#Platypus 2 Reclayed
1 messages Β· Page 8 of 1
DW, there are I-frames in our version.
IIRC, their I-frames upon spawning last 2/3 of a second.
Yes those birds were already flipping the bird
I said I was busy IRL, but I guess not today. :D
Anyway, enjoy swatting those bugs.
The animation index was way easier than I thought.
Also, I re-arranged the sprite sheet of the bug to make the animation system simpler.
oh nice, that's way more simpler
So Bonnie apparently prepared a forward sprite sheet for the bugs, which looks like this:
also
Love how I'm still typing midway. :3
Anyhow, fingers crossed till we get 10k messages here in this thread.
I made the bugs look up when below the player, but fsr, when going to the left while below, they flicker for a bit.
hopefully its gonna be less noticeable in regular run cuz the animation is very fast (in frame per second)
I suppose so.
Yooo, I think I've finally gotten to fix the bug.
-# Uhm, no pun intended. :p
you truly did some bugfixing
bugfixed the buggy bug creature
Welp, not anymore. :3
I just realized I used the same solution as the one I used for the smooth Psychosquid fin transition.
i still don't know why mine didn't work 
What caused the flicker issue was because the GoTo function wasn't executed every tick.
Alright, I already committed to polishing all the bugs on GitHub.
@rich remnant, I think this would be a good reminder that you'll probably want to make the sprites for the nuclear bomber flip plane. :3
Since according to Wolf2K, a nuclear variant of a bomber would be dope to have in the mod.
Just a visual reference when it comes to the color scheme.
Read the replied message above.
Oh, and by the way, the bomb it drops will look like an actual bomb.
Anyway, in a nutshell, it will be an army green flip plane sporting yellow radioactive signs instead of jolly roger skulls.
I think it's a neat idea! I still don't know how to balance the behaviour, tho π€
I do think that when you shoot the bombs they could insta-kill you
But what about when they drop?
Making them kill you then would be unfair
And killing the plane before it drops the nuke would be almost impossible hmm
The bomb will be the opposite of mines.
You have to shoot to disarm the bomb, and do not let it touch grass, lest shall the player get screenwiped.
With this in mind, it pretty much gives a nice twist from a likely more common red bomber plane.
Well done!! 
though, could you make the frames go slightly faster?
I can easily adjust the timing, so yeah.
hm
I have an idea for level 3
What happens when water and lava merge in Minecraft?
Just like a nether dimension
well, I imagine some kind of rock formation around the lava pool
as I never liked how on the map lava and water just exist in one ocean
Wait, why is the lvl 5 not same like platypus 2?
Because I didn't want to draw that level 5 is a horrible design. So i won't
Ok, i think the lvl 5 gonna be inside cave?
yup. that's what i said
Ok
OMFG, I can't believe we're about to get a Lua enemy bullet sample.
Using the open beta build to improve the flexibility between Lua entities...
This is made by Claymatic though.
ah, I kinda remember a flamethrower being there
it finally didnt do the sudden stop firing
This. I think it'll be fun to have the regular bomber in which you want to avoid the bomb, and the nuke bomber in which you want to focus on the bomb.
Gotta love this hypothetical synergy between the two bombes.
Also, great job on the Bug!
Yeah I love how you ended up using both sprite sheets in the end
so it looks up and down
I will say I think it can be a bit bigger, it's def smaller than the original size wise
We'll have to defer that to @strange summit
Also, I think the bug could use some more rotation frames.
Yeah absolutely an improvement on the original
Yeah I noticed that too, it does look a little framey
Specially if the bug would animate super quickly.
Bon, as you are tasked to redo the sprites in accordance with Greenness et. al., be sure to take note of the sprite sheet layout I have employed.
I feel bad though, it already took them 3 hours to configure the rotation lol
I actually feel her too.
so def at her own pace
I think the foundation we have for the bug is already very solid
it just needs some edits
I'm hoping that we are able to play a looping sound effect in a similar fashion to lightning as a Lua function.
For the wing flaps I assume?
Yes, the bug noises. 
In terms of sounds, I also thought we could add some pterodactyl sfx
so before it comes into the screen you can have that as tell
So far, from what I have seen in the public beta, there is no Lua function for that in particular currently.
In entities.json, you can give them the ability to play a sound effect upon spawning.
Unfortunate
At least we can do this though
it has to be only the first one of the bunch though, otherwise it'd probably be too annoying lol
Actually, curious regarding the sound design for the fan project.
We can configure the sound effect cooldown for that in audio.json.
I see, good to know
Oh so kinda like how the virus spawn thing, a sort of warning sign for them spawning.
