#Platypus 2 Reclayed
1 messages Β· Page 6 of 1
In case you leave the project behind, surely someone will take over the project management.
people yearn for platypus 2 reclayed more than anything
Yeah the fact that you both have done work on it while I was gone is proof enough of that
Moreso than any original mod for Platypus Reclayed.
This mod project pretty much gives me the opportunity to experience Platypus 2, even if that means actually developing the contents, and then playtesting them.
And yeah, I've added some extra features to some Platypus 2 enemies, such as green fish fighter firing towards you while homing towards you.
Reminds me of how the Project 06 developer never actually played sonic 06 and just looked at youtube videos as reference lol
Well, speaking of YouTube videos, GREENCAT managed to pin a whole playlist consisting of Platypus 2 gameplay, without any player action, which allows for full showcase of enemy layouts.
Yeah I've seen the green fish you've made, much more accurate to the original overall
That's great, I remember I was struggling with that too
when I tried to reference behaviors/level design
geio0999 actually recorded these videos.
But couldn't pin them in this thread since only moderators can pin messages.
geio has been a very big supporter of the project as well
have been there since the beginning and made a lot of original sprites
Guess he is generally. :3
Yeah he is a really great help too
Anyway, I'll be going silent for a while again I think
but if y'all need anything, in terms of stuff we've already done for the project, let me know
I still have all of the assets from back then
I also hope Wolf at some point will be able to update his functions as well he made, but I know he has been quite busy
and I still need to create a github page + a doc of all of the progress so we could focus on what truly needs to be worked on
And hopefully get anyone to work communally.
I'll try to do that within reasonable time... but no promises
Once we have that, I'll link it to the first message as well
so everyone can know how much progress has been done
Oh BTW, will pretty much anyone be beta testing an entire build?
The one that will later be used for the Workshop build once fully finished.
I don't have anyone lined up for it
but once the mod is complete enough I am sure we'll be able to get some beta testers
from here
Since I am already fairly skilled on the game's highest difficulty as of late, I for sure will beta test the mod.
-# After all, I already 1cc'ed Nasty mode twice in the base game.
Dang
lol
I am more of a midtear player
I 1cc'd hard mode
but nah nasty is too much even for me
Congrats anyhow.
Thanks lol, likewise
i'm still a low level player 
We probably should also consider players that mainly use keyboard controls when beta testing the game.
AFAIR, Tar tary seems to use keyboard controls as their main.
Tbf original Platypus 2 was already designed around that
but... it was too easy iirc
I said this back then but the ideal is to have a difficulty mode that is as close as 1:1 as possible to the original platypus 2
and then have harder difficulties as an option as well
which will have more original level design made by us
There are two difficulty settings for OG Platypus II. :p
Yeah, one is easy and the other is easier
lol
iirc at least, it has been a while
Level design on Expert mode and above will surely be fun.
Yeah that's probably where we can take inspiration from Reclayed
I've been thinking of green and yellow uns be armed with regular and flame turrets respectively.
with its turret Uns etc
Yeah perhaps
Actually I think it's better to just keep yellow gunships with flamethrower
Also, some people suggest the green fish fighters to fire on Expert mode and above.
yellow uns already move differently, I think that's enough personally
so they could have normal turrets
geio suggested flame uns LMAO.
This.
I see lol
It could be funny I guess
Nasty is kind of supposed to be a meme hard mode
so I guess it fits
Imagine if missiles leave death bullets on Nasty mode.
Would be pretty fitting for a sequel.
Unless majority are like, nuh uh! 
and it's the purple homing shot
LMAO
"You thought I was dead? Nope, only got faster and tougher to avoid"
BTW, Tar and I managed to recreate the Green Big Un in Lua.
Later on, I further developed the Lua Green Big Un to give more functionalities, such as attached turrets not firing immediately on spawn.
This is how turrets on vanilla green uns behave.
Now this is how a turret on a Lua green un behaves.
As you can see, it doesn't fire until it reaches a certain distance.
I also replicated the Homing Ship's behaviour in Lua, mainly for me to give more flexibility with its fire patterns.
So yeah I suppose this does allow us to have way more flexible enemy behaviors
which was another problem pre lua
Indeed.
Very nice work
Flip Plane is definitely my next enemy to softcode.
That would be great, especially considering how many variants it has in platypus 2
LOL, true.
Like 3 or 4
tbf one of them is a duplicate of the original
but I think that's lame...
which is why the flamethrower flip plane idea came lol
That's a good compromise.
Also, with enemies recreated in Lua, I can control how I'd want them to activate their collision boxes.
Yeah I saw an example of that with the zippers you've made
and how their hitbox only activates a bit later like the dragonfly ship
Many vanilla enemies that come from behind are apparently cheeseable with this knowledge on collision times. 
The vanilla green big un is one example.
-# Don't mind the fact that I'm in god mode.
Yeah I remember in the vanilla game I used it too
for some enemies
dragonflies especially
Fireball is def one of my favorite new weapons they added
since it allows you to do stuff like that
Same mate! π₯
Oh, and I'd assume Orandza would consider fireball to be his favorite, but this is apparently false, as hotdogs are his #1 fave.
Bombs are his most favorite lettered/regular weapon.
Generally speaking, but fireball has a lot of outplay potential against enemies. :3
Yeah fireball is great but it is context specific
Hotdogs is an all rounder great imo
and bombs too
And it's also a high skill ceiling power-up.
It's definitely not favored by casual players.
I wholly agree. :D
The only new weapon they added I don't really like is homing missile
the rest are all solid
Even tailgun has its uses
I just wish there were more tailgun encounters throughout the game.
-# Heck, even Orandza wants to see tailgun stars appear more in the game.
It's practically exclusive to level 3, plus a few more during the train boss on Expert mode or higher.
It def feels like it was made for level 3 though
but yeah it could have appeared more
maybe that's something we can consider for 2 reclayed as well
I had a lot of fun playtesting with the green fish I made while equipped with tail gun and bombs.
Yeah, that def has potential...
Actually, since we have minor enemy spam from behind, tail gun use rates will skyrocket.
Yeah for green fish and domeships
Will hard counter stuff like chickens on level 5.
Also true
Hilarious that those purple flying birds are literally called chickens.
