#Platypus 2 Reclayed
1 messages · Page 7 of 1
I feel bad for you getting muted by ClayBot.
it was just 20 minutes, is really nothing 
Good for you.
Also, I noticed that the smoke index for the launched icbm has a shitton of ifs. 

oh 1 thing, the smoke released by the background entity renders in layer 1
i still need to get a fix for that
Do you think this warrants a Lua-fied smoke trail?
i think it should be easy if you put, default layer to 5 into the a smoke entity
I'll probably upload my terrain sprites later from my Proton Drive (if i can log in lmao)
also i see you have been using arrays too for the jumper
anyways this are all the 4 entities
i accidentally slip some icmm entries 
Oops, I was AFK 🥲
BTW, I managed to merge the launcher decoy with the actual launcher entity.
that's a side effect of giving the eye the ability to spin freely
a moving eye kinda would look a bit awkward with the tendrils, as it would look back onto it tendril 
They're alien, so...
-# tbh, let's not expect a flying eye with tendrills to look not awkward/strange
i think there a difference between an design looking akward design wise, and creature wise
I like it a lot!
Aesthetically it's pretty similar
I see your point.
there are probably some improvements that could be made though
I agree with Tar tary overall
we may have to give up on the eyes tracking idea, at least specifically for this enemy
and just have it animate like the original
but what if
I can slightly alter the eye's turning animation
so it doesn't fully look back
or maybe once we have sprite rotations, rotate the tendrils too
The rotating sprite function isn't even out yet.
I feel like the tendrills are there to illustrate to the player where the eyeballs are headed
Agreed
if the tendrills rotated as well it could seem like the eyeball is going backwards
then the tendrills would be displayed differently, on top of the eye sprite, getting the better connection effect
Lowkey jarring if you ask me.
Maybe some transparency could help with that too
I also noticed in the original the eyeball is slightly transparent as well
and you can actually see some of the red tendrills inside it
it already is, only the shape needs to be polished
Ahhh fair enough
does the original engine could handle semi transparency?
oh maybe ingame it doesn't appear transparent then?
Just like how this emoji isn't actually semi-transparent.
reclayed does handle semi transparency
It indeed does.
it's just pinkish imo
It's more like the inside of it is transparent though
i think is just the tendrils are just ontop of the eye
Seems like it.
Perhaps ye
anyways, imma do a slight rework of the eye, altering it's view angle, fixing the tendrills to be on top.
Before I get some rest, here you have a balloon that's less green, fixed light too.
Looks great!
Likewise
Goodnight 👋
@sly pond @ionic stratus wait about those sfx, since the eye and the brain mother phase 2 makes sounds when taking damage, the worst is that a real girl screams on the eye 😭 it's horrible
just hoping it will be alien like for those sounds on the 2 enemies
Especially that eye so other people won't hear a girl getting tortured when using speakers
I know how to implement the alien scream on hurt. :3
Wait, actually, what if I make an add-on where the bullet hit sound gets replaced by an eyescream?
-# No guarantees will I ever do that though.
Yeah original ones will be as a add-on
idea: maybe the eye should rotate very slightly, on the X axis
and with some lua stuff maybe the tendrils could be slightly moved, also in the X axis, to simulate some rotation
I think it might work out and not look too weird (tho a bit weird is fine, since it's a damn flying spinning eye)
well I personally think the scream should be kept and there could be an add-on that replaces it with sth else
but removing the scream would take away a bit of the essence, imo
there is a planned replacement for the screaming audio i think (?)
i remember someone sending it here
well, as long as it is a scream ig fair enough
I really want to call the enemy Eyescream 
see it as a quality of life
for your ears 
also for Eb0y's speakers
thanksfully we can always re adjust the sounds volume in audio json
crazy how people aren't complaining about the creepy baby noises on Knucklebusters, but they care about the eye with a super low-quality stock girl scream 
there is????
From the first half of Knucklebusters I assume.
As the music builds up.
ye, pretty sure
I think it was left in-game tho
for Platypus Reclayed, that is
not P2
imma gonna pretend it was a very sick guitar riff or something
Kinda sounds like wood creaking or sth like that too, so ig you can pretend that to cope with it xD
Don't even get us started with a man randomly saying stuff during the first half of the music.
true!
stuff i miss for playing muted
I remember you claimed to have terrible audio output on your PC or smth.
IIRC
oh fair nuf then
yeah, i recently got some headphones, but i mostly use it for my phone
you should play Platypus 2, you won't tell the difference 
I see.
If only Platypus 2 is as optimized as Hamsterball.
-# Any Raptisoft game is actually optimized as hell.
(game audio kinda... sucks sadly)
||Mono audio output||
I dived into the 3DMAX files and holy crap
He had like 5 different versions of each race, each with more and more optimizations
like
why
someone turned the audio to 100 and 0 at studio💔
i did set the 18min+ version of Knucklebusters in P2 and probably didnt noticed it cuz the awful audio output
ye the mono audio probably doesn't help either
a lot of things can go missing on such low quality audio
happens in Platypus 1 too. Ocean Loader has always been amazing, but sheesh, I didn't notice those choirs until I heard the HQ version
ofc I ascended when I did that
Hmmm, what if we have an original minor enemy that shoots a quick burst of lightning beam?
