#Platypus Casinopolis
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also i think this is the most time i have put to 1 enemy
can finally add it to finished
Well, I think the full version should use its own soundtrack, but that's just me.
i suck at choosing themes
I see.
i think i'm fine at the art and code department, however i suck in the music aspect
anyways, actually killing this thing, is pretty easy, just don't shoot the chips
We can always ask for any composers out there for it.
Hi ๐
i don't have money anyways 
For what?
you know for actually paying for the good work 
I see. Well, some people are fine doing the hard work for someone free of charge, tho I don't exactly know who among us out there.
even if they did i do still like to pay
Fair enough.
I'm about to do some QnA.
Question:
So, the areas of all the playable levels are quite long. In fact, longer than the longest area in vanilla. What is your rationale behind this?
Additional Context:
Somehow, according to my gut feeling, the levels feel a bit excessively long despite the solid enemy progression, and I do not have that feeling in vanilla Reclayed and ofc A Totally "Balanced" Mod.
i think that is fault of the early draft of the level itself
level 1 had an extension of area 1 ,2 and 3,
just a something that was carry on from the very first version
i had planned cutting some sections, and putting them in shorter areas like 4
while also making the level a bit shorter
Do you plan to have the length of levels be similar to vanilla?
that's the idea
Well, I could help with the level design a bit, mainly to cut the overall length to similar scale to vanilla, and also remove any patterns borrowed from the base game.
-# However, this is only a partially guaranteed promise.
that sounds like a good idea
Well, if I were to fully commit on that, I would want to know your level design principle, regardless of your skill.

....i mean really i guess a principle is just so any player can pick up the mod after finishing reclayed
I see.
if i had to describe the difficulty curve would be kinda like this
where red is vanilla and green is the mod
Unrelated, but my accounts (Discord, YouTube, and Steam) are very much dedicated to all things Platypus, so in the case of my Steam account, I wouldn't mind being friended by anyone in the server. In fact, that'd be very much appreciated.
Especially considering that workshop modders can actually edit files together, provided that they are friends.
funny the steam account i use for the mod is not even mine
LMAO
also fun fact of the development of the mod
level 1 was originally gonna be a foggy hill filled with mud
cars and uns would go around,
level 2 was originally go from the hotel, to the outside, to a pipe zone then to a casino
however level 2 was divided and level 3 and 5 were made
and level 4 was originally a boss rush but was replaced
this is the last remain of the original level 1 concept, dating to september 30
another fun fact, i started developing this mod before joining the server, i really went here for a guide of modding
With that in mind, perhaps you will likely have a better focus on creating new enemies.
if you do some level layouts i gotta tell you that some enemies do need some extra stuff
Enemy quantities per difficulty?
Are those for the poker enemies?
yeah
Filename?
yeah here is all the 7 chips behaviours
NGL, those make for a good domeship AI for Platypus 2.
i actually have a lot of stuff that could work very well for platypus 2
like the mines
I'll do it for free as long as you have patience cus' I have a lot on my plate rn! ๐
I wasn't intending to do it for money
also helping in a high-quality mod like this would be a pleasure!
Plus, maybe you could "pay" by helping with Zhark Reclayed lua stuff in the future, if you want to ๐
Gotta look forward on messing around with these poker AI. :D
not mandatory, though. I'll still help you if you want me to, regardless ๐
anyone is free to use any of the lua stuff from my mod ^^
just that they are a bit messy ^^'
currently they all lack shards effect ^^''
hey, having examples is much better than having nothing ๐ญ
honestly really helps me understand what the heck I'm working with
Oh boy, I think we'd probably start doing some very early prototypes for a Touhou-inspired mod for Platypus Reclayed.
-# This message is unrelated to the channel, but hey. :3
anyways here something fun
squee
Yep, it's now official according to https://discord.com/channels/334342069755576322/1419248219346567190
@fading python, I am thinking that all semi-conversion mods should probably have each enemy have unique firing sound entries.
yeah probably
That will be helpful for compatibilities with any future SFX add-ons that have way beyond what vanilla Platypus Reclayed has in store.
I mean, the creator of TouhouSFX plans to introduce a wide array of unique fireSFX for all enemies, tho IDK if this would still be reflected in a future update of that add-on.
my pc has very poor audio so never really considered much of the audio stuff
For the time being, I could just provide some of the enemy fire sound effect files from my mod to your mod.
that would be nice
Of course, I will wait for Casinopolis's next update, so my coding work won't be overriden.
@alpine iron
probably just would be a nasty mode easter egg
Tho is copyrighted ๐ unless streamer mode is activated
i remenber founding accidentally but
if you put "updateCounter": 0 in animation json for the bullet it will choose a random sprite
so randomized bullet sprite can be done withouth any issue
Interesting. :3
Tar about those orange chips? because on Area 4 they don't drop their stars once the formation dies
this is on level 2 where I encountered this during a VC play on Casinopolis
yeah i know
We already addressed that before btw. :p
Plus even with pods I wasn't able to kill that blue un
i know that issue too
it doesn't have enough damage to kill him, and this was I'm a platypus ship and not wyvern who has more dps
Expect some level rebalances according to your feedback. 
I'm expecting to have a full 5 level set but it will not happen
There will be five levels in the final product.
cyan uns is a miniboss actually
so im probably moving the repeated minibosses to more advanced levels
That'd be a smart move.
Obviously without stars there isn't enough damage to kill him even if with pods if they play as wyvern they can barely kill those uns
I mean, I like how the pink squid first appeared in level 1 vanilla, but is absent until in the middle of level 3.
I'm hoping those power ups are at least fixed so I can kill them
it will probably not be there next update
Oh yeah, how do you want to set up the weapon progression?