Platypus 2 moment
My current progress with the Flip Plane replica.
So I successfully figured out its initial move speed.
But there is still a lot of things to work on.
Yeah the turrets jitter a bit too much
but besides that it looks pretty much perfect to me
I think that's the vanilla one
The replica is the one that went off screen 
Correct.
Oh oops lol
Happens. :p
But, was it high quality?
F
Nope it was that one haha
If you open it on browser does it still lose quality?
I use Discord app on PC.
Oh nono
There's an option to open it on Browser or sth like that
It appears after you click on an image, I think
I might as well try it.
I couldn't understand why some pics looked decent on Discord and then looked like shi when I downloaded them xD
It does look blurry.
Not sure if using the option I said gets rid of all compression, but it defo looks much better
Ah dang, it's probably the OG image's issue then
It was probably saved on low quality
Bro finally came back.
If I'm not wrong, there are 29 new enemies in Platypus 2.
The Lua Flip Plane is now feature-complete with the exception of damage effects (shards, parachuters) on hurt.
Oh yeahh, the bottom flip plane can definitely be the orange one from Platypus 2. This was an idea that was discussed here before. Because in that game it was just a recolor, lol.
It's the same
so no difference when fighting a orange one
Is the same as the purple
Tho the red one drops literal BOMBS!
Also, Yellow Un having a flamethrower turret on Expert and above is a chef's kiss idea tbh. π¨βπ³π
Yeah that Un wants me π to flip me off I'm not even kidding
If the flamethrower has hitbox on every frame it will really infuriates me to get hit by a flamethrower that is a barely visible
It shouldn't have a hitbox on every frame now that the game allows for custom hitboxes
Unless Greenness votes otherwise, but I doubt it lol
Ye I don't vote otherwise lol
I understand why it's a problem
the flame is barely visible on the last couple of frames
Also, what should we name the bosses for the levels?
Here are my names I made up:
Boss 1 - Submarine Tower
Boss 2 - Desert Serpent
Boss 3 - Snake Ship
Boss 4 - Balloon Boat
Yet still counts as a hit!
Barely visible = Platypus Zhark reference
Boss 5?
Mother Brain
These (and Balloon Boat) are the names I had utilized for the bosses when listing all Platypus 2 Enemies.
The bosses will also have new attacks, just like Platypus Reclayed's bosses did.
Still the boss 2 is still on a rail!
I still have to finish the tower sprites, haven't had the time to do that but thankfully it isn't required this early in-dev
Submarine Tower boss?
thats like just a demonstration what it could like and is very limited cuz i cant really code stuff
~~imma gonna choke u like how homer simpsons choke bart simpsons
~~
Were just hoping for that shield script for player ships
especially when they pick up a shield pickup
Red Flip Plane β
Flamethrower Plane β
Flip Pyro β
Will the boss theme going to be Armalyte or an original new boss track, a new remix from a C64 game music?
The water tower yes
@clear snow the unfortnate thing is that when the tower comes out it immediately starts shooting
the gun so it will get hit when trying to like ambush the boss with rockets
We don't talk about boss 5
We really don't
https://drive.proton.me/urls/0DSGHZ7TJ4#JTE22XTwhR04
Here is an archive Platypus 2 Reclayed (GFX Collection).zip.
As the name implies it contains a bunch of used, unused, planned and other GFX image files of Platypus 2 Reclayed. All the images in this archive are related to enemies, bullets and obstacles. Level images like hills and such are archived in another link I will look into later.
And here is the list of the enemies. It also contains information about what enemies are complete, which need updates and which have not been included at all yet.
HOWEVER, at this point it does need an overhaul update, since folks like Squid, Tar Tari and others have been implementing and fixing a lot of the stuff listed, but it's a good item to have imo to keep track of things!
(It was last updated in 10th October, 2025)
This custom enemy will likely appear as an entirely new enemy for Platypus 2 Reclayed, given the recent positive reception among several modders as of late.
Sonic Pulse, Fireball, and Lightning can absolutely pierce through deflector shields. 
Fun fact, those are Plasma Weapons
do we need those shields on player ships
well normal shield of course
when picking up those shield pickups
I honestly don't know.
I am thinking that the head of the deflector tick could resemble that of a truncated icosahedron.
Also known as football/soccer pattern.
prototype
I thought ICBM are way larger when I played that game
Heavy weapon sfx moment
icbm
Nice! Definitely looks more challenging in this approach here. Almost like a volcano spitting the rocks-ish phase of the level. They are a good concept, but very underwhelming and poorly implemented in Platypus 2.
ICBM art already exists btw, it's in the .zip collection I posted. It has the falling angle sprites with damage even and a vertical standing one. Only the background-transparent-ish sprite is not present, but the vertical one can be edited to accomodate that.
At this point, I believe only most bosses and Level 5 enemies don't have sprites, actually.
Also, the Heavy Weapon sfx when these are launched would fit like a glove, imo.
i made the behaviour for my own proyect, so probably gonna use custom sprites
but don't worry the behaviour code is free to use
Gotcha! Just saying if you wanted to use them, they are free to use as well, hehe.
Imagine a nuclear variant of an ICBM that will screen wipe the player whenever it touches grass, LOL.
I am very inclined to including something like that in this project, hehe.
like any intended for free use code i have
probably will leave a lot of customisable vars to play with
like spawn ranges
and velocity
a lot of possibilities 
I can easily implement the screen wipe mechanic onto these.
oh and also the ammount of rockets are also customisable
That's great, lots of options for more advanced levels and messing around with difficulties. Oh, and variants surely.
Just like buoys, ICBM variants have been previously discussed here as well.
also made sure to make it a 1 entity spawn chain
to not bloat levels, and for easy reading
When I did my attempt at this enemy pre-lua, it was probably the most complicated one I had done oof. I was using the rock behaviour, it even displayed the warning sign and sfx when the missile was approaching the player ship. I think this could still fit nicely.
making the player get a warning when very close should be easy to implement
I see beeg missile
Does that enemy remind me of a Yellow Tick in the base game?
Actually, what are you referring to according to the flashback you said?
custom parameters
good luck thinking on formations
raining vertical rockets? sure
fully horizontal rockets? sure
rockets coming from below? sure
FLYING VERTICALLY UNS!