Yeah pretty much
Seems good, if feasible a spawn sfx for only one of them and the flapping wings sfx would be nice fits.
This is something I think even Platypus Reclayed is kinda lacking
Tells before something jumps into the screen
The first one to spawn would make the sound
Yeah, that makes the most sense to me as well
we can even make it so the SFX sounds like it's coming from above
it's simple sound design stuff
if there are going to be any "scream" sfx's, let's make 'em good like this idea, lol
Out of context moment
If anyone here seen the film blow out
(Probably not, it's old)
Anyway, we can probably have onscreen SFX for them too besides the wings flapping
but it'd have to be pretty soft sfx so it doesn't become too annoying/reptitive
I see what you mean.
Their SFX loops can stack up ridonculously when spawned in high numbers.
That would probably require a "random sound sfx" for a little scream, if intervals of sorts could even be controlled. But seems to start becoming a bit of a complex unpredictable task, depending on the number of spawns.
If it was one enemy, maybe.
yeah that idea in general can be labelled as a maybe
You know what, I think I have a far simpler solution.
That would require a separate entity?
Just use the custom playsound level command I made in Lua.
I'll just forward it one moment.
I think I'll try to look for SFX in a bit
swarm siren
Hmm
Wouldn't this be too much effort for just one specific alien enemy? To balance things, we either have to adjust some alien-ish sfx's for other aliens as well, or try to simplify things overall.
Because some are dead silent currently.
playSound can be used elsewhere too, is pretty flexible
This guy can def have a munching SFX
Oh yes, definitely.
also some snake rattle sounds perhaps
good sfx can lead to a very polish appearance
I agree.
My words exactly.
Just pointing out if one enemy becomes alive, all others deserve to as well.
Either that or all go silent.
For sure
Balancing things.
Exactly.
unlike the rest of the game
In practice...
Ambient noise via playSound level command would be interesting, actually.
it would get muddied by the music and other sounds
This is how to use this:
wait( 0); spawnEntity("entity": "playSound", "sound": "s_star1");
True, I guess. :p
Oh so its controllable per enemy spawn
Yeah in a more atmospheric game I feel like this would be more fitting
Well that's quite pratical, nice.
That's right. 
Funnily enough, the Lua code for it is actually simple as hell.
the only issue seems to be looping sounds
Oof, yes.
Precisely.
Like I said prior, there is no way to play a looping SFX.
Ah
Ideally in a similar manner to lightning.
Worst case scenario we just have to use some sfx for a certain amount of time, and then fade them into the background
Sounds like a decent alternative.
Yeah, hopefully in a future update Claymatic can address this though
I hope so at least
Spawn them with a lightning turret entity, which plays flapping birds sfx, the turret is invisble, the bullet is invisible. This is myself going back to old school alternatives, haha.
With a twist of the only new feature being a custom sfx.
BTW, I realized the Flip Planes are now the first enemies in this project to use one of the all-new Lua functions.
Well, the ones already on GitHub.
I already updated some of the data and behavior files.
Really love how flamethrower flip plane ended up btw
In fact, I also organized entities.json and entities_turrets.json.
I added categories, which go as follows:
- For SFX Add-on Cross Compatibility
- Lua-fied Reclayed Entities
- Returning Platypus II Entities
- New Platypus II Entities
- Platypus II Bosses
Has a missile hatch turret entity been made?
This was a struggle back then, sprite animation wise.
I already made a boat missile launcher entity, but not the train missile hatch entity yet.
Gotcha.
I see that animation is more flexible now, so I believe this issue could likely be fixed. The hatch would open and close way too quickly.
Yeahhh I remember that
I reckon, by deriving the source code from the boat missile launcher, one could be able to make a train missile launcher.
Oh yes, even the missile squid.
Which is why having bases for those is REALLY helpful.
Just a random tangent, but I think I tend to edit a lot on MAKYUNI's to do list spreadsheets lately, more so than the same person who made it in the first place. 
Regarding the missile squid's cannon sprite, will it be static or animated?
Well, if it can be animated, even better, I'd say.
It would function as a warning to the player
For quicker reaction
Like many turrets currently
Actually, will the missile squid's barrel be reworked visually, to fit better with the telegraphed missile launch?
Well, the barrel I used is just a thinned out cannon barrel, heh.
LOL, I see.
i remenber the missile squid using the missile hatch, or maybe i'm miss remenbering
Can't confirm.
It has a thinner barrel launcher, which isn't animated in Platypus 2.
Can confirm
(Thanks Psychosquid) π
Greetings Maki
Hoi :D
I tend to go to the list like "damn I must add this new- oh it's already in" xD
Truly a time saver
I have a habit of writing down things real time, like whenever someone already does something.
