#Platypus Casinopolis
1 messages · Page 4 of 1
Similar story to Claymatic Wiki channel, lol.
seems that platypus has a pretty strong asia community
South East Asia to be precise. :3
yup
@amber tartan, I have the answer to the bomb timer cheese you proposed.
laughs in Cyrax 
Good rework. how did you make player die when the bomb timer explode?
The screen flash is a special explosion entity that is completely invincible and can kill the player regardless of its shields.
Imagine if a modder made Platypus - Asia Edition.
oughm
Another Variety???
yeah, the mink
ugly creature
dehidrated platypus comes with the ability to not be able to take powerups
don't worry they have way higher damage and attack speed 
based
All hail the purist ship!
making ships is hard
gotta retopologise the whole model now
and i gotta learn how to do that too 
Weird, but make it slightly stronger than Platypus.
I think that ship is supposed to be a "purist" ship that is maxed out on everything but can't pick-up power-ups.
Can’t wait to play this :3
Oh man, with that in mind, balancing around sections centered around using bomb/tailgun will be pretty tricky I realize.
Purist kinda is like a new branch of gameplay
You can't really balance the game towards it 
Is excellent with small enemies but can struggle with high health once
It destroy stages but struggle at bosses
Is kinda just a weird extra way to play the game not really bound to the game balance 
Also you can still get an advantage for getting powerup stars
And that is some inmune time
Also weapon pods
Yeah, I figure I-frames upon obtaining power-ups are configurable for each difficulty.
Hope we get more customizable player ships some day
Like custom bullets
Or time obtained per powerup
Maybe with time obtained i can make an infinity power up ship but weaker
Hopefully there is also a more reliable way to give the ships permanent power-up durations via ships.json.
Also tenically
Is slower than wyvern. But faster than platypus
Has the same damage has wyvern but with more attack speed
And has no shields
Tho it gets 1 in the shield stat due the i frames
LMFAO THAT HAMSTER XD
Siiick
side view
i was planning on leaving this designs on secret, but i like documenting the progress of new stuff
feel like more people can learn a thing or 2 seeing other people how they learn 
I reckon its hitbox is going to be vertically slim. :3
yeah
That ship is pretty funky looking
I never seen a ship like that
is quite unique gameplaywise too
Is that gonna be the ship for the player to use?
yeah
i plan making 3
a tank
an agile one
and this one that can't use powerups but is very strong
comparation
flatypus 
by Anthony Flat
Imagine if .plat file extension gets renamed to .flat. LOL
kinda wanna see how broken this ship is
I'm just hoping we can get a ship that can fire 4 bullets at once
tho it will take time
i was having random ideas for more ships
but i realize that
- i don't wanna oversaturate with ships the mod
- uh they can just be powerups

Powerups?
well basically a ship with a different weapon
of course not like we can mod that at the momennt
Sad reality for sure.
-# Until things change.
maybe i should make a thread in #1417984764224344136 for asking about more customizable ships
Yes, please do so.
alright give me a moment
i hope it turns into a support thread for making custom ships 1 day like #1418673472086736946
Likewise
#1467153766066294948
@fading python you needed to
For the ships fire like the weapon types from platypus 2
Which is deemed necessary for 2 Reclayed
And it's really interesting to have ships with different gimmicks like the tainted characters
ah right those exist
The custom ship modding is necessary for 2 Reclayed
Like those 3 weapon types
with custom bullets it should be posible
tho the other question is, where do you select them 
The ships
But tar on platypus 2 the ships is the same is the 
But with a different weapon type
So plover and wyvern should have 3 more weapon types
i thought they were 4 types
I think he meant three more ship subtypes per type in addition to the classic subtype, totaling up to 4 subtypes per type.
Another variety of ship model???
is just the same as i shown before
also the models always looke a bit less colorful than the real stuff
Oh Look it's Flatipus!
With flat collision box. :3
oh yeah this is the collision box
i guess a tip is to ignore the giant bump on their head 
Would be interesting to see a comparison, by displaying the collision sprites on top of the in-game sprites.
-# LOL, I realize I might be asking for spoilers by accident.
had to balance the ship but overral thi are all stats
speed 10-11 (platypus is a 9 i think, and wyvern is a 12)
damage 1.2x
attack speed 8 (default is 10)
can't grab powerups
intead get 8 seconds of i frames
starts with 3 lives instead of 4
Purist will be added on REMAM
that is like calling the platypus, regular 
leaving this here so people can see how it moves
meanwhile i will look a way to make it look closer to the clay models in terms of colors
geio0999 be like:
-# Hehehe, I'mma steal all these ship sprites. 
Now I can compare. :3
-# Thanks Tartaz
Oh, and I made some simple color adjustments using a simple program.
This is what I used, in Paint.NET.
and from that some manual adjustments
i think is already is, just a bit unshaded
I see.
now the issue is doing said manual adjustments to every frame 
Yes like a wyvern shoots 2 bullets in diagonals good against minor targets
However because it's wyvern with Platypus 2 health system it dies in like 2 hits
since it will take double damage
like 1 health 1 shield
to balance the the fragility of Wyvern
and also someone suggested on #1419274495012765838 to have wyvern survive a hit
if the requirements met
why are u slandering me 💔
-# jk lmao
the purist ship is definitely a bit brighter than the f-27
I agree.