U know it's kinda lame that the rockets will come on the left side and very easy to dodge when on the right
Now I have to go to the middle to even dodge when they're coming on both sides
Gonna check this out later
Hope not tbh
This Plat2 Reclayed from greenness' original vision is meant to be as close to the og Plat2 as possible, even if some people don't like the game at all
When adding entirely new enemies balance should be taken into account
For all it's flaws Plat2 is actually balanced in the end
I never said anything against adding completely new enemies
as long as they fit the spirit of the mod I think it's completely fine and cool even
we have to realize that had "Platypus 2 Reclayed" actually been official, it would've probably taken enemies from og Reclayed and added them as varaints as well
If this enemy was Yoshi from the mario series that shoots out shy guys for example I'd probably agree with you lol
but I don't feel that way here, this enemy feels like it could've been added in a hypothetical Platypus 2 remake very well
The idea is to include an "original" mode anyway
that will be closer to the original Platypus 2
but otherwise P2 is pretty lacking in terms of variants and level design imo
so the more we can inject to it to make it more interesting the better
as long as it's not overkill ofc
Let's not forget that the Platypus 2 mod project will come in Classic port as well, led by MAKYUNI.
Let's just hope MAKYUNI stops procrastinating and focuses on that project again π
Yeah but that's just literally same old p2 but in reclayed
Exactly.
That's essentially what it is
Tho if anyone's willing to make add-ons, those could be added to the mod too π
Good thing is that porting P2 to Reclayed would allow for all the people who made a P2 mod to port it to Reclayed
All they'd have to do is replace the graphics and sounds, ig
But level data would be the same
Would y'all consider using this ICBM redesign by @static copper?
It has the proper lighting per direction, so...
to be honest, i would suggest slightly lowering the shadow saturation to make it less bluish and the light to be less yellow
Their ICBM was made for Casinopolis right?
I mean, geio already made an ICBM design
I feel like it would actually be more interesting if both mods had a different design for it
That's fair.
If geio didn't already make it, I would be more in favor in adding it to 2 Reclayed, but since it already exists (and is more faithful to og Platypus 2 as well) I think we should use geio's version instead
Even when the the sprites for Platypus 2 may have inconsistent lighting, if ever there will be any rotation sprites for omnidirectional onslaught of missiles.
The multi directional lighting in Tar tary's version does indeed look very good
but I am not sure if we're going to use the ICBM like that yet
idk though, if most are in favor of changing it I think it could be fine as well
that's just my opinion
Fair point. 
the textures are kinda not correctly the same since i plastered the damaged sprites on the older png, to be honest im kinda open to a blender made sprites
Maybe we should make it a poll?
Also ignore the low resolution of Tar tary's ICBM, must be Discord compression
I prefer the left one. The right one is just simple redesign af.
i like the left one more but i think the wings look a bit too blocky
I prefer Geio's.
i kinda intended the sprite for casinopolis only 
mostly due my artstyle, i think it would kinda look a bit jarring with the other sprite from here 
you can still use it if you want of course
also i did heard feedback, so the wing shape is more like vanilla, and the overral light is less saturated
I think a combination of both would be nice
Ok this one's much better now π
me thinks the right one fits the Platypus II's "reuse assets" style more
Welcome to the thread Bon. π
haai 
-# of course, Tary's missile is awesome too!
xD here is the official Platypus II missile, an example of that game's style
I think there already are sprites for the project, which can be accessed in the link above. 
crap.
No worries.
eh, tried to be useful, have some contribution
@ionic stratus
Is there anything I could help with, contribute to this project?
I can make models
I can edit the sprites
I have some ideas
-# me don't wanna ping you 2nd time, but I'd like to know if there's anything I could help with PSP Reclayed
-# like the Reclayed-fied Minelayer I made for my addon, designed by my bro
Yeah, I think we could def use your help
you're welcome to join the project
nice! 
and really anyone that wants to contribute, I think this mod should be a joint effort of the entire community
at least whoever that wants to help
what can I do?
or what is already done?
-# that link with assets is password-locked
In terms of directions... I think look at what's in the Drive that Psychosquid just reposted and see what assets hasn't been remade yet in Reclayed
Summoning @fleet pond for the password-locked drive folder.
Oh is it password locked
Can confirm.
Well I can share the Drive folder that I shared with him
the original one
At least in the meantime you can use this
I am not sure if Wolf updated it on his end or anything
The assets should be updated at least
You are free to join PSP Reclayed too btw Bonnie
Thankies!
again any help is appreciated
Thank you as well 
and if you have any further questions feel free to ask me
Now that I check the Wolf's edits, I wonder how did they make the Minelayer, it's awesome and accurate!
-# ya, I don't wanna ping 'em
Ok, after full checking, I don't see anyone post the boss 1 yet, so Imma try it
Yeah A Shocking Wave only worked on boss 1 iirc
Oh Ultraverse also did boss 3
but it probably can use more work
for now, I've managed to colour the yellow assets, I'll try combining them to match the final sprites (head and... the neck thingy)
We should probably ask @zinc citrus if they're still working on boss 1 though
yup
-# Callisto would love to know what assets were used to make it
Which ICBM would you prefer to be used for this mod?
10
15
2
Geio's (right)
Not that bloody number again.
You know, it is equivalent to 2/3.
I'm not certain about this one
tbh, it would be easier for me to just remodel the thing from scratch
Whatcha think?
Upscaling into something massive just isn't it tbh.
yup, that's the issue
what do you suggest?
okay
gotta model that thing in Blender
The boat itself is fine. It's just the balloon that warrants a model.
that's what I'm thinking
what about the boat's edges?
I'm not sure if just rounding them is enough
Wait what, there is a password? Oops, lol. My bad, I tought it didn't.
Anyway, Greeness's link is a gold mine, that has everything we had done, including all the enemies inplemented.
It just doesn't have updated GFX for some enemies.
Could you tell how did you make the Minelayer parts? There are these thrusters that don't resemble anything from vanilla games
Do you mean the PSP boss?
yes
Alrighty, @rich remnant is the one who made that art, summons the batty bat, hehe.
haaaaaaaaaaai!
Hoi!