I think it was like that on a test design by someone here
But the original one uses a simple vertical barrel sprite
I don't recall tests like that, hm.
Since I also made a softcoded big cannon gun, I can use its animation system for that as well.
Yeah, and just swap to a missile pretty much.
The slim barrel you made lol

-# designed for (14.29 FPS) according to exgif.
Thanks 
our fav pseudo bug creature
It looks really cute too, lol.
I love that. I am vey inclined to this alien art design style. The fact they are supposed to be aliens, so that would probably mean menacing, but are actually cute. Feels very Platypus-goofy and I am all for it, haha.
-# someone make it a player ship xD
Lol actually probably very doable
Alright, future Platypus 2 Reclayed Add-on everyone!
Recommended to use it for the first 4 Levels, wink wink. Don't attack your own, though!
Platypus 2 but from the other perspective
I think these sounds are pretty fitting for it
although considering it's from a youtube video, quality is probably not great
but this is the direction at least
The first sound seems to be fitting for their spawn. Something like that at least, imo.
@strange summit, it would be appreciated if you provided more tilted sprite sheets.
Two tilted sheets aren't enough imo.
Perhaps two more tilts inbetween the two already given would suffice.
Anyway...
Ooo, they took their growth vitamins.
Headpats for you anyhow. 
Yeah size def seems better
Yup
There are some great SFX here
would anyone happen to have a subscription?
I doubt it but I'll ask just in case
Okay I got it
we just need bird squeals
they sound similar enough
and I can get those easily
Let me know which one is the best
1st and 2nd fit the most I think
Since bug alien is smaller than a Pterodactyl I actually like these sounds more than this
After listening to it more times I think this one is the best
Added the SFX to github as "bug screech.ogg"
"They're worse than Boomerangs!"
reminds me to the annoying bird that flies nearby my house 
I wonder what bird species in particular.
i dunno, but they screech all day
probably
this one is annoyingly alright
this one extrudes too much america ππππΊπ²πΊπ²πΊπ²πΊπ²π¦ π¦ π¦ π¦ π¦
The one you picked is fine.
We can always change the SFX later anyway, if we're dissatisfied with it
we can always replace every sfx with girl scream anyways
Oh no
spamming them pterobugs would be fun to hear lmaoo
donnykurniawan be like...
Write that down
eb0y would very absolutely obviously disagree
Imagine pushing the devs on making an april fools patch that does exactly that.
add on that replaces every sound with girl scream
I'm curious though did you prefer the youtube one
platypus 2 reclayed : re-aaaaahhh!!!
I think it was a bit too extreme in retrospect
actually scared to play that mod cuz it could bust my speakers π₯Ή
Ah, I feel you.
I think there's a better SFX I can get from here
but yeah, don't really wanna pay for a subscription...
@strange summit I think the worm should be a bit bigger as well
looks a little bit bigger imo
okay...
the Reclayed sprites are definitely NOT 4.5 times the size of classic ones then.
Yeah I guess so
they did 4k scan them iirc
for Reclayed
so they must be very big
well,
I always render the sprites the exact size they're supposed to be
Is there no way to change the sprite scale within the game itself?
is it entirely dependent on the size of the sprite?
@sly pond perhaps you could answer
It might be that there's some way to change the scale ingame internally
Maybe 1:4.5 is more accurate for the original Platypus than Platypus 2 as well
it should theoretically be the same though
sprite.
updated.
frames.
added.
-# that's not a mockup.
Ok.
What resolution would you like the worm to be?
if it was 4.5, maybe try increasing it to 5.5?
okiii
I think I have a good idea
for how you can measure it
take the Reclayed Platypus ship sprite and compare it to the size of the worm
oki
and see if it's similar to the og in terms of size
like side by side in different layers
please tell me, is the bug perfected? 
I mean I think so
you even added extra frames for it going up and down lol
I guess it's worth double checking the size again compared to the reclayed player ship, but to my eyes at least it looked perfect

I think I'm done for today, I just couldn't let myself stop and rest until the sprites were adjusted.

-# no it's not, please don't blame yourself
I see, well regardless I really appreciate your dedication π
At the end of the day the mod will really benefit from it
but yeah, you could take your time more
don't worry about getting things done as soon as possible too much π
Portuguese...
I see
So only by testing in game one can tell the size
so in the case of Platypus 2 at least, 4.5 is probably not the right size
It might be closer to 5.0 or 5.5
Bonnie should probably have all the sprites in a similar size to how the bug is now
Oh yes, after getting a solid size to base on, the burden is eliminated.
OMFG, I just woke up.