I imagine the code for it would be manageable.
Bomber with a new, fresh coat of paint ☠️
(thanks Psychosquid for the lua)
Love the skull prints on the bomber.
Thanks a lot! :D
I'm sure it was inspired by someone else's design, but I can't recall rn
I got the hunch that it was @karmic oasis 's, maybe (?
I think it is.
#🎨┃platypus-art message
yup!
so yeah, maybe they should be credited too
I rlly loved that design
Original redesign concept by LightandDark
I kinda just took inspiration from the bomb balloon too 
Also, did you use the cut jolly roger skull symbol Tar made for us?
I was aware of its existence, but nope
I cut the skull myself, from the balloon
cus' I'm a psychopath

You indeed are a vicious psychopath
-# Speaking from an actual psychopatick squid.
huehue >:3
ok I'm a bit of a boomer, but I thiiink if I did everything correctly, you all will see me pushing the changes on github
ofc feel free to make any corrections on my work, just lmk beforehand
specially code-wise, looking at you Psyschosquid! I know you have a big EYE for details ;)
ngl I rlly like how it looks :0
looks more Psycho hehe
wait where is it actually? i been listening to knucklebuster (the 9 mins ver on steam) like 5 times
Idk about the steam OST version but I'm super sure I heard it in-game
The first minute or two
Steam OST is identical to in-game in Reclayed.
oh sorry, I probably thought otherwise because of that one complaint from someone who said it was different
but I think they meant that it was lacking Ocean Loader or sth (rightfully not included, ofc)
Eye of Cthulhu
Alright, I think I'm in love with GitHub as of late.
I can view the codes comfortably on mobile, and I can edit them on mobile too if I want to.
OFC, PC is still generally more favorable.
And platypus 2 players who uses speakers
Since nobody wants to hear someone in the house of a girl getting tortured
Let me know if you already uploaded all the changes with the bomber.
Great work!
Besides the skulls replacing the turrets I love the fact that you even managed to add degration points!
Since the og sprite doesn't have them for that stage
eviiil! 
What if the Bomber accidentally dropped a Hiroshima...
"accidentally"
LOL Mink Purist meme 🤣
I just realized that Platypus 2 has those tentacled eyes before Terraria.
rare platypus 2 things that could be congratulated
The spawn range command argument Tar tary had alluded to will definitely be used extensively for sure, to give the launched missiles randomized spawns.
As for speed arguments, which dictate the direction the missile will go, this is why I made a poll so people can conveniently decide if we want the missiles to go on one particular direction like they do in the original, or spawn in multiple directions.
just found out this was cropped, already edited in the edges though 💀
@sly pond I see you have uploaded placeholders for the ICBM sprites. The current ones we have are the vertical standing one and one with the diagonal direction like in Platypus 2 and damage sprites. If we're going to have different directions for the ICBM, I assume the current sprites can't achieve that objective?
Perhaps a similar sprite to Tar Tari's, but with geio's artwork will need to be created.
Seems like the logical option.
Unless we care about proper lighting, IG it is all a matter of simply plotting the rotated sprites of geio's in a sprite sheet.
Alright, added a bunch of enemies sprites to the GitHub.
Also, let's be real here...
The sprites containing reused assets in Platypus 2 probably didn't really give a damn about proper lighting anyway.
About the bosses, they probably should have their own folder the same way as Reclayed boss sprites do.
Alright, so I renamed the ICBM (standing) to icbm background, and fsr, it changed to placeholder sprite.
Oh wait, nvm.
IG sprites take time to update.
Thanks a lot! :D
I think I forgot to push the changes 
gonna do it rn
Ah, it's okay. 
I noticed in the video that because it now supports damage frames, I reckon the Lua script has been updated in your end.
yup! that's right
I modified a few parameters too, since otherwise the bomb would spawn in front of the bomber too early
ty! :D
Either way it's recommended that you check in case I broke sth 😂
ye, the spritesheet is different
and for animation code-wise I did almost the same as I did with Lua Flipplane
should be up now, methinks 👍
hopefully 🙏
Just uploaded an early WIP of Boss 2 (Caterpillar) code
I ran into a lot of issues, but hopefully someone can take off from the base I created
as for the sprite, I'm still thinking of a redesign. Gimme some time 👍
Unless I got the wrong impression, I think you keep on forgetting to press the commit button.
In GitHub, any change being made will need a confirmation before pushing them in.
maybe it wasn't accepted yet, then
but I'll check 👍
it says Boss 2 thingy commited 2 hours ago
so ig it just needs confirmation, then
btw @sly pond , have you made a lua Gunship already, or not yet?
Their turrets are thankfully softcoded, unlike the flipping flip plane.
is the smoke trail softcoded, tho?
Apparently not.
Even though the fruit drops and explosion are hardcoded for those it shouldn't matter in this particular case.