But why Level 2 is Level 5? right away after I beaten the gate un being the biggest un in level 1
I reckon it'll be replaced by a different miniboss.
yeah
Tar why Level 2 is Level 5 straight away?
That's just the base.
because i like the monorail
But those displays? Well they COME ALIVE and shooting me
including that damn trashcan!
Precisely. :3
yep I wasn't expect for those displays are living!
Yep, these are what butler pods do.
Psycho yeah I did play Casinopolis on a VC and yes those displays comes to life and shooting me
I mean those innocent displays now attacking me ๐ญ
they really aren't much of a threat
^ Agreed.
I mean, even Orandza would agree with that if he were to beta test your mod.
anyways i think this is the final pallete for both levels in terms of new enemies
Tho Tar the Trashcan display is the most threatening if they want to destroy the displays because they drop fruits when destroyed, even orange chips which dropped fruits when they die lots of loot
Me:
Gotta take note of that
Other threatening enemies is that is the ship that I saw from Remam being the ship with 2 engines on it's sides and a lightning on the middle, and the cyan chip fires lightning
oh yeah, that enemy is now unused
which enemy?
being that double engined ship
yeah that one
It will be unused in the next update.
I mean he's pretty big and also firing lightning that will electrocute me, tho shooting the engine is more than enough to kill him
is removed from level 1 and should be for level 2
any instance of them will be replaced with this one
but after he's unused Cyan chips are so threatening because they shoot lightning, for such a small enemy
At first he didn't do anything until I hear a lightning sound
NGL, the way it fires its homing shots remind me of this:
-# Well, sort of...
yeah that will get me electrocuted when he fires me off guard
they were some weird experiment from the early builds
other weird experiment was the homing random tick
which went unused
i think you can see it in remam
Then why the cyan chip, those are small trashcans that will electrocute me
those are just funny
they were made so they sneak into the other chips and be able to attack
however they have the smallest ammount of hp
They have the same initial fire cooldown as lightning squids, so they aren't too unforgiving imo.
yeah they use the same turret 
also, i had to manually erase any overlapping part
i think i missed some with the pitchfork part
Then Only about 1 bullet?
or few more shots

anyways poker chips do work way different now
they instead move straight, and having an coordinate, where they do 1 of these 10 actions
form index
0 go foward
1 go up
2 go down
3 go backward
4 loop up backward
5 loop down backward
6 circle up
7 circle down
8 legacy
9 accelerator
I reckon legacy behavior is pretty much the same as they currently work in the current build. 
kind of,
legacy all it does is, go backward then bounce and go straight again
kinda similar
also that is 1 of the 4 secret goals
I assume he's a chef in this city.
-# :3
^ This is true btw.
Oh, I will. :3
Touhou moment
-# or REMAM I guess...
...or Amplified Annihilation for that matter
-# as mentioned way earlier. :p
xd
We already had him on Remam
He uhh.. shot orbs and Lasers
That one was too overpowered. I want lore accurate one :3
He request that on dm anyway what can I judge that?
I see.
so is this based on the insaiquarim squid guy
Yes
Haha, I'm pretty much that. :p
i like how the thumbnail and the firsts picture almost fit
Absolute casino ๐ฟ ๐ฌ
love when blender hits me with this
crash? :(
well it later did sadly
anyways
||meet new boss 2
kinda a hyper buffed version of the miniboss one
where it can spawn, 1 big sized chip, or a barrage of smaller chips
im still strugglig that doesn't look too threatenning||
When this mod is finished, I'm gonna play it
Boss for Level 2?
The finished product will most likely take a lot of time to be done, so patience bro. 
the finished mod would probably take like 6 months more of development
Okay
final ish design now
very coool chips printer
it even have the cmyk colours ๐
i think this is a good size
Just adjust the turrets and ya ready to go
HOLY MERRY MOTHER OF MAGGOTS!
||Haha, that Psychosquid jumpscare...||
-# ||that's totally priceless. :3||
||oh yeah||
||i forgot i had em there||
So, according to this screenshot, are "luaSaucer" entities the pokers?
lua saucer is just my dummy entity for testing lua scripts
they just take whatever lua behaviour im testing for that moment
the real entities have actual names
It has those "formation" tags.
formation is because they are currently using the poker behaviour
but if you don't put anything it will default to just go straight
I see.
anyways
||rip rainbow star||
It had found another way of living in REMAM, lol.
funny now remam has like few of the cut content of here
homing ticks and super homing gunships
I think we all know that REMAM is pretty much a graveyard of unused custom enemies that were deemed not good enough anywhere else, but in REMAM funnily enough. :3
i mean is nice they are not forgotten
Ah ya, for real
Even though their new home is the type of mod intended to be designed as the worst mod imaginable. XD
-# I mean, the workshop description even says so.
yeah
It was The worst one
I hope casinopolis has this music
Provided to YouTube by CDBaby
Last Ninja: The Palace ยท Instant Remedy
Instant Remedy
โ 2002 Instant Remedy
Released on: 2002-06-21
Auto-generated by YouTube.
NGL, that sounds like a solid variation for score attack levels.
Oh nvm that's the hallway music
i think level 2 has that track
Can confirm.
level 3 will use mutants so yeah
I'm not sure if anyone else have pointed this out, but the homer trails are affected by daylight, which is noticeable on level 1 of Casinopolis.
Hope the next patch makes it so that the trails are not affected by tint.
yeah, i think they actually change that for lightning
Rainbow star is kinda bland on Remam
Lemme UPGRADE HIM

reman leak
Sure
Can I make a music that probably would fit on the theme?
I'm not that expert to make a music, but maybe I could help.
yeah sure, that sounds nice
Ehh... I don't feel satisfied, but lemme know if it's nice. It's weird at the end...
It does sound quite nice
So... Here's the refine version... Uhh... Wait for a second...
