#Platypus Casinopolis
1 messages · Page 5 of 1
mostly just random searches, you can even try asking an ia
But, it will give you gibberish most of the time 
i do recomend when is with logic, to do it by hand
and for math formulas you can search them
IG it's pretty fun to mess around with math logic hands on.
yeah
Not changed anything. What's happening?
It was already solved before
It was just steam taking time to update it embed
Kinda make me feel bad i did use it for some math functions 
-# ai is still gibberish tho
Make this Feature, NOW
WHAT IS THAT!?!? 😭😭😭
Uhm it is a feature
Is the fly, just lacking a model
Can we Fly SWAT this Enemy Ship?
I guess so
It's gonna be hard countered by tail gun, but things become tricky on Nasty mode. :P
they are not unused 
||They are found in score attack.||
||talking about that
i gotta nerf score attack 3||
||Wait you can only choose plover on score attack right?||
It is tied to difficulty.
Plover - Easy and Regular
Platypus - Hard
Wyvern - Expert and Nasty
The pinksquid of those uhh... Buzzsaws sand dollar
Well it really sucks
||it had it but not so powerful as the remam version||
remam one is undodgeable!
just to remind players that Nitro bomb = Crashbanditcoot Nitros
Gonna make a mini patch, fixing some boss 2 bug
And nerfing a bit
The boss uns and the endless 3 level
Well i would, if there was power in the house 
For Platypus Casinopolis a Platypus Reclayed Mod
Play the Mod in: https://steamcommunity.com/sharedfiles/filedetails/?id=3601586656
It's the third time i make boss 2...
WHAAAA!!!
mini patch live
been thinking again
level 1 trought 3 are basically done
beside any enemy layout improvement
tho i do like to add breakable props to level 2, like vases and stuff (like the building entities)
overral nothing else to worry in the previous levels
level 4 is kinda of a more shift onto a focused storyline
it kinda has an objective as soon as you start the level
and of course level 5 continues what level 4 starts
why is starting to finalize a proyect, so hard
overall, we are in the endgame now 
decided to add an estimation on how much is done
take is a
level 4 is a 10%
level 5 is a 10%
and the last 10% are fixes and boss 5
I think some further improvements on each level could be warranted once at over 80-90% completion.
Luckily, I'll just have to wait 5 more weeks before a two-month long academic break.
🎉
i stimate the mod can be called finished around june, but maybe is an overshoot
but the last time i thought this update would be done by mid january 
Blame the feature creep, LOL.
But anyway, all these newly planned features make Casinopolis such an extravagant mod. :3
in around march, it will be like 6 months of this mod being worked
Now, given the current state of the development, IMO, I think it would be the best course of action for you mainly lock in on the development of levels 4 and 5. I will more than likely do some polishes to existing content.
i'm lazy, kinda wanna play games and sketch for a bit, before diving deep into level 4
-# also accidentally slip a sprite this patch
DW, take a fair bit of relaxation prior to the development of the fourth level. ;3
Meanwhile, I think I'm addicted to modding lately. :p
But I have to shift my focus on IRL stuff, but my addiction gets in my way, LOL.
haha, understandable, of course you should take a break, if it starts directly affecting your performance irl task
Specially if adult responsibilities are involved.
Though we're both college students in the current time.
But still...
Anyway, IG this could be the right call for me to lock in with the remaining 5 weeks of my semester.
yup
modding is not going anywhere 
anyways, pests
they are inspired from an enemy from another game
Accurate to their irl behaviour lol
I predict this could be Orandza's favorite Casinopolan enemy. :3
Why, y'all may ask?
Because he already loves Bommerangs as an enemy, in the base game OFC.
While a lotta people hate 'em.
i don't think i have heard of any people saying if an enemy is the most annoying or the best one
well there were complain over the small nautilus
(funnily now is worse than it was before)
Anyway, made a poll about the most annoying small enemies in the base game.
