up, and few other things.
Things like 3 players are impossible and probably won't happen tho
Oh, I see.
Good thing this thread became the "group chat", which means it's open source.
Oh yeah 3 Players is a no go.
probably very few people used that anyways haha
I admit it was cool but... unbalanced
Oh so no shield power-up? Interesting...
@fleet pond i mean most platypus play with 2 players
not 3
bc 2 player is more known than 3 player
Yeah 3 Players and Ship Types shouldn't be the end of the world.
Platypus 2 in general is just kinda obscure, which is why we don't see that much 3-player gameplays.
not yet, at least π₯
also no 1-up mushroom in Classic mode, so sadly I can't implement the extra life on my port of Platypus 2
but at least it can be on Plat2 Reclayed
I see.
Also, fireSFX is now configurable across every turret entity.
ship types sounds somewhat doable if they implement ship-specific shots and such tho
in Classic it seems more unlikely... sadly
Thats awesome as well, I was frustrated everytime I heard an entity firing a missile with bullet sound haha.
Mak, Psycho also did you tell the claymatic team to have modded ships to fire with new basic firearms
since the 3 subtypes are needed
I think some devs took a look on our requests.
Can custom Power-Ups be created?
I mean that's what I just said
but all we can do is hope and wait...
It is, but not that flexible ATM.
I think the number of powerups and behaviour of bullets are quite hardcoded, to some extent
You can't create new power-ups without overriding existing ones.
Oh, damn.
i mean in order for subtypes to work with the reclayed powerups then it requires to program entirely
not to mention pods
I mean, we could theoretically do so by modding a bunch of .dll files, but it's not worth it honestly, as it will break the entire game.
so we have to wait until the claymatic team do with it with this ship modding
Plus, these files aren't even tied to the mod.
Right, yeah. Can .dll's even be exclusive to just mods? Without forcing changes on overall .dll's.
Nvm, you just answered lol
DW
I think this kind of applies to any game, .dll's are often global changes so yeah kind of an unviable path for just a mod.
honestly making the pods bonus give different types of Pods depending on the ship doesn't sound hard to implement
but idk... Claymatic should answer that, not me lol
Maybe stars could work the same way.
If Player 1 is using a ship Type 3 and touches a star, it'd get a Type 3 variation of that powerup.
If Player 2 is using a ship Type 4 and touches a star, it'd get a Type 4 variation of that powerup.
(for example)
Currently, I'm only like semi-active, as evidenced by my user status. 
But even despite this, I was able to code several enemy behaviors for the project.
But DW, I will hopefully be insanely active in modding by the end of March.
I'm kind of in that situation too, but because I'm finishing another game mod haha. I will relocate my focus to this project afterwards, likely.
I'm a living variable tbh
I can be busy, free, sad, happy, burned out or inspired depending on the day or hour haha
it's a bit random
luckily there are moments that I lock in and tackle lots of tasks at once, but again, it happens at random
Donny : I see red rocks let's make them an enemy
Like remam valentypus rocks
That reminds me
We have a ton of lua functions for player bullets, but what the uses since we do have to override stuff
At this point, because Donny saw the new sprites, JUST PUT ANYTHING TO REMAM!!
π€£
/j
Only in REMAM
hes even gonna put remam in remam
-# imagine a final boss of remam is Donny himself. 
Basically a Newspaper Zombie that spawns squids, mines and shoots homing missiles, lightning, big blue bullets. /j
He can spawn everything atp. This one is pretty underwhelming >:3
say less...
rocks
and they're enemies
Mmmm meeaatbaalllsss
Could've at least waited for this mod to be released first haha
By the time remam will be released it would be called rerererererereremam
Valentypus (Valentine mission will be released on 14th February)
Man I wanted a lunar new year one
Level 16
Gotta fight some red letters
When this mod is finished, this will be better than the OG Platypus 2.
i'm sure to also check https://discord.com/channels/334342069755576322/1436489150495850647
like really bc Platypus 2 is really bad on modern systems
it lags alot with super high specs
and not to mention crashes
so with Platypus 2 Reclayed it has HUGE amounts of qol changes
and also well optimized
along with Platypus 2 Classic
which fixes everything
i mean most players dislikes Platypus 2 for these problums
most players will like platypus 2 with this reclayed mod
Hopefully! π
Only sad thing is the ports won't be 100% accurate
Plat2 Classic won't have the extra life, for example
And probably neither of both mods will have weapon types
This brings me to a friendly reminder for anyone not involved in the project to not get your hopes up too much. 