Iirc, the engines were mostly handmade edits of vanilla sprites, with new parts being drawn-in
Hold on, let me find the sprite again
Looking back at it, the gray thrusters were partially an edit of the middle thruster of the SubAircraft
The yellow part on the front is the one that was sort of created from scratch, maybe with a few edits from the thruster, but mostly manual work
I think I gave an extra damage frame to the wings too, by doing some manual editing aswell
I gotta say, some gibberish, because jaw dropped 
Hehe thank yo! :D
Well, when I'm really inspired I tend to lock in hehe
I really loved that boss' design too, so I wanted to do it justice
puts her jaw back in place
and you indeed did!
Here's the balloon again, now modelled and rendered!
-# gosh, I've never been so impatient when waiting for a render to finish
It looks gorgeous
Great job!
Thankyuuuuu! 
Np ^^
I'm concerned about the boat being edited not well enough
Maybe you could try editing an image of it with the balloon to see how it looks
oki
The edits done to the one on the right make the white look very off
@zinc citrus
You're working on the boss 1, ya?
The water tower
Making it as a model would be reduntant considering it's just a mis mash of existing sprites
Paraboatus paraboatianus
-# this missile was my first sprite edit btw 
I was considering trying to edit the existing sprites, as there isn't anything that has to be scaled there.
I'm just asking as I don't want to interrupt in something that's already being worked on
I understand that, I tend to have a similar way of working sometimes
-# may I suggest some kind of list of "assets already in progress"?
has anyone started working on the aliens?
I think not yet
Nope. No Level 5 enemies have been made yet.
Everything non-Level 5 and non-Boss has art created, basically.
As for bosses:
β’ A Shocking Wave is working on Boss 1, yeah;
β’ Boss 2 is done by itself, since the art already exists in Reclayed anyway;
β’ Boss 3 has art I believe done by UltraverseEmpire;
β’ Boss 4 has art too;
β’ Boss 5 has no art at all.
And ty Bonnie for working on the Balloon Boat which did not have anything yet as well.
@strange summit Even though the behaviours are outdated, art-wise this list is pretty accurate to which enemies have and don't have art yet.
Bro forgot remam already make them
2 of them
Eyes and podship
I horizontally flipped the jumper sprites to conform to the proper lighting standards of Platypus Reclayed.
I'll soon upload a high quality image following the consensus with it.
fun fact, i was planning on making them, but never did 
i mean the code
but it shouldn't be hard, is just up and down
No problem. :D
also i think the frame order should be in reverse?
In animations.json there is a line that inverts the frame order.
It's this one:
"invertSheetOrder": true
J U M P A H
like organized swimming
Time until they start losing momentum and then fall back.
The first wave shown in the video uses the time threshold, whereas the second wave uses the speed parameter.
With these two parameters, you can make a slow-jumping jumper that reaches almost the top until it starts falling back if you want.
Yeah, this is what I am talking about...
Using mx to give Jumpers horizontal movement...
omg im late for this whole discussion 
Great stuff!
Regarding the trio of boomerangs, the yellow one can be as shown in that video. The red ones can be like they are in OG/Reclayed Platypus.
However, the blue ones that appear in Platypus 2 could probably use a new behavior instead of just being a recolor. This has also been previously discussed. Basically 3 variants for the boomerangs.
Maybe they come from the top or something.
also i recomend adding a few seconds of no hitbox
so there no cheap deaths
my rule of thumb, is that everything should have i-frame if it comes from the edge of the screen
Oh, π―
That should apply to every enemy. I still remember how cheap Platypus 2 can be. The Zippers are an example of that.
that sounds like something that the yellow ones could cover, maybe as an alt behaviour
maybe the blue one can be more unique
Sure, just a superficial tought.
I suppose so, even if the player gets to hug the very bottom of the screen and phase through the jumping jumper, but I digress.
Anyway, what do you think of the idea of having lower I-frames the higher the difficulty?
gotta be a bit lenient, as the player won't know they will appear 
Personally, not a fan.
Imo, that should not be difficulty dependant.
Doesn't really prove anything skill wise either, just reaction I guess? But it is kinda cheap.
I see your point.
And btw, I like to abuse the enemy i-frames, which I especially like when dealing with the green spinner.
Also, most enemy patterns except for some small minor enemies are totally scripted anyway, so once memorized, death by enemy approaching can easily be avoided.
But I can see people who play a blind run on the highest available difficulty may struggle with lower i-frames, seeing that they don't know the patterns yet until they see for themselves, often in the hard way.
Anyway, that's enough of my rambling.
I'll be eating breakfast for the time being 
Due to popular demand, the jumpers now actually have i-frames.
Their i-frames last 2/3 of a second.
Funny that I already gave them i-frames beforehand, but were short as fuck.
Like really they can destroy ships in a ambush
If they stay in the middle
Not far left
Peak
I think the water splash is a great tell to them coming out
in general the enemy looks awesome, very accurate to the original game, so big props to you Psychosquid 
I was thinking of making the little brain alien and its blue ship, and the screaming eye
Could I keep my spot for those? π₯Ή
I was planning to 3D-model them
Other than that, I'm honestly not inspired for any other aliens, so you can work on those if you want
3D model makes sense considering they are def 3d in the original game as well lol
True!
I mean, as kong as there's some consistency
As long*
I'll try making an updated to-do list of assets soon, so as to keep things more organized
I think I made one some time ago but forgot to share it lol
Hope I didn't lose it or sth
I wanted to do that as well way back when
but never did
so that list would def be helpful
at least so we have something to work off from
of course! I'm not here to take anyone's spot if they're already working on something 
Tried adding the ability to configure randomized speed arguments, but ended up creating lag.

This is what happens when there are too many Lua entities using demanding functions.
they look so agressive 
Usually, I consistently have 240 fps, but while demonstrating these, now I have around 60 fps. 
LOL, I take back what I said. 
Now those jumpers aren't lagging my PC.
Welcome back 240 fps 
Jumper from Geometry Dash
I am currently making a documentation as to how to spawn a jumper enemy in a level data with all the fancy command arguments I have set up.
GL HF messing around with the five command arguments I have set up for the jumper enemy IG. 
Enjoy using them, haha. >:D

E ARRI
hai 
hoi 
Donny is so sneaky at teasing the ship he's piloting I realize.