-# Pretty late to realize that, so I'm sry. <:3
it's called Plamflaps
icon on remam
and this
still a bit off color but not that noticable
well the mink is now 100% complete, i guess it time to move to the cassowary
funny how i won't be playing much with these new ships, since the game is mostly tested with the platypus 
would be fun if you retain the, can't get powerups thing , and just be like idk 1 minute of invincibility
also you can have the more updated one
Ferry the Flatypus?????
some sprite changes
awesome.....
Sounds unlucky there, lmao
What if...
The hallway has this music : https://youtu.be/-O8Y9X2Z2fA?si=Qt0B6IZ55r2Q9KZn
Current end of 2025 mood. We're gonna be alright. Jon Hamm dance loop from Your Friends & Neighbors
#turnthelightsoff #kato #jonhammond #kato #jon #turnthelightsoff #yourfriendsandneighbors #mood #dancing #2025
ten billion copyright strikes to remam gameplays 💥💥💥
sometimes i wonder how did i get almost as many likes, as the basically most hyped mod proyect 
Probably because it is something new among the Platypus community, or IDK.
i guess so, i'm basically really new here,
i only really got to check the other mods while i was working on level 3 lol
About the mod's popularity, maybe it's because people get to witness all the complex stuff the mod has to offer through a playable beta.
i guess people really like easily playable stuff 
Also, even despite the deserved hype on Casinopolis, I don't think there is that much fan art dedicated to it, other than AdamComet's anthropomorphic take on some of your signature enemies.
But then again, Casinopolis is pretty new to the community, unlike Zhark or something along those lines, which existed for the legacy game.
also i just notice is almost at 400 now 
Well, Casinopolis' quality is among the highest we have rn, imo
Sometimes I tend to forget it's fanmade haha
Other HQ mods currently don't exist.
the 2 player thing that was mentioned earlier
is a bit janky
It's also being actively updated and showcased, unlike Zhark 😂
I mean I am working on it, but it's sloooow
Also, Casinopolis is the only mod in development that has a publicly playable beta, LMAO.
I'd honestly consider it a demo more than a beta at this point
Like, there's too much practically finished content haha
I might as well need the codebase to test how the green fish fighters will behave. :3
is just
local pos = GetPlayer(0).GetWorldPosition() local pos2 = GetPlayer(1).GetWorldPosition() vx = pos.x - self.worldPosition.x vy = pos.y - self.worldPosition.y vx2 = pos2.x - self.worldPosition.x vy2 = pos2.y - self.worldPosition.y if length < length2 then dashDx = vx2 / length2 dashDy = vy2 / length2 else dashDx = vx / length dashDy = vy / length // or whatever var you use with lenght and the other end
Ah, today you learned how to use ```
i already knew, im just lazy to search for the symbol 
Oh, nvm. :p
I think if you select the whole text you can do it with a click
Only on PC tho, afaik
that is the weird thing that has spaces
OH nvm then xD
I kinda beg to differ actually. :p
Some enemies will be reworked in the next beta demo update, such as Time Bombs becoming more threatening with an actual screen wipe explosion.
And yes, I coded the Time Bomb rework.
i mean tecnically they are called demos
that is the d in the version number
we are in d3.0.4
i guess the next is d3.5
mod db is still at d2.9 
I never even bothered with mod db at all.
Like Bejeweled Twist/3 Time Bombs Game Over screen?
Inspired by them
i don't have platypus og, but for what i have seen, it seems pretty good
also accidentally codded it the opposite way
now it works properly
is
if length < length2 then
dashDx = vx / length
dashDy = vy / length
else
dashDx = vx2 / length2
dashDy = vy2 / length2
before it targeted the most far player 
Do I actually have to make a copy of this:
```
local length = math.sqrt(vx * vx + vy * vy)
that is the distance of player one
I see.
i think other use it a bit different
i guess really go over every homing entity and change it 
cuttlefish uses dx instead of vx
What about for the leave timer?
```
if leaveTimer <= 0 then
vx = -300 - self.worldPosition.x
vy = pos.y - self.worldPosition.y
else
vx = pos.x - self.worldPosition.x
vy = pos.y - self.worldPosition.y
end
Excerpt from mosquito.lua.
leave timer just make it so after the timer ends they target off screen
so they move there
i guess your entity doesn't really need that
In the case of the green fish fighter, without it, it despawns once it is supposed to start homing towards the player.
Okay, I got it to work now.
cephalopod ping pong
Priceless AF.
oh also i forgot i change the small cuttle fish sprite really really long ago
Me who check all mods then tell them " X will be on remam"
Sounds like X will return in Avengers doomsday
I think having a feature that lets an enemy continuously shoot instead of stopping when it doesn't see the player would be nice
well that is a reclayed turret thing
gotta wait once we have it lua version to mess with it
With this, we could make a version geio0999 wanted, which is a turret behavior that instantly locks onto the player just like in Platypus 2.
combine it with always shooting, and now you have a true area denial turret 
I wonder if The Palace theme will be used in level 4...
