#Platypus 2 Reclayed
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That's so bizzare
Gunship's spritesheet is 1500x1000
so the one frame is 500x500
the gun is 389x194
are you sure the sprite itself isn't scaled up
You're comparing the entire dimensions of each cell, and not their actual dimensions.
I didn't scale it up
so it would be odd
Also, in my test build, the lasership looked smth like this.
hm
In your tests you used my turret though
not the one Bonnie made
and that's how it should look like
I already have the changes afterwards.
ah alright
so the issue isn't the sprite itself
I don't see any issues personally speaking.
yeah, my bad guys
it alright

I guess the program starts it off in really small dimensions
for some reason
it made me think it was really low res
lol
I never get fooled by that tbh.
maybe try a different program?
I'm not using Photoshop anymore so I can't check how
yeah good call
Haha, subscriptions go brrrrr
I could try checking with a different program
wel... there are other methods 
I suggest GIMP for advanced photo editing
(I used it to place the barrel in the turret)
I really have no problems with photoshop either
and I use Affinity for mockups, putting together
I could give gimp a shot though sometime
Okay, you guys are right
I just inserted it into paint.net
and the size is fine
lol

maybe there's a better way to control this on photoshop
I'll have to look into that
Alright, I see the issue
It's because I dragged it straight into the project
copying and pasting on a different tab, the size is accurate
(still I don't know why it's like that but whatever, at least I know how to circumvent it)
Which laser beam fireSFX do you prefer?
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Gap Bonus (Zuma/Peggle)
the combined version is the true winner imo
yup
Looks cool, but isn't it overdetailed?
Like it kinda sticks like a sore thumb among the turrets
perhaps yeah
if you guys think the simpler screw design is better, then we'll just leave it at that
but this is an idea I had
so I thought maybe?
@ionic stratus, Guess what...
I like it
** IN PLATYPUS 2 RECLAYED!!! **
Alright we're going to make it a poll again I think
Would be cool to hear her say it
maybe once we have a demo out lol
I prefer green monitor, cuz of plasma
I also feel it looks cool, but it could overcomplicate the design
that said, the turret already looks quite different from other turrets
I'm fine with whatever you guys decide
but I did want to put this idea out there
Now I rarely used gimp I used Photopea
Honestly better
It has a better contrast
the screw is more tidier, but the battery definitely makes it more unique
We can somewhat simplify this in case it feels overdetailed.
Also there is a stray paint on the right side
Oh, and here's my comment about it:
The lightning symbol clearly communicates that it is a laser beam turret.
(I know lol, I fixed it but it was too late)
I can get rid of the border worst case scenario
I guess Imma start working on the screen then
The border can defo be simplified.
do we need the border tho?
Probably unneeded yeah
can't the screen be in turret, without a border?
That's what I was imagining lol
We can also make it just a thin border
Honestly you can probably get it to look better than me lol
so go ahead if you wanna

This is how I imagine being "borderless".
Yeah, something like that
The monitor is recessed directly onto the turret.
although maybe the screen could be slightly larger to compensate
yes, something like that
can I colour it more like the laser tho?
The monitor?
mhm
preferrable I'd say, yeah
Peak
thanks! 
Nice clay-ification
The bottom and left edges of the monitor could be much lighter to give more depth.
As in the monitor appears recessed onto the turret body.
well, the model is actually a frame with the screen recessed into it
I just erased the frame
okii
With this being finished, I'd say we finally have our lasership design
The weird black border makes the design a bit muddy
Also i think is off center
I too noticed.
Yeah, the black border could be reduced a bit I suppose
And don't forget that the bottom and left edges should be lighter.
Kind of like in the mock-up I made, even though I made it too subtle.
It's interesting, with the interior being clayified now, kinda makes it look like laser juice lol
I think it's pretty fitting actually
Indeed
Makes me feel like...
This is straight from Touhou EoSD btw
And no, this won't be a replacement for the laser beam fire we already have in the repo.
lazer
Nice to finally see the sfx playing
Now that I look at it again, I do kind of wonder if the design would be better if it just had the bolt in green without the monitor
it would simplify it
just need the firing/bright frame and itll be perfect
The monitor glowing as it shoots you say?
That could look nice too
the gun turret thing, like the ordinary gun turrets
I see
I made 100 commits!
We got too excited lol
-# here....frame....
Looking nice overall. 
Thanks 
How many frames?
will this be a pre-load?
or during the shot
Hold on, I think you might be thinking about the screen constantly flashing subtly whether firing or not.
I think of 2 ideas
- screen does a little flash before the shot
or
- screen flashes as the laser shoots, making it feel like the raw power is being exhausted from the gun
To anyone else, what do you think?
I know we just said we have finalized design
but I'll say again, I do wonder if just green bolt is enough
without the monitor thing
?
Sorry lol, I should've realized beforehand
you might've been right about the design being too busy
Laserships in Nasty mode...
Honestly looks really cool
I'd say that with exception to some graphical edits this enemy can be considered finished
It can be evil if that turret follows the player.
I think that's too inherently different from what the enemy originally was
maybe as some kind of variant, but idk, there already enough enemies in the game lol
Lasership coming to life, sick!