FYI I am from Asia, specifically in the southeast.
Right now, I'm halfway toward 6:00 am.
But anyway, I totally agree with Tar regarding sprite scaling.
That should be a habit for most graphic artists out there.
Bug should be the mascot of this mod
Also I just had an idea...
what if they shot bullets in higher difficulties?
Will they shoot in a similar manner to saucers?
Or in other words, randomized fire patterns?
yeah that's what I meant
that could be redundant though, since they're already heading in the direction of the player
but maybe?
Not if the bullets they fire are faster than their flight speed.
I wonder where they'll come from...
Oh wait, that's right. They breathe bullets from their mouth.
Yeah lol
But yeah it honestly does look perfect now imo
By this point, Bonnie may take a well-deserved rest from that buggy shenanigans.
For sure
Either way, good night according to your time zone.
Meanwhile, I am already preparing for vacation. 
LOL, 
well i was able to install paint.net
tho it's upscale is horrible likely i have a png file
that isn't great with upscale
this will be our mascot tbh
-# Noice
Nice 
Some of you might have noticed my messages posted in #πβchat
So umm Psycho about that well the modded guns
like did u and your buds tell the Claymatic about this modding feature
Since it's a wet dream
with new firearms instead of the twin gun
You already did so to the thread.
π€
Before I even start going to college, I have something to show you...
We now have a turret that keeps on firing even when out of sight. π₯
It uses the new reclayed_turret.lua.
@solemn epoch, you're gonna love this. 
im a noob at dodging so we'll see π«
replace all ordinary turrets with this one 
Well one of the Claymatic team told me that custom weapons for ships is too complex and risky, so yes Platypus 2 Reclayed will stick with t1 for now until a new update released with those weapon types
FINALLY!!!
I can finally recreate Squid Mother turret, which is exactly what we will need for the custom switching turrets for your miniboss idea. :3
-# Hold up, didn't I assemble the final sprite sheet?
- I made the first sprite sheet
- PSquid suggested a rearrangement
- I re-rendered all the sprites, giving additional frames, then assembled them
I consider that done 
I actually assembled the final spritesheet too.
Mainly to get the tilting animation to work.
In fact, there are 5 separate spritesheets, each having their own tilt angle.
oh, sorry then 
No problem 
Wouldn't it be the most correct to say you both assembled it then?
ya
I think I'll change it then
Oh that's great
It means the flamethrower won't randomly stop now
it'll shoot consistently now like the original
-# for the record, I don't want to brag not take credit for the tweaks made by someone else, I wanted to emphasise on how much effort I've put into this, especially the animations and rendering

Nah dw I think you deserve it
it ended up being a very ambitious sprite sheet for 1 enemy lol
Totally makes sense actually.
I don't think anybody did code for it though
at least yet
Visually though absolutely
ah right, I forgot about the code xD
Yeah, when the enemy is fully functioning then we set it to done
I'll look over the list in a sec
and see if anything else needs to be changed
Do you guys really feel like we need to remake this enemy for the mod?
I feel like the purple gunship from Reclayed could probably replace it
I'd it's either we replace it or make a new behavior for the enemy, in it's original incarnation it's a pretty underwhelming enemy imo
Considering it's called "Lasership", maybe it potentially shoots out lightning esque shots?
I like that!
though I suggest maybe painting it teal? as ther already are purple gunships
-# I could recolour it
Yeah, I think so too
If you feel like it, go for it!
oki!
It could fire a laser beam in quick bursts.
What kind of laser beam, do you mean a new type of bullet?
because that's kind of what I had in mind too
Pretty much so.
Alright so @strange summit hold on with the recolor
it might not be teal in that case
What kind of beam?? Just asking.
It just needs to be a long bullet right
that would probably do it for the most part
Yeah.
Yeah this seems like a good way to do it
we could probably use the same inspiration
and heck, maybe once we have control over player bullets, it could be a weapon type
We would likely add some sort of telegraph animation.
In which case, the charging animation.
It also might be better if it didn't use a turret gun
since that gives off the implication that it should rotate
so a squid gun would probably be more appropriate fo example
will it remain purple?
Nah it def shouldn't remain purple
imo
since we already have a purple gunship from Reclayed
I don't think it should be teal either though, since it's not a lightning shot
we have to see how the laser bullet type comes out
and decide from there
oki, can I be the one to recolor it in the future?
thankyu 
hmm...
I think the reclayed purple gunship is slightly larger than the gunship
yup
Yeah, we just talked about that, lol
it needs a recolor
even if the reclayed ship is bigger, it still looks too similar as well
sorry, I didn't read it lol
It's fine lol
In general I am not a fan of the lasership design
it's not similar enough to a gunship to just be a simple recolor imo
the cannon should be different at least
can I pet GREENCAT?