Seeing that the mod seems to be fine using some Platypus Reclayed tracks that don't play outside of Reclayed Music Selector, such as Mutants.
well
MAKYUNI would defo want to compose Level X 5 music in particular.
somehow i read level 4 as 5
That's fine.
-# Happens...

level 4 is kinda a fast paced level, not sure if palace fits
I see.
if i had to describe level 4 and 5 in a phrase would be
they found you, and pit stop hell
So it's basically the House's army going all out on the player then?
i mean basically yeah
About the obscure targeting bug among homing enemies, will you be fine with them for d3.5 update in the mean time?
I mean, in singleplayer, the bug is pretty much nonexistent.
it shouldn't happen that often
you need to specific things to happen
- get a player to consume all continue
- and that the first player dies
and that not a lot of people play multiplayer
also that is better than it was before 
Honestly, the latest targeting system should suffice by now.
maybe some day we get a isPlayer1-2 active? function
Hopefully.
Also, I hope there is a reliable way to track when the player is alive but still technically active.
Also, with the revision made for the green fish before I discovered the obscure bug, I think donny is happy with the new green fish behaviour nonetheless.
-# I modified the code to not shoot at all, for donny specifically.
funny, i have been aware of the 2 player thing for a while, just not in my target list,
but is nice to atleast have a working prototype for it
Real
how did you know? /j 
btw, Tary, please give me a mention whenever I'm needed
I check the channel regularly, but just in case lol
You were literally waiting for Level X 5 - Casinopolis.
And you got confused by Level 2 visual rework, LMAO.
-# Thinking that it's level 5.
Makyuni forgetting things? Nah... never happened

Makyuni forgetting things? Nah... never happened
let me add another for level 5
cyan palm tree
give it like from june 
That road is DAMN big
It's almost like it's more of a runway for the houses ships n stuff
I'm gonna give a educated guess that the entirety of that town is actually a runway that leads to the casino
Entering the premises
Vroom vroom
Or fly fly?
Idk
We better have a land train boss like in level 1 of og
you are scarely close 
just take it, as, level 4 but you are on the floor, instead of air
So it's more in the middle?
also i re added one of the attacks, i had planned, but lacked motivation
the death attack
also 2 fails 
it a get you once, and then you are aware
Maybe it's just skill issue, or I dunno.
the last second of the video be like:
The truest kamikaze unit ever...
did some adjustments
I think once in its dying phase, it should cease to run the function that spawns mines from the water, unless it is "works as intended".
is funny having the mines mixed with the fruit 
maybe i leave it in for expert +
That'll be a fair compromise.
anyways. yeah this death attack was suposed to come with the boss itself, but feel kinda tired that day, so never made it 
Welp, better late than never. :3
funny, every boss is getting some changes this update
Technically every enemy that homes too.
But then again, in singleplayer, virtually nothing has changed for those.

is the var that let the hellsquito summon bombs
I see how it is. :3
casinopolis got that american highway💔
Like wow died at the last second before the boss
Now the issue is getting the loot
for players like me getting high scores
The death mines won't spawn on hard mode and below.
at least because we do need that much loot
Having low quality audios won't fit this whole mod. I recommend everyone who played this mod to download my hq sounds pack:https://steamcommunity.com/sharedfiles/filedetails/?id=3659253284
Proof that some audio files are not at 1411kbps:
ehh
there no clear antagonist, yet
for now, we are basically just going trough a random polluting city 
But at least we certainly know the force of an antagonist, to which I would like to refer to as The House. ;3
well is level 4 when we meet the more higher ups anyways 
well i guess i can spoil it a bit with other bit with this update
Holy moly
doing something
accidentally input the wrong ammount of cells
LMFAO
yummy
we got Fruit Ninja in Platypus Reclayed before GTA6
Abominated fruit
As if we already have it in-game. :p
the fruits got the greater split - vertical treatment
And speaking of, who got this achievement?
totally forgot for a second LOL
do you get it by ||grabbing all fruit||?
Only fruit pieces count.
Which means you have to shoot the fruits, hence fruit ninja.
makes sense lol
honestly I doubt I'm ever getting that
I tend to miss some fruit on purpose often
I think it's currently impossible to grab all fruit on Zhark legacy because of that xD
but welp, there's no magnet on Platypus Legacy, so...
Sometimes i think
Casinopolis artstyle is closer to early cgi models than to claymation 
I mean, it kind of is, but as for other mods like Bananawar, even more so IMO, but IG it does not matter in the grand scheme of things.
Hey it's fantastic, so much amazing work happening here, its inspiring to see!