This is looking very good.
If you can implement the screen flashing, I think that would be a nice detail to it, as you've mentioned.
I don't think the smaller / bigger variant of the entity would be needed anymore. I personally like this version enough ๐
Sorry, brought that topic back out of nowhere lol
We can probably still have the 1 turret super gunship idea
I feel like that'd be very simple to implement
but as far as the lasership itself, this is it for sure
Well, purple ship appears in P2, so we should be faithful and keep it, imo.
The green lasership is a new variant.
Just that the purple gunship will behave like a red gunship movement wise.
I think that'd make it almost identical to the regular gunship tho
so IG either making it big, like the super GunShip, or making it normal-sized but coming from the right would be nice
as to make them a bit more distinct from each other
another thing to discuss would be the name, cus' we got a lasership already ๐ค
unless we call the purple one Lasership, and the green one SuperLasership
Honestly you've got a good point, super gunships are there as a more powerful of the normal gunship
the one turret variant isn't necessary
it would be redundant
Peak Enemy Attack redesign
The laserships are def staying green
as far as super laserships... we'll see about that
I feel like for now this is enough
Let's just use the Super Gunship, lol.
It's Purple. It's Gunship. It's Lasers. It fits. It wins. It loses. It loves. It laughs. It cries.
And we will be using Reclayed enemies after all.
Maybe we have too many gunships
Same ammount as Uns, which is 4. It's fine.
I mean
Triple guns, flip planes and the 2 spinners are tecnically gunships too
Flip Planes are considered Batoids according to Claymatic.
Alongside Goldfishes, Pink Ships and Big Pink Ships.
good to know
I think that was in og platypus that they were gunships
I already had a new enemy idea.
Hyper Spinner
Slowly spins at first, but slowly spins faster and flies around.
When it spins faster, it shoots a volley of bullets before spinning back slowly.
It's similar to the spinning enemies from Cosmic/Water Bugs.
What do you guys think of my concept?
I do personally preffer more original enemies rather than pre exististing variants
but well platypus 2 is kinda like the variants game 
Most enemies are just straight up reskins from Platypus 1, so it makes sense.
The reskins are being transformed to unique takes though.
We can always make one new group of enemies introduced in the Space level ig.
An area I already envisioned was Level 5 Area 3
The Asteroid Field
Unlike volcanic rocks, asteroids can be destroyed
Yeah that idea is cool.
that is a cool idea
Rock variants, nice.
kind of reminds me of chicken invaders
In Level 5 Area 4, you start to see the alien enemies.
The alien planet would also be seen in a distance.
But I still don't have an idea for the Space boss yet.
I liked the Mommy Tick concept, heh.
That kind of enemy always works well
the enemy that protects other enemies kind
many games have it
In Reclayed, Mommy Squid comes before the final level. Besides protecting her Squids, she is the Guardian of the Factory.
So in Reclayed 2, Mommy Tick also protects her Ticks by shielding them, and is the Guardian of the Moon.
Aha! I've already got an idea for the Space boss.
Bug Bot - Has two phases
It has different attacks:
Shoots autofire projectiles (similar to the Interceptor boss from Air Strike 3D)
Shoots homing missiles
Shoots lightning
This is for the first phase
i do hold the idea of an extra level
before we get confirmation of a few things
like the map sprite
The second phase is that it has different attacks:
Shoots mortar bullets in a spread shot pattern
Shoots homing missiles
Charges to the player
oki, I will do that tomorrow 
Goodnight Bonnie, thanks for everything you've done today!
Goodnight! 
Yeah, tho this was already retconned by Claymatic. :p
About the ICBM launch SFX, what if we could use the rocket launch SFX from Clodhoppers?
In addition to the air raid sound from Heavy Weapon.
Feel free to send them here
I am not familiar with either personally
but perhaps we can use them
Sadly, I don't have direct access to the game files of Clodhoppers.
Air raid sfx is in the Hub and is quite fitting, imo. It is used when a barrage of ICBM is launched in Heavy Weapon. I don't recall the rocket launch sfx from Clodhoppers.
Either way, a launch sfx could fit nicely as well yeah.
๐ฃ Clodhoppers: https://steampowered.com/app/1066420
Welcome to Clodhoppers, where chaos meets clay for brawl-tastic mayhem of epic proportions! Gather your posse online or on your couch for quick games and big laughs.
Twitter: https://twitter.com/ClaymaticGames
Discord: https://discord.gg/claymatic
Website: https://claymatic.games
You can hear what I am talking about in this video.
The fire sfx of the rocket launcher.
Perhaps we could ask Claymatic for that sfx in particular.
@latent geyser, mind if we could use the rocket launch sound from Clodhoppers for use in this mod? If you can't personally send the file to us, perhaps you could notify the other devs for this.

i'm stealing taking both sounds to use in mine too 
The sound bungee zombies make whenever they steal something. :3
What have I done @sly pond I tried spawning your handmade lua greenFish and my game exploded with errors ๐ญ
What am I doing wrong? Lol
Have you used all the latest assets?
Also worth noting that it uses some beta functions.