Sure I guess lol
Yeah, agreed
for the flamethrower gunship I think it works well
since it's still pretty similar to a regular gunship
but the lasership, nah
Agreed.
I think I have an idea for a redesign
I'll try to make a mockup
and you guys tell me what you think
demote reclayed's super-gunship to platy2 lasership, and make reclayed's super-gunship shoot lightning 
rotateable lightning perhaps
evilgeio0999 approved. 
So trueth
Level 5 = Blaster MK II
AYO
Callisto suggested that once
Not a perfect photoshop btw I know, just so we can settle on a design
btw, how is it possible that the star lightning is angled?
dang
maybe it's more doable now though?
I've just checked that:
you know those funny obstacle game where you're standing around a rotating object and you gotta avoid it?
Callisto told me once "how about you make a laser that can rotate for the player to avoid?"
with this game in mind
Lol imagine a gunship with a turret that instead of a gun it has a giant baseball bat that hits you
xD
B O N K S H I P
That's potentially an idea, not sure if it fits this mod exactly though
I did have an idea of domeships that are connected together by lightning
not sure if it exactly fits what you said though
Imma cook with this idea
though I dunno how to code.
Same...
so I'm kinda dependent here
-# so I'm not alone, yay 
Anyway guys let me know if this design is good for Lasership
I kinda feel like barrel from the thruster is fitting here, but maybe some would disagree
It's either that or we need an artist to come up with a new design for the gun
tbh, looks cool, though could you swap green for yellow?
-# could I maybe try my own take?
Go for it
Yellow is too close to orange imo
which is the flamethrower gunship
so I settled on blue
no no no
Blue and green are the only gunship colors we didn't use
I meant to leave it Blue-Yellow
Ah I see what you mean
π¦π’ --> π¦π‘
I'll give it a shot
what app do you use?
maybe, we'll see
Also if you do it, I personally thought about going with a technology/futuristic motif
designed by aliens? 

also, now that I look at it
if you want it to stay green (hence your name xDD)
you could make those 2 things the same shade of green as the window, that would be very cool too
Yeah I'll def do that
I'll try to yellow first though
Yeah the green looked better imo
what is that? a new enemy?
Trying to redesign the lasership
Since it's going to use a new behavior in the mod most likely
This is the scrapped "magnetic laser" powerup for Reclayed
Perhaps the lasership bullet should have the same color
In that case I may change the green to this
Also maybe the lasership laser should actually magnetize the player to it?
Depends on what degree of magnetize you want
I understand it as "pull the player towards the laser"
slightly of course
so the player would have to be on the move to avoid getting dragged
Yeah, pretty much what Bonnie said
Yep that's the Death Star from Zhark
Because you can't shoot with it
The most recent is REMAM
Ah gosh it will be Strange Attraction item from isaac trust me that item sucks without that Ludo
Was it or not like the one that can well magnetize enemies when firing lasers
Isaac also has enemies that pull you in
It wasn't it was a laser that bended toward enemies
But it was a bit too complicated and so scrapped
ya, I know it's different from the actual unused power-up
Ah so kind of like the lightning powerup in chicken invaders
or Palpatine in Angry Birds Star Wars II
I didn't remember that lol
interesting
I played angry birds star wars but I don't remember playable palpatine
Anyway, guess we should just keep it to the basic laser idea
it was in the AB SW II
where villains had their own campaign
Ahhh makes sense
Anyway I will say Eb0y brought up a good point
Zhark had a laser powerup
ya
but since it was unused
then it was assigned to nothing, so you could shoot nothing
Maybe we can take inpiration
from Zhark
and make the laser red
for lasership
maybe
Also @rich remnant would you be interested in making it?
We could potentially have the laser for both zhark reclayed and platypus 2 reclayed
I am asking since you've already made the original laser for Zhark
I actually had plans for making a watered down version of the regular lightning, but rotable
They are for casinopolis, but it resources could be used here
I wouldn't mind, tho the sprite would be very simple lol
Ah yeah
It's literally a white straight line with red edges
And circle
True
Either way idk if the laser will be kept in Zhark Reclayed
Lightning is already different in Zhark Legacy now
I see lol
I think that's fine, it should be very simple imo
Although perhaps Tar tary's version would work as well
I'm fine with whatever tbh π
If Tary wants to work on it I'm fine with it too 
But if I'm needed, make sure to let me know again π
Alrighty, fair enough 
in that case I'd say we'll use Tar tary's version, and if it doesn't fit we'll see what we do
hey, quick question
do you know how to model a ripped piece of vehicle, clay style?
like I have a complete vehicle, now I want to rip a piece without it looking... mesh-y
like the crease tool, but cutting off the part in the end
I'm not super well versed in 3d modelling lol, but perhaps someone else here can answer
I hope so
-# wait, now that I check the og sprites, looks like it was at least partially done in a photo editor...