Oh and smoke trail as well, yeah.
well, I never said I was gonna use the code for Gunships 😏
so ye, imo it'd be useful
Fair enough.
Gunships have a similar Y movement as saucers.
However, some tweaks would be needed whenever necessary.
I also used lua saucer movement for boss 2
with some tweaks, ofc
I already saw your changes on git. 
I see that frames 5 and 6 are duplicates of each other.
yup
I ran into some issues, code-wise, so if that can be fixed, it'd be great!
either way it doesn't pose much of a problem, since it keeps the spritesheet even
only thing is that the first damage frame lasts a bit longer, I think
I assume frame 5 marks the beginning of its damage frame.
I think you can make an in-between frame of frames 7 and 8.
It might be a bit hard to notice such transition, but I'll see what I can do 👍
.
in the meantime...
👁️
(obviously WIP behaviour, but a good start ig)
I might make the sprite bigger in the future + some additional thingies to keep my eye on
You can use BigYellowUn.lua as a base for the eyescream code.
It can be found on GitHub.
Also eyescream rhymes with ice cream. >w<
that's the idea ;)
maybe will do in the future 👍
for now ig I'll just share the graphics here
I'll push changes on Git once we got sth more solid
Thank yo! :D
I'm happy to see it moving forward!
I see that the eyeball isn't made in Lua.
yup
it was mostly a showcase of the sprite
I'm honestly a bit burnt by lua because of the Caterpillar Boss 🥹
You got exhausted making a Lua code for Giant Caterpillar. :3
Nuxless version of the eye enemy feels so obvious to me
Anyhow, it okeh maki. 
snek boss head redesign!
this blender stuff is kinda fun hehe
NO WAY!
It doesn't sync really lame 😒
In the original if the eye finishing blinking then it will fire the bullet
Obviously, they are work in progress.
Don't expect our works to be perfect from the get go. 
I could imagine the eye would take reduced damage whenever its eye is closed.
Something like that could foreshadow the only way to damage the final phase of Mother Brain.
The Lua script for it would be something along the lines of...
function OnTick()
if eyeTimer <= 0 then
if closed == false then
self.hitPoints = self.hitPoints * 10
eyeTimer = 60
closed = true
else
self.hitPoints = self.hitPoints / 10
eyeTimer = 60
closed = false
end
end
end
It could also take no damage at all when closed 👀
This
Oh my, I was nice enough not to put the scream in there, and I still got hate 😂
Next time I'll put the scream in the video 😈
I can't wait to see this in full version...
Even though I can't play it because I don't have any pc...
is there any, domeship sprite there?
because i'm trying one
i could try making one
anyways, can we add make the bullet shoot 3 times like this in nasty mode?
so pink squid
Or Auto Starfish for that matter. :3
Yeah, IDK why some people forget the obvious, in which case is the current state of the entity being worked on.
@ionic stratus was working on one long ago, so ig it's better you discuss with them first
It's lookin dope so far tho
That way, we won't waste our own time.
as a difference, make it shoot 10 5 times
@rich remnant, @sly pond, Have a kookie for snacc
Could this be the SFX for the bomber dropping the mine?
i think some of the sprite order got messed up, but my head hurts so yeah
Yeah, I can tell that some rows of frames are not in the correct order.
1 hours manually cropping, erasing and coloring each frame
I feel you, but splendid work anyhow.
frame 52 was specially screwed up
Damn
i just finished too lmao
Man, I hope you two don't feel like you wasted your own time.
idk how to color them in a correct colours tho 
i actually, cropped each frame into their own file and then exported them into different layers the put a filter layer over it
then re made the sprite sheet
I feel like it's worth sending the barrelless turret singles here in this thread as a zipped file just in case. :3
This is how its rotation looks like.
-# Forgive me if I disturb your sleep.
Don't mind the fact that the video showcased here is a WIP gatling gun rework for an enemy in Platypus Casinopolis. :3
lmao thats probably how mine looks too
The texture flashes?
imma compress my files first cuz it got hit by discord's limit
Damn

What if instead we use a 3d model
I fixed not only the code of the bomber, but also its sprite sheet layout.
Hope we have a good consensus around that.
Anyway, this is how the bomber's updated sprite sheet looks like.
-# And it's already uploaded in GitHub.
Peak Redesign

To anyone else, do y'all agree that domeships warrant a 3D model for more consistent sprite animations?
You know i can work on the model too, since i already have a template from other works 
You can do that too. 
Either way, I already listed your reservation for the domeship visual rework. :D
Cool
Heya @strange summit, what other 3D models would you want to make for the project?
Worth noting that Tar already delegated the domeship 3D redesign to themselves.
Well,
so far I've made a fang and virus too
well, which ones would you suggest me to make?
And yes, we are also asking for a consensus as to whether it is worth letting Tar tary remake the domeships in Blender or not.
A bug would be cool.
why not?
how about that weird platypus pimple thigamajig
not certain about that one, made me nearly throw up when I saw it
the forbidden bubble wrap thing
Is it the background entity that releases viruses?
yeah that one
Are you now able to send the sprite sheet?
can I reserve worm and rollship?