This is the HD Version, if you need to download it https://limewire.com/d/UiQhB#pRLczvXCle
It should get stuck so it's more realistic ๐ฅถ ๐ฏ
1 in 1000000 to get stuck and die instanly
printer jams and then threw up a dozen of chips
I reworked a handful of things about poker chips
New index
Poker chip formation index:
0- straight
1- go up
2- go down
3- backward
4- accelerate
5- loop up
6- loop down
7- circle up
8- circle down
9- step up
10- step down
11- step 2 up
12- step 2 down
13- 2x speed
14- 1/2x speed
15- legacy
Black chip can now shoot 2 bullets on expert
Yellow chip no longer shoots accelerating bullets
Instead it shoots 3 bullets at the same time
Green chip no longer shoots 4 bullets, instead it shoots 1 giant bullet
poor thing
boss 1x is kinda of a counter part of boss 2
boss 2x is from boss 4
||boss 3x is from boss 3
boss 4x is from boss 1||
||And boss 5x is from ###########||
roblox mentionedโผ๏ธโผ๏ธ #### yeaah
grahhhhhhh ! !
only doing the level 2 enemy layout left
kinda boring, not doing it today
so probably update 2.9 will release this weekend
Feeling bad for you regarding the process of doing the layouts themselves.
i think the hard part is considering
what new playgame does new enemy have
even simple enemy entity edits play pretty different toward the player
I see.
like an example, gunships,
i do say they are under the anti idle enemies, those who do everything to not make you keep in 1 place
there also obstacles, and obstacles makers
like un and other slow moving entities that takes space
while obtacles makers, instead just fills the screen with more obstacles like squids or homer ships
there can be mix of those , they are kinda like archetypes
also gunpowder ham, which just die very quickly and will only kill you if you don't notice
like fasthips
Unrelated, but these sound like good gameplay descriptions to be written in the wiki ngl.
oh lol
there are also focus points
stuff that you need to get rid of as quick as possible
like uhhm idk
Minibosses.
yeah fair
Same actually applies to missile ships, because the player is given a short chance to defeat it before it starts filling the screen with missiles.
Anyway, I'll see if I have the time allocated for level design in the near future.
It is something I would not feel burnt out as much as anyone out there does.
||I'm seeing another poker chip variant off screen ๐||
||not for level 2 fortunately||
i took me a bit to notice the model is all grey and just was painted digitally
The one above in particular?
the regular squid , and probably some more
i think the ones that have color variants are painted digitally?
i remenber the starfish model was grey too
what
looks like if a squid squeezed onto those toilet paper cardboard tubes
FTR, the starfish and the ticks are the only colored enemy types whose IRL clay models are made in gray clay.
Squids, uns, gunships, etc. were initially made in colors.
I saw that
oh yeah
I think it's the opposite
is green but colored grey
exactly 
Yuh uh
i see all colored models are digitally drawn grey for the damage
SPHERICAL HOVERSHIP!!!
We've seen the models of the newer enemies before, but I'm curious to see the IRL clay model of quadrapus.
Btw, imagine a raw tick enemy, where it's all gray, and doesn't have an edited black opening of its energy cannon.
what about medium rare 
Wonder how they'd look like then. ๐ค
GET OUT OF MY BURGER
It's clearly a fish 
Fishfly
dragonfly ๐
Ah yes, indeed. :p
seeking hover squids
Hot hover squids in your area (4) ๐ฅ
adjusted them, still kinda easy to kill
they are level 3 enemies, however it would be fun to spam them in nasty mode 
so they're the same as squids but with smaller hitbox? ๐ค
honestly would be cool if they'd move super slowly from the right to the left. It kinda looks like they'd do that
Though just an idea, do as you wish lol
there an important difference
they follow you
that is why i call them squids 2.0
(is it just me or do they look shinier then the original squids)
they are a 3d model render, so yeah it would look different
anyways i moved some enemies pallete from last time
this is so good omg
What if they're called cuttlefish?
That's what I thought too ๐
that sounds nice
cuddlefish ๐ค 
they just wanna hug you, with their friendly lasers and bullets~ โจ
Sounds very true
they still value your personal space
also i guess i gotta make a pink version of them aswell
A lightning cuttlefish would give a tight hug that electrocutes you.
-# ||btw, you can't say electrocute without cute. :3||
We'll see about that.
well a lightning that targets you directly sounds pretty unavoidable
Not if it seeks you slower than regular cuttlefish. :3
oh right
Well, REMAM can have the lightning-fast version of that concept. :p
While this mod will have the fair and balanced one.
maybe could be just a nasty exclusive enemy for now
I see your point.
Tho I'mma look forward to doing some gameplay tests with that enemy.
yeah seems like a fun enemy to test with
Will all your progress on the upcoming enemies be available in the coming update by the weekends?
yeah, there a lot of level 3 stuff in the files already
-# still a bit unpolished and unfinished but is something
So I can fiddle with some fun enemy combinations and synergies to be considered for the level design part.
And by the way, I should mostly be free during late December.
awesome
i still gotta improve some very crucial aspects in terms of lua knowlege
and that is retrieving info from entity json
After your mod update drops, I think the enemy design IMO must be prioritized, so other relevant aspects like level design won't be affected in a ripple effect.
Plus, your mod is released as a demo to begin with, so slowly rolling out new levels will likely result in the mod's full release not having the big hype it deserves.
About that, I'll let you know if I happen to do some small under the hood changes, like enemy fire sound effect entries.
i see
also i think the mod is well rated at the moment, also somehow third most subscribed
Pretty well-deserving to say the least.
But anyway, I think we'll have to keep up the element of surprise with the mod's full release.
While also allowing other people like me and maybe even Orandza to beta test stuff.