Yes
Ah, well that sums it up I guess then
I see that you're using the current public version. :3
I was going to test a new entity basing of off your green fish, heh ๐ญ
What happened then?
Have you already switch to beta 1.4?
I reckon you are now continuing the recreation of Level 1.
Yeahhh 
I'm going to begin updating the Area 1 sketch I had made back then.
Here's the new entity I was talking about...
The enemy nobody EVERYONE asked for:
fish fighter FISH
Ha! Good idea.
And no joke, this enemy would fit the alien pool of enemies, imo. The alien counterpart of the fish fighter. And everyone seems to be wanting a
enemy!
Now psycho do I need to play Clodhopper?
one of Claymatic games I mean Platypus is the most nostalgic
Why are you asking this? It is completely your choice, not mine. 
I will be waiting for this...
Patience please, I'm during lectures 
Yesterday I've spent all the time I had on the sprite, as I don't want anyone to get impatient and do it themselves
I want to contribute to this part and I will
No worries, take your time
besides your lectures, you also have the right to rest after yesterday
I may try to do some of the fastship recolors in the meantime
Also, I'm pretty sure that no one else would make the lasership turret anyway. 
Lol yeah
I doubt it as well
I'm just going to move to other things in the meantime
besides that one detail the lasership itself is complete anyway visually imo
probably the laser also needs some edits, but that's about it
How would we want the laser beam to look like?
I think it looks fine right now, but its start point could look less flat
we can probably combine the charge up sprite you made with the current laser beam and it'll look good
I also feel the charge up animation itself could probably also be improved
This is really funny ngl XD
Which turret design do you prefer?
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Green Monitor
If you're asking, then I could ask yeah - Assuming we made it ๐ค
Rather, I'd point that question to @timber cove
Gotcha
Either way, reason why I ask it to you first is because you were the only one among Team Claymatic active at the time.
Glad my silliness managed to get a couple of chuckles, haha!
I've worked on something. Here is the Platypus 2 ICBM (art by geio) multi-directional sprite sheet.
Oh the Icbms has a right side
I think I'll be scared if they spawn on the right side instead of left
I saw your
fish fighters on git.
We should do some funny where you have to input a secret code to get it 
writetyper 
hai team, any ideas for me to draw?
Hmmm, could always work on some kind of scenary?
hm
and any suggestions for smaller stuff, like a vehicle? from Platypus overall
or a character
Thing is I'm not sure what to suggest you didn't already start on lol
in terms of characters/vehicles
Oh I have an idea
This guy
it's a character and scenary, a perfect mix lol
xD
Another suggestion
I don't think this guy has been taken yet
Oh nvm
Makyuni reserved it
Maybe miniserpent?
though by that question I just meant what to draw during free time, not what to work on
Oh unrelated to the mod?
I'm currently during lecture at college
yup
Ahhh I see
-# sorry for asking the question here, despite it being unrelated
(another thing we can relate to!)
yeah draw this thing loll
I guess you can draw like, an angry squid
if you're just bored lol/wanting to pass the time
hmmm
maybe draw the alien planets? idk tbh
Wait a minute, lecture on a Sunday?
cause you got during the week?
I don't have weekend lectures, but I do have sunday ones
Ye, altho Saturday classes are sometimes a thing.
nah, I tried applying to an art school but got rejected
Ah that's unfortunate, because you do have talent for it
what are you studying then if not that?
thankiesss 
It's fine lol dw
I can lend it to @strange summit if she wants ๐
As long as I get to work on the blue Brainship myself

His actual name is Silthax
Silthax the Stinky
thankies, but I don't want to take whatchu already reserved 
Silthax: This ain't Nuxeon!
I wouldn't mind really :3
I kinda lost inspiration for that brain tbh
But if you really don't wanna do it, I can work on it myself ๐
no no no, I can work on it unless you'd like to work on it yourself
Go ahead! :D
Just keep the blue ship sprite for me, okie?
But I lend the brain to you ๐

Good ๐
Thank yo! :D
I should have free time in april to finish the tower
After that idk I may take up some minor things if theres any left by that point
And I'm free to do the alien sfx btw
pterodactyls my beloved
So looping sfx is now possible ๐ฅณ
Precisely
That's great!
However, one slight problem...
The bug movement seems off.
And I haven't even modified its movement index at all.
Hmmm, I'd say it's fine enough for now
but yeah speed variable support so they come in slowly would be better if possible
Basically, whenever they spawn, their initial movement speed is set to diagonals at max speeds.
Yeah, I see what you mean
do you think it comes in too fast for the player to react from your testing?
Then I don't think it's an issue at all
at least from how it looks
again though, if that does get support in the future, maybe it's worth trying
but the enemy works very well like this too imo
Tnx
Hmmm I see, maybe I lack some technical understanding here then lol
hai Green ๐ 
Hello
๐
I should add bug as a thumbnail for the mod in github

The first part of the footage shows how problematic the bug is, though I managed to fix the bug later down the line, as you will see in the second half of the footage.
It looks kind of cool how they all swarm around the player ship lol
Anyway, I suppose that was the problem, since later on in the footage I see that doesn't happen
The bug was that the movement speed was already being calculated even before they spawn.