Let's wait what others will say.
Cool
Welp, it's nice that you took the initiative modeling the worm, as literally no one else had reserved it for themselves.
Thanks 
https://drive.proton.me/urls/Y8WECNWH4G#IKUnFrNTpxzb - i just uploaded the barrel less turret in here @sly pond
Could yu upload the Rollship sprites please? I currently don't have access to them
as I'm at work rn
hOh... I'M BAACCCKKK!!!
berd....
Thankies!
should make the tail spin like squid bottom or animate a proper wiggle?
(it seems in Platypus II, those things actually spin)
BTW, some Platypus 2 enemies have animated sprites in the Claymatic Wiki.
oo
Forgot to confirm to you that they kinda spin.
Angry Birds Approve This Design
-# I've changed the design slightly, as the original was looking kinda bad imo when rolling (the engine was squashed on sides, the wings were not symmetrical)
Wait, it does?
Dang, I didn't realize 💔
They function similarly to Rays, but shoot pellets to the left.
You can see the gameplay of them for yourself by watching the fifth level from the playlist.
For sure. :3
I've read your description on the wiki 
Nice.
ngl, it's fun remaking the sprites for this project!
btw, can I try giving my own spin to the "bug" alien?
If it isn't that complex, then sure, give it a try. :D
Though you'll probably have to make a more faithful version of it as well.
Trust the process geio. :3
Anyway, do you think should I cut the outer ring of the domeship?
did you test the spinning animation first? cuz i havent
One moment.
to be honest, i dunno, it would be much more tedious tho
Anyway, I think in terms of visual bugs, geio's take ended up looking somewhat better than Tar's original rendition, but still looking kinda janky as heck.
@sly pond @static copper okay i'm gonna be scared what if those domeships are armed with firearms and started to gunfire at me
which might happen on Expert and Nasty
where certain passive enemies were armed
We don't even have any plans on what to do with the domeships for higher difficulties.
At least, not yet...
if the guns were possible for them then i'll be scared if i play on expert and nasty almost like the ufos almost
Now curious about the spin you were talking about.
looove the creature bird thing
Maybe I'll make it later 
DuckTheStuck once said:
They're worse than boomerangs!
called a "bug", being a pterodactyl dino thingy
@solemn epoch, do you think is it worth refining the 2D sprites of domeships further?
could be used for temporary stuff and as a reference, since 3d modelling might look better 🤔
Ooo, Alien Bug
NGL, this bug look like pterodactyl
In my version I did remove the outer ring
because it looks too much like the domeship has something attached to it
I see.
Why do you feel like they need a 3d render?
wouldn't a good photoshop do the job?
or do you have any ideas for it
It all attributed to a couple of artists struggling with them.
Hmmm
I guess a 3d model would allow us to refine the edges
that's one of the things I remember struggling with as well
Currently, geio's work, in which I added colors to his, seem to be the least buggiest iteration, GFX wise.
Do you want to check my incomplete version?
I did want to actually finish it
but if it's not any better I guess we should go for a 3d model
and use Geio's version as you say
if we do use a 3d model, perhaps Geio's edit could be used as a texture
and then the outer ring will just cover the edges of the model
On an unrelated note, this looks great
very accurate to the original
Thankies! 
I'm so so glad to hear that! 
How do you want ICBMs to behave?
12
13
2
Can spawn in more directions
don't worry thats just for testing the spinning animation and like Psychosquid said, there are no plans yet to make the domeship scarier
I did have an idea of making a variant of domeships that are connected by lightning
idk how feasible that is though
I do think the domeships have some potential for variants, since it's such a simple enemy
it shall be after the next modding update
Then perhaps I'll look into it then lol
Now as for weapon types and custom base guns
With the upcoming modding framework did you ask the Claymatic team about this modding feature
quote from the post
Then I guess once we have player weapons support it would be more feasible
@strange summit @ionic stratus I mean I've been dreaming about that not only for those 3 weapon types from platypus 2 but also custom base gun
Like having a platypus ship shooting like Astrobatics
I have an idea for a custom weapon too, but I gotta wait for the update
I honestly thought the flamethrower could be fun as a powerup
Tho such a gun like that it's incompatible with all weapon stars, and when picking up weapon stars with that gun upgrades it depending on the star it picks up
It will be cooler than fireballs
If we'd consider new weapons for the mod in the future I def think that's an option
I think fireball could stay too
Maybe it could be a star that flips between fireball and flamethrower
similarly to bombs/homing missiles in the vanilla game for example
K
Then what custom base gun?
Imma keep it a secret for now 
Platypus Pachinko Machine
Domeship spin test...
Speen
What if the gray outline doesn't spin?
That way we won't even need a 3D render
I'd honestly keep the spinning yellow front, make the gray outline not spin, and add some spinning thing in the background. Like a starfish gray back or sth similar
Or some sort of fan-looking thing
Oh yeah, like Greenness mentioned, domeship variants could definitely be interesting, and design wise likely just recolors for each.
Also, how do we want the domeship's movement indexes?