-# Ofc, that is just my opinion.
im quite new to this stuff
Hmm, what exactly tho?
modding in general
Tbf, despite the unpolished nature of certain enemy designs atm, you sort of outdid not just yourself, but also other modders.
-# I might have gone too far saying the last statement ngl. <:3

the original casinopolis before lua was weird, it still ripples around
also funny, i made this sprite around level 1 development
but had to scrap it like 4 times because never got a good idea of what it could do
somehow one of those concepts ended in the rainbow star
that is why internally is called laser wall
i actually have a list of scrapped enemies
- homing tick
- construction ship
- demolition ship
- puffer starfish
- pourcupine starfish
- hyper gunship
- golden un
- rainbow star
- homing super gunship
- superbolt tick
- plasma tick
- bouncy flip plane
i can use this right?
why is there a random tile there
oh also the layers were change
there no longer some random ocean between the building and the structure
Awesome
I just realize that file is WAV
The website just basically convert MP3 into WAV
I'm just... Dumb and I didn't see it 

been doing the enemy layouts
and i finished area 1 and 2
only 3 and 4 left
area 5 doesn't really need that much of change
sometimes i put the code of this mod in screen when am not in my pc to feel smart 
honestly what you're doing so far is crazy work, so you're pretty smart imo 
happy family
Wait, where my music level will put? 1st? 2nd? 3rd?
tar just imagine if there's a red variant
Oh boy, he's prolly referring to me. :P
I think it fitted better as level 2
Sice is closer sounding
Why it's reminding me a boss from Terraria "Retinazer"?
... Wait a minute, Lazer + That thing?
I'm thinking about it's a Mini Boss, and it's has variant of that thing, but it's a 5 wide burst shots of lasers, and fast.
And consider the color of that is Red, reference the "Retinazer" from Terraria
Maybe I'm gonna call this one "Retinazer"
why not both a boss n mini boss? >:3
If it was a red one then is gonna be way more bullets in one burst
that sounds fun
you know tecnically i can make both retinazer and spazmatism
i already have the flamethrower gun and is also green
actually they fit quite well for area 3
Yooo you cooking smth now :3
HOLY MENACE!! IT'S GONNA BE A ||BOSS 3!?!?||
||just a miniboss||
Also i like my bosses having traits of the minibosses
So probably it will borrow some moves
Oh no... Don't not tell me that ||"mini boss" has a mechanic that if the player exceed the time limit of a mini-boss it will suddenly Target lock to the player and charge to player, hopefully crash it|| reference to Terraria when they are dashing to the player
If the timer is timed they would most likely just leave the screen
Okay. :3
fun fact, this mod started development in sep 30
originally was meant to be just random levels addon
with random 2 themes to be mixed
I have some balance concept for the Gate un.
add an only one additional turret or cannon you name it.
when all three self-destructable turret all fly off screen
just to not make it boring when all three got detached from the boss itself
that sounds like a bit too overwhelming when all turrets are on
what i mean is make the additional turret appear ONLY when all three is gone
i see. take your time. you can just throw away the concept or change it as you like ๐
the reason behind this concept is to make the boss not boring when the triple got destroyed.
have some a little more challenging but not too difficult.
finished area 3, now toward area 4 and finishing
kinda drained
anyways go check it out
https://steamcommunity.com/sharedfiles/filedetails/?id=3601586656
anyways
im not done with level 2 yet, however content wise, is finished now
also ๐
Oh, why not add boomerangs to the mix as the fight progresses? 
when i figure, the debris system and getting data from entity json, i kinda wanna make some lua packages called lua essentials
just more examples,
something like advanced mod starter pack
Oh, and also, I'll be implementing the new enemy fire sound effect definition system, for better add-on compatibility with mods.
I'll be giving your enemies the unique fireSFX from my mod, and release it as a small patch.
also i think i should do some cleaning and ordering in the entities file
they are kinda
a mess
The fire sfx?
yeah
Is it based on lua, the fire pattern?
I added the firesfx to its turret entity, and apparently, it does nothing.
yeah for how the lua is, didn't added the sounds effect
however i know how to add them
since i added them to the pink goldfishes
should be that field
I can just replace the PlaySound myself. :3
psychogun is missing that piece, you can grab it from there
Some more modified gameplay footages.
nautiluses now are such funny enemies now
I learned a cheese strat, lmao. 

I don't have much time left, so I'll just release the patch on Steam Workshop, once I become a contributor.
how do i do that
done
i have the logo in transparent too
That was over 1MB, and FTR, I did find it in the UI folder.
And yes, I had to downscale a bit to fit the 1MB threshold.
But anyway, the custom SFX are now available. 
yay
so how do i acess those anyways
like getting the assets of the steam workshop
I think if you open steam, it should automatically update your installed workshop content.
Oh, and for good measure, restart steam.
C:\Program Files (x86)\Steam\steamapps\workshop\content
oh thanks
good luck ^^
and thanks for the help
Maybe I could even visit Casinopolis IRL, LMAO. :p

i notice you made a lot of stuff made have unique sound entries
Yep.
if i checked correctly, only audio, entity, entity turret and skin were change
Pretty much so.
great
I made these changes specifically, because I'd imagine there will be SFX addons that would change every enemy to have unique fireSFX.
In fact, TouhouSFX now gives each enemy their own firing sounds, and will be planned to support mods like A Totally "Balanced" Mod and even Platypus Casinopolis.
that's nice to know
Oh, and speaking of A Totally "Balanced" Mod, I already implemented the homing starfish in my dev build.
Also, with regards to adding more custom SFX, you could leave it up to me, especially since that part would likely be done as finishing touches of the mod.
if i had a nickel for every mod that uses the homing starfish i do have 3 nickels 
somewhat of a popular pick
I added them, to counteract the fact that my version of homing squids fire single shot homing bullets, for realism sake. :p
also i made a custom sound that is plumber but im not even sure if is even heard in game
should be the spawn sound for the spawning nautiluses
awesome
Yeah, I just can't leave behind an enemy fire pattern that shoots multiple homing bullets at once.