Which meant they had a headstart with their speeds, but only at one of four diagonals.
But, with a condition that checks whether they are spawned or not, the issue has been fixed.
Normally, they are supposed to start at 0 speed on spawn, and then build up their speed as they chase the player.
Also, there is another bug...
But this time, it revolves around the new sound effect system.
The game doesn't automatically stop any custom looping SFX when restarted or reloaded.
That certainly sounds like a problem
I assume that one will be fixed though, seems like an oversight
(Especially since you've put it to light over there)
ye
flies
Props on using git for this! Glad to see Platypus being a reason for people to get into git
Thank you as well for your continued support towards improving the game's modding capabilities!
the mod wouldn't have been able to get as far without it ๐
as well as everyone else who has helped with the creation of the mod so far 
The recreation of new enemies?
Psycho ICBMs are dumb easy to dodge btw
since they spawn from the left side
so what
Which is why we already decided months ago that they will come from more directions.
And what do you mean by that in the first place?
Remember, ICBMs won't be the only threats, as there might be other enemies on screen too.
So they'll stay the same
The only thing that Icbms will be a threat is the other enemies
Didn't I just state before that they will come from more directions in this fan remake specifically?
we are all getting hit by the Curse of Knowledge (just found that lol)
You read it from the wiki did you? :P
insta post & wiki-ing it out, so yeah
Calling in fellow modders out here...
WDYT of this modified rocket launch SFX from Clodhoppers?
too light for a heavy missile the size of a house
We can always lower the pitch in audio.json.
this, and longer duration (5 secs?)
I think this one might work.
Are you referring to the launch SFX? <:3
Yes, and the way the ICBM moves left or right
I see.
So, is the ICBM movement and sounds final?
We'll wait for the final consensus mate. 
well, I gotta explain my point more
you see, the sound of those ICBMs launching should be heavier
take the largest explosion for example
it's not a boom
it's more like
boom
I just don't get the feeling of a big-ass rocket taking off
Don't you mean something like a volcanic eruption or similar, whose explosion is persistent?
Anyway, lowered the pitch to 0.6
oh, that's more like it 
I like how some of your videos play but other videos don't play.
now I finally hear that big-ass rocket go
Sometimes, I don't always post them at H.264.
About the staggered launch sequences, this can be controlled by a new command arg I implemented, which goes as follows:
"timeRange": [0, 300]
To anyone else out here, you may notice that the siren sound now only plays on the first ICBM launch per batch.
WDYT of this change?
Should the siren sound be played at every ICBM launch, or just the first one?
@ionic stratus, @fleet pond?
just for the first one imo
otherwise it could get annoying

I remember you wanted to steal take the ICBM sounds to your mod.
Now what do you think of this modified rocket launch sound file from Clodhoppers for use as ICBM launch?
The non-compressed SFX is already available on this mod's repo on git.
Cool, i mostly intend of steal, i mean borrow the changes you did 

Haha, nice.
Also, I'm about to update the Lua code for the ICBMs in the repo, to give the option to configure the launch sequences, be it sequential or staggered.
To anyone else, do you agree with her point regarding ICBM siren only being played by the first launch?
In terms of sound I would say what you have right now seems like enough
at least to me
if you think the siren sound could add some neat to it though, I am not opposed to it
Already updated the ICBM code on GitHub. 
Also did you add a sfx of a bus passing by or did I imagine it lol
It already does for every first launch among the given batch.
Now I just wanna ask this question in particular.
There was an SFX in one of the videos that sounded like a Bus passby
In Clodhoppers?
In one of your videos
maybe I imagined it or an actual Bus passed near me though lol
This in particular?
Maybe it's just you, or IDK. :p
I would say maybe a different SFX could be chosen lol
because it did confuse me a little
It was ripped straight from Heavy Weapon tho, a game Wolf2k loves.
It could be just me tbf
Anyway, I do agree that if a siren does get played, it should be per ICBM batch
And not by every single ICBM, I reckon.
Yeah, I agree with Bonnie it could get annoying
Actually, you know what, I have an idea regarding the siren sfx
New timeRange command arg in action...
wait( 0); spawnEntity("entity": "icbmLauncher", "x":800, "y": 300, "missiles": 5, "spawnRange": [100, 500, 500, 200], "speed": [0, -5], "timeRange": [ 0, 0] );
wait( 500); spawnEntity("entity": "icbmLauncher", "x":800, "y": 300, "missiles": 5, "spawnRange": [100, 500, 500, 200], "speed": [0, -5], "timeRange": [600, 600] );
wait( 500); spawnEntity("entity": "icbmLauncher", "x":800, "y": 300, "missiles": 5, "spawnRange": [100, 500, 500, 200], "speed": [0, -5], "timeRange": [ 0, 600] );
doesn't reclayed technically already have an alarm SFX?
You know with the exclamation mark(!)
I think using that during the ICBM launches would be really fitting
Perhaps it could be both
I'd imagine the ship being near an approaching ICBM will trigger the warning behavior.