I thought you were referring to a command arg in a level file. :p
On the way of adding bigpsychosquid boss
working on the to-do list rn
I'm locking in hehe
hardest part is finding the images, since they got a bit mixed here in the chat. There are also some entities that have many versions, so we'll need to decide which one to choose from, under Greenness' guidance. Anyways, I'll mention those entities on the list, no worries
I'm making it in a Google Sheets file. I'll keep editing permissions private for security reasons, but I'll make sure to update it when needed and when possible π
ofc Greenness can ask for access if they want
Claybot be like...
HUR-NEH!
That's literally what it says during a Clodhoppers gameplay.
Clodhoppers is such a silly and fun game
(I'm tired)
Ok so, after long work all day, I managed to compile a To-do list focused on Graphics of Platypus 2 Reclayed.
I could have missed something, so please let me know if you find anything that needs my attention.
You will also see that some tasks are "reserved" (mainly by me for now, but I'll add others when they reserve tasks too)
there are some tasks that I reserved for myself since I'm inspired for them, but I'll ask for permission first! π
.
PLATYPUS 2 - TO DO LIST (mainly focused on Graphics)
https://docs.google.com/spreadsheets/d/1VyQQ2ZVBbw93f3whl66Jn6o3nLKSugrUoVnVFNPvT-M/edit?usp=sharing
~
.
Okay, it survived Claybot this time.
Now I gotta ask about the tasks I wanted to work on.
.
@ionic stratus I reserved some specific entity designs for myself, plz let me know if you're ok with the ones I selected (either way you choose later on to use my designs or not. I just made them for fun hehe)
I'll do some redesigns too of some things that I feel need polishing.
@sly pond I had a question for you too! Would you like me to make a custom design for your (placeholder name) Psychotick enemy? The one with the red shield.
If you wanted to make it yourself, that's fine π
I'd love to see you work on it.
Awesome! Thank you so much! :D
I'll let you know as soon as I come up with sth π
will keep you updated
oh, in case someone reserved something beforehand and it wasn't written down in the docs, please let me know as soon as possible!
I allow y'all to mention me for any big updates, like finished sprites or reservations, so that I can add them to the docs when I can. Just try to keep the mentions / reply mentions on important topics and don't spam them too much lol
so the head itself, not the shield, amirite?
Actually, what do you think of the shield sprites?
The current ones I made.
the domeship can be made really easy, using the code of my pokership since it supports the same ish circle movement it does
and the sprite is kinda just a turret, withouth the turret
Well, I'm not exactly sure if other people want more about the domeship's movement pattern.
So if people are fine with domeships only limited to full circular loops on either direction, then it is all a matter of simplifying the code.
maybe a variable radius
also it says boss 1, 3 times 
LMFAO
also kinda had a crazy idea, but it would be too big of change,
and is merging this 2 bosses into 1
and making it an armed hot balloon
-# i think they are like the 2 most underwhelming bosses i think
Anyways, what C64 remixes will the Platypus 2 boss themes use?
since we don't reuse Trap. Pt 2 and Armalyte here
they look really neat!
I would personally make the shield have the hexagon-thing shape that you sent before, and making the tick have a different design
tho that's just my view, you're the one that decides π€
oops, thanks xD
will fix now
You know, some hexagonal motifs on the shield would be cool regardless. :3
true π
I honestly like the hexagon theme
well, I could maybe make some concepts and show you
we don't have to start with a definitive design right away
Ye, start with preliminary designs first before we move forward.
What do you guys think of using new boss themes?
π€
to save time and such, I would personally use themes from c64 and such
as long as there are no license issues ofc
also to keep the OG Platypus feel... I think that sth else might be unfitting
like some people said in Platyplus 
Ah, your level 5 ost I reckon.
@ionic stratus
So, what C64 remixes will the Platypus 2 boss themes use?
We still don't know
There have been some discussions before, nothing locked in yet however. Warhawk and some other NUX tracks were considered, for example.
I remember some of you stating that the NUX final boss ost will be used for score attack iirc.
@sly pond, is this even a Giant Caterpillar?
That's just how MAKYUNI refers to it.
can me reserve the Mommy Brain?
Will write it down π

Ye
They aren't canon names
They're just the best names I could come up with lol
Tbf, no enemy has a canon name. :p
Except for select ten enemies in the original CD version.
yup
Platypus II fans, since we'll have a Lua-fied Big Train in the next update, y'all know what that means...
WE'LL BE HAVING GENERIC TRAIN ENTITIES TO TOY WITH.
That's great news. We can expand the Train variants, besides the only 2 additions Platypus 2 had.
There is no flamethrower train for example π
we're flooding platypus 2 with more trains

What abt Homing train? both missile and homing bullet.
-# we can add lightning even >:3
I think it'd be a good idea to keep new content for higher difficulties, while keeping an overall faithful port on lower ones
Just my view tho
Spinner Trains (only appears on Hard, Expert and Nasty)
Shoots red bullets from a spinning red turret (like Super Spinner and Mega Spinner)
Yeah, agreed. I think this was even talked about before and had a good consensus.
And even the possibility of there being a NUX and NUXless editions.
NUX would be more faithful to original Platypus 2.
Idk if anyone asked this but will Platypus 2 reclayed have reworked gameplay? Like fixing the game pacing etc
ooo
sounds like a thing worth considering
long time not seeing you π
but probably, some enemies has gotten some fair checks too
- widescreen already needs reworked enemy layout
also game pacing in what way?
level 1 is kinda slow now that I think of it
I believe they mean how there are so many waiting gaps between specific waves of enemies, unlike in OG Platypus in which it feels more fluid? Like you get:
β’ 3 saucers+4 green fishes pause
β’ 2 saucers+4 green fishes long pause
β’ Lightning Squid
-# ah btw, hi Tary π
I think there could be an add-on for this
Tho good luck making an entirely new level 5 
why not just retexture level 5, into nuxless, so no code is wasted
Yeah I think that is the way to go, just retexturing.