Tho on expert and above, the homing squids will shoot in bursts in a similar manner to yellow squids.
Have you tested it yourself tho?
-# And yeah, sry for the fact that I was unable to showcase my own footage of the nautilus spawner. 
it's okay
i think it should work but the volume might be too low
yeah i think so
Just worth noting that any value higher than 1 will be capped at 1.
good to know, i barely know anything audio wise
talking about audio, i downloaded 2 special audios
Wow, Bejeweled Twist SFX.
Okay, so about the thumbnail, you can place it in the mod folder itself beside things like modmeta.
oh yeah, i forgot i have it in my platypus folder
i have everything in this folder, even the original sniffer
LOL
Could you send the thumbnail here?
-# My trip to Colossatropolis has been delayed in just a few hours, so I tweaked the Psychosquids.
I will be uploading another patch, which means I need the thumbnail you designed.
NVM, I got the thumbnail myself, although the quality might have changed.
Also, another patch has dropped. :0
@fading python
-# Oh, btw, sorry for the multiple pings.
Does that sound low quality to you? Don't worry, I got two enhanced audio quality files for ya.
Thanks. Tho I'm already on leave. <:3
The Leve 2 Ost is out now on YT!!!
For Platypus Reclayed Mod: Platypus Casinopolis
Why it has more health ๐ฅ
Also, is there a possibility to make it blue where when you shoot at it, instead of decreasing HP, it increases?
-# and it pauses shooting so...
It's gonna take a lot more Lua coding for this tho.
My bad i was sleeping
It's okay, even tho your status was set to idle while you're probably sleeping.
But anyway, good morning according to your time zone.
Yup is 7 am
Oh, and unrelated thing...
I went to an actual casino within Colossatropolis Manila. :3
Watch out for the Chip Ships! /j
Wow, you are so funny.
Manila...???
Ye
Let's go gambling!
Tititit
Aw dang it!
Tititit
Aw dang it!
Tititit
Aw dang it!
You actually gave me an idea, what if there's an enemy that looks like a "Slot Machine" and it pulls a lever on it sides, and what it came out to the 3 slots, it will fire that sequential.
No, an idea for the Slot Machine enemy is that if you spin it and the three images match, you can get a weapon pod, multiplier crown, coins or a weapon star
Also, if you match three images of the coin, you get a coin jackpot
... Hm... So, that thing is type of "Semi-Enemy"
That is intractable
So to spin it, you just shoot the lever.
It's an even better idea.
So, if at least two images of the weapon pod, multiplier crown, coins or a weapon star match, you get them.
But if you match 3 images of the weapon stars (e.g 3 Rockets), you get 3 Rocket Stars
Also, if you match three images of the coin, you get a coin jackpot
But what if you just get two pairs? Like example, Weapon Pods?
I forgot about 1-Up Mushrooms too!
If you match 3 images of the mushroom, you get 3 1-Up mushrooms
Uhh... That would be broken as hell, like if the player get extremely lucky, it will get like 3 lives in just one roll
But I'm thinking this intractable Semi-Enemy Type is likely to be just spawning in Stage 3,4, or 5 something...
Easy? It will be common (Stage 3 to 5)
Normal? It would be slightly common (Stage 4 to 5 Only)
Hard? It has significantly lower chance to get it.
Expert? I think it's rare now...
Nasty? Same as Expert but the rolls are completely likely to be rig.
That's still rng tho.
Depending on the difficulty
Using it as ref for level 5 
Noice. :3
Oh also, almost all level 3 enemies are kinda finished
Only mosquitos and the germ
- the minibosses and the boss
woah
Is this Shangri La I guess
Never been there
Okada
Ah
They are literally pest...
Aren't those the mosquitoes and the pest is another thing?
Idk I'm tired so maybe I'm trippin lmaoo
Imagine if they pair together with actual fast ships.
fast ships are orbiters, means they direactly orbit around the player to crash onto them
while mosquitos are anti idles, and will make you move out of your place
kinda of a synergy
Just realized that mosquitos are basically alternate versions of homing missiles. LOL
spoiler
||this is how the enemy pallete is looking for now||
Oh, by the way, I buffed the cyan big un's center turret a bit in the latest Workshop build. ๐
-# Considering that it reused the same type of turret as the purple big un's top turret. LMAO
Anyway, it should already be using its own turret entity called turretCyanBigUn based on the latest update.
ah that's nice
Whenever I do additional programming, I will let you know the details.
Whenever I am available, I will likely focus on level design refinements based on the feedback of some ppl.
-# This also includes from myself. :3
great ^^
Meanwhile, gotta spend my last hours of funtime before checkout at the hotel within Colossatropolis Manila.
casinopolis is real ๐คฏ
THE TWINS ON THE CORNER ๐ฅ๐ฅ๐ฅ
i guess this is what handles the shard spawn
Looks like it.
Is blud einstien
i don't see custom behaviour data
working on something very useful
green un move speed is
0.2 + 0.002 every tick
uh pretty specific?
green un x spawn is -100
I can confirm.
oh also what am working
is fully creating a copy of green uns in lua
For "Mod Advanced Pack"?
yeah basically
i have the movement done
and the damage sprite thing
only left is the smoke trail and the particles
Regarding fire sound effects of enemies for the "Mod Advanced Pack", we should use the one I incorporated in TouhouSFX.