#🚀┃platypus-discussion message
casinopolis has 2 for now
the mosquito and the fly
not really sure what other role can be cover by small 1 hit enemies
Actually curious if they use the same firing system as Lua Saucer?
Like, do they use SpawnSimpleBullet or smth?
yeah 
That means, no outmaneuvering to stop them from shooting then. :p
As with gunships and purple ticks.
Well, even then, they'll outmaneuver the player anyway.
also the initial idea is that they would be freeze to the player position
however due how the game works, (speed vectors)
they need to travel a distance before continuing the circle
they would be clumped together into a single point
so i added like 32809 extra random vars to them to avoid it
That's a shitton of vars.
so each one is unique in a way, also they don't have hurt collision
in reality is just 2 
Nice compromise.
I see what you did with the exaggerated part. :3
yeah
so we have
flies and the cars
cars are just more ambiental than anything honestly
shrimp
then just stuff that rains
and the lightning stuff
the level has like a lot of lightning, i may add the purple batoid to appear
I predict ICBMs with the same movment pattern as Zhark Legacy would be a thing.
there are a lot of similarities with casinopolis and zhark
but all of them are coincidences 
Maybe the ICBMs could screenwipe the player whenever they touch the ground, so they can live up to their name. :3
OFC, the explosion part is already easy, but the other aspects like layers, they're kinda a different story.
theoretically, you can do lasers really easily by just making the turret shoot children
instead of just spawning the entity
Exactly the type of implementation I would employ for the angelfish enemy I concepted years ago.
With this in mind, maybe the Superbolt Tick could have an epic comeback at last, albeit as a Nasty enemy.
talking about old scrapped enemies
i still have my list of them, let me find them
compatibleUnused, custom, scrapped
- homing tick
- construction ship
- demolition ship
- puffer starfish
- pourcupine starfish
- hyper gunship
- golden un
- rainbow star
- homing super gunship
- superbolt tick
- plasma tick
- bouncy flip plane
- white SMALL chip, ONLY THE SMALL ONE
- carnizer
- 4th gunship
- golden gungatling
- boomerang star
- sewer germ
- small clam
- trailing mosquito
- big mosquito
- nautilus miniboss
- advanced gungatling
- bouncy waterhopper
I remember someone else wanted to recreate that, IIRC.
yeah
I think WizardII was the one.
that person also was waiting for lua replicas to be made before doing their proyect
i guess is a good time to remind that person
We already have Lua Boats and their respective Lua turret entities already available in https://discord.com/channels/334342069755576322/1437926250374103234
green un and flip planes too
with no damage shards still
Missile ships too, but like the two you mentioned, damage shards are not yet fully implemented.
Some on remam
compatibleUnused, custom, scrapped that were in remam
- homing tick ✅️
- construction ship ❌️
- demolition ship ❌️
- puffer starfish ❌️
- pourcupine starfish ❌️
- hyper gunship ✅️
- golden un❌️
- rainbow star✅️
- homing super gunship✅️
- superbolt tick✅️
- plasma tick✅️
- bouncy flip plane❌️
- white SMALL chip, ONLY THE SMALL ONE❌️
- carnizer❌️
- 4th gunship❌️
- golden gungatling❌️
- boomerang star❌️
- sewer germ❌️
- small clam✅️? (Level 14)
- trailing mosquito ❌️
- big mosquito ✅️ (Level 14)
- nautilus miniboss ✅️
- advanced gungatling❌️
- bouncy waterhopper❌️
actually you have both
homing tick and homing super gunship
Wait... what
yeah the purple tick that shoots homing bullets and the triple trashcan homing gunship
yeah
i can describe a bit what each scrapped enemy did
construction ship and demolition ship: basically old versions of the gas pipes lol
puffer starfish andpourcupine starfish: that eye from platypus 2
hyper gunship: was like an step above the 3 shooting gunship
golden un: just a regular un, but dropped coins
bouncy flip plane: also just a regular flip plane but with bouncy turrets
carnizer: crab tank, it shooted with it claw turrets