Yeah I think using it exactly like the volcano eruptions would be perfect
Actually no wait
since it only activates there when a boulder is above the player
So perhaps just when they're launching from the background
or entering the foreground
I can make it so that when the player is right within the path of an approaching ICBM, it will play the warning.
That could be what it should be, yeah
either way I think it's worth experimenting on
I'm doing so rn. ๐
Nice!
Another idea I have btw
the ICBMs could probably be faster depending on the difficulty
Noted 
Since ICBMs are essentially diagonal boulders
probably similar speed to those I'd say
I got them to work! 
I also replaced the speed command args with direction, to make room for difficulty-based movement speed.
Anyway, below are the level commands used in the video above:
wait( 0); spawnEntity("entity": "icbmLauncher", "x":800, "y": 300, "missiles": 5, "direction": -90, "spawnRange": [100, 500, 500, 200], "timeRange": [0, 600] );
wait( 500); spawnEntity("entity": "icbmLauncher", "x":800, "y": 300, "missiles": 5, "direction": -30, "spawnRange": [-400, -200, -100, 200], "timeRange": [0, 600] );
wait( 500); spawnEntity("entity": "icbmLauncher", "x":800, "y": 300, "missiles": 5, "direction": 210, "spawnRange": [800, 1000, -100, 200], "timeRange": [0, 600] );
Furthermore, here is the list of speed values per difficulty:
- Easy = 3
- Regular = 4
- Hard = 5
- Expert = 6
- Nasty = 7
This footage is recorded on Expert mode BTW.
Looking great!
fits perfectly I'd say
and I like the variants that come from the top too
in terms of the siren, I feel like maybe it could play a bit earlier?
before the first ICBM takes off
maybe that's what caused the confusion on my part earlier
I wonder why does the sprite overlapping happen
yeah, I know it's a vanilla thing, just wanted to ask lol
I think you did the right call. First ICBM per batch. 
Also upscaled the smoke by 50% and made the trail last 2x longer.
I know those are just tests, but when designing a level I would probably launch every ICBM per batch, before the next batch begins launching.
This is def the best it's looked so far, the siren timing is also improved
But that's just level design miscellanous details I'm talking about, which I know can be edited.
Anyway, the entity is very well done!
You can play with a shitton of entity args Tar and I set up for these ICBM launchers. ;3
Missile count, direction in angle, spawn range, and launch time range.
Yeah, I've noticed, that's great. Thanks for making them very flexible! I was just pointing what I'd probably due in the future, hehe.
Nevertheless, we gotta thank @static copper for laying the foundation of the ICBM codes.
Agreed, great work!
I guess we can peobably set the ICBM as complete now
on the list
although I am uncertain if we settled on sprites
Yeah, it did
We already have the 16 ICBM sprites that uses geio's rendition on GitHub.
but considering we have multiple direction ICBMs now, the sprites will probably have to be updated graphically
I already made the sprite sheet.
^
The vertical one only needs to be a bit transparent for the background spawn.
And resized.
Lol
I'd say if we can improve that aspect of the sprites, that would be good
but I can set it as complete anyway for now
we do def have a solid foundation thanks to you and geio
and ofc psychosquid and tar tary on the programming side
No need to add a fog overlay on it, for the game already does it for us.
Only the size shall be adjusted.
Oh someone already put it as done on the list lol
I guess that was you Psychosquid
Have you thoroughly checked the update history? 
Oh does google docs have that option?
Yes
I see, I didn't even know lol
Who do I ask to have editing permissions? I'd like to update the list whenever convenient as well.
Only me Makyuni and psychosquid
@rich remnant is the owner of the file, so you may ask him out. ;3
Okay. ๐ฆ Batty bat, may I be given the honours of being able to edit the Google Docs? 
The list could probably be expanded tbh
it's mainly focused on enemies at the moment
True, the tiles need to be expanded.
while scenery assets are sort of mentioned broadly
If I find the time I can probably work on that tomorrow
I'll at least add the stuff that we should give our attention to
I can, though please (not just for you, for everyone), try to respect what has been written, and the reservations, and notify us of any changes, specially if they're important ๐
I'll need your gmail address, Wolf2K
You can DM it if you're not comfy sharing it here
i have some files of the original layers, maybe i can try making a mock up with different shadow placements to simulate the rotation
I see that the Cannon Squid displays not sure? in the doc. Can I reserve it like the Missile Squid? I have some details I'd like to update for them.
If no one else does, then go ahead. :D
should the icbm have damage sprites too? seeing platy2 reclayed icbm has limited moves, maybe itll be easier to make lol
Idk how feasible damage sprites are for entities that have multiple sprites in their sheet, when moving, like the fish fighters, rays or saucers. Has anyone tried this with lua? If I recall, no OG Platypus enemy does this either.
Seems complex to me in hindsight. You'd probably need like 6 different multi-directional sprite sheets, each with a different damage state๐ต, unless someone knows a practical way.
That will require 16 different sprite sheets.
Or even more ๐
Though at least we as coders know how to have the entities change sprite sheets depending on the angle. ;3
Ah, I see what you mean now with that many sprite sheets.
Ye
Possible, but perhaps overwhelming?
was thinking to make only 4 part of it that have the damage sprites lmao
Might be too complex to make
Is it weird that i have ideas for levels that also use the Platypus 2 enemies a long time ago?
like
back in 2012-2013?