So basically, the premise is that each entity that supports it will have their own sound entries, instead of sharing each other with like one or two entries.
oh yeah
I made the modding-tech-support post about Mod Advanced Pack
https://discord.com/channels/334342069755576322/1449769568267534356
Ok i tried the recent update. Overall pretty good. the chip movement is kinda ok.
the toxic nautilus caught me off guard for a sec but fun to deal with.
anyways here's some suggestions:
the nautilus toxic range should be decrease a little bit or half its range and add some enemies with it
the chip movement is kinda underwhelming now. sometimes it's kinda slow sometimes
(the lightning one sometimes is weird tho it got to shoot just a second then disappear iirc)
and finally the music. it's underwhelming compare to the placeholder one. the old one have a perfect pace already imo. but the new ones even tho it's great. it don't have the same pace as the old one.
oh i forgor to mention. the new enemies have expand so much. the level shouldn't be too much of an air time now.
I have some interesting enemy layout ideas in mind.
the good thing of poker chips is that they are fully customisable
talking about them i had 4 more moves planned
pillar up and down, which just make them stop the x axis and just go up or down
and sine wave, or anti sine wave
Is there a speed multiplier for all the indexes?
yeah
Without overriding their base Lua scripts?
ouhm that depends
I think am re reworking poker chips tto ve time based
Anyways is 4 am
Ok so the plant for reworking the chips behaviours
Again..
Is to have a timer for so the movement to start,
If done correctly this should allow multi steps to be possible
working on new systems are such a roadblock
still working on the particles stuff
ugh, ugh why are you so incosistent
don't mind the most bare system for this
custombehaviour data and trail smoke is sadly not possible at the moment
on another note, i think my approach for the poker were
wrong to say atleast
gave them more hp due the more predictable movement, however
that resulted into them being slower so the player could kill them
think this approach was not as fun,
so i guess the option, is going the opposite way
making them faster and be killed quicker
Agreed.
Also, the parachuter animations are off.
tecnically everything is off
all the shards have the same value except sprite
i have like no idea how to change that
i wonder what other proyects are using lua too
Zhark Reclayed and my Platypus 2 port probably will
Maybe Platypus PLUS too, if we don't get soft-coded stuff in future patches
Oh yeah, Touhoupus definitely will.
-# Plus, it is a full-conversion mod.
i wonder when will it stop the having to rework level 2 cycle
on another know im way more secretive about level 3,
everything except the enemies ๐
im doing stuff 
welcome back fish fighters
multi step poker chips ! !
currently you can only do 2 steps at a time
formation now work like
time, form, time, form
later i will probably add a third step
so would be time, form, time, form, time, form
tecnically i could add infinite step pokerchips, but why would you want more than 3 steps
more examples
sorry not sorry that i broken every instance of them using the old system again 
Touhoupus modders be like...
-# I'd take advantage of that. ๐
oh wow never noticed it 
also thanks ^^
I wonder how does a regular person could figure the pokerchip system
[ I mean they can just read the lua
]
Blind experimentation that is. :3
Poker chip formation index:
0- straight
1- go up
2- go down
3- backward
4- accelerate
5- loop up
6- loop down
7- circle up
8- circle down
9- step up
10- step down
11- step 2 up
12- step 2 down
13- 2x speed
14- 1/2x speed
15- legacy
16- pillar up
17- pillar down
18- diagonal up
19- diagonal down
20- sine wave
21- cos wave
Poker chip formation order
"formation": [timer 1, set to form, timer 2, set to form]
im exhausted
random testing
oh also if the second form is 0 , it will use the previous form
so if you do 120, 12, 0, 0
the game will use form 12
just a quality of life
So that would make an infinite loop when set up right?
It doesn't loop, it just goes trought all steps
So
120, 2, 300, 7
Wait 120 ticks
Do form 2
Wait 300 ticks
Do form 7
And it just does form 7 forever after that
But i mean. I think i can code a loop
My to do list for this is just
Add a third step and maybe add looping then
Okay, all these things would be useful in Touhoupus, as majority of the stage enemies would be planned to act like that.
So kudos to you! 
Yay ๐ฅณ
For that reason, you will automatically be credited for the code in Touhoupus mod project.
You could make gradius fans with this
And even the domeships from platypus 2
Oh, also special thanks to Kroporo for helping you make these lua enemies possible.
Yeah, about that, our planned Mod Advanced Pack will include poker chip behaviors, but will be rebranded as domeship, to stay true with Platypus canon.
And extremely flexible tool
That seems fair
Idk why this little things have like the most complex behaviour of the mod
Minor enemies?
Yeah, kinda remenbers me of fish fighters
Ngl, I'd imagine that if Anthony fleshed out the fish fighter behavior during development of Platypus 2002, then there probably wouldn't be a reason for saucers and fast ships to exist.
As the hypothetically flexible fish fighters would do all those similar roles.
If i remenber fish fighter work
Kinda similar, but with angles
Also i think this rework
Broke form 15, legacy
I might replace it with screen bounce
Adding new behaviours yourself should be pretty easy too
Just add a new elseif and a number, add what it does below
Yeah, and as always, spontaneous experimentations are the way to succeed. 
Anyway, once you're done with the poker chip behaviors before the planned major update of the mod, could you send me the files in a dm? :3
Sure ^^
Tho i gotta say if you wanna use it for just movement
You might wanna delete everything on the
Onkill() part
Since that is for, the purple one
Speaking of major update, does your dev build (the one that is used for uploading in the workshop) contain all the changes I made before?
Otherwise, my work would have been overridden. :p
Especially when I start dealing with level rebalances according to feedback.
Yeah
Also was working on organizing the entities
So all level 1 enemies should be close to each other
2 steps, 3 steps, 1 step, and looping steps
@alpine iron that should be it
you can skip numbers to, that should be just an 0 for the script
Thx!
๐ฅณ
ew ai
When people hate Gemini:
we are at 200 now ๐
GenericSquid behavior has been around for quite some time tho.
ouhm, yeah but have never seen their arguments
Fair
so should carrots appear in the mod?