There needs to be a transition before the actual Level 5
Level 5 would be in Space and Level 6 would be the Alien Planet
Just like how Level 4 has Colossatropolis before transitioning to Level 5: Inside the Machine.
you know, if level 5 is made, then there is a very short way to achieve the Caves from PSP
I'd encourage it
Level 5 should be more uh..playable
- what i mentioned of it being widescreen
so you can't really re use the same enemy layout from the game
I think an extra level would be too much work tho
Maybe for a future update if Greenness wants it
There's no transition from the desert to a full ahh lava ocean anyways 
vanilla platypus really only has 1 full transition, being from level 3 to 4
ngl, it looks goofy on the world map too
Heh. Platypus 1 does still transitiom better
it looks like sploched in like a ketchup stain π
You go from Mungola to the sky and when fighting Boss 2, the clouds start disappearing and you can see the ocean. In Level 3, you go back down and then yeah start entering the city.
Level 2 actually has a full transition. You can see the ocean and boats, especially when you fight the Sky Serpent.
The ocean serves as a transition to Level 3.
Yup, at the beginning of the level you can see you are leaving the landmass as well and see tiny boats down below.
ah right
So I was thinking, here are some suggestions:
β’ Easy (Vanilla Platypus 2, but easier)
β’ Normal (Standard Vanilla Platypus 2)
β’ Hard (The Community's vision of an enhanced and expanded Platypus 2)
β’ Expert (Harder version of the Community's vision)
β’ NASTY (well, we go crazy here to make others go crazyπππ)
Something like this.
Again, the Eyeball and Mother Brain aliens will not have those terrifying screams (like in the original Platypus 2.)
Yeah, those are big NO's, lol.
Oh and when I say vanilla, I don't mean 1x1 exact copies, naturally the pacing and fixes should be considered for all difficulties.
Just entity spawn wise.
so that means, unique entities start appearing from hard+ if i had to guess
Also, the Mother Brain's scream sounds almost similar to Iggle Pop when you defeat the Boss Zoog.
Yeah, but it all depends on what most would like. If some people want to see them at a lower difficulty, it should be considered, and thus making Easy the actual 1x1 entity copy. Polls should be organized perhaps to check opinions.
Tbh it's a game made out of clay where you shoot saucers, so I wouldn't expect it to make much sense lol
Either way I'll try reworking the world map
but this statement is true imo
I mean the Globe, since we're talking about Reclayed
btw, could you add my reservation in the list?
Ye! I'll add it as soon as I'm on PC
No worries, I'm the only one who can edit the list anyways
Ah, that has been made it seems
I think I didn't mention it on the list, right?
yeah, its none there
oh yeah can u add "(needs to be improved)" or something to boss 2's code section 
Mommy what?
mommy brain
AEE!!!
I suggest that the eye could follow the player, like a turret
m o m m y b r a i n
Good idea
How many eyes does Mom Bren have?
one imo
I thought it supposed to be 2
well, it's kinda similar to how Squid Mother has her eye(s)
plus tbh, one eye is more alien
?
RAR! says da mathr Bren 2007
When I was a kid
I accidentally call dis Mother Brain, "Alien 16RB29"
No worries! The fact that it's WIP kinda speaks for itself haha
Actually maybe I can give it a try and code it in lua if you want π
Unless you wanna do it, ofc
Otherwise I'd like to reserve the task, since I'm inspired for it
This looks super accurate :0
I'd suggest marking the brain spirals a bit more tho, since they're very iconic, imo
But you're doing great
GG π
thankyu! 
Np! :3
Maybe you could work on the eye spinner too, if you want to π€ (not the screaming eye, since I'll work on that one)
I think the eye spinner could use a similar idea to what you did with the boss. It could be an eye that follows the player around. Maybe it could shoot tears on nasty difficulty or sth
And ofc only the back part would be loop-animated, like a squid bottom
heehee, that's funny, as I was considering reserving that one too! 
Sweet! :3
I can reserve it for you too if you want, then
I'm heading home so I miight use my PC soon
Either way, it's reserved even if it's not written down there 
thankies 
Btw, can we plz get this message pinned, @atomic pilot ? π
It'd be useful
Np! ^^
@latent geyser, could you kindly pin this message?
Thanks Crazyoctopus
Done!
I did it from my phone
It's uncomfy and I can't do much, but it's there 
thankies!

Thanks a lot Greencat! :3
My words exactly, for GREENCAT.
Amazing, thank you so much Makyuni π
I'd def appreciate editing rights
I'll send you my email in DMs
Like Wolf said, some NUX tracks were considered
Nothing is set in stone yet though, I am also worried about copyright issues
Well, Warhawk should be fine.
Oh great if that's the case
I think I had a post with all of the considered tracks, maybe you guys can let me know if those are not copyrighted as well
#1419274495012765838 message
Right here
Oh, I think you were the one who suggested warhawk as baddie tune 1 Wolf
it might be more fitting for that, we'll see
In case you don't want to press the link, the tracks I chose are:
Baddie Tune 1: Lightforce
Baddie Tune 2: Flip the Flop
Score Attack: IK+
@sly pond could you send the code for this? π
(not now. When you can)
Once I access my PC, though since I'm pretty busy lately, expect me to send it later than usual.
I should probably look into getting that github sorted soon...
You know what, I'll try looking into it tomorrow
I was thinking of asking about the github, that'll help get the gears cranking a bit faster for sure.
no worries! take your time
I hope no one minds me slightly stylising the aliens, lige giving veins, making the tentacles a bit more... tentacle-y?
eye is rigged, so is the tentacle-tail
EYEBALL!!!
and here's a virus
a fang with cracks made of paths
maybe I should use these cracks to make the damage sprites for Bananawar?
MintLizard89 be like:
replaces alien scream with Cyrax laugh
yeeeah
The initial github has been created
Ok
Now to add all the files + code...
I just need to collect all of the files
kinda..
mainly psychosquid's behaviors and some sprites
I'll be uploading all the codes once I access my PC.
Yeah if you can just batch upload all of them, that would be helpful
and we'd already have a foundation
when will it released on Steam?
Once we completed at least 1 level, I think
So I'll have to create some sort of Behaviours folder there, then put all my codes?
Yep, I think that'd be the most ideal
BTW, can the contents of a file be edited in github?
Then that's flipping epic. 
I am not super experienced with github but I am pretty sure that's the case at least
from what I know
Might as well try it out once I use my computer and upload the codes.
I need to also add you all as collaborators
so that you can make edits of your own
do you have a github account psychosquid?
I'll just send my github email in a dm.