Certified missile
Should ICBMs warrant damage frames, even for all directions?
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Yes
yup
Yes you do
colour accurate!
-# boomerangs
cooler boomerangs
looks rlly nice 
Thanks everyone!
Gonna upload this to the github now
although flipped to the other direction, since their behavior is going to be mirrored to normal fastships
actually wait does it need to be flipped if their behavior is mirrored?
I don't think so
it doesn't me thinks
remember you got the "invert sprite sheet" option in animations file, just in case
That's for the framing order.
Flying Tomato โ
Flying Blueberry โ๏ธ

Gosh what if @modern fulcrum see this u know that those blue fish fires freaking missiles in Remam!
I'm blue da ba de ba du da da ba dee da ba da da ba dee da du da~
Flying tomatoes blueberries
Alright y'all, what other ICBM variants do you want to see in the mod?
I don't even know what nuclear ICBM does lol
I'd like to see an ICBM that covers the entire screen with smoke for prolonged periods of time.
I (can't) CBM
Remember when you guys thought it's impossible to render a sprite above the player?
Well, you actually can, by setting its default layer to 0.
0 is basically the very foreground.
only thing I hate is things aren't static. They have the parallax movement of that foreground layer
unless there's a way to bypass it now... it's been a while so idk
Well, any Lua entity with no movement won't move at all.
However, the vertical offset as the player moves up and down is something else.
yup :,)
that's the parallax I'm talking about
basically the depth movement velocity, depending on the layer the entity is on
things further away move slower, and things closer move faster
Let's make it annoying by making them shoot lighting
Remam idea don't steal it
we're gonna steal it i think
-# (not a real idea dw)
Remam asking to not steal it is crazy xD
YOO
the only things i feel are missing are the smoke rings on liftoff and them being smaller/further in the background
aside from that these are awesome stage hazards
the lastest iteration does have the being smaller on the background,
(this is using casinopolis icbm sprite)
Oh man, the smoke coming from the background ICBM looks disconnected, LMFAO. 
Maybe the background icbm trail could use the exact same sprite as rocket trail, but with an update counter of 4.
I think you already have the entity entry for the background ICBM trail anyway.
{
"name": "icbmTrail2",
"sprite": "Effects/Bullets/icbm trail",
"behaviour": "SmokeRing",
"defaultLayer": 5,
"sortOrder": 2000
}
Setting up ICBM spawns with the magic of args in a level data is fun as fuck. 
use this as the hangar
We'll see what would the others think of using that. 
Needs some modifications.
The building should actually look like a hangar.
Now that I look at it again, the ICBMs can probably leave off white debris after exploding
I personally feel the smoke rings are actually less fitting
the smoke particles Psychosquid used give it way more of a lift off feeling
true
Highly agreed.
Oh gosh they'll like asteroids
And they have that โผ๏ธwhen it's above a ICBM
The bottom sprites has a freaking FACE!
I didn't know they have a freakin face
Now I can't unsee it.
Alright modders, what do you guys think should we add or change to the first boss of Platypus 2 for this mod project?
There's a good chance that people under the code department may start working on it.
Just like how Platypus Reclayed's first boss is changed?
There might be more than just that.
I already thought that the first boss should have extra turrets.
Anyway, most other modders aren't active in the server ATM.
It's pretty much me and Tar tary who are currently online.
I'm not sure tbh
I know ASW added a second turret to it, but we haven't really gone further than that
it is also the first boss so I'm not sure if it needs many changes, since it's supposed to be rather simplistic
I guess here's a wacky idea we can try: giving it a second submarine phase after the sea serpent phase is destroyed
so kind of doing the opposite of what boss 3 is in platypus 1
๐
I suppose that means you like it lol
that's 1 idea
The original boss goes up and down, fires a squid gun shot and bubble cannon at random intervals
it also fires a missile
I'm trying to think what we can add or change about that
I will say, it def doesn't compare to the train in Platypus 1
so perhaps just a second phase is the way to go
I like this idea
Another potential idea I have...
If the squid shot is too easy, perhaps we can use the lasership attack
replace it with that
I second this
Good idea
We can probably alter the design then
so it has the lasership turret in its front center
Agreed
Another cool idea would be to make that small turret fire a green squid shot instead
Maybe on harder difficulties
And making the sprite turn horizontally depending on the side it's facing towards
Instead of the single lasershot
But maybe aside from the double laser shot... tho thar might make it too hard
I think the boss had other attacks too, right?
It had many attacks actually
Missiles and Bubble Cannon too
With a double laser shot from the eye, plus the element of surprise spawn itself
Oh ye that's a lot
Maybe taking turns between attacks would be nice
As for the quick spawn, luckily we got the warning sound now
I have another idea
Oh yes
based on what Makyuni said
The sfx should def be used for it
what if every time it goes through a damaged state, it changes its attack?