Yeah, I mean, I like their tri-gun armaments.
yeah the latter
It could be an evolved version of the yellow squid.
Oh, and speaking of, which of the following vanilla enemies will not be encountered in Casinopolis?
that's a hard question
not counting the bosses, and some minibosses
most of them have a good chance of appearing so yeah
To begin with, the regular yellow squids would likely not appear at all, and so far, there are currently no instances of any pink batoids.
regular monorail pods also don't appear
purple and yellow octopus haven't appeared i think
i think, somehow super gunships too
There is like one instance of a red gunship btw.

the water boats will probably be used in level 3
since that is the more water level
red star and lightning star also appears only once
the triple gunship also appears once
i think rays went extinct in level 2
In favor of pokers for sure. :3
yup
Wait, winter mod is out?
I thought it was just teaser or sth lol
Sweet!
Poker chip formation index:
0- nothing*
1- go up
2- go down
3- go right
4- go left
5- loop up
6- loop down
7- circle up
8- circle down
9- step up
10- step down
11- step 2 up
12- step 2 down
13- 2x speed
14- 1/2x speed
15- pillar up
16- pillar down
17- diagonal up
18- diagonal down
19- sine wave
20- cos wave
21- bounce right screen
22- bounce left screen
23- backward loop up
24- backward loop down
25- chill
26- freeze
27- random
Poker chip formation order
"formation": [timer 1, set to form, timer 2, set to form, timer 3, set to form]
example "formation": [120, 2, 120, 4, 60, 2]
"loop": bool
if true it will loop the steps after step 3
form 0
if form1 is set to 0 it will just do nothing
if form2 is set to 0 it will use form1
if form 3 is set to 0 it will use form 2
updated index again
remenber when the index stopped at 8 
also i gotta explain what chill, freeze and random do
chill, basically just does the last mx and my put , like cancelling a move mid movement will do the last mx and my, like cutting it mid loop
freeze, will just make it stop in place
and random chooses a random form from any of them
this somewhat feels like watching someone reinventing saucers, fish fighters, and all mini enemies to a single multitasking enemy
-# 10/10
probably more close to fish fighters and dome ships
that should be it
i think i can finally say they are finished
fun fact, they are the most heavy behaviour of the mod
"the poker chips movements were underwhelming"
proceeds to make it 6 times more complex
8 KB ???!!!
MY PC CAN'T HANDLE SUCH HEAVY FILE!!

Can we get 1 quettabyte sized file
zip bomb
also i fixed the nautilus boss and miniboss to the new system
also i buffed the nautilus boss 
โ ๏ธ
don't worry all chips were nerfed
Guess you already overdelivered for @haughty bone ;3
I might release a mini patch after i fix every intance of the pokerchips in level 2
Again
If i had a nickel for every time i have to re do all the pokerchips spawns i do have 2
Which is weird that hapend twice
Before you release this mini patch, you must do the following:
- Add this explosion entity right below
explosionPlayerinentities.json.
{
"name": "explosionShielded",
"sprite": "Effects/Explosions/medium explosion",
"soundOnSpawn": "s_shielded_exp",
"sortOrder": 29000,
"behaviour": "Explosion"
}
- Add this sound definition right below
s_player_expinaudio.json.
{
"name": "s_shielded_exp",
"audioBus": "explosions",
"audioFile": "explosion-med",
"defaultVolume": 0.8,
"minPitch": 0.363,
"maxPitch": 0.635,
"cooldownFrames": 4
}
- Replace your
skins.jsonfile with the one attached to the message below.
That way, all these things in addition to the changes you made will be included in a single patch.
Oops, forgot to attach this file to this message.
But basically, replace the one you currently have in your dev build with the one I sent entirely.
Imagine that on Nasty. 
that would be 32 bullets
At least they have a bit of HP compared to vanilla air mines.
they have around the same hp than red chips, which is slightly above the average of the small ones
i like that the mine chips instantly change how you approach chip lines
ouch Mine chips that will kill me with such a low reaction time
Not if the section contains sonic pulse. :P
like how do i even kill him? i have to don't shoot him?
weapon pod and sonic pulse section where is just mine spam
you don't, that's pretty neat
And speaking of power-ups, how do you want the mod's power-up progression to be like?
I reckon because it is pretty much a mod to play after playing vanilla Platypus, I'd assume that a lot of them would be obtainable early on.
yeah like late game food weapons would be nice to appear early on
also powerups depends of the enemies that appears too
like homing missile for homing bullet enemies
rockets for nautilus and cuttlefish
trailgun for mosquitos
Once the mini patch is released, I'd probably put in some adjustments to the existing level layouts based on feedback not just from most players such as Notnotzaz, but also from me. :3
still thanks for that ^^
makes me wonder what would have hapend to this proyect, withouth lua
It would have simply been, well, a simple mod tbh...
...but thanks to lua, many breakthroughs on custom enemy AI were made. 
yay ๐ฅณ
If Neon demonstrated the modding capabilities of Platypus Reclayed back in its launch state, then you're probably the one who demonstrated the lua capabilities, with sheer labor of love and some sacrified sanity. :3
So, as always, kudos to you! 
As the days go by
I get to share old concept art
had to recolor them since
orange is mostly used for bonus enemies around small enemies
it's been a while since i last show them
lovely
Why they need more than one shot to get destroyed?
why not 
they kinda feel a bit weak otherwise
True
Only thing I'd recommend is for them to have limited hang time
If that's even possible
is possible
just a simple timer
if timer is still ticking
then just act normally
if not then just dash away
Maybe they should dash away doing the same movements as their normal ones
It'd be funny
That sounds easier
Since it would be just make them target outside the screen after the timer ends
only 3 main things to rework on level 2
butler un sprites,
the level tiles sprites
and the enemy layout
Negative speedX values?