Everybody else let me know if you want access to the github as well
I mainly think the programmers among us should have access to it
artists can probably just refer their art to one of the programmers
Ideally, the GFX should be sent in public drive that compiles all the GFX.
Hmmm that's a good idea
perhaps we can use the drive me and Wolf used
so artists will have access to the drive and programmers will have it for the github
I think it's time I also organize the first message of this thread, to include all of the relevant links
Regarding Steam Workshop release, I'm sure we'll have an open beta.
Yeah I don't see why not
Although it could be done in the first post of the thread, there is a minor downside wherein mobile users will have the hassle of trying to navigate to the first post.
Again I think after we have 1 level at least close to finished
Yeah that's def a bit of a pain lol
Honestly, Platypys 2 Reclayed deserves some initial popularity.
That will boost our morale throughout the development cycle.
For sure
I mean, considering a lot of the official DLCs are just 1 level, I think most people will be happy with just that at the beginning
DLC with 5 levels
However, Casinopolis isn't fully released.
UMC
Yeah it seems to be in open beta
from what I've seen
(I didn't have time to play it yet sorry lol)
Good thing I've been sort of helping directly with the development of Casinopolis as of late.
So you've seen the credits in the description. :3
I have seen your messages on Discord helping the mod mainly
but I probably also saw it on the mod page on steam workshop
Very observant I see.
Even when I wasn't around I was still lurking lol
BTW, don't forget that BonnieDxOwl is pretty much now part of the art team throughout the project (She does much of the 3D modeling as of late).
-# When editing the first post OFC.
Anyway, it is best to create a whole new message that contains all the relevant links that can be pinned by GREENCAT.
And for the sake of formality, you may also add all the links in the first post if you want.
Yeah the first message has been edited
They are included ye
Bot does not like me reposting the links
Maybe because I just edited the first message as well
yeah, seems like I have to wait
That is pretty much the case.
Fair enough, I'll give it a few minutes then
I can help, dm me the link and I'll send it
Every link here besides the progress chart basically
since that's already been pinned
I think it'll make more sense to have Greenness post all the links in a message.
Since he is the director of the project since inception.
@latent geyser could you please pin this message when you're available?
Thank you
Idk if it's correct to say I'm the director lol
I feel like I don't deserve that title
but I appreciate the sentiment a lot regardless
I understand.
I think I am more comfortable saying I'm the producer lol
btw, @ionic stratus could you check the recent models and tell me whatcha think?
Like is there something to change
IG that makes more sense.
I think they look great
tbh, I've always thought of you as the "head of the operation", since I found out about PSP mod
Maybe the bangs for the alien mother could be a bit smaller
that's probably the only thing I have to nitpick
besides I think they all look pretty spot on
Thanks! 
I can accept that title as well π
speaking of the brain mommy, remember my idea to have her eye follow a player?
I found an issue in it
the eyelid
Yeah I really like that idea
idk how it's going to work ingame
but if we can get it working I am all for it
I could experiment on it.
I imagine the eyelid to be a separate entity
yeah it'd probably have to be another sprite layer
it would allow the eye to look in all directions
The medium-sized eyeball enemy looking in all directions?
If that's the case, I can just derive the green fish fighter's targeting code.
hard to tell rn, what is the ratio between classic graphics and reclayed?
1:4.5
then it's def worth a try at least
Maki suggested giving such mechanic to the Spin Eye I'm working on
it could behave like a turret
maybe shoot on higher difficulties
Ah, the mini-eyeballs with tendrils?
I like that idea
also yeah spin eyes could have the eye tracking thing too
Anyway @fleet pond @rich remnant @static copper let me know if you want access to the github as well
@solemn epoch @mortal snow @strange summit @zinc citrus @rich remnant let me know if you want access to the art Drive folder and github
you all can send me your emails in DMs
and I'll send an invite
what's the Classic-Reclayed sprite size ratio?
thanks!
Yes, you have my email right? I'll dm it if you don't have it saved.
BTW, can GFX and SFX files be added to GitHub?
Yeah def
I am currently uploading a whole package of data.
The enemy entries, their behaviors, their associated GFX and SFX, and the like. 
Oh awesome!
that's already a big batch of data for us all to share
@fleet pond do you have a github account?
I tried adding you but doesn't seem like you're there
I do, is it by mail, username, ID or something else?
If Wolf2K doesn't pop up, try thewolfmaster2k
It seems there is a display name and then an username of sorts, hm.
Accepted, alright thank you!
No problem, thank you as well!
If we add all the gfx to github instead of the art drive I'll send you my git, otherwise I'm fine sending you the art I've done in zip files instead
I think we'll send them in both
just as a backup
I can give you access to the github too if you want though
if you'd prefer just posting it there
I feel like it might just be better for the artists to be seperate from the programmers
just to be organized
maybe it's better we just all band on github?
I'm not sure, let me know what you guys think
Yo @sly pond, How's my sketch?
π₯
@ionic stratus, the contents have now been set up. 
Anyway...
If ever anyone sees the json files for entities, turrets, and audio, notice what is seen in the images below?
I pretty much separated the fire sound effect entries of most enemies, mainly for greater flexibility with future sound addons.
It's better if we're all on github considering it'll all be in seperate folders anyways
Having everything in one place is the best for your end of things
In fact, some sound add-ons already available on Steam Workshop such as TouhouSFX give most enemies their own sound entries.
I second this actually.
I see, that's a fair point
so no using google drive?
I think as a backup we should still use it
I may get some progress done on the tower today
All I have left is the damage states and some color adjustment iirc
Apparently, some of us prefer to directly upload GFX to GitHub.
I'll send you my git in dm's later
Sounds great, can't wait to see it π
I also have to decide how to seperate the sprites
I could do it like og plat 2 where the tower stem (for example) has all of it's damage states on one sprite but that'd mean it'd be a very large image
Or have each part's damage state be seperated in which case you can decide to merge them all into one file with proper coordinates later
I suggest 2nd option
@ionic stratus, I hope this makes sense...
Makes sense imo
especially since we have plenty of enemies with their own unique firing SFX
You know, once the open beta is released, whoever made TouhouSFX will make it compatible with Platypus 2 Reclayed.
Second option sounds preferable ye
Platypus 2: the embodiment of scarlet devil
Food for thought...