Overkill for a very 1st boss, no?
so it starts with lasershot + squid shots, then after that it moves to bubble attcks
I think if we just split the already existing attacks to multiple phases, it wouldn't be overwhelming
think of it like the train boss in platypus 1 but as a submarine
something like that
I see
and maybe we leave missiles to the final phase
or still keep it for the first phase
I'll illustrate what I have in mind
Maybe the lasershot could be kept for a second half of phases (?
The double lasershot, I mean
I'm not sure if I understand
like maybe after it goes beyond a damage state?
is that what you mean?
So lets say it start somewhat like this
as an example
then you destroy the top part
Under that there's a bubble cannon
that's what I meant essentially
and maybe after this, the submarine which was controlling the sea serpent comes out, and that's phase 3
potentially
I dunno about popping the entire head
Fair lol
Basically the bubblegun would still be on top of the head, but maybe with a cap or sth
Either the cap gets destroyed, or simply becomes active after a few damage phases
I like this tho tbh
maybe we can keep the boss as originally it was
but every time an attack gets removed instead
so you damage the front part, laser/squid guns become inactive
you damage the top, the bubble cannon becomes inactive
and after that it moves to the submarine phase
Not sure if that's arbitary or not, just another idea
That's true
One noticeable thing though in Platypus 2 is it seems even the bosses HP are nerfed compared to OG Platypus bosses
You can wipe them much quicker
So we can consider buffing HP for the bosses for sure
Yeah, the pace of the game is also slower
They really nerfed everything lol
Even player rockets
But hey, Sonic Pulse is better xd
yeah the sonic pulse in p2 I def like a lot more
even compared to reclayed
I think they could've taken some inspiration there
Except level 5 
You know, I'm not sure if I actually played level 5 back in the day
I think I played the freeware version
Level 5 on hard is...
I wouldn't say nasty, but I had a hard time beating it
I left that level untested before releasing UaFoe 1.0
And sometimes it crashes before loading lol
And I think I beat it before releasing 2.0
I hated having a good ammount of credits to play level 5 only to lose them all, cuz the game has spaghetti code
No idea why that happens ๐
I think it never happened to me, but it's probably since I test levels on different runs
Also losing the high score ๐
ooof how does that happen lol
No clue, sometimes it works, sometimes it doesn't. And many players have experienced this.
Green is that boss gonna have more turrets when playing on Expert and Nasty?
which would be evil when trying to dodge the bubble
also the bottom side cannot be damaged i think in the original platypus 2
so that part will be damageable like with Super Spinner
idk what will happen if the bottom side is destroyed
tbh, I don't really want to make Shockwave have more work, as they already are working on the sprites
but
maybe making it wiggle like these would be nice
I could try implementing that sort of animation.
So the boss will have 2 phases?
Most likely.
I don't know, but since Platypus II has 5 levels and it's getting reclayed, what if there's an extension after level 5? You know, Platypus Reclayed Vibe. Basically, you need a higher difficulty to get into a new level.
Level 5 would be in Space, which would be a transition to the alien planet.
The original Platypus 2 felt jarring without the transition.
yeah as they go to a location where the terrain started to be infected by aliens
it's quite jarring u said so having a 6th level being alien makes more sense
as level 5 turned into NUX
Nux like space level
and also Hannah since on easy the player starts with 3 hearts? well on all difficulties the player starts with 3 hearts โค๏ธ โค๏ธ โค๏ธ regardless of difficulty as there's 3 ships so they'll have different amounts of health
like wyvern will have the same 3 hearts as platypus โค๏ธ โค๏ธ โค๏ธ but will take double damage so getting hit by a bullet will โค๏ธ โค๏ธ โค๏ธ --> โค๏ธ ๐ค ๐ค
and since the shield exists on Reclayed and a shield powerup in Platypus 2 picking up a shield in 2 Reclayed will give a shield point instead of invincibility so goes like this โค๏ธ โค๏ธ โค๏ธ๐ก๏ธ
so like on Nasty difficulty always 3 hearts, expert 3 hearts on regular 3 hearts
by the way Hannah it's possible to enter level 6 even on easy difficulty tho u don't get bonus points with credits and lives
Unfortunately we can't have separated lives from "shield"
They use the same sprite
Also you can't get an "extra heart/extra shield" from a power-up sadly
At least not right now
personally i don't like how live are in plat2 
i think is better how reclayed has it
Shields would just stay the same as it was, just use Reclayed's shield system.
well hoping we'll add a shield point on a update or addon
and also the shield powerup will still be a temporary powerup still invincibility
yeah bc the shield will be used on all ships not just plovers
platypus ship uses powerups as it's shield
can't...
i think we should clear what are exactly the limits of moddings
likes most of of stuff that has to do with powerups
theoretically we can add unique powerup gimmicks, but we do have to replace one of the existing ones
tho i guess people can live without sausage
also can't really modify much of the player itself when in game
Ah yes, the most elusive weapon in the base game. :p
@static copper Only thing we could do is wait the Dev response, because yknow, probably Claymatic Team will change their mind saying "Adding Custom Ship Stats/Power-ups is Complex"
Which is uhh, kinda pointless because on Platypus: Winter Mission DLC has a new power-up called "Snowball"
Snowball replaces Onigiri in that DLC.