I reckon that has something to do with moving toward the left.
default speed is negative, so it goes to the left
And I think the speedY would likely be configurable too if present.
Gotta love the sheer versatility of the pokerChip behavior. 
this should be all arguments
FTR, I haven't touched the improved pokerChip behavior yet, as other things I had to do have gotten in the way.
that's fine
Also, I might do another nasty run in the base game very soon. 
my wrist 
only area 4 to do
i think i know my issue
i do the first areas well but then when i get to the last 2 areas i burn a bit
so it ends up not being that good





I can always refine them once the patch is released.
Apparently, the SpeedY argument doesn't work.
-# Yes, I already added the codes from that image.
did you delete the other my= 0?
Just gonna test one moment.
Oh boy, with all these arguments, we could do some omnidirectional onslaught sections with these newly versatile pokers. >:3
woah
Funny that I tested it on a modified build of Neon's mod, lmao.
anyways, i think im done with re doing the pokers in level 2
All the formations?
it should be,
atleast to a workable state
still not the 40% of what it can be done with it, but should be fine
We'll see how they fare when the update is publicly released.
i will be uploading it just now
@alpine iron updated
also decided to add an extra picture to the workshop
i always fear that i upload it to the workshop, and it breaks
i remenber it hapend once
for regular people there few changes
but there actually a handful of changes under the curtains
also something to share
am building an lego
I think the texture should be scaled down a bit on the leg thingy that has the orange dot in the middle
it looks too stretched imo
other than that, it looks awesome!
i can always smooth it
the original sprite was suposed to have the same effect, but didn't looked good
I have a... Weird design here...
It has some reactions...
The center down is when it got defeated.
I wonder what color it would be
How about gold?
-# Not to be confused with yellow ofc.
It gives me an idea
I had an idea of the rotation bullet enemy but never got an idea of what enemy should have it
Rotation Bullet?
It's like Spinning?
Or it like Up and Down Bullet?
Kinda like orbiting
Tri gun
I'm NOT gonna summon the Undertale Fans
Oh i forgor abt that. sry <:3
That could be a dope sticker.
on other note, the mod is now the second most subscribed
Desert Mission.
yeah dessert mission
level 3 enemies
the new water hopper animations looks good
no longer instantly snapping onto place
truly a glowup
bro has ptsd
would someone be interested in clams?
you know i have been working on level 3 since level 2 was done
but level 2 always need to be reworked 
you know i actually want some platypus enemies to be in the mod, i think you can see the inspiration in them in some enemies
๐คซ
just few enemies fix, and tecnically i could have area 1 already
||The Sewers||
the original one was created November 9 so yeah quite some time
Great take on this type of scenery ๐
Kinda gives me UaFoe vibes, but it looks much cooler like this
haven't seen a other proyects but sounds interesting
A problem with Level 2 Area 3, after I reach the miniboss and defeat it, there's just a whole lot of nothing??

i think i might know why
im gonna update it
Thanks
done
funny how most stuff you added from my mod are now totally outdated
yeah
anyways since had to do an emergency patch means, that you can use the newer waterhopper
and stuff
cuttlefishes, mines, those bigger nautiluses
gatlings gunners and mosquitos
will be on Level 9 ig
good luck
that's nice
The ifSpecificEnemyOnScreen arguments weren't probably set up.
on another note, i added all changelogs
most of them were missing, and i learned how to write changelogs
LOL, prolly because of what I have done by the time I released a couple of updates. 
But anyway, glad you listed all of them now.
yeah
i still remenber what each one was
even the 2 anti crash one i accidentally made
Ye, I still remember the technical issues with the mod's modmeta. 
Anyway, I will likely make changes to levels 1 and 2 pretty soon.
great ! !
Like I said before, they would be based on feedback.
i also used some feedback
Nice
like nerfing the small nautiluses range and reworking the pokerchips
Honestly, I find the small nautili to be too easy, even on expert.
they are not threatening by themself
however i did the change so it synergized better paired with other enemies
or atleast be easier to put with others
That's something I'll take note of when revising layouts again.
yeah, the bigger range kinda make it hog the attention
Average TouHou Fight:
Unrelated, but I think REMAM needs to support TouhouSFX add-on.
It would be evil if this "Grasshopper" have a flamethrower attachment on in
I do have a few small surprises in store regarding the layouts.
-# Hopefully my changes will make the levels even more interesting than they already are.
wake up platypus 2 fans
ME ME ME MEE
jokes aside that level looks so sick as helllll
Level 3?
yeah
You finished working in Level 2?
not yet, but the only thing needed to change is visual anyways
if i kept working on level 2 i would go insane 
No way Bomber Squid
And you even made a lid for it, just like in one of my arts!
oh, how did it looked in your art?
Looked like this
The pipes.
Ike the backrooms level
With equally annoying enemies
you know i come up with the clam idea like yesterday
the sprite is just 2 platypus thrusted joined together in blender
and i had the mine code already sitting there
so i build this thing in like 2 hours
honestly forgot level 1 had passive resistance lols
also awesome ^^
also probably is like one of the hardest pasive restiances with all that homing 
Well, I wanted to be harder than the base game, but will also contain bigger rewards.
In fact, I plan to have the player get at least 2 mushrooms from the crates.
truly risk and reward
True
Also, when played normally, it should share the same length as L2A1 in the base game.
great
I'll be moving complex patterns on later areas of the level.
-# I think the inclined wall of green big uns is planned to be moved on area 2.
This is how it will play...
this pattern seems pretty brutal 
i guess is fair for when you play in higher difficulties
Definitely on expert and above.
And yes, I reckon you also usually playtest it on expert.
yeah, but im not the most experienced person, so probably my expert is like your normal
Sort of.
-# I low-key feel bad for your lack of skill. :'>

