#Platypus Casinopolis
1 messages · Page 3 of 1
Want me to add startick on L1A1, perhaps? >:3
that would be funny but, i think i'll handle nasty mode
No problem, especially when I finish level 1.
Also, that latter statement does make sense.
yeah , the thing is that since nasty mode is kinda of a new game +
i wanna code some extra interactions 
- the, next level enemies invasion
I guess what I have done on expert is pretty much equivalent to the base game's nasty mod, but with no death bullets, funnily enough.
you should probably fix the hitbox
i was working on some nasty exclusive changes but got roadblocked to the, custom lua bullets being hit by player shots
@alpine iron aw dang
I can do passive resistance in there but bro I have to do after all 5 levels or something
Nah, just the first level.
@fading python I would probably submit another music again... And try to fit on the theme of ||Level 3||
This was recorded several hours ago.
The later parts of area 3 were revised again tho.
Smoother daylight transition test...
I will be making sure that the level slowly and steadily gets darker as the player approaches the gate un. ;3
what
What were you doing in your build?
What went wrong?
basically instead of going with the logic layer stuff
i tried that if the player is close it damages it, but seems that it damages it even when dead
oh yeah
that is the nasty mode thing i was working
they will continue the path of the chip
Damn. xD
time to actually work on global vars
i guess i gotta shelve the custom bullets thing for now
Spoiler:
||Psychosquid fight, but with Insaniquarium battle theme...||
finally watched gameplay of uafoe
really both level 3 are extremely similar 
pipes, green water and green flames coming from tubes
Lmao
Imo it should be in the size of a pink squid
That's what I expect for a red variant of those Squids in Casinopolis
Does psychosquids uses high quality sounds instead of low quality?
They came directly from the Insaniquarium game files.
facepalm
Does that mean they're low-quality?
Anyway, I'mma be using the audio files you sent way before by the time I get back to my PC.
i mean level 3 is using mutants at the moment, but sure
i think level 1 might need a track more than the other honestly
all enemies should be done now
well the clam is still missing the damage sprite but whatever
the pipeware to do list is looking like this
- make area 2, 3 and 4 tiles
- make the miniboss
- make the boss
- make the enemy layouts
Did some boss un rebalance. :3
Oh wow the fruit goes flying
Yep, I added additional fruit sets in a copy of level_defaults.plat file.
that's great
If something like unlessSpecificEntityOnScreen command is added in, which is basically an inverse of ifSpecificEntityOnScreen, I could add in the fast ships whenever all the turret pods are gone.
@fading python, I will be releasing a Steam workshop update featuring the updated level 1 layout soon.
Here are the list of data files that received some changes:
audio.jsonentities.jsonentities_turrets.jsonlevel_defaults.plat(added)levelTar1_data.plat
If you happen to have made any changes on any of the following files, please send them to me so I can input your progress.
YK, we don't want some of our work to be overwritten. ;3
Oh, worth noting that I added and edited some audio files.
Most notably the ||track used during Psychosquid battle||.
What entities were change?
IIRC, starfishSmallHomer, cyanBigUn, and bossBigUns plus all of its associated turret entities.
-# Do note that the turrets the bossBigUns uses have been renamed for ease of access.
As for audio, ||psychosquid_attack was added in the music folder, and then the audio file of psychosquid_spawn was edited||.
What if I simply release the patch I'm talking about, and then you import the specific changes I highlighted to your dev build?
How does that sound?
-# If this goes well, I will do so when I arrive at home.
Yeah
they kinda look like sunfishes
FR
{
"name": "psychosquid_attack",
"audioFile": "music/psychosquid_attack",
"audioBus": "music",
"priority": 200,
"defaultVolume": 0.8
}
turretSingleHoming was renamed to turretbossBigUnHoming, as only the bossBigUns uses it.
turretGatlingRelax was also renamed to turretBossBigUnGatling.
The turrets flag of bossSecTurret now uses turretBossBigUn instead of legacyTurret.
^ I think that's all the other changes I made in detail. So you can check them out in detail once I update the mod on Steam Workshop.
Anyway, @fading python, I'mma update it RN.
WDYM?
Since I already updated the Steam build, I just hope your work on the future update of the mod is still around in your own copy.
-# I'd imagine how devastating it would be when all your work gets overwritten by an update on workshop. 
awesome ^^ 🩷
i notice your build was before the fix of level 2
so iguess gotta fix that again
i think i got all the changes now
anyways funny placeholder
Yep
LMFAO
I forgot to import your hotfix. XD
is fine it was only like 1 line change
Good
funny it was more the under the curtain changes
i was wondering why the mod lose like 50 mb 
Your current dev build or the latest workshop build?
workshop build
I guess it attributed to the fact that the overall length of level 1x became more concise.
-# i.e. it shares roughly the same length as vanilla level 2.
Despite the fact that another new .plat file was added, which is for the level defaults.
ah no, is because the mini patch for fixing level 2 area 3 has the pipeware sprites 
should specified it was a joke
Oh, I see. LOL
funny my build is now 580mb
well more assets mean more size
i wonder how much will it size once every level is done
maybe over 1 gb
Do these level 3 sprites actually matter in a public build?
i can update it to my build and deleting those sprite to keep the size
i think that's what im gonna do
i hope i got all your changes properly
now i wonder how is it more light than before
done
maybe some other extra change might have slip trought
anyways due to this
i may need to come with a second plan for area 3
welp area 3 is now using the beta area 3, instead of the modern area 3
i may be able to finish level 3 before the year ends
Keep up your good work then. :D
Yay ^^
Btw, I will release another hotfix to fix some of the weapon stars not being in the correct order in level x 2.