Specially considering that not every problem in legacy Platypus 2 will be fixed due to modding limitations.
yeah it's replaced with crowns wheras 2 Reclayed has and also a replacement to og platypus 2 extra lives
and sadly yes the weapon types will be added on a post release update
if the claymatic team able to mod the ships to be able to fire with a different gun
i would like to see a ship that fires like in astrobatics π
tho the powerup stars will be incompatible with such gun instead upgrades it when picking up power up stars with that gun
Remam adding them for no reason :
It's gonna be ported to Platypus 2 Reclayed soon.
Missile variant is next then.
I tried to improve the Orb from Platypus II in a Reclayed version.
Maybe if you really want to use this in this mod or REMAM, you could try it. (But I haven't played Platypus Reclayed yet, so I'm not sure if it will work.)
I assume you used the big bullet sprite from Platypus Reclayed as a base right?
Yes, so that at least it works correctly. Plus, this bullet in Platypus 2 uses the same pattern as the Big Bullet, just with a different sprite.
Right
So, is it safe to assume you got all the Reclayed graphics from the mod starter pack via mod db?
Yes, but that was the first version. There were no additional DLCs, and for some reason, I can't access the music or audio in that file because when I play it, it's only 0 seconds long.
This is because the devs cannot legally distribute the sound files elsewhere, seeing that majority of them aren't totally original.
I have all the sound files that I can distribute within the server though.
Oh, thank you very much!
NP
great work!
Thk ^^ Actually, it was just a simple work
I just modified the sprite to make it more textured and sized. Plus, I just noticed that the sprite had a flaw at the bottom.
well, you did a really neat job :D
Will be on remam
Wait that's not my line-
LMAO
Will be on remam level 13
π₯
boats are really gonna flip me off
Funni oversized zipper demo. 
For some reasons, why do the videos on my computer play (with sound) but the video won't move.
while it works fine on VLC.
Β―_(γ)_/Β―
Does anyone in this server have an already appropriately scaled zipper sprite before?
same lmaoπ
Here's the mini-gunship sprite, I scaled it down to 48x47 in Paint.net (like Platypus 2's original sprite)
It must be upscaled by 4.5x
I think zippers are the same size as the F-27
Since we're dealing with Reclayed sprites, not legacy sprites.
I think i have, ill check it when im home
its a bit larger lol
Oh btw, thanks for the sprites.
Okay, at least the Zippers moved as they should like in Platypus 2.
Yes, albeit with briefly disabled collision boxes.
As for the Mine Trashcan, just copy its lua from REMAM!
Also, for the Flameship and Lasership.
What site paint net for this form of upscale?
idk if it's free or not bc I use this form of upscaling on PicsArt tho it's pro only
This is totally free BTW.
Whoo thank goodness and without quality loss?
Depends on how you upscale it tho.
Since I really need this upscaling since some image upscaling locked behind paywalls and also I use a PicsArt ai upscaling tho it's a pro feature only
Since there are multiple parameters you can set up that can affect the outcome of the upscale.
It's unnecessary for ones like Sprunki bc most of the assets were SVGs but for low quality ones might help out
I have a couple low quality ones on my hard drive
tho not used for this mod since it's mine
You can't upscale withouth quality loss, same with dowscale
Unless you are using vectors 
Well if you scale at nearest neightboar at full numbers tecnically you don't lose quality
Works best with pixel art.
But most of my low res images isn't well vector
Yellow Big Un
-# Don't mind the attached turret, as that is for testing purposes. :3
I think its turret is well-suited for difficulty modes like Expert and Nasty.