4th gunship: a middle section of the sky serpent that shooter big laser walls at you
golden gungatling: shooted, mosquito bites
boomerang star: shooted boomerangs
trailing mosquito: it leaved red gas on it path
bouncy waterhopper: it inverts gravity midway trought the jump
most of them were a bit rendundant
"officially had TWO banger tracks in its lifetime"
MY MUSIC GOT LIKED BY MY FAVORITE CREATOR 🥹🙏
This is actually for the third level of the base game. :p
Anyway, sorry for the discrepancy. 😅
Real
i was thinking
both area 3-4 of level 4 and 5, are lightning focused
however boss 4 does not use lightningt
i was thinking, moving all the lightning enemies into level 5
and move 1 enemy to level 4
the trash cuttlefish still appears in level 4, just as an regular enemy, nothing of a theme
however i'm moving smokers into level 4 due the boss using that
also it fits, since level 5 is a counterpart of level 4 
tho....... level 4 is now missing a miniboss
i guess is time to bring the locust back
Brought you by remam
Haha, we pretty much let donny make a lightning version of homing squid first. :p
#1425858759036633250 message
dev
it is kinda of a recreation of the squid behaviour, but their movement are super weird so idk
IDEK if it is worth asking the devs for a sample Lua Squid, when we are probably close to seeing a modding update pretty soon.
oh also i organized entities json
Nice
so the idea is
on red phase it has the regular attack
every so often, it turns into blue phase
hitting them in blue phase make them gain health
also changes the bullet they shoot into a homing bouncy bullet of trash
then back to red phase
Okay, so no need for minor enemy support for this fella then.
i mean is basically a full mini boss now
was thinking adding a miniboss (nasty mode only) for any contributor for the mod
I wonder what would the miniboss about @/hannah_the_furry
i'm not even sure myself
No worries.
I think Nasty mode content will be one of the late-game additions of the mod's development.
In the mean time, maybe Hannah could pitch her idea of a miniboss that represents her.
tecnically she has the twins , but yeah
I wonder how?
this
So her miniboss will likely be a Terraria-inspired one then, but moreso than the existing enemies that already bear resemblance to Terraria.
The accurate one ig
Golem?
I play terraria but I think we can't replicate MOON LORD!!

On that regard, are the homing bouncy bullets destructible, so the player has to strategically position itself to avoid hitting the blue squid as it tries to destroy said bullets?
sounds like a good idea, but i think people will just wait for it to despawn
also they home when bouncing, they target you when bounce
I see.
also i see the platypus 2 reclayed went into popularity again, since it went from 24 to 28 reactions
I mean, what to expect? 😏
It is by far the most anticipated project among the playerbase.
yup
Well
i don't think anything is beating 2 reclayed 
Some of other mods already replicate it
Like mine
Eyes
Podship
Lasership
Bombsquid
Hmmm, what if those bullets count towards evaluation?
IK it may not make sense in the slightest.
that's like, very unlikely for the player to know 
IG we could make it so smth like fish fighters show up as the squid turns blue.
not sure if that is possible, unless well the squid spawns them itself
That is where the level data comes into play.
It would be reminiscent of how fish fighters support the red spinner in base game level 4.
yeah but the game doesn't know if the squid is blue 
I think I have an idea for this workaround.
-# Though I'll have to wait for the squid rework to be feature-complete.
well we can always work on some like weird children stuff but whatever
La shield moment
For now, when it comes to reworking the psychosquid, the focus lies on its behaviours.
Alright, I have come to realize that the latter seems more optimal. Plus, it is possible to spawn entities that aren't tied to the base entity's position anyway.
even works with damage sprites
just don't spawn them as children 
SpawnEntityWorld it is.
-# For sure :3
yeah
You seemed to already replicate its movement pattern, LOL.
not sure how