There are like 3 different uses in Platypus 2, iirc.
• In a line from top with a circling pattern (from right, leaves to the left)
• In a line from below with a circling pattern (from right, leaves to the left)
• Random Spawns (always circling from right and leaving to the left)
So there are two chain variations, wherein one makes a clockwise loop, while the other goes counterclockwise.
Yeah, and then we can adjust if grouped in line or random spawn accordingly in the level files, after having the 2 indexes set.
With all these in mind, I guess we're going in with a faithful recreation of the domeship's movement index.
Yeah, I think respecting the faithfulness of the Platypus 2 enemies is the way to go. Unless, if it is just a plain recolor. That's why I believe the Orange Flip Plane using Flamethrowers and the Blue Horseshoes having a different behaviour (since we will also use the OG red ones) are where originality can thrive. That, and then variants is where we could experiment other ways as well.
Or if the enemy feels unfair/unbalanced/annoying as well, like Boss 3 or the virus.
Regarding the code for the domeship, we do have a headstart thanks to Tar tary's poker chip behaviour code from Casinopolis.
All it needs is some modifications to fit with the vision of the domeship.
Yup, it's a really solid foundation.
-# if the enemy feels annoying, we know where will it go 
Well...
The virus is a terrible enemy in every single way, IMO, for example. Design, inplementation, heh.
yup, g r o s s
Yup 🤮
btw, can we use a different sound for destroying aliens?
Also, viruses are too similar to green fish behavior wise.
the viruses could be used just as a projectile from the aliens
If it fits each enemy, it would be good I believe.
-# it can be a splat, but not THAT JUICY, GROSS, SLIMEY ONE
it could be a fish slap-like sound xD
Hai @strange summit, wassup
Actual fish if I'm not mistaken
hai!
Let HYPNOTOAD make that kind of enemy.
xDD
How are you?
And it'd be funny to have skeleton fishes in Level 3, due to the lava and such, inspired by Mario, heh. Just my brain randomly suggesting. Lmao.
it's the Weird Land after all xD
doing decent, tired, but decent
Yup, land of the "SUDDENLY ALIENS, BUY NUX, THANKS", lol.
EXACTLY XDDDD
Oh...
I'm the Angry Pumpkin, nice to see you buddi
I am thinking the domeships could have configurable circular loop size and movement speed via level command args.
Yes, and perhaps adjusted accordingly to difficulty.
Hm, should the domeships have turrets in higher difficulties? They are glorified turretless turrets in design anyway, lol.
Good Luck Buddi, I hope you're feeling Best 🫂
thankies 
-# (14.29 FPS), 10 frames
can I send this to GitHub? I have no idea how to remove my previously sent files
so I'm gonna send there the only things that are approved
Looks great!
Thankyu! 
You can delete a file however you want.
I've spent an hour trying to make it wiggle good
tried removing my Eyespin ones
Feels really cool seeing the aliens RECLAYED.
It's just that you can only do so one at the time.
DAMN, THAT WAS SOO FIRE 🔥🔥🔥
You have to commit to deleting the file.
Push the commit button.
Otherwise it wont't remove.
It'll ask for the reason and such as well when removing.
We can track any user contributions real time.
Now that I think about it, the bomber is the closest enemy to the nuke dropper from Heavy Weapon.
LOL
It should be easy from a programmer's standpoint to implement a screenwipe mechanic onto a bomber variant.
In fact, I already made a working screenwipe mechanic for one enemy in Casinopolis beforehand, the Time Bomb.
Uploaded 
Oh yes! Nuke Bomber variant is a lock, imo. The skull could be replaced with a yellow radioactive sign, and the ship could probably be green-ish.
Military green probably.
Yap.
Tar tary originally made the Time Bomb enemy itself, but its explosion was different to what it is now.
It used to explode in a similar manner to mines, albeit with denser bullet spread and bigger bullets.
I see. It's a cool enemy.
Damn, really cool
Like Wolf said, it's really interesting seeing an alien Reclayed
This could def be an interesting idea
especially since Psychosquid has already proven it's possible
I am just wondering how we'd infer to the player that the bomb that's dropped is a nuke
I'd like to see nuclear ICBMs too. :3
A blimp text would be useful too.
Yeah perhaps
and like Wolf just said, the bomb should probably look like an actual nuke
You know this would actually be perfect for stage 2, since it's already kind of a desert wasteland
and it has the ICBMs
For sure. 
Seems to be a sort of wasteland base
Yeah, it's kind of a mix of a bomb testing facility and... egyptian imagery lol
which is an interesting mix when you think about it
I'm already thinking of something particular, given the context made here.
I haven't played Heavy Weapon, but taking inspiration from other games is def a
imo
Yeah, specially when the design is similar.
A sideshooter and a vertical shooter.
And it feels like a homage to those old school style game titles.
So, Greenness, remember how it was discussed in here before how there should be a difficulty which is the most faithful to vanilla Platypus 2. And then higher difficulties start introducing new enemies and variants. I've tought and either Easy or Normal could be the faithful difficulties.
However, since this is a very important detail, perhaps we could run a poll or some method to check people's opinions?
It'll also help our entire level design process across all difficulties.
That's a good idea, yeah
So what do you guys think are our options?
So Wolf you just mentioned easy and normal could be more faithful
I second this.
besides that, my idea is that we could have an "original" style difficulty that attempts to be faithful to the original in addition to an easy and normal mode that do use the new features
since I assume a lot of people will want to see the new features
but without a high difficulty
Yeah and gatekeeping the new enemies to higher skilled players doesn't seem game design friendly, imo.
Specislly a game that is family friendly.
Yeah, because no matter the difficulty, you don't want players to miss your work
The code was simple AF...
I assume it's just a fish that goes in a straight line lol
but I think it works great for what the enemy is
Ye
Perhaps we could play with it more, but for now I think this is fine
Lol
Right, the chicken that doesn't look like a chicken at all.
Damn, the alien names are poor, lol.
Like "Bug".
a freakin' pterodactyl
The uuh the fireflies one is hard to code
They are fireflies
I feel like that with lua, all aliens are achieveable.
I think they just swarm from top then goes to left and deactivated
The bosses is where coding will probably need a lot more lines, heh, lol.
Right, but the game only supports 5 difficulties, hm.
That would mean one to be sacrificed.
If I understood you correctly.
There are probably ways around this
like having a version of the mod that removes one of the difficulties in favor of original mode
but yeah idk about that
Feels like too much work.
maybe we should just scrap original mode since makyuni is making their own Platypus 2 mod that is meant to be faithful to the original anyway
Because you'd have to manually adjust every enemy in each difficulty and every single level file 😬
Or that.
alright, I think we found our options for the poll
Unless you have another suggestion
Well, the mod name is Platypus 2 Reclayed after all. And Reclayed doesn't have a Classic mode within Reclayed's design style, but instead the vanilla Classic style separately.
So Makyuni's mod does indeed complete that counterpart.
Yeah exactly
I guess it just makes the most sense to give up on the classic mode
lol
True, I guess we have our answer XD
but since we will have to make sketches of the og levels, perhaps Makyuni could use that for their mod
Area 1 sketch was fully done.
Oh dang
But it was also a bit stressful, because I had to play bits of the level and watch videos where enemies are destroyed so it could be frustrating to miss any in design.
THANKFULLY now though, Greencat has provided us with gameplay videos where you can see every enemy. 😌
All hail GREENCAT
I thought Geio recorded those
Either way I agree it's really really helpful
-# little teaser
geio did the recording, but GREENCAT pinned them since he is a mod.
we got the tiny fatass rotating bird machine yooooo
Oh oops, my bad.
All hail Geio and Greencat then 
Level 5 in an image, lmao.
What if you had to input a code and it made all of the aliens fish
like a hidden easter egg

retexture casinopolis planned icbm to 3d realistic fish
xD
this looks so good omg
Maybe instead of Nuxless version we make Fishful version

And instead of the Nux version too.
Just make it all fish.
If there is going to be an invasion, make it a fish invasion from the ocean instead of outside aliens.
Rock solid plot.
the mod director and modders are going all fish 🤯
The fish want revenge for you using them as a weapon in the first game
Or for avoiding it, due to it being less viable than other weapons, lol.
True lol
Fish no love, Fish attac
You're really quick dang
God damn
Thanks! modelling at work while no one's watching paid off 
It's great you're able to do that lol
Damn, getting paid for modelling Platypus enemies if you think about it. Peak 😎
Seeing the alien ray variant just reinforces my desire for the alien FISH fighter variant now, lol.
Zang! - There are some talented modelers in the community
Only thing I notice here is that the back thruster doesn't rotate
but besides that it's perfrct
Bonnie and Tar's work have been a pleasure to see
3D models I presume.
Anyway, I'm currently cooking on the bug behaviour.
The pterodactyl thingies from Platypus 2.
Does it really matter lol
maybe it's part of the charm
that the names are stupid

Just like how goldfishes are colored purple rather than gold.
We need purplefishes which are golden now, then.
Lol
Nothing is more charming than an Un(s)
Maybe fish, but that's different. That's more of a badass feel.
Uns is interesting, because I don't know what it means lol
CRAP
the thruster was rushed, I forgot to assign it to the vertex group 
It means love, it means life, it means BIG BOI.
I see, maybe you can look into that later lol
that's really only a nitpick though
I think is just a funny way to say big one
I will of course 
Yeah, possibly
that makes sense
Un is love, Un is life
BigUns, almost feels like big guns, but those big gentle bois carry anything but weaponry, lmao.
Speaking of...
I once tested an Un which drops bullets once destroyed, I believe an enemy with this detail could be interesting.
Bullets like when a bomb is destroyed.
Make it an alien
the hanging thingy in level 5 could use that in nasty mode
and the bombs are repurposed viruses
Can confirm.
insane idea
#🚀┃platypus-discussion message
Lol, I recall naming the 3 Uns in the list of enemies: "BEEG BOI"; "BEEGER BOI" and "BEEGEST BOI".
@somber knoll would agree but im already in bed
"smol boi" "boi" "Big Boi" "THE FAT MAN"
make it an ORGANIC UN
I imagine the fat man would drop nuclear bombs.
with eye for it's window
"smol boi" "fatass a beast"
Why?
-# Because the fat man is the name of the bomb that detonated on Nagasaki
Precisely.
-# duh! that's the reference 
Ah, lol.
In the console versions, Havanski Atomic Bombers are called Fat Bombers.
Riiiiight.
Bug testing...
-# Haha, get it?
A good starting effort. They perhaps need to be more grouped together.
I fiddled around with some math to make sure a bug will eventually collide onto an idling player.
That's an interesting idea, I also thought maybe they could charge at the player
maybe kind of like the green fish but faster
They build up their speed.
Yup.
And their speeds aren't constant.
If you go to the opposite direction, they'll have to drag a bit before charging.
It's kind of silly that they don't turn around, and just back up. Visually, I mean.
is that the squid focus points but the player is the focus point? 
In Platypus 2 itself.
Pretty much so.
The sprite could probably rotate depending on the direction they're heading
Imma go in a minute, after I'm back, I'll fix the sprites and render the bug maybe 
If it doesn't get too complicated...
that should be easy, to make it rotate to face to the other side, just a simple if the entity is in the right or left side of the player
it won't be 
(at least sprite-wise)
Well with you folks talent, I won't be surprised. 🔥
Yeah you're really blowing us all away I think
ok, I go
baiiiii
Cya!
I think we've been discussing a lot of miscellaneous stuff.
Smth we tend to get carried away.
i actually did a domeship model
fastship but different
Since the screen is wider, the bugs move faster.
Forget the fact that they currently use worm placeholder sprites. XD
what are they?
They are supposed to be bugs, as seen in the replied image above.
Alright, you guys were right, model is the way to go lol
Really happy to see you guys using the github a lot
All hail the Squid
Looks really good
Wow, even the domeship is getting some love.
They have the poker chip code to back themselves up.
i didn't spent like 1 week to code them, to just not re use them 
However, as discussed earlier, not all the fancy functions of the poker chip will likely be used I think.
what about domeships that can do up to 3 loops
or is that too complex?
I'd like to see them do that for this mod tbh.
I think you need to save MBs
Don't forget to commit on uploading it directly to GitHub.
What's a GitHub?
AFAIK, it uses 6MB.
oh....
It allows developers to collaborate on the same project - Think of it as cloud storage, but for software management
didn't knew there was one already there 
rip old sprite
I see...
DW, it was intended to serve as a fallback, in case majority would be against 3D domeships.
But of course, most of us are apparently fine with 3D domeships.
Anyhow, I love your 3D rendition of the domeship.
i actually rendered in a way higher size just in case, so an actualy big sized someship exist
Good thinking. 
what if instead of adding a turret to the domeship, instead they get an variant that leave a trail of bullets
Works best if they don't come in chains, but rather come in randomly scattered formations.
I think the shape just makes a lot more sense
like now that we have the model rendition I see what was missing so to speak lol
from the photoshops
Should the domeship enemy warrant a 3D render?
5
7
1
Yes
We decided quicker than the poll in the end lol
That's an interesting idea
I ended the poll prematurely, actually.
To which I think majority of you know anyway.
Ahhh, I see
Mainly because the changes have already been committed prior.
made a quick domeship behaviour uhm hthing
should be the basics for a simple 1 loop thing ship
-# haven't tested it
I'm back 
-# fun fact about me: I always render my sprites the exact size they're gonna be 
I think with a turnaround sprite and an opposite-facing sprite, these will look dope
Indeed
-# I'm sitting an hour on this, just the animation.
remember to take some rests when needed 🫂
you made like 10 sprites in a row lol
quite impressive
Gahhhhh 3 hoursssss
the only issue is that the enemy itself will need some "animation states" programmed
as the sprite sheet has "2 idle - 4 turn - 2 idle - 4 turn" scheme
and the idle will have to be looped by the animator
Also, the rapid wing movement is inspired by humming birds
as they are so small their movements resemble bugs'
@sly pond would you be able to do so?
We'll see if we could implement this animation system.
Well, in theory, if it animation is X direction based, then I doubt it will be that difficult.
we have go to as a function, so is possible
The implementation is the only thing to worry about by this point.
ok, I'll upload them
if it won't work, I'll try to rework them.
-# I can't believe I've spent 3 hours trying to make a 12 frame animation loop good enough.
How many ticks will it go to the next specified frame?
it's designed to work in around 5 FPS
i.e., 12 ticks per frame?
yup, exactly
Anyway, what I meant was if it goes to the left, it will turn left, and vice versa.
sounds good
then it just does the idle until it turns right?
It's looking good, it turns woo.
thanks 
i'm not quite sold in the eyes
but i forgot how they look normaly
It looks great but I do have a small nitpick
well, I added the white dots to make them less dead
In which perspective?