Real up and down
make it spew flame in nasty mode lmao
I mean, if y'all want it, the yellow un could use a flame turret on expert and above.
Instead of using turretBigUn.
That'd be dope!
And while we're at it, we too could give green big uns in Platypus II Reclayed turrets, specifically turretBigUn.
so we have
- green fish
- yellowie
- the boats
- cannon squid
awesome
the mine squid and bomber ship should be easy to do
I can truly handle these. :3
-# Tho I'll have to finish today's exam first.
still good luck
also domeship
since most of those codes are already covered by mine 
Is more dangerous than a Green Un
Bc it can fire back
U know what that it goes like this Green -> Yellow -> Red -> Purple
probably a angry un
they're firing back for a rank above yellow to protect their loot
And also other enemies
what would be a lower tier than green
Nuh uh 
Green uns in this mod may probably be armed with a turret, so Yellowies won't be the only ones. >:3
Oh BTW, to any other Platypus 2 fans out there, what new behaviours do y'all want to see for Reclayed domeships?
talking about that, is there any new enemy?
like not ported, just brand new for the mod
The original mod devs considered adding Buoy variants, but haven't gotten that far.
Well technically not new, but the PSP Lightning Mirrored Saucers were also considered.
Talking about buoys, i still gotta experiment with the layer functions
Maybe from that we get the icbv too
They seem easy to add
My attempt a while ago
With lua now, it definitely should be easier, plus no longer forced bullet shooting by the saucers
Also perhaps the wobbling up and down can be done now too, with the lightning expanding and contracting too? Dunno.
Hmmm you would have to split the lightning into parts
I too yearn for these.
Hopefully there is also a functionality where sprites and their collision boxes can be rotated in real-time, allowing for laser beams that rotate.
Okay now even the green ones are protecting their loot
Now psycho we've seen green uns with turrets on Totally Balance
On Expert mode and above, at least that's our plan.
Yes, they're gonna make their way to this mod, haha.
Now all of the uns π‘ are gonna protect their loot, they're probably had enough of their loot getting stolen
They're really mad
of their cargo getting stolen
Well, in Reclayed's official lore, the red and purple uns are the first ones to get fed up with themselves being passive. But now, at least in modded Platypus, all of them become gunships on Expert and higher. >:3
Mine Squid
BTW, I made some internal changes to the mine bullet behaviour to give more flexibiliy with more turret entities.
By default, spawning the mine bullet will simply drop down, but since its movement vars are tied to command args, this meant when spawned by parent entities or turrets with the given args, the mine will be sent flying according to said args.
Anyway, I might be adding some extra flair, mainly the mine launch telegraph animation.
The turret won't use the SquidGun behavior, since I actually used the same codebase as the Lua cannon I made for the Lua cannon boats.
i honestly just preffer the squidGun 
since it has all the propper turret functions
but i guess they are not needed here
The latter statement is true for sure. :3
oh also
i recently added like 30 ticks of i frames to the bomb
to avoid unfair bomb hits when it spawns
I wonder if the bomb can absorb shots but doesn't lose HP for a brief period of time just like the vanilla balloon mines.
haven't been able to recreate that
but no collision works as well
Also, I made it so when there is no water, the mine won't create splashes.
Has anyone already made any high-quality bomber flip plane sprites?
they are just red flip planes, give me 1 second
nvm, recoloring a spritesheet is more annoying than i thougth
nvm i don't have iy
Bombah! 


not perfect
I forgot to mention that someone already made the sprites, but sadly got degraded by Discord's file compression system.
Thus, the sprite sheet shall be sent as a zipped file.
i see
so for level 1 what is missing in enemies
laser gunship
domeships and i guess missile squids
laser gunships should have another color
Since purple is already taken
i have a pale purple one with the smaller gunship size
I thought the colour was gold
remam level 7 lasergunship : we already had it
but not accurate
So, will you continue making the mod?