Done
🥳
i was thinking in adding some movements to the pokerchip that are more close to the dome ships from platypus 2
now that i think,
each level has like 1 platypus 2 inspired enemy
level 1 gatling ships and those weird gunships that shoot backward
level 2 poker chips and dome ship
level 3 clams and mine squids
level 4 has one too 👀 , but you gotta wait for that
Oh, I will patiently. 
I wonder what will clams do?
they are the first enemy they appear in
https://youtu.be/Ldck6EpMNKQ
just mine squids/ trashcans from platypus 2
the bottom part is a placeholder
was planning on adding like those helicopter wings
Well, at least you created what Greenness needs in Platypus 2 Reclayed project. :3
yay
i woke up feeliing like doing a roadmap
basically is just
- level 3
- level 2 visual rework
- some other small enemies design changes
- if lua get's updated, then i do the nasty update
- level 4
i think i finally understood how the tiles system work
so you see that extra number after the first number
that basically tells the game, what layer can go that sprite
like front 1-0 means that is the tile 1 of layer 0
if no number is present, means that every layer can use it
that is why mega stage when going over beyond 3-0 it used 4-all
so in theory for adding more foreground sprites you go
1-0, 2-0, 3-0, 4-0 in theory
the mountains would be 2-8 due to being the second tile of layer 8
i think the name is just ignored
i think i went a bit too much to the left while going trought casinopolis
anyways all tile sprites are done now for level x3
F-27 winning by doing nothing XD
LMAO, I cheated the game for demo purposes.
originally i wanted to put area one of level x3 as a small demo
that ended with you hitting a wall
never did it because i was lazy to make the assets that day
maybe some shift variation too?
Pitch?
yeah
yeah that's nice
still a bit too loud
yeah thats better ^^
For the next update, the following must use s_enemyfire_toxicgas for their fireSFX flag:
turretSpinnerGasturretNastySingleGasturretNastySingleGasChillturretTrailGas
And here is the sound definition:
{
"name": "s_enemyfire_toxicgas",
"audioBus": "sfx",
"audioFile": "toxic gas",
"defaultVolume": 0.18,
"minPitch": 0.9,
"maxPitch": 1.1,
"cooldownFrames": 6
}

Attempted simultaneous upload, LMAO. XD
is nice that they have their own sfx, specially handy since level 3 has a lot of pipes
and toxic pipes
talking about pipes. i was thinking making several shapes
we have I shape
maybe Z shape or U shape, T shape even
Fun fact:
This SFX came from RE2 Original.
ah, i see
well time to do a todo list for this week
- more pipe shapes
- clam damage sprite
- minibosses behaviour and sprite
- same with boss 3
then it should be everything
Optimized the toxic gas sound file, so they won't be broken by the sound cap.
Updated:
does platypus 2 level 3 has mines?
oh, somehow both level 3 are very close in concept 
Well, mechanics-wise, except for the falling rocks part, lmao.
oh yeah, it used that too
well, level 4 is a remix of level 3 so , something like that will be in
Would level 4 be some sort of an inner city perhaps?
yeah, imagine it like level 4, but you go on the road instead of flying over
there actual data for level 4 and 5 in the files
i remenber i did the, the thing in level 1 and decided every area should be like that 
LMAO, the use of "The" every beginning of area subtitle reminds me of the usual episode naming convention in TAWOG.
oh yeah
area 5 name is a reference to each level boss
level 1 and 2 are the gate and the printer
they say is better to start in smaller proyects before doing a big one
i think i forgot to do that 
well to be fair each level is kinda like it own individual mini proyects so there that
Fair enough.
But yeah, feature creep is smth devs do subconsciously. 
-# i.e., they aren't even aware that they're adding more content than what their scope can handle.
i think that is an issue with level 2
True
level 2 is in a weird uncanny valley of being made just right after the lua update
and also before the blend my ship pack
level 2 needs so much work 
Well, tbh, the decision was worth it. :D
@fading python where's that freaking trashcan?
cuz I'm gonna forward that enemy to #1419274495012765838
Uhm 1 second
one that shoot mines without attached to balloons
That is a bit outdated
Tar got it

I got the damn trashcan in that 2 Reclayed 🗑️
**To all players who played this mod:**I recommend downloading my audio pack here. These sound effects may fix audio quality by replacing those with it.
im deleting butler pods and cyan chips because im mad at them
I can see why butler pods are oppressive.
Sometimes, I'm not aware they exist to the point I crash onto them.
Particularly the empty one.
they also have a ton of issue
like not being threats bullet wise
and basically it would be more interesting if the actual enemy was there instead of the pod
- made the gameplay way more slower due to the waiting time for waitfornoenemies()
The cyan chips feel like no threat at times, and then downright unfair at other times. No in-between.
yup, they kinda really only worked with the very old chips behaviour
also they are kinda hard to work with them
im replacing all butler pods with food dispensers
Food dispensers sound more sensical in a hotel-like environment.
yeah, they aren't that complex anyways. they shot in kinda like a barrage way
also they shoot the ?! foods
That'd make a good food fight, lmao. 
of course those change will only affect once i work on level 2 again, for the 4th time
So, the next update will only contain level 3 as new content then.
yeah basically
accidentalling putted an multiplier layer to the laser bullets, i think i like it
also don't ask who is spisma
spisma balls
read my mind 😂
is not even a joke, that's what is called 
Wait, hold on lemme cook:
Laser Spisma is type of plasma that has contain of Dark Energy.
spisma ball is real

collect my spisma balls
Sounds like smth to be used for bendy laser thingy. :0
that's the regular laser bullet but recolored
I see.
I feel you...
i think it would be fun to give rockets at minefield
i mean yeah basically
i just need to finish their turrets
and their damage sprites and they should be done
spaz and spisma
somehow placeholder names that i was too lazy to change, so they are now named that
minibosses of level 3
Pretty cool :)
another things regarding level 2 rework
i may be thinking in moving all nautiluses to level 3
and moving the cuttlefishes to level 2
this implies that i would work on a new boss 2 and miniboss 2
i already have few ideas in mind
-# just imagine a big slot machine
reason: honestly nautiluses never fitted level 2, their toxic gas is like heavely used in level 3
That makes complete sense.