I love how GitHub displays the last edited files of each folder.
ok, I've set up my github accoun
Send me your email then
β¨
Me neither, but likewise for the latter.
the osts are so hype unironically lol
Can't wait to see someone make TouhouBGM add-on on Steam Workshop.
@fleet pond, IIRC, do you have the level files, even if outdated?
Yup, Area 1 of Level 1 sketch was made, and it has every enemy test I had done at the top of the file with //.
I can upload it to the github perhaps.
Anything else you'll upload to GitHub?
All of our current GFX sprites.
Idk if I'll upload some of my outdated enemy entities. I'll put the ones that hold up I suppose. π
Like the tiki heads and some other stuff, that doesn't really need lua anyway.
And to further elaborate on this point: I had started working on Areas 2 and 3 long ago, but then got very busy. I was thinking that replicating the levels as seen in Platypus 2 is a solid foundation to then work upon and enhance/expand with new variants and such.
And after all, keeping things more vanilla-like will be set for a specific difficulty.
This actually kinda mirrors the fact that Claymatic first recreated every pattern from the original and then later modify parts of them with new or revised content.
For remasters/reworks, I think it's the best way to go, really. And since we don't have access to Platypus 2 level data itself (which would cut a lot of the burden), this really has to be the way to go, heh.
I mean if you think about it, the November 2024 announcement trailer showed us the gameplay footage of Platypus Reclayed, but all the enemy patterns are identical to the original.
Yeah and other interesting things about game developing is that sequels usually build upon the first entry with new knowledge, features and updated tools and all that. From scratch is always the toughest. Some very early game footage of sequels is very close looking to their original entry, some really neat stuff.
Yes, my github username is Ultraverse-design
I'm busy with my studies and final exams right now, so I'll be back to uploading more background images around the middle of this month.
good luck!
Thanks
IK it feels too early to discuss @ionic stratus, but what will be the plans for localization across 15 other languages for the project?
Granted that this is something that would most likely be done near the end of the development phase.
Alrighty, sent you an invite π
I mean if we could do it, I don't see why not
but def not a priority atm
Yeah after we're at that stage that's def something we can look into
I wonder if the same translators of the base game will still be available by the time we start looking into the mod's translations.
Honestly, it would be nice if the people who translated certain languages for the main game return, and then do their part for the mod.
But then again, something like this is pretty uncertain, at least for some languages out there.
Thanks!
I can get one of them at least
I know him from another community
@half ginkgo would you like to help in the french translation of this mod once it's close to complete?
Ah, I heard that name before, thanks to the in-game credits. :3
π yeah, i could add the icbm code to it
-# tho is optimized for casinopolis specifically
I can translate into Portuguese from Portugal.
-# I can do for Polish.
That would be greatly appreciated!
I mean there's always a chance that we'd change it for 2 reclayed or something, but the foundation you've made would still be really useful
either way feel free to send me your email address in DMs
It supports, custom speeds and custom spawn ranges,
But not sure if the mod will use all of that, but the option is always there
I imagine spawn ranges will be used a lot.
And IDK if anyone else would want to have the ICBMs come in different directions.
more directions implies more sprites so yeah
Also, adding rotated frames of a ballistic missile composed of reused assets may be tedious AF.
nah, if anything rotating simple images is easier than a model
Unless we take lighting into consideration when it comes to using the former.
already uploaded the 4 files for the icbm
it needs a lot of modifications to work for this proyect
Currently inputting the necessary entities.json entries for the ICBM.
making it easy for you
{
"name": "icbmBackground",
"sprite": "Sprites/Enemies/icbm background",
"behaviour": "Lua",
"explosionEntity": "explosionSmall",
"explosionX": 0,
"explosionY": 0,
"sortOrder": 9999,
"isEnemy": true,
"secondaryTargetValue": 1,
"customBehaviourData": {
"luaScript": "icbm"
}
},// ######################################################################################
{
"name": "icbmLauncher",
"sprite": "Sprites/Enemies/missile silo",
"behaviour": "Lua",
"explosionEntity": "explosionSmall",
"explosionX": 0,
"explosionY": 0,
"sortOrder": 1999,
"maxHitPoints": 120,
"speed": 4,
"isEnemy": false,
"highlightPoints": false,
"points": 10,
"secondaryTargetValue": 1,
"customBehaviourData": {
"luaScript": "icbmLauncher"
}
},// ######################################################################################
{
"name": "icbmLauncherDecoy",
"sprite": "Sprites/Enemies/missile silo",
"behaviour": "Lua",
"explosionEntity": "explosionSmall",
"explosionX": 0,
"explosionY": 0,
"sortOrder": 1999,
"maxHitPoints": 120,
"speed": 4,
"isEnemy": false,
"highlightPoints": false,
"points": 10,
"secondaryTargetValue": 1,
"customBehaviourData": {
"luaScript": "icbmLauncherDecoy"
}
},// ######################################################################################
{
"name": "icbm",
"sprite": "Sprites/Enemies/icbm",
"behaviour": "Lua",
"explosionEntity": "explosionHuge",
"explosionX": 0,
"explosionY": 100,
"sortOrder": 11999,
"maxHitPoints": 120,
"speed": 4,
"isEnemy": true,
"highlightPoints": false,
"points": 10,
"secondaryTargetValue": 1,
"customBehaviourData": {
"luaScript": "icbmLaunched"
}
},// ######################################################################################
entries like explosions and speed, points are a bit useless anyways for some entities
I'm modifying them for the reasons above.
also i missed
{
"name": "icbm",
"sprite": "Sprites/Enemies/icbm",
"behaviour": "Lua",
"explosionEntity": "explosionHuge",
"explosionX": 0,
"explosionY": 100,
"sortOrder": 11999,
"maxHitPoints": 120,
"speed": 4,
"isEnemy": true,
"highlightPoints": false,
"points": 10,
"secondaryTargetValue": 1,
"customBehaviourData": {
"luaScript": "icbmLaunched"
}
},// ######################################################################################
OMFG, Claybot went Hur-neh!
Is this true fellow Clodhop-, I mean [REDACTED] players?
What is icbmLauncherDecoy?
i was like muted 
but decoy is just the sprite entity duplicates that uses the platform