Don't get your hopes up
As the time goes less and less people will work in this game
Since is basically finished
And reworking and changing the whole powerup system might not seem viable
:(
Also, there sadly aren't that many modders that are highly active.
Having all the food slots to replace with unique powerups
Should suffice atleast
Like ๐ creating the 3 weapon types can really complex for them
Especially when creating custom guns like having Astrobatics like gunfire
it's more like rewriting something really hard-coded that could break the game if broken by accident
Yeah it will probably ruin the experience
It will probably take a long time for that type of gunfire and ship can be modded
yes, and most importantly, it's risky for the code
Something like this can take a very long time to make it even possible to mod the basic gun
Of course it will be incompatible with all power ups when using such custom guns
Even pods!
it will be broken if the pods will have the same as the custom gun
It will seriously obliterate a lot of minor targets
And very dangerous for minefields
With that many bullets and unable to use boxing gloves it will likely shoot the landmines
exactly
If a power up is picked up while using a custom gun it will probably crash
Unlike other Shumps picking up power ups will upgrade the base gun
@sly pond (sorry for the inactivity, been busy and a bit uninspired)
still want me to work on the design of ShieldTick, or would you like to work on it yourself now that you've learnt some blender?
I'm fine with whatever, but I wanted to ask just in case 
Honestly, I wanna see how you do it tho.
Sounds good to me :3
I'll give it a try as soon as I'm able to, I promise ๐
the worm is here
funny how I mentioned this in Casinopolis chat before checking this channel xD
nice
level 3 is going to be cool๐
Time to hate the Fire Breathing Snek
I think level 1, 3 and 5's background stuff were being worked on already
There's a little bit of level 2 stuff too, but overall those 3 I mentioned were more advanced
As for Level 4, just reuse most of the sprites from Level 1 and Level 4!
And have we talked about adding a Space level again? There needs to be a transition, since it was a jarring transition to the Alien Planet!
just like how Platypus Reclayed had Level 5: Inside the Machine, since Level 4: Within Colossatropolis was a transition to the heart of the enemy
Anyways, the Space level would be in Level 5, featuring those alien enemies and Level 6 would be the Alien Planet.
oh yeah that's reminds me of the flowers in level 4
someone should make the tiny flowers ( i ran out of plasticines
)
New worm damage behavior.
Segmented enemies are real!
boss 3 that one worm or whatever closer than you think
-# and that one level 5 enemy too i guess
Updated the entry for boss 3 with "WIP code" on the to do list, both you Tar tary and Psychosquid are credited.
I'll do so for the level 5 enemy as well
i wonder if there room for a new worm enemy
like a mini worm of sorts
kinda like foreshadowing for the big worm in level 3
I wouldn't be opposed to it
I think there's a lot of potential for multi segmented enemies
but yeah, only if it fits ofc
that should be all important enemies tackled i think
as in problematic to make
Yeah, I suppose so
that's great!
probably only leaves bosses now in terms of complicated behaviors
Yeah, true
have we covered boss 2?
I guess it could technically use the worm behavior actually
it says there code of makyuni
I see...
don't recall if that code was actually shown here lol (there's also no link)
maybe I missed it
I feel like I wouldn't though, since it's a fairly big thing
But yeah, if code wasn't done for it, we can probably do this
or at least try
i'm not sure if the worm code as is it can work with boss 2
the worm code all it does it delay velocity to it body, example it give a segment it velocity it had like 1 second ago and more delay per segment
boss 2 already starts fully extended
Ah, I see what you mean
that means boss 2 won't be able to use the set movements patterns it has
I mean, maybe it can still work as a foundation
but yeah it'd def need to be adjusted
i think you are overcomplicating it 
i think all we have to care with boss 2 is it head detachment
Fair enough, that makes sense
What is this line of Fish Fighters for? Is it for the Fire Snake boss at level 3?
No, those are placeholders for the serpent bosses. ;p
I guess so.
I found a problem wherein segment collision is totally disabled when at its destroyed state.
Segments are supposed to still have hitboxes even when destroyed.
No matter what I do, this issue keeps on persisting, BRUH! 
What now?
very impressive
Gameplay footage without the above-mentioned issues.
We have 34 messages left...
-# Screenshot below taken before the this message.
Alright, with the foundational code set in stone, we shall start a discussion regarding what changes we would want to apply to serpents.
I like how seamless this one is, comapred to the first version
not to mention the turning
๐ ๐ฉโ๐ณ
I wonder, would it require changing a lot to make the worm stationary, like a tentacle?
It would be quite a lot, I think.
have you made a code for a tail? (aka a different sprite for the last segment)
Not yet.
and what about the head?
The head is already its own entity.
Psycho the issue is that when it's off screen it will attack the player out of surprise so the ship will display โผ๏ธ when the worm attacks the player while the boss off screen
Not to mention the tail on the back fires in a quad make it nearly impossible to dodge if he's moving very unpredictably
So the boss needs to be well nerfed in such a way for Reclayed that he'll be not a "Lives Eater"
tho higher difficulties he'll be a "Lives Eater" Especially when on Expert or Nasty
It's not that unpredictable TBH.
At least, judging by the current iteration of the serpent behavior.