Also, I love the clam jumpscare in the end. XD
what 0 wait does to a level
also spisma uses the same gimmick as the psycho squid funnily
ah yeah
I have a feeling that the printer may be in the cutting floor room.
unfortunately we would need to buy a new printer
But I reckon the huge nautilus would remain as like any other recurring minibosses.
they may appear in later stages like 5, and 3 in nasty
miniboss 3 will function kinda similar but different aspect
fortunately boss 3 , 4 and 5, and miniboss 3 are very well planned so they don't need any changes
-# why is it always level 2...
LMAO, true
Now come to think of it, all the additional content were derived from level 2, and we're already seeing what's going on. <:3
well originally level 3 and 5 were level 2 areas so yeah
when the mod is finally done, i will add an extra 6th level which is just a boss rush of casinopolis bosses
also with the scrapped ones,
new behaviors
honestly the dash flames are there for flair, realistically you won't be hit by them
also the warning indicator is much longer now
if you didn't knew you can trigger the player alarm using GetPlayer(0).TriggerWarning()
is a good telegraph
I reckon that's a lua string.
PVZ Toxic Chomper in PLATYPUS RECLAYED
Don't cha mean Toxic Chomper from PvZ Garden Warfare? 😏
the most annoying part of makings stuff, is when it crashes, and you have to search for it
if only the game told me what file and in what line was the error
Ah, I see.
i see the issue
they are going backward, and there no backward despawn
really is just putting an - there
also why does some turrets just love to load behind
this thing is really taking all my lives, and i haven't even finished it
||Boss leak||
Star types to be obtained in the third boss fight:
Initial Spawn
"TailGunStar"
Early Stage
"TailGunBombRocketHotdogStar""TailGunBombRocketPulseStar""HomingBombBeansPulseStar"
Middle Stage
"RocketDonutPulseStar""HomingPretzelPulseStar"
Later Stage
"BoxingGloveSonicPulseStar"(axed due to performance issues)"FireballSonicPulseStar""HeartLightningStar"
End Stage
"LightningStar"
Yep, the level_defaults.plat file has been duly updated again.

i think i won't be using fireball
if you hit a fireball exactly to a lot of red gas, it lags the game too much
Now I know. 
well i didn't showcased it
Although I OFC didn't see it, I at least get the idea how laggy this would be.
WE GOT PLATYPUS RECLAYED × TERRARIA CROSSOVER BEFORE GTA SIX 2026 🗣️🔥🔥🔥🔥🔥🔥🔥🔥
But wait, there's more!
-# But OFC, you'll have to wait for the next update. <:3
there 1 big un covering boss 3
don't worry this is actually development lols
uhmm is actually sounds like level 2 track still
maybe we can use it as new level 2
and leave the old for endless levels
i found the workaround to actually show damage frames 
Hm... Welp, I guess I need to scrap this song out.
that's unfortunate
im still thinking it shouldn't go scrapped
Don't worry though, I will include that track when I create a new one.
i still think mutants is already fine for level 3
i think is more important for level 1 to have a track
since copyright
I'm actually trying my best to not get any copyrighted to the track
I mean if you want to prequel my soundtrack, why not.
I didn't quite understood what that meant
Sorry, my bad
it's fine
now i notice, the hover mine and the clam kinda are in the same category
as in same "specie"
I mean, if you want to use my new track to the first level, why not.
ah sure
i implemented them and it works pretty good against the boss fight
tail gun and wide shot are good to get rid of the #######
while bomb is good to get rid of ######
rocket and homing are good for when the boss are less mobile
donut and pretzels do good damage while having more chances to hit while it moves
and sonic pulses just melts the boss lols
@alpine iron i went to port some movements, and i think this could help you with your project
so aparently that's all that domeships do in platypus 2, i thought they had like extra movements or somethin
im replacing behaviour 7 and 8 with this new circle one
Behaviour's free to use? 👀
With proper credit, ofc
Would be useful for my Pl2 port
of course ^^
Looking forward to legitimately playing the third level. :D
they honestly just does that lol 
Will the pokers have some sort of speed multipliers that will affect all their forms?
I tested forms 13 and 14 (speed changes basically), and when they do more complex movements, they revert back to their original speed.
Others just lock them to a specific movement speed.
Im working on that
loop improvement
anyways they should change base speed now
step up and down use this too
which mean they won't change at all, despite speed
i will scrap step 2 up/down and backward loop
probably replace with new movements
also im considering making mosquitos and pokerchips 1 hitable
Yeah. I mean, it's jarring to have an enemy smaller than the fast ship have more than 1 HP.
means i can spam more of them 
I'd suggest making the 1-hit variants of the pokership smaller, but eh, I'm fine with whatever lol
i was thinking maybe making a new ship classes
the jet
quick, and more attack speed, small hitbox, but a bit less damage and less points (not sure about this one)
also dies to 1 hit like wyvern
the leviathan
super slow, less attack speed, 2 shields, slighly bigger hitbox and slighly more damage
same ammount of points
if i make them, i will add them as an addom too, for non casinopolis mods
awesome
is there a level limit for the full mod, or not really?