Those look very tasty
The red chips taste like Cherry apple I bet
The yellow ones taste like banana
And the green taste like apples
Granny smiths to be spefic
Funny that's what i replaces them with
Red chips replaces cherries
Yellow ones replace bananas
And green one replace grapes
Because there no purple chips in normal gameplay
"I bet"
Really funny, you are
i have chronic gambling addiction and this has pushed me to gamble 10 gajillion coins in platypus casinopolis
why do this keeps hapening
That was unintentional lmao
"Let's go gambling!"
Oh gosh Cloverpit
Like getting new ids in. LIMBUS
1 guy got what I'm referencing
they are all just very close to each other
fun
Hmmm, how do y'all feel about having localizations of the mod with 15 other languages?
Just curious.
-# If this were to be committed, then it would be best to do so as part of a full release update.
it would very nice
specially since there a lot of south east asia players 
or well asia in general too
I think it will be best to leave it up to our fellow human translators out there.
e.g. GTTOP and gamemoretv for Thai.
there barely any text anyways
That's nice to know.
Tho ofc, we can't disclose any message entries referring to level x 5 yet. :p
i may have accidentally spoiled a lot of stuff 
also there some extra text for some warnings for a level, + the epilogue text like vanilla
New MainMenu.CreditTicker eh? :3
Also, wrong spelling of Colossatropolis. XD
dang it, i thought i learned how to write it
that is why i never mentioned it before 
Happens...
grumpy looking
Armored ship I assume. :3
Man, can't wait to make 'em compatible with various mods.
-# In all seriousness, I can wait. 
they are quite simple gameplay wise, but i think it compensates for having high quality sprites
True
Level 5
Area 1: The Casino
Area 2: The Polis
is like when the final mission is the name of the game
I totally didn't name Zhark's final song "Zhark"
Haha!
~so nanoka?
accidentally leaved 1 shield in the stats, but is 2
who did plover ate💔
big bird
We'll see abt that. :3
I see you are now making score attack 1 according to this pinned msg. :3
@fading python dang if we have ships that can fire with a different gun
base gun
But yeah might take time for the Claymatic team to implement such modding feature
Plover only on easy and regular score attacks, then Platypus on hard mode, and finally Wyvern on expert and nasty difficulties.
what a shame, i kinda wanted to play with the new ships
Add it like 100 shields 
making cursive letters in blender is painful
also some extra behind the scene picture
hope is understandable
logo not final
"Well, if I can go hush-hush for a minute here..."
fun fact, originally, the mod was suposed to be called
"Tar's level pack"
funny there like 3 spoilers in this 1 logo
i was thinking on using some of the psp tracks for level 4
i wonder if they are in high quality somewhere
Parallax to be precise?
Well, HQ tracks for Parallax and Aztec Challenge can be found here:
https://claymatic.wiki/wiki/Platypus/Soundtrack
Awesome, the wiki truly has a lot of things
Even when not fully finished though. :p
Is still a good source of info
For sure. :3
yeah was thinking putting aztec challenge as advanced boss theme
for boss 4
like baddie tune 2 is for 3 and 4 in vanilla
Would be interesting.
baldtypus
Baldi's secret ship leaked
i think it looks like another ship in other game
however i have no idea what game
Have you played any of the Kraisoft games?
-# Just helping you remember which game did that ship similarity came from.
Fair
this one is the very small
is there a a page for platypus 2?
Beach Theme??? Wait, hold on, let me cook.
kinda
?
the pink and yellow is for level 2
each level has a unique colors, but since this update is for level 2 i'm using it logo pallete
but the cyan palm trees are from level 5
Hm... You mentioned that the level X4 was ||On Road Towards|| maybe try to make a smooth transition, adding a blue palm on between stage 4 to 5
that sounds nice for area 5 of level x4
Maybe I'll try to make a soundtrack for the Level X4 and X5 by looking at theses two picture on the right side.
i think level x5 is already occupied by makyuni
and for level x4 was thinking using parallax from platypus psp
Hm... But I'll try to make a soundtrack for Level X4, and see if it was fitting :)
sure
the other song you did is currently being used as the score attack theme, so
it means it appears 5 times in the mod 
anyways, feeling cute in pink
It's really funny that I will implemented 3 tracks on Casinopolis Mod. But I'm proud of it.
touhou level of hitbox
Reimu hitbox be like. :3
SLR, but there is a page for Platypus 2 in Claymatic Wiki.
Oh wait, I didn't know you were talking about Platypus 2 soundtrack page. :p
Oh well, my bad.
it's fine
I wonder which Platypus 2 tracks you were looking for, ones that aren't found on any other installment?
https://www.youtube.com/watch?v=U3JpDSK_oxQ
i have no idea where this plays, but it sounds like saxxion,
Full Title: Rob Hubbard - Thalamusik 2000 (Zzap!64 reborn mix by Chris Abbott)
It plays on ship selection screen.
ah i see
My least fav OST from Platypus 2 tbh
luckily they picked a somewhat decent cut for the in-game version, unlike most other tracks xD
i heard, the cuts of the tracks of platypus 2 were. of questionable quality
FR
also i found what was similar to it shape
not sure why specifically i thought of fantasy zone
Nice
very nicely ordered
I love it.
lots of missiles
having such a tiny hitbox, funnily it weaknest is homing entities
which are very present in this mod
ughm that's all ships done,
kinda feel tired of the repetitive task of copy pasting every color skin 
yeah basically, just have to move all the stuff, into the add on
gotta make it compatible with the audio changes you did, since the code i pasted was from the mod itself and it had the audio changes 
So stuff like shielded and player explosion entities.
extra data
-mink starts with 3 lives
-cassowary with 5
-and beithir with 2
cassowary has a 0.75 point multiplier instead of 0.5 of plober
also how do you link addons again? 