Well, I'm already pretty much committed into developing the mod. :p
don't forget about me, i also made a lot of the code base 
We pretty much deserve to be credited by this point. :3
Yeah, the role list could use some update, but can only be edited by @ionic stratus.
so far no respon
right
I will add you guys
I have been lurking a bit and I just want to say I really appreciate all of the work you have done while I was absent
So besides Psychosquid and Tar tary, has anyone else contributed to the mod and it not credited?
Almost half of them
@ionic stratus?
Flame flip plane.
simply put it on the orange one?
Since Claymatic hasn't softcoded the flip plane's turret spawn behavior yet, I think the modders will have to recreate the flip plane behaviour.
I think Wolfo made a version of it that just uses the bullets function sped up
but yeah the behavior itself was not exactly what I envisioned
it was still cool though
there 2 milestones to get with that recreation
the on hit knockback
And properly set the damage sprites 
I'm trying to think what other behaviors from actual Platypus 2 haven't been done yet
I wonder if it is possible to spawn child entities outside of OnInitialise.
yes
The Flip Plane sort of does that with its turrets.
As long as it is executed once and not every tick, it shouldn't be a problem I reckon.
let me record something
the bosses we have pretty much done nothing with back then, I know @solemn epoch used the crane turrets as a base for the snake boss, which was interesting but had its fair share of problems
that's really it though
Also, the monorail pods FSR tend to offset their spawn positions even when spawned at a consistent pattern.
There are also the domeships, which I have unfinished sprites of
and we thought of basing them on the flying fish enemy's behaviors
Yeah the issue with the monorails was that when they got hit with too many rockets they started getting sucked into one another iirc
child spawning example
I saw how the turret pods were summoned.
Also, I noticed the child entities can also be moved around.
Nice.
theoretically useful for the mother brain π
Oh wow, casinopolis has come a long way
Indeed.
It no longer uses monorail pods to do its "custom" behaviour.
Hmmm, I see
I didn't really look into how it worked before but makes sense that it did lol
the monorails are pretty flexible, but with a lot of drawbacks
from my experience at least
pre lua modding was finding the most complex solution for the easiest problem
Yeah...
Including one drawback I mentioned earlier.
I assume you mean this
This
Ahhh yeah
but yeah you can just summon the turrets at any time, so summoning like the flip plane is posible
that's one I remember noticing back then as well
Anyway, regarding behaviors, I still need to work on that google doc I promised long ago
it took a lot of effort and learning new skills 
Yeah, I think it shows lol
And tons of experimentation.
great work to both of you
Also, I'm kinda late with the Lua bandwagon, yet already did some breakthroughs.
I started doing Lua scripting since over 4 weeks ago.
There are certain things you did I remember we really struggled on pre lua
like with turrets on boats
Real
i have been doing it since the day it dropped (lua)
tho doing it so early was really hard 
Well, you'll thank me (and maybe even others) for the creation of generic boats.
Yes, we made them as a response to Claymatic not being able to add generic boats on Patch 2.
We have no ill will towards Claymatic BTW.
Oh yeah of course not
the fact that they gave us Lua support is more than commendable
I remember we weren't even surely going to get that
and I already see it opened a lot of doors
day 1 lua was still really rought
thanksfully we have more functions than we had before
and less bugs
TBH, I think more modders these days could learn Platypus Lua much faster than ever, thanks to the catalogue of Lua scripts a few of us have already made.
Like, they could derive from these scripts.
Are Claymatic still up to doing modding updates or have they mostly moved on?
I assume the latter
I reckon they will release a modding update next week.
Also, I, alongside some others, have been continuing to suggest a fuckton of stuff to the devs since the last modding update back in December 19 last year.
That's great
And so far, they were taking down notes of our suggestions.
Really respect to you both for being able to continue to stick with modding the game
I wanted to as well but irl stuff got in the way
sadly
that is why I have been pretty silent
i'm too deep onto my proyect to just not continue it 
and tecnically it also helps this one
pat pat pat
Definitely a good call to continue with your project.