I wanna play it once all levels are done 👀
tecnically the end is level 5
my current scope is
- remaking level 2 and adding extra stuff and polish too of course
- extra ships and endless levels
- then level 4
- and level 5
hype :0
i mean it shouldn't be that much issue playing it as an unfinished work
but is fair wanting to play it once everything is done
already compiling
New Update ! ! !
https://steamcommunity.com/sharedfiles/filedetails/?id=3601586656
quick fixes due to feedback 
now back mosquito only appear after some saucers giving tail gun
and bottom mosquitos don't appear at all now
Already release? Dang i play alot of game Roblox and even this mod has been update 😭
Well december is the month that keeps giving 
Also because i don't have studies slowing the progress
Welp, let me play this mod… i hope my internet enough download for this mod
Wait hold on… where is the link in steam? I didnt see any in there
You subscribe to the item and it should download
Ohh alr
i wonder when we will get an actual star rating
I just realized that the name Casinopolis is inspired from a level in Sonic Adventure!
Around 25-30 ratings.
you can rate mods??
We need to reach this threshold so the ratings become visible.
@fading python
I assume you haven't done anything in your build yet after doing the "unfair enemies" hotfix. If that's the case, I think you can safely import everything to your build. I think I made quite a lot of small changes across the whole mod.
Time bomb ticking...
Proper explosion size for the clam.
Infinitely looping saucers...
As of the latest patch, they do indeed share the same HP as their original counterparts.
I think their smaller hitboxes are what make them feel tougher than they should.
Initially, they in fact used to have more HP than the regular ones.
casinopolis gas leak but better
Pretty cool huh!
Oh great 👀
🤔 i think that is due how speed works
I could add reverse circle movement for that type of stuff
Well, I do want to see the pokers arc clockwise or counterclockwise based on their current trajectory, instead of starting at a fixed initial angle ot something.
Well should be as easy as adding
Mx = - circle logic
So it goes clockwise
But im not sure if i could add it so depends of the trayectory
Is very very incosistent
But consistent enought that if it happens it keeps being like that
I still haven't figured why
boss 3 has 2 scrapped attack 1 where it lock to the other side of the screen and spew gas
and 1 where it stoped and started spin leaving lasers everywhere
maybe i should bring back the spinning one
re added reverse loop so yeah this one is back to 23 and 24
sprite adjustments
made a mini patch with said enemy and tiles fixing, (and the backward loop chips)
i hope nobody noticed but in area 2 if you go to the bottom you could see the top of the sprite tiles 
boss 3 lowkey is evil
are they suppoosed to be THAT cluttered????
https://youtu.be/u0IYNNTQy_k ig I leaked Boss Level 3 X
Music :Level 3 Area 3
Give them Hell Boys
how to install : https://www.youtube.com/shorts/V2LJiaQ4CG8
thanks to Claymation Game Studio.
dev not suffering with these Terraria Bosses for now...
i call that the plague mosquito
it's Eye of Chutulu
Uhh, @fading python, I think you forgot to import the changes I made to the following lua behaviors:
-# Note: I changed them to have them play unique sound effects.
bomb shipbombbossMosquitoenemyshot_bombHMBSpismaTurretpsychoTurret
-# Oh, and about the bomb entities, I made them so that they release the exact same type of bullets as vanilla mines (i.e.enemyshot_shrapnel).
DW, I still have them. :3
Oh, and an important note:
The one on the left causes the sfx be played per bullet, which means the more bullets fired, the louder the sound gets, which can quickly become earrape.
So the one on the right should play the sound at a constant volume, regardless of the quantity of shots.
i guess that is my fault for playing in mute
DW about that.
Anyway, I assume that you only updated the pokerChip behavior in the latest hotfix.
i also update some sprites
I see.
done
working Unused Nautilus Gun SHip
What kind of abomination is this??!?!!💀
Happy New years boys
here's the Level 9 you guys are waiting for.
Le Underwater City!
Level 9 Area 3 Test!
this kind
I FIGHT ALL CASINOPOLIS BOSSES AT ONCE!
funny, the twins are only minibosses
yes but I combine it with WoF and EoC
maybe 1 day i discover how to do the eater of worlds 
due low difficulties yeah
Isn't it just EoC?
the worm
blast orb?
i think is pretty much scrapped
For platypus casinopolis a platypus reclayed mod
Play the mod in: https://steamcommunity.com/sharedfiles/filedetails/?id=3601586656
lowkey lost like 6 lives 

-# Looks like old Supreme calamitas
i guess it kinda works similar too
I think I lost more lives than that while playing level 3 on expert the first time.
Now imagine remam
-# I did use Wyvern on that playthrough.

this looks more like a mini boss lol
But anyway
I kinda felt like the sfx of this boss is kinda... weird...
i can assure you, this is a lives killer 
Good luck beating that boss on Nasty.
Regarding that, I was intending to have the chips follow along a narrow S-shaped path rather than a wide S as shown in the image below.
-# IDK why I replied to that so late. 
you are in luck because that i what i made the new system for
see that 90?
that is the radius, 1 easy changeable number
Noice! 
I wonder how they will look like in-game.
just narrower, maybe a bit quicker
I wonder if the radius is configurable.
as in changeable via args, i don't think so
but you can change the radius of that behaviour
well you do have to put an arg there of course, to make it work
I see.
so yeah the 90 and the 120 from loop and circle is the radius
basically an smaller number is a smaller and faster circle or loop
and viceversa
How about trajectory-based angles?
Like, it doesn't have to be limited to semi-circle and full circle.
hmmm, i guess that is what i have chill behaviour for
so it forceful stops any behaviour move
I mean, I already do use it, but as I gave the chip the second loop to form the thin S path, it doesn't take the current direction into account.
👀
i was like trying to make that posible but like it is hard
since direction is based in speed
which is different from mx speed
speed is calculated at the first frame, so is just base speed
most movements are multiplied by speed so is always the same with every speed
mx is the current speed being forced onto the entity
i do need that after it does the movements speed is fliped for so the mx speed is matched with speed
but when i tried that it just stopped into place and i have no idea why
¯_(ツ)_/¯
in the mean time
i actually felt like working on some level 4 enemies
you know i never thought i do hear that sentence
were fighting a ||comically large gun|| /j
we are finally star rated 🥳 🎉
It pretty much is by this point. 