I think they had a shade of green in the back? Or something
I wish they were hunched slightly downwards
since they come from above, I think it makes sense
all level 5 enemies have some cool color pastel lightning
i think a way to make it so, it is in phases
if it goes from idle right, go left, idle left, go right
so is a
1, 2, 3, 4 from simple terms
so from the pos of the player it goes between phase 1 and 3
Funni dino
oki, I can make them tilt forward a bit, as an alternative
The Rotator Overlord (Boss 5)
Yeah only if you feel like it though
I think they look great here as well
and you already spent 3 hours on it
no worries, after I finally found out the optimal amount of frames etc etc to make it loop, tilting it won't be a problem 
I should name the bosses
I see, happy to hear that 🙂
Mother Brain with her Fidget Spinner
(I mean only tilting the head downwards btw if that wasn't clear, not their whole body)
oh, I thought you wanted it to match the og position closer
Boss 1 = Towering Sinker
Boss 2 = Sky Serpent MK II
Boss 3 = Mechanical Worm
Boss 4 = Airship
Boss 5 = The Rotator Overlord
Air Ship xD
I wish I had the original sprite to show you what I mean
in your version it looks straight forward
i see it uses 3 frames for the idle
here it kinda looks at what's below since he comes from above
@strange summit ignore my blind eyes xD
Boss 4 (Part 2) = Greater Pedro
technically, but the third frame should be considered a transition to turning
i mean that the idle consist of 3 frames
Miniboss (L5) = Bio Eel
Actually I guess tilting the whole body could work too
And the 👁️
since it's not just the head that is lower in the original sprite
it was meant to be 2, but 3 could work too
-# 1st and 3rd frame are the same
I'm thinking we should simplify the sprite sheet.
(I am getting a dejavu for some reason)
I imagine the center will be where all its rotations are animated.
The first two frames are for idle right, and then the last two for idle left.
Actually, I can just re-order them myself.
wait, right
I forgot I can just rearrange frames
-# without having to change the animation
I can do that, let the tilted one render
then I'll send both
and an updated guide
Do the pterodactyls sometimes come from the sides of the screen too in og Platypus 2?
-# let's add the fact that it's 8-11PM
On your behalf...
yup
Yeah def very impressive
I salute the effort as well
I tought they only come from top, I haven't played Level 5 in years lmao
It usually crashes before it too, so...
Because I think maybe we can have tilted sprites for the ones that come from above
and if there are ones that come from the side of the screen, keep the sprites that look straight ahead for those guys
sorry if I'm rambling too much btw, it's pretty late lol
-# midnight for me 
Not midnight for me but nearly 1 am
11PM here
Anyway, iirc they only come from above
Can confirm.
but we could possibly have a variant for that...
Do we need variants for the aliens? There are so many already, imo.
Agreed
also has anyone tested this?
Yeah perhaps that's unnecessary
Plus, they are usually variants of standard enemies like the rollship.
I am kinda on leave to test it though.
Rollships are technically ray variants, so...
Yeah
Podship is a modified gunship and so on
With a new bullet entity
Speaking of
I guess there's no reason to go crazy with the aliens, you guys are probably right
I assume with lua a podship bullet entity immune to Sonic Pulse is possible? Or is it not?
that's the only options for bullets 
haven't figure a way to not make those
they also block your bullets
Are you asking because of the different ship types?
The podship's bullet in Platypus 2 can surpass the Sonic Pulse, IIRC.
Unless we really miss something out when figuring out how to solve that issue, do we need a Lua sample of an enemy bullet?
just an function to ignore player bullets
Can it be determined to specific weapon types
We need that too.
Very well
i think you can check which player bullet entity type is hitting you
so if hit with pulse wave it dies, example
Have you actually figured out the exact syntax tho?
is on the tutorial
void OnHitByBullet(BaseEntity bulletEntity)
if i had to guess, the () is asking you for a base entity
but not sure, this is all theoretical
Okay, that makes sense, even if I'm taking this with a grain of salt.
Hmm
Also, I doubt we can have multiple OnHitByBullet void functions, unless I'm trippin on smth.
is worth trying
I suppose so.
Yeah in theory it seems possible.
But I'm currently busy irl. xd
Anyway Wolf, have you fiddled around with Lua lately?
not right now 
Haven't played around with it yet, but I've been studying the commands. Hopefully, with some more free time in hands, heh.
Have you also studied the Lua files we have on GitHub?
Oh yes, definitely. Specially since some are important replications of base game enemies.
So, having some bases is quite helpful to understand.
Now it looks perfect
found out that it's actually 15 fps - 4 ticks per frame
Enemy design locked in, imo!
Thank you so so much 
Thank you!
I've never felt so appreciated before joining this project 
BTW, I'll have a weekend vacation this week, so I won't be that active.
enjoy the vacation!
Enjoy your weekend, specially due to IRL. 🫂
That's completely understandable, have an enjoyable vacation!
-# extra pats and a hug for the weekend 
take care, psychofriend 🫂
Btw, I think Discord says I have two stacks of streaks, aka 128 streaks, in Platypus Reclayed.