[
{
"isLegacy" : false,
"allowAssetBundles" : true,
"allowNastyDifficulty" : true,
"displayName" : "Casinopolis Ships",
"supportsCreditsPanel" : false,
"supportsAchievementsPanel" : false,
"supportsGalleryPanel" : false,
"isAddon" : true,
"addonTargetAll" : false,
"addonTargets" : [
"Platypus Reclayed",
"Spooky Platypus",
"Winter Platypus",
"3596260572",
"3603861247",
"3608210736"
],
"baseMod" : ""
}
]
Add-on targets?
The workshop identifiers for the mods.
Anyway, I think this should cover most of the mods I listed way earlier.
This
ah great
time to grab my red renders and turn them color
good that they are models i can easily change them
i like this screen that blender gives
accidentally noticed, there are 2 big spoilers in the screenshot 
Those last two file previews. :3
well not the regular slot machine, i shown that already
IG I only see one spoiler. :p
Pun un-intended. 
anyways, funny renders
I do see a Psychosquid bottom.
that is the one in game 
haven't touched it rework
I reckon you'll prolly add a regenerative ability to the Psycho hovership.
i was thinking that
, since i know how to switch sprite sheets, i can make it blue
What is the function for that BTW? :3
I forgot to ask for it by the time you first demonstrated it.
core.Initialise("Sprites/Enemies/boss slot machine gacha1")
core is just any spriteanimator
also you may only want to trigger it in 1 frame
since if you trigger it several times, it kinda gets stuck in 1 frame
So core is the assigned entity, then Initialise is the one that gives sprite changes.
Oh, MB.
If it activates per tick, then this is what happens I reckon.
yeah
Gotcha
calling it for 1 tick should be pretty easy
I can confirm it will be easy in my end.
Also, SpriteAnimator.Initialise seems to ask for an optional second parameter known as AnimationType?.
i thnk if i recall how the animation loops on the end,
tho not sure how to give it that 
im stuck making the thumbnail
Looking dope so far.
cool
won't be making another thread just for this addon, i'm just putting the link on the first message itself
Good idea.
i got better at writting steam descriptions
also the first usage of the new logo lols
It's what I like to call pre-released content. :3
also somehow all the screenshot has goldfishes in it
Alright, I think I discovered a bug that is thankfully easy to fix.
So apparently, the player and shielded explosions are overriding the custom SFX of an active SFX add-on.

Make sure both of their soundOnSpawn uses s_med_exp as seen below for the entities.json:
[
{
"name": "explosionPlayer",
"sprite": "Effects/Explosions/medium explosion",
"soundOnSpawn": "s_med_exp",
"sortOrder": 29000,
"behaviour": "Explosion"
},
{
"name": "explosionShielded",
"sprite": "Effects/Explosions/medium explosion",
"soundOnSpawn": "s_med_exp",
"sortOrder": 29000,
"behaviour": "Explosion"
}
]
As for audio.json, simply remove all its contents.
All these solutions will get the job done, as I have tested in a modified Workshop build.
done, time to update
This is how it ended up in my modified build.
Prior to the incoming update OFC.
Oh BTW, this is how I arrange my game's workshop load order:
i forgot you can do that 
Generally, this is how my installed workshop items are arranged by category:
- 1.) Mods
- 2.) Message Add-ons
- 3.) Ship Add-ons
- 4.) OST Add-ons
- 5.) SFX Add-ons
Me who leave them unorginized
I lowkey feel you, LOL
My mod is just remam
Cux I just subcribe them then take it then unsubcribe
To the remam folder
For me all of them is on remam except the one who will override
how long till this ships ,get to remam 
5 mins from now


Well you got the flat one in tho
B4 the workshop ver excist
Idk if that's counts as on remam
i guess so
Time to take the fatty and the Agile
Everything counts as on remam
those less i frame times were really taking lives 
Gotta love some Reimu-sized hitboxes regardless. :3
is kinda a really punishing ship when dying
Sounds like a dope risk vs reward balancing decision.
less lives per continue and less i frames
anyway it's done
it's on Remam now!
tank and Agile
only the yellow ones
may god bless us all!!
Now with Reimu-colored agile ship. 
i may buff the respawn i frames to 2 instead of 1
but we already had reimu!
oh wait that's remam
litte buff to agile, it respawn invisibility time is now 3
while regular ships is 4
I mean he's very "agile"
remam has special stat for it
@alpine iron means you have more time after death
Nice
fatty!
also we have reach 1k visits 🥳
shoutout to ship expansion pack btw, that basically inspired me into making this
Real
i had this
what to do tomorrow checklist for a long time
and the last 5 days were just
add damage phases
redesign the food dispenser
extra hard thing
and for the last 5 day i have been only doing the extra hard thing 
YOU SHOULD NAME IT: FATTYPUS 😭🙏
And probably name this: Mosquito
the
@fading python Wait, does that mean Plover, Platypus and Wyvern got replaced by theses three?
nope, those have new slots
so we have 6 ships in total
Oh.
We just gonna ignore this weird texture
We are on the stage where only gameplay is needed to make
The part i hate the most 
I feel ya
same
goodbye old concept art of the slotmachine and food dispenser
i guess this is the pallete of the 2 level now
ignore the miniclam
it was an scrapped enemy
I don't see a pink cuttlefish. 
It aight
kinda wanna do a yapping session of the scrapped history of the mod
i remenber in the days of casinopolis is level 2, there was a weird plot that the higher hand of the place decided to launch a expansion proyect to esria, the ring planet, to make hotels there
so level 3, was like a space level launching pad, following a rocket
and level 4 was esria
the plotline was scrapped when casinopolis was moved to be the last level
casinpolis plotline went trought a lot of changes during the level 2 era 
atleast i have a very solid plot now
Man, level 2 was surely a development hell.
level 2 was an overscope
True
current level 5 is kinda of an overscope too, but like a plausible overscope 
I remember seeing an advanced gatling gunship in the level 4 checklist before it got removed.
-# Or maybe it was never even there in the first place IDK. :p
i don't wanna saturate the level with enemies 
so i'm not making a lot of enemies for level 4 and 5
level 5 only has 5 regular enemies planned
True, seeing that the mod uses both vanilla and custom enemies, so yeah.
i think by the end the mod might have as much enemies as vanilla
Actually, what regular vanilla enemies will unlikely appear for real?
mortar boat
I see.
1 it kinda bit hard to plan with it for level 4
specially since stuff chase you
2, there no more water after level 3 
and level 1 is not really water focused, the water is just aesthetic
Also according to Orandza, it's the most cheeseable enemy right there. 
most minibosses from vanilla also don't appear
like mineslayer, big purple ship, big tick, the one called mid
How would you feel about adding the green spinny boi on your levels?
maybe i leave it for a surprize for nasty players
Devious.
level 5 is kinda miniboss focused, maybe they can appear there
i guess that covers every enemy
Now I'm thinking, what if the mosquitos could come from the bottom when the section gives the player bombs or beans?
Previously, I was just kinda against it way before I realized bombs could counter them. Plus, using bombs would mean the player would for the most part stay on the top portion.
they still dash instantly with almost 0 reaction time
That's fair.
i should really give them some i frames
As in, briefly disable ShouldKillPlayerOnTouch?
yeah
I haven't checked the mod's level script in a while, but are some small enemies spawned at random set positions?
funnily not
spawnEntity normally doesn't support randomized positions, but there is spawnEntityRandom which does exactly that.
yeah, but haven't really used it
Well then, how do you feel about getting the mosquitos to spawn randomly?
sounds fine
also i wish i was able to change the thread thumbnail
this image aged horribly
I think deleting the image will force the top post to load the link thumbnail, but I haven't done that since months.
not risking it anyways 
I feel you.
talking about the past
another fun fact, the first entity i created was the cyan un
For a modder that was once new to the Platypus community, that is impressive.
Oh boi, dat enemy is now relegated to REMAM.
funny
-# also very little people to none, questioning about the weird chip in the logo
The one with the neon :D emoticon?
yeah
Also not sure if anyone pointed it out prior, but this enemy concept seems familiar.
An orange mega gunship that uses gatling gun instead of triple gun.
is not as similar, also is kinda scrapped 
it uses crack bullets, later renamed to mosquito bites
they "crack" and then home to the player
my brain skipped the whole sentence
kinda like mosquitos anyways
a lot has change since that mega spoiler picture
everything except the bosses aha (excluding boss 2)
similar concept, it later evolved into what it is
but it core is stil the same
very fast boss
i think that picture also spoilered boss 4 i think
A car boss
I hope it won't be confusing.
i was thinking adding custom area text in game
something like amplified anhilitaslfpsh
#1418673472086736946 message
So I decided to further develop the replica of green un, and the only thing left to do is to add the code for shards on hurt, which AFAIK, no one has ever done before.
And according to your pinned checklist, it seems said code hasn't been made yet. as marked by a yellow square.
It code is in the essentials lua
But is rusty and innefective
But is a prototype for hurt particles
Finally
Another 3 Anthro Ships leaked
Siiick
Wawesome
Yup, Low Definition
Mink Mod (Platypus Casinopolis)
Cassowary Ship be like:
Can confirm, with having the highest damage per hit
Cassowary with fireball:
🔥
i remenber i cut the skull of the ballon mines
so this one is a free resource for anyone
imma gonna just.. yoink that
Also yellow just means
In progress, or thinking on doing it
And for the hurt shards prototypes is missing the function of shards itself
Because i learned about them way later
level 2 development truly has been something
I see how you did it.
So IG it works.
i seen in the boat you made it used a distance threeshold but this one use a timer
also i notice you are a bit more direct than usual
hope you are doing alright 
I also noticed you used a bool var to which you specified it as set for the ShouldKillPlayerOnTouch.
uhh more 
Yes.
also yeah, after the timer expires, the var gets set to true
enabling it
I see that the function itself doesn't directly use the said threshold.
I wonder if there are any notable differences.
🤔
Also, IDK if this is your answer to my question about being more direct.
-# I may be oblivious though.
i suck at describing emotion 
Perhaps you were claiming that I seem a lot more straight to the point with how I approach things lately?
Oh, DW.
still wishing a good day 
Thank yo as always. :D
Funny that it is a good time to wish a good day, since I'll soon take an exam 4 hours from now.
-# Oh wait, 3 hours from now actually. :p
Nice to see the big sand dollar render its ring turret in front.
In the enemy video showcase, the turret was rendered from behind.
somehow only this time
the rest of apparitions are still render behind
Dayum
Sounds like smth that'd happen on Expert mode and beyond.
I swear it's now glowing more
Remam :

the big dollar appears so often than i can see people getting sick of it 
the highscore screen is so annoying
For Platypus Casinopolis a Platypus Reclayed mod
Play the New Ships Add-on in: https://steamcommunity.com/sharedfiles/filedetails/?id=3664262198
Play the mod in: https://steamcommunity.com/sharedfiles/filedetails/?id=3601586656
ANNOUNCEMENT!!!
My Alt Account got hacked (which is connected to my YouTube channel "HannahFoxFurry"), and I can't log in to my account.
I need to rebrand my channel again. :(
unfortunate
I might have the update ready for this sunday
Or Monday in the Eastern world, AKA Asia. :p
@alpine iron Here you go. https://drive.google.com/file/d/1I_b5BwFAMRngeb-2mmsjkcegfXW6sivB/view?usp=sharing
TY
like how would Popcap made most of thier great games open source?
with that HQ
whoa
I reckon there is going to be a car enemy for levelTar4, so I decided to work on a prototype behavior.
I managed to take a listen to some of them, and yeah, there are clearly some differences between the ones I got straight from the game files and the ones you provided.
The .wav file is from john's whereas the .ogg one was ripped straight from the game files.
It seems the ones john sent are probably remastered.
aghmhgm, everything gameplay wise is done
i uploaded it before as an example but yeah boss 1 got changes
pretty nice, ngl
I think the cuts on the "nose" could've been improved a bit
also, animating that would've been a nightmare, I assume xD
honestly my plan was just making it rotate very simple
like the old pokerchips 
again shoutout anhilitation something
i might actually just upload it today
currently gathering the pictures
I'm very much ready to play the latest Workshop build of Casinopolis. 
honestly is not the most polished 
but is the itch that i just wanna upload it already
DW, it is still a beta demo for a reason. 
also score attack x3 is like super hard for no reason 
LMAO, like you said way before, you'd only include them for completion sake. :p
funnily, score attack x3 has a unique enemy
still working on the pictures, since i got a new monitor, i can get very hd screenshots
so i need to update all of the pictures
images are too heavy

BTW, you can add a player shootout level command on a scene you want to capture for the thumbnails.
i was mostly talking about the workshop thumbnails
Fair
level 3 also has a new thumbnail, so the player doesn't appear
https://steamcommunity.com/sharedfiles/filedetails/?id=3601586656
anyways is public
where is my embed
@pastel stag, I don't mean to ping you here, but what's going on with our embeds lately?
they ate my embed
claybot doesn't like embed too 
Claybot ^
how claybot feels after eating those links
Thank you for feeding him 🙏
I haven't touched ClayBot at all - That's for @thorny lintel to troubleshoot 🥲
is not claybot this time, is more of the embeds in general
links embed , well not embeding
Maybe it's a Discord bug, who knows?
weird
Anyway, gotta add a whole changelog in the update change notes. :p
Try posting it again? It didn't work the first time I tried
Indeed.
Remember, Steam will temporarily hide the item every time it gets updated for security checks.
Anyway, I'mma stream some Casinopolis runs now.
I do think some final rebalancing across all levels would be a necessary task within the later stages of the mod development.
Donny : adding donut x homming big squif
Also there's the psychosquid Donut enemy tooo
Which shoots 3 undodgeable bullets
Like the cyan psychosquid boss
Cuz why not?
We need some touhou - johnraizhen
i can finally get rid of this check list
Final level when?
that is level 5
well x5
casinopolis itself
to celebrate this update release
[[MAJOR SPOILER WARNING]]
||a revision to the old master image||
Y you move the homing squid to level 2
I thought level 3 was better
cuttlefishes and nautiluses switched places
Kinda hoping for colored font support in the next update
||remam level 12 will facing all 3 casinopolis bosses||
Custom fonts and fontsize per specific text would be nice too
From the level 2 x ones
yup, or atleast a way to change what filter layer uses the rest of the text
like making it use blue instead of red
funny, the trio of development hell 
somehow the list for level 4 doesn't seem as bad as d3.5
Trash cuttlefish?
Remam has it
thank you, i forgot
yeah but i do like to balance it
and give it a nice model 
I might as well rewrite the rest of the changelogs to conform to the new format I introduced.
appreaciated ^^
What is the versioning format for hotfixes in your mod?
new level . big patch/ level rework . hot fix
so
if i make a hot fix would be 3.5.1
We can't forget the "d" prefix right?
yeah 
because some day, 1.0 will release
we will have d5.0 before that
, when i feel like the mod is polished enough then is 1.0
Hopefully we could get some more pro players to beta test a release candidate for version 1.0.
funny how steam never got d1.0
LOL, IKR
this ones are d2.5 and d2.9
Ig this mod end on level 5
i think is a good end point
Remam still updating....
i'm not going anywhere after this mod is finished anyways
Casinopolis 2?
i think we have enough casinopolis for now
LOL, Casinopolis is being glazed by REMAM lately. :p
just wait till platypus 2 reclayed releases 
i.e. excessive praise.
Grated, Casinopolis already deserves some praise, but not too much OFC.
Specially when done for the wrong impression.
Also, I forgot that there are actually three level reworks under d2 version.
The third one being my work on the Level X1 enemy layout rework.
Dawww, that's fine.
Actually, does anyone else even care for the consistency of the mod's versioning?
I mean, is it even acceptable to retroactively change the versioning to settle down any discrepancies?
kinda wanna preserve it historic order
Fair point.
still thank you very much ^^
also have you seen this 👀
alright
Very promising.
[h2]d2.10 CHANGELOG[/h2]
[list]
[*] Slightly rebalanced the boss of Level X1.
[*] Smoothened transition from day to night throughout Level X1.
[*] Totally reworked the enemy layout of Level X1.
[/list]
How about this?
seems alright
Perhaps this could serve as a headstart for the guncar enemy. :3
Fun fact:
I reused the same animation index for the wheel speed relative to the car's movement speed as the leg movement of the barrel walker enemy I made for BonnieDxOwl. 
have you tried what happend if you attach the regular boss wheel entity to an entity?
basically
very, uhm,. bouncy
they might have args?, maybe just spawning them on death could work
they are making tires out of helium now
Surely there should be an arg for the bouncy wheel's animation index right?
Right @ashen fiber?
Actually curious about your vision with the guncar enemy.
Gunship
But car
I see.
So it'll essentially have the same horizontal movement patterns as the red gunship I assume.
Yeah
Gunship moment
CASINOPOLIS WORST COMBO!
FR FR!!
@alpine iron I watch a gameplay of Casinopolis by @molten blaze I noticed he played as the Agile ship instead of Plover the Agile ship shoots faster but low damage, medium speed, and no shield 🛡️
Agile has the highest movement speed.
Whoops yeah low to mid health
He's faster than Wyvern
tho yes I'm still dreaming of platypus ships firing like in Astrobatics
tho something like this takes a while for the Claymatic team to implement this modification
like why am i dreaming for such a gun 🙄 like that
on a platypus ship
Wait... you guys remove butlers
The butlers caused some problems with the level design.
.... ig it will remain in Remam
Oh deja vu
also unused bullet for the pink one
cuz for fitting the theme
So I managed to import the Lua damage effect system from Tar's essentials.lua, which is essentially their own attempt on replicating Green Big Un behaviour.
ISTG, the way the shards peel off feels off for the Lua un.
And don't even get me started with the parachuter.
-# Surely there has to be arguments for the parachuter entity.
would that be better to call those sand dollar enemies buzzsaw?
it looks like Buzzsaw for me
Seems that shard.mx and shard.my don't even work as intended. 
-# Oh wait, I think I found something that's preventing these from working.
Yeah, changing AddFieldFloat to AddFieldInt doesn't seem to work, again.
Probably not
How about parachuters?
Bro Died quickly 😂🤣🤣
I recomend changing spawn entity with spawn shard
Don't you mean SpawnShipDebris or smth?
I don't think that is the solution, since that one is intended for death effects rather than damage effects.
I see
maybe check how you guys make the Guardun
maybe one of the code could make a damage effects
if the health is lower then int x stuff
I think the new casinopolis update has a new guardun
that drop stuff after the hp is lower then integer x
Yeah,
The issue is that most on hurt shard occurr between damage sprites 
And for now the issue is spawning the shards correctly
i can see why i never used those bullets
the edges get cut
comparative
also no pipe
piperobrine
Except remam level 12
It has exist sign...
For some reason b4 the boss fight
That's why in Remam it was called A Night at Museum
Meme in Casinopolis
Remam blue mosquitos on level 13
I assume it's the fly enemy.
yeah
I'm actually kinda curious if you already have a prior background with the mathematics behind a lot of the custom enemy movements.
i mostly just search the formulas elsewhere
then us just molding it