Totally the first fully user-made mod to have visible ratings.
That's totally fair. :3
how fun would be an "purist" ship
all stats up but can't use powerups
personal take: but i don't like using turrets for some enemies
i feel like i have more control by putting the enemy bullets spawn in the enemy itself
How do you make it say Level X 3?
i just changed the string for levels to add an x
Litetally flak cannon from Heavy Weapon, LOL.
there goes another coin to the unintentional references jar
Oh, would be cool to see custom level names on it
Flack cannon 
Anthony Flack Cannon!
Interesting...
this will make stuff easier in terms of turret making
Sounds like dope stage hazards.
they are the turrets of an enemy
Incredible
so you can actually stop the barrage
i mean i have it in the to do list
of course gotta go trought 3.5 first
you know, spaz, spisma, hellsquito, and the pistol shrimp turret all come from the gas pipe code
i think is pretty funny they are secretly pipes 
I guess the "gassy" enemies Alex said in the Casinopolis showcase video become a lot more REAL than before. lol

yeah
i wonder if the mod will game another video once fully done
but at the same time it feels kinda unfair for a project to get 2 videos 
Let's be real here, REMAM might continue to get more video showcases because it keeps on updating and updating. :p
Also, that'd prolly be the memeiest mod of them all.
i guess that's fair
i was thinking on re reworking boss 1 again
just kinda updating it
and also the ability to summon more rocket uns
but i gotta figure how to make it spawn child entities or child turrets
Ok, but for some reason, why are the levels now called as Level X 1, Level X 2, etc.?
better readability
is more easier to read x3-2
also because i can make people say x3 
me an my shadow evil clone
Ain't no way I'm fighting that thing
NGL, a pretty genuinely fun fight.
Remove the disk and make it spin.
shrimp
Remam has it
LMAO, I forgot that the pinned message exists.
spirals
@alpine iron i think this could be useful for you
sadly like any other lua bullet they block yours
also ignore the un going trought all the stages of grief
Epic
Anyway, I am mostly done with my univ project, which means I'll become more active in the modding scene, albeit not that much.
-# bc ofc, my classes have just resumed by now.
same here
Pretty much so.
-# I already said it before, but it seems you forgot about it lol. :p
Okay
Does that mean you will get a job when you finish college or remain as a Platypus modder?
Better remam eyes
Kinda, they use sin and cos, + some angles, + a constant
Or a Colossatropolan engineer for that matter. :3
That makes sense
This will be the new SFX for the timer bomb tick. This came from Bejeweled and I decided to have this used in place of the current one, which came from Touhou. The one from Touhou will instead be used in TouhouSFX add-on.
Do note that the defaultVolume of it must be set to 1.0.
Working on some Casinopolis stuff for TouhouSFX...
so that's what this is for huh
It was the original bouncy bullet
But i think i will be using another bullet for that
How about the bouncy bubble bullets?
They have been renamed to pool launchers long time ago
But basically the same thing
Now i remenber, the original boss 3 wasn't the current one
The original idea was a very big fast ship
sand dollars ! !
i had to rework how they look like 3 times
also the turret issue is still a thing
they are kinda like starfishes 2.0 in the way cuttlefishes are
Haha, they're taxonomically related. :3
oh yeah
also they trade accelerator bullets for crusher bullets
(just a lazy excuse to pardon the bullets collision)
the original concept were spinning saucer actually, it was kinda like an orb with a half sphere both rotating
then i scrapped due looking weird with the turret
then went for an ammonite, due the spiral,
but scrapped them due being too similar to the nautlilus
so it end in the sand dollar
-# now that i see it they look like oranges 🍊 seeds included
FR
also the sand dollar is a level 2 new enemy
cuttlefish and sand dollar cover the 3 spots that the nautilus leaved behind
food dispensers covers buttler uns
and slot machines cover the miniboss and boss
level 2 theme now is, upgraded enemies and pokerchips
Oh, and I reckon food fights would be at their peak in level 2. :3
it would be funny if level 2 had only food powerups 
Btw, wouldn't slot machines fit in a casino more than in a hotel?
so are pokerchips, but this is like the suken cost fallacy
IG you're right. :p
Anything is possible really.
-# As long as they surprisingly make sense.
I can see why nautili don't make sense in fool's manor.
Unless we factor in the proposed nasty mode features in the mod ofc.
i guess they are there just to stablish the casino like theme a bit earlier
atleast level 5 has a lot more casino themed enemies
Maybe the hotel is casino-themed without actually being a casino.
As if the city has a very well-established casino culture. 😏
yeah,
not like if the main casino, is full casino anyways 👀
True
also the manor is a combination of an office, hotel, museum, and gallery
Very mixed-use for a building. :3
i have been to places like that, they have like all those stuff in a line, but they are different building
evil scary donuts
Now we have donut bullets that aren't donuts as food.
ITS T V TIIIMMMEEEE
For some reason, the sand dollar shooting sfx reminds me of air strike 3D xd
The fire SFX actually came from Heavy Weapon LMAO.
But they do sound similar to the ones in Airstrike 3D.
Note : the first video clip belongs to user ( DanielH204 ) ^^
it's been 20 years since BIGCORE MK-III was first introduced in Gradius III Arcade ^^
and now it's time to repeat it's history in it's 3 different types by using 3 different designs of Vic Viper ^O^
Please enjoy ^_^
imagine if
Isn't that just the big purple ship?
AKA Purple Batoid. :3
no
very different
wait how about a pachinko machine
Peggle be like...
Oh, lol 
how would that work anyways
i don't think i can make 2 entities interact with each other yet
found why level defaults why giving some errors
there was a comma here 
😔
I have question.
Do you plan to nerf boss 3 gas?
Cause I want the player bullets piercing through it like enemies homing rocket. It can get overwhelming sometimes or maybe later on when the boss got more aggressive.
Finally, a Flamethrower Texture!
Copper flamethrower be like...
-# Get it? BC copper ions give the green coloration to the flames.
That means Boss 3 flames are almost certainly Rubidium. 🤔
not sure if that is posible
or atleast haven't found how to
i mean tecnically is not flames
is just dense gas acid
no need to sweat on this btw.
maybe you can come up with other solution <3
Oh gosh is much worse than the WORM!
from Platypus 2
is gonna leave flame projectiles
Took me a sec to realize that that's basically a big ahh mosquito lol
what a lovely family
Actually EoC
fun fact the boss mosquito (hellsquito) actually takes from an scrapped variant of the mosquito, which would leave a trail of bullets behind
also we are over 300 subscribers 👀 🥳 🎉
I can share some concept sketches too
And the last revision of the mosquito before it was modeled
i have boss 3, 4 and 5 in 1 page so i had to cut a lot of the image
it used to have a second pair of spikes on it body, and the main spike used to be smaller than the side ones
also there stuff from level 4 and 5 here lol
this is just a duck
"An ICBM has been launched"
Ah. Wonderful memories of Platypus II
I predict we'd prolly have Zhark moment in Casinopolis.
-# ||YK, the ICBM section. 😏||
And I think having the missile touch the ground and then detonate a huge explosion that screenwipes the player would be an interesting gimmick.
Kind of like the time bomb, but with more pressure. 😈
Love the new visual rework.
i moved all the walls 1 layer down
having all the walls in the first layer always made me dizzy
now pillars appear in layer 1
Interesting.
is funny how much similarities there are with this and the latter half of zhark
FR
Will butler pods get a redesign?
Yes. Tar will rework them to food dispensers IIRC.
Food dispensers? 👀
.
We gotta thank GREENCAT for this. :3
Indeed
sometimes i forget those assets file were called that
i like this thing
area 1 tiles are done, besides some polish needed of cours
got any music done for this level? or not yet?
it's the final level, right?
this is uh, level 2 
oh 👁️ 👄 👁️
I thought we finally reached casinopolis LOL
Unless Casinopolis is level 2 now and I'm just confused lmao
casinopolis is level 5, but i used some elements from the level for level 2 
we are still one more level to go before casinopolis
funnily is a literal road lols
well if the spot isn't taken, and you want me to, and I'm still available, plz save me a slot (no pun intended) for the final level music ;)
I think I'm pretty good at electroswing stuff, if that's what you'll be looking for, ofc
alright 
Fusion?
yeah im there too
Hey I'm a big fan of fusion
oughm
Tar, the pillars can really get in the way
Im adjusting them so they don't appear as often
Yeah u announce it to everyone that I didn't notice it was you
@fading python Here's the soundtrack for First Level.
https://www.dropbox.com/t/yo0OlaON9dZ8lEF6
Oh wait, I use my wrong email.
Welp. I'm gonna change that later.
Or never.
that's awesome ^^
is not always me anyways
anyways tiles for area 1, 2 and 3 are done
only left is area 4
and i don't know what to do with area 5 anyways
I wonder if the theme of each area are changed.
oh yeah
area 3 is a museum and area 4 is a gallery now
i think area 4 was still a gallery, well anyways
for area 4 i decided to actually draw paitings but platypus themed
i think that enough for today
Noice
there 5 paitings
3 based on other ones and 2 based on anything
which is the tick eye and fire mungola which i have to make
the (I think it's God, right?) from the painting on the right should probably be Squid Mother, right?
im not sure which one should be
either the squid mother or the colosaloctopus or whatever
that makes sense
Ok fr tho, I think Squid Mom could probably look more visually nice, tho I think adding the Little Squids as the angels and its tentacles mimicking some of those BG objects would be nice 👀
oh yeah
going to sleep, have the,
thing
yay
It's like seeing the mona lisa being painted
Saucer and squid mother???
do the monalisa with a touch of casinopolis
You mean this bug? It's a chauliodinae (known as a fishfly)
TIL 
im scared
It just keeps getting better!
im still gonna be busy with studies for a bit so progress is slow
making bosses concepts is hard
the new miniboss would just take the same gimmick as the current one
just no flames and a regular turret
also more mobile for sure
and for the boss
i like my bosses covering everything from the level
so is kinda like an combination of all of the enemies there
I already have the concepts of bosses 2, 4 and 5 done for a while
Mini-boss?
Minibosses too
been planning on reworking
the nautiluses and bomb ships behaviours a bit
just few changes
For the level numbering in Casinopolis, the level numbers should be Level CP 1 not Level X 1.
Note: CP means Casinopolis.
How about time bombs? :thonk:
maaayybeee
let's not.
probably just some change so there more variation on where they sit
- some design change to add a propeler of sort
also i went with x because it kinda just mean extra
as in extra level 1
comes from the days this mod was an addon lol
i never talking about timeline of the mod
but this happens after desert mission
but before winter mission and platypus 2
Wait, so we'll get a Platypus in chronological order?
is just my personal headcanon
Worth noting that Casinopolis is a fan work.
Well..
my personal headcanon for a vanilla timeline
is just
platypus, desert mission, winter mission and platypus 2
Platypus Timeline:
Platypus UaFoe
Platypus (PSP/Reclayed)
Platypus Desert Mission
Platypus Casinopolis
Platypus Winter Mission
Platypus 2
That is if we proudly count our community-made mods. 
when would zhark happen 
I think it's best to leave it up to MAKYUNI. ;3
fair
casinopolis should be around the zone where dessert mission happens,
where stuff just goes to the developing city
of course is funny boss 1 canonically is the only boss to be re constructed a lot of times in this timeline 
hope the third time is the charm for the poor engineers that has to build it
Big
brain moment.
I like how there's hanging Gunship, Squid props in Level 2 now.
can confirm
in the area where goldfishes are spammed 
that could get a bit confusing
Depends on how the area is laid out.
Like, I remember seeing the Squid Mother display not appearing until later on.
i actually made so is 4x rarer than the rest of the tiles
if you are lucky you could see it some times in a row
But either way, I think it's gonna be worth adding fish enemies display tiles as unused tiles in the meantime.
-# I'd imagine it wouldn't be that hard to add.
oh yeah it's pretty easy
I have an idea how they will be laid out as the area progresses.
One thing's for sure that the display of vanilla minor enemies would only appear when mainly dealing with vanilla major enemies and vice versa.
i would need to make a tile for minor enemy too then,
LET'S GO GAMBLING!
Oh gosh the Cloverpit
slot testing
kinda week to be a miniboss, but not like the previous one was pretty strong to begin 
also chips now spawn shards on dead
also technically it summons as many small chips as the old boss
level 5 will spawn these guys, also a small version that spawns 1 at a time
The fact it uses turretNastySingle or smth similar makes it somewhat more challenging than nautilus spawner. 😏
-# I mean, what would a gas thrower do to the player that's already hugging the left edge unless when using boxing glove or what not.
oh lol you guess it
Guess I'm a psychic.
well after this what's left is actually making the new boss 2
and probably reworking boss 1 behaviour
then just polishing everything
i'm very indecisive so i went to change the proppeler to the up part
ah yeah is a nasty mode thing / test
poker mine were also moved to be a nasty mode thing too
the reason of the change and nitro being added is that i saw another game having floating bombs so i decided to imitate it 
Le kaizo Mine from remam
size comparation
Blurred slot machine stage boss. :3
@fading python Heya! Sorry about the ping
I was wondering if you'd be willing to help recreate Platypus 2 Green Fish fighter behaviour
I'm asking you here because I think it would be somewhat similar to the mosquito. The sprite follows you for a specified ammount of time and looks at the direction it's aiming at. After that time, it leaves in the last direction it was looking to.
I tried modifying the mosquito code myself but sadly ended up discarding it since I messed up the animations and things didn't look the way I wanted them to haha
.
Not sure if you already made something like that... you're the Lua God here, so that's why it's you that I ask xD
I think it's already midnight on behalf of Tar tary.
Wait... have you already fiddled around with mosquito.lua?
Also, no doubt Tartaz is a Lua god by this point. 
Oh sorry
There's no rush
I just send the messages before I forget LOL
Yup!
Didn't understand much tho, sadly
Have you sort of lived under the rock regarding lua over a past few months?
If we talk about lua in Platypus, yes xD
I've used lua on other game mods, but my knowledge is still very basic
I'm just getting started on Platypus' tho, so it makes sense I don't get much
I'm currently making a generic boat entity, both small and large.
True...
Well it seems different on each game, apparently
Ooo this would be very useful!
Hype 👀
For Platypus 2 fans, haha! 
Or pretty much anyone who wish to make more water stages.
You read my mind lol
Defo wip
👋
how do those work again?
i see they home a bit
i think the issue is that you do have to recreate the full fish fighter behaviour and ontop of that
you do have them to home is a very specific way
they go straight for a few seconds and starts to target you only for 5 +/- second, then they go straight to the other screen side (if they spawned on right side, it'll go to the left side)
🤔
fun fact:
lua reloads after pressing restart level
level data reloads after going back to the menu
entity data only reloads after pressing r
level data can actually be reloaded by just restarting the level.
sometimes
What makes them not load though?
From my experience, as long as I do not edit any .json files, any .plat files will always reload once I simply restart the level.
who knows, 
problem is most of the tests I make involve modifying entity data, graphics and such haha
honestly I think that if it's possible, Claymatic should make pressing "R" reload ONLY the files that have been updated / modified. It'd make the loading time muuuuch faster
👀

still working on boss 2 3, im just getting the movement and first attack to work properly
of course im still busy with university, so won't do much in terms of modding this week
good luck! 🫡
thanks ^^
np :3
every bit more closer to making those new 3 ship types i guess is time to remind me what they were again
uhum
agile: higher speed than wyvern, also as fragile as wyvern, has a very small hitbox and attacks faster but with less damage
tank: slowest, has 2 shields, has more damage but less attack speed
purist: all stat ups, more attack, more attack speed, more speed, but can't grab powerups
i haven't come with names for them
V-38 Beithir (agile)
U-31 Cassowary (tank)
H-45 Mink (purist)
i think this are fine
i used the vanilla name scheme for this ones
wyvern and beithir
plover and cassowary
platypus and mink
mythological dragon
bird
aquatic mammal
oh and another note
when i finished them, i will release them as a separated addon for other mods
. of course they come by default in casinopolis
gotta ask psychosquid for a list of mods that could be compatible 
My pleasure. :3
So for starters, I'd imagine the following mod/DLC compatibilities:
- Desert Mission
- Spooky Platypus
- Winter Mission
- A Totally "Balanced" Mod
- Amplified Annihilation
-# OFC, more will be supported in the future.
Hmmm...
Maybe I could include REMAM, since all the add-on would do is adding new custom ships without changing any pre-existing content, considering that REMAM has pretty much modified the vanilla ships' stats.
remam kinda rebalances all ships to have absurd stats
i think it would be better if donny just make them a new stat pool for the mod 
Fair.
He could just acquire your custom ships, then build them in onto the mod.
Plus, REMAM has like a whole lot of ship types.
there aren't that many level mods i see
True sadly
I also notice that upcoming mods like Bananawar feel more like full conversion mods, despite actually being semi-conversion mods.
So IDK if you think it's worth giving them compatibility with your ships add-on.
i'm not sure that seems like would clash with their style
We'll see once some of these are publicly released.
Oh, one thing's for sure, RedScrat's mod will most likely clash with this.
Since it'd be inspired from a completely different game franchise.
Moorhuhn, IIRC.
i see, well it would fit very well with, platypus 2 and psp reclayed, atleast
True 😎
hope 1 day clasic get multiple ships support
so maybe i can make 1 unique version for clasic
oh and i think it would fit fine with zhark reclayed i think????
Hopefully so.
I mean, Zhark universe has always been strongly tied to Platypus universe.
similar artstyle to vanilla means an easy check to compatibility
Agreed.
it would be funny if someone make an addon of this guy
I bet some memers like HYPNOTOAD would make it a reality.
Or maybe even AdamComet once he owns the game, which he currently doesn't.
-# AFAIK
was thinking changing every player ship color to be more pastel
but that requires a lot of effort
The pre-existing ones?
yeah im seeing, however i just want them all to be more pastel, so im changing it the defaults
kinda like to differentiate
maybe later i can make another addon for pastel colors
im kinda promising a lot of addons already
- green demon (killing 1 up mushroom) one
sometimes i think, do i need all of that? 
To which behaviour file does that belong to?
"bossSlotMachine"
Have you tested with it deleted?
they are just sprites buffers for it "turret"
so the animation has time to catch up
I see.
So I guess it's technically needed...
Already in Remam
The dark platypus
The one that refuse to change to the dark side
sometimes it gets a bit hard to make this thing behave properly 
even the cycle system has limitations
on another note: blue chips are a menace when fired backward 
i may do some stream showcase
Polished the time bomb, and made it so if it detonates, it won't be counted as a player kill. Really, all I did to that part is change the if sprite == 10 then self.Kill() line to if sprite == 10 then self.Deactivate().
Bejeweled Twist Sound
Well if these bombs aren't gonna be a pain to deal with
I have to Act Fast!
You should know by now that the time bomb was made originally by Tar tary. I just did some polishes.
Bah, Sonic Pulse can remove an AOE bullets when the time bomb detonate -_-
We'll see once the bomb starts using a custom Lua AOE bullet behavior that is immune to Sonic Pulse. >:3
i was actually thinking on just replacing it with a flash and a force player death
because you are able to force death onto the player
tho it breaks if it does that in the continue screen
I actually haven't use a function that bypasses player invincibility, all we wanted is that the penalty is 100% guaranteed when the bomb actually detonates.
Oh, and also, a screen flash will be far more efficient than sending 200 bigRedBullet shots. :3
resource efficient and efficient kills
Damn
It won't ignore player invincibility, otherwise it'd be unfair.
But yeah, FSR, the screen flash is rendered behind the front buildings.
animations.json
{
"sprite": "Effects/Explosions/bomb timer explosion",
"generateColliders": true,
"collisionSpriteScale": 1,
"rows": 4,
"columns": 4
}
entities.json
{
"name": "bombShipTimer",
"sprite": "Sprites/Enemies/bomb timer",
"behaviour": "Lua",
"customBehaviourData": {
"luaScript": "bomb timer"
},
"explosionEntity": "explosionMedium",
"explosionX": 0,
"explosionY": 0,
"mainDebrisEntity": "debris_grey_1",
"secondaryDebrisEntity": "debris_grey_2",
"sortOrder": 10000,
"isEnemy": true,
"shieldPenetrating": true,
"maxHitPoints": 100,
"highlightPoints": true,
"points": 200,
"primaryTargetValue": 2
},
{
"name": "explosionBombTimer",
"sprite": "Effects/Explosions/bomb timer explosion",
"behaviour": "Lua",
"customBehaviourData": {
"luaScript": "screenFlash"
},
"isEnemy": false,
"sortOrder": 100,
"shieldPenetrating": true
}
i wonder why it spawns so many of those
One single sprite that covers the whole screen cannot be loaded by the game fsr.
Each frame is 1600x1600 pixels large.
The part where I used one large screen flash sprite instead of six modular sprites...
As you can see, it doesn't work.
huh i see
maybe the game can't handle stuff that big
also
made a mini showcase
https://youtu.be/7N8QA4B0Ghg
For platypus casinopolis a platypus reclayed mod
Play the mod in: https://steamcommunity.com/sharedfiles/filedetails/?id=3601586656
Music by: ʜᴀɴɴᴀʜ, ᴛʜᴇ ᴍᴀꜰɪᴀ
mostly an excuse to learn video editing
also of the also, i really like how it looks the new timer bomb effect
Oh BTW, I just managed to make one entire screen flash fit onto the limit.
Updated bomb timer.lua
NGL, the video reminds me of how Orandza makes the weapon guides in Claymatic Wiki YouTube channel, particularly how the text looks. :3
Fair enough. :D
also any fancy thing would just crash the program 
most of the time was just troubleshooting to make stuff work
yup, gonna make more videos on that format, from now on instead of raw footage
the next video is just a simple new ships showcase
then just a video explaining the plot of the mod
i really haven't told a lot of what goes on 
like the city is not casinopolis
the city is neo colossatropolis
casinopolis is just the main site, when stuff is brewing
Also, even though you might have already noticed it, because the player death is guaranteed when detonated, I decided that hard mode and above will reduce the amount of time for the time bomb to detonate.
Previously, only Nasty mode applied that rule, albeit only -1, but now, each bomb last 3 seconds shorter on Nasty.
oh yeah, that seems better, really they weren't much of a threat before
I wonder if there would be more enemies like that on later levels.
I remember there was a bit of discussion about an ICBM enemy on level x 4.
i uh hm boss 4 