This enemy is redundant, yes. Probably should just use Reclayed's.
At least in it's vanilla Platypus 2 appearences. An actual "lasership" variant could be interesting as well for other spawns.
Just careful with the color of the new gunship variant, as of now it looks too similar to Level 5's Podship.
True, I didn't think about that
it probably should just be green then
that's the only primary color that we didn't use for gunships lol
Green is actually secondary color, but whatever.
Primary for light
Well whatever, you get the point lol
I think this color works nicely (for either the ship or the laser)
Perhaps, I'm a little worried it's too similar to lightning
then again claymatic were going to do it as well
so maybe it's fine
I'm thinking we either use that color or make it red like in Zhark
maybe red?
ngl, the colour is kinda similar to lightning power-up
Red might be hard to see if it's used on level 3
I have a concept:
It's a Laser thing (Same as Lightning) it could pass through, but it has Higher Damage, but slow to shoot, it's like a Recharge Cannon
Hm, maybe
I was thinking more of a mix of green and blue, and not the lightning's sky blue.
Maybe some color from this palette could work for something.
Credits to Crepe, this laser design and color also looks solid. And, like Makyuni mentioned, to better contrast with Level 3, a bright laser color is recommended, I'd say.
We're talking about an enemy behavior though
so damage won't really matter
perhaps we can consider this bullet type for a powerup though
once we have the ability to change player bullets
imo this should be a nasty dif. enemy tho
and we could keep the regular laser one from Reclayed for easier diffs.
unfortunately...
#1478005601970815127 message
but who knows... maybe they'll change their minds ||(hopium)||
Hmm maybe, I don't like how the original enemy is just a squid on top of a gunship though
LOL now that you mention it, fair enough
was bout to say that heh
maybe if we wanna try sth more original, we could make an in-between variant
not a P2 lasership, obviously
but an in-between of red gunship and super gunship
basically a purple gunship, the same size and health as a red one, and with one laser cannon instead of two
Perhaps, I'm not against that idea
this could probably be something we can change between difficulties
maybe in easier difficulties, super gunship just has 1 cannon
Then we can probably go for both ideas
The super gunship idea and the new laser bullet type
I like having both options 
the gif that perfectly captured my thoughts hehe
speaking of Nasty enemies, I'll try working on Nuke Plane when I can, and also Psychosquid's Shield Tick
sadly my inspiration and time are variable, but I come back to it from time to time, so no worries
Ty!! :D
You mean Reclayed's Purple Gunship, but shooting just one laser (but same size as red one)?
Also yeah, I felt this way too when thinking of what to do. Why choose only one when we can have both, hehe.
Yeah, I think I will write this on the list so we don't forget
@strange summit I think we settled on a green recolor for the gunship if you want to make it
I can also continue with the gunship variant I started making, but I remember you wanted to do the recolor
Oh
Probably similar to this
I was about to post a recolor attempt I did, well it's just to show what I had in mind.
Oh lol
oki, thankies!
you can still post it
Yeah, Bonnie can still work on it, it's just to show the color I was kind of inclined with this variant.
Something like this
go on, I'm looking forward to seeing it
nice!
yeah, brightness is a mess, idea is a bright green
Also did you guys like the donuts from my version?
I think they might overcomplicate the design a bit lol
but I did vibe with it
this also has a white outline because I didn't bother much with background removal xd, once again just to show my idea.
Oh the donuts
No worries lol, my version was pretty much the same
just showcasing design ideas
I think the donuts will be more fitting for something else perhaps
Maybe
keeping the design simple is preferrable
in this case
it just needs a different gun
They would stand out too much? If it makes sense, within the gunship world.
All gunships are just recolors basically.
Yeah I think green is the way to go
yeah, I dislike the fact that it's a turret that doesn't rotate
Bonnie said they'd be working on a new turret design
could always be a squid gun or something similar in that sense at least
since they were using a glorified squid turret behaviour anyway lol
but new could be good too, yes
I tried adding a squid gun instead, but it didn't really fit the shape imo
maybe someone who's talented with photoshop could make it work
but for me it was too much of a headache lol
Gotcha. Yeah, a linear gun that doesn't rotate is what fits best for this enemy.
I think something similar to the umbrella weapon
for boss 5
a tiny precise gun
because it's like a concentrated shot lol
Either way, we'll see what Bonnie comes up with
(I'm just throwing ideas I had in my head lol)
Speaking of ideas, I have one or two. The enemy laser could either charge up (you hear sound of charging, to predict that it's going to shoot it's beam soon) or visually a light starts popping up to shoot the beam, or both. I know the charge up sfx is likely possible with lua, don't know about the visuals though.
I got inspired by the Satellite from Heavy Weapon for this.
Even though it's a vertical enemy in that game, the satellite charges the laser (you can hear an sfx) and then shoots it.
It def needs some kind of tell
I think both a sound and a visual tell
Yeah, with a lightning trash can you can tell it'll shoot it's lightning because of the unfolding pattern of the turret, for example.
It's always good that every enemy can be "predictatbe" or "avoidable", if it makes sense.
It's the good design approach, imo.
Yeah, with pink ships there is a visual tell for the lightning though
And since it's a completely different turret behaviour, going for a new sound and visual warning could be a solid idea, imo.
Yeah so reclayed already has a countermeasure for it
Just adding a sfx to make it unique then.
for non trashcan enemies
Yup, that's very clever design, otherwise one could never tell when it would shoot, only if you really know the timing by memory.
We can actually probably just recolor this graphic in green
and it'll do the job
Yeah, yeah
laser charge up sfx example
And this is Heavy Weapon's Satellite Laser sfx.
This one honestly sounds perfect
I think the shooting sfx should be something more simple though
since it's a short burst laser
Gotcha.
Worth noting that we are still unable to play looping SFX.
In that game, it is a prolonged laser after all.
But yeah charge up seems to be fine, I think I'll add it to the Hub
To be fair I don't think this enemy needs looping sfx
Right
Oh yeah it doesn't, it will behave similarly to a Squid Gun/Lightning.
so burts of sfx at each prediction+shot
I think it should be like the original example psychosquid posted
a really short burst laser
Oh btw, has anyone noticed the changes I silently made on GitHub?
Astrobatics-ish yeah, seems better.
I saw you organized something
but I didn't see exactly what, lol
I actually got the damage effects to work on custom enemies.
The shards and parachuters coming out of the enemy as it changes damage frames.
Oh great!
Prior to the beta, although the function for shards on hurt as plausible, literally no one figured out on how to make it work successfully.
As you can see, the bottom Un dropped shards, except that they are inconsistent from the original.
Also, that parachuter was being wonky. ;P
He decends really quickly in the video lol
I don't remember it being that fast in the og game
Probably had pockets full of fruit.
so I assume now that's been fixed
Laser Charge Up sfx added.
I will look through more laser sfx's from many repositories.
For the shooting we probably need just the classic laser sfx
You know the "pshiu" thing
Like this?
Yeah def in this style
(from Atomaders btw)
I would say something with a bit more of a bass though
but this is def the direction
So something clean like that one, and not static-ish like the lightning, correct?
But more bassy
Actually I can just edit the bass of that one, lol
Yeah, pretty much something in the style you just posted, just with a bit of a stronger impact
Also an option lol
We can also combine sfx btw
that's usually what good sound design comes down to
Zuma
So I went for another search
Actually got that one from Peggle, lol.
Is it the same sfx
PopCap likes to reuse SFX, LMAO.
Def the best one so far
Yeah, I think this pretty much fits
Oke, if satisfied I'll also add it to the Hub.
I didn't realize we could take sfx from other games lol
perhaps that's what I should've done for bug too
LOL, because of this?
I don't see why they would be
Just to be sure.
The charge up sfx I sent is in mono, if all sfx is in stereo I'll edit to stereo.
They should be audible on both directions.
Oke, will update then.
Updated and added laser beam shot sfx
Here's an example of them following eachother.
I think it fits very well!
Yeah, works very well
Although you might want to fade out the second sfx since it cuts off
yes
but also with a different turret, obviously
What about behaviour, will it use Reclayed's or like it is in Platypus 2, coming from the right?
Hello
I'm fine with whatever
Maybe making it come from the right would be cooler
As a gunship counterpart
Improved pathfinding of green fish fighters...
Now they actually arc towards you.
Let me know if you want the green fish to have sharper turns.
I used parts of the reclayed_turret.lua
Cool
Quite satisfying that the green fish code improvements ended up having less lines of code than the previous.
Anyhow, the updated greenFishFighter.lua can now be found on GitHub. 
Makes it more challenging, nice!
Thank you reclayed_turret.lua for bringing us a far more efficient targeting system. ^^
Fighter!
I think considering we're basing the 1 turret one on the super gunship, it should use Reclayed's behavior
Otherwise it might get a bit confusing
for the green lasership, we can have it come from the right since it might as well be a brand new enemy
Yes.
They are probably in nasty.
I feel like for harder difficulties it's nice that they'd shoot, but maybe for easier ones it'd be better if they don't
Also, good point yeah.
However, I want a consensus as to which difficulties in particular will they fire.
Nasty for sure
Hard... maybe they should shoot but less frequently?
the other difficulties they shouldn't shoot imo
If we settle with hard, I reckon they'll only shoot once.
Then on expert, up to two times.
Hard seems to be a good starting point, agreed.
I think that works
evilgeio0999 approved
pc speakers would beg you to have mercy
https://cdn.discordapp.com/attachments/1399311395044196452/1480867643572359362/Untitled467_20260310165702.jpg
i think we should make it like this
-# (so i can definitely steal this for my own mod oops
)
HELL NA!
Reminds me of one of @primal salmon's submissions on Design an Enemy Competition.
I WANT THIS SHIP TO WRONG SIDE OUT!
I'd love that
as I mentioned, Callisto suggested me such idea as welll
Sprite rotations should be possible, but IDK if the center of rotation can be offset.
since I made my Minelayer have the lightning turrets, the Big Pink Ship is kinda boring now
well, there are some ways to fix that
that would be kinda space-wasting tho
unless dual laser is planned
Also, insanely large spritesheets will fail to load, as the game can't keep up.
We can't get away bloating the file size.
yup
as far as I understand, this allows us to recreate something like lightning starfish pattern?
(fixed rotation)
but not certain if that would let us make the thing spin properly
(the whole thing with pivot)
@sly pond Seriously this can be a problum with laptops like my Probook 450 3G
like if it fails to load or too long to load then it's only playable on a New Laptop
like with REMAM
ya, we clearly want to avoid things like that
because the remam file size is so HUGE that New Laptop is required to even play
-# why am I not surprised about the filesize
could you remind me if there's a way to determine x and y location without trial-and-error way?
ahhhhh alright
remam is basically the most fatass mod in size cuz they combine any available mods
Editing codes on mobile is kinda a nice convenience whenever I am out of reach with my computer.
Anyway, green fish should no longer be firing on Regular mode or lower.
By default, the green fish will pursue the player for 150 ticks (can be adjusted further via a level command argument), and during that time of pursuit, it will fire its shots.
On Hard mode, it will fire twice within the 150-tick homing time, and then on higher difficulties, four times.
Try typing -skipAssetPreload_AllowStutter on your game's Steam properties.
How does the Mine Squid move in a straight way? Not like the other squid.
I might use it for something good...
Are you referring to squids in general in Platypus 2?
I mean, the thing is, Mine Squids have the same movement patterns as any other squid in Platypus II.
The Missile Squid moves left and right in a straight line.
Okay, I thought you were referring to the mine squid. π
Well the mod itself it's extremely huge
Have you tried this though?
No I haven't used this but for Mods like Amplified Annihilation yeah
amplified isn't as big btw
Actually, how long does it take to start up REMAM?
If I can load Casinopolis at around a minute without -skipAssetPreload_AllowStutter, then I assume REMAM would take over 5 minutes.
Well the time it takes for Remam on ProBook 450 3g has similar loading times as RimWorld
RimWorld is known to have long loading times btw since I played RimWorld in 2024
Remam Rebalanced is also another big mod
I can't really put that into perspective, BC I don't know anything about RimWorld.
So, can you please give me the answer in minutes?
Like, how many minutes does it take?
Well when booting up RimWorld it will take around 5 mins but with the Remam updates on a ProBook it will take about 4-6 mins
Okay, thanks for the info. ^^
With the new laptop it takes 1-2 mins without skip asset
And because of the update were Remam being so huge it requires that new laptop
Again the loading times depends on the specs
If you Google search of loading times on like ProBook 450 3g
K
Coming 2031 /j
my awesome suggestion for reclayed 2: john greenhead should have a disgustingly realistic blink sound effect instead of his cartoony blink

jokes aside i love how this projects been going so far keep it up yall π₯
the custom enemies are hella cool
Thanks a lot! 
so true
Love how the dropships look more like birds due to them being hq
Wonder if the alien lvl 5 gng's designs would look like ultra beasts
We straight up just get a pterodactyl for the bug guys lmao
Hmmm......
We just get a floating eyeball liek monocalus from tf2
Or monocolus
I forgot the spelling f
For the eye guys
I'll make designs later lol
We got both eyes done already tho
Well, mostly done
But you're welcome to provide more concepts if you'd like π
On the GFX department at least?
Anything else you made in the GFX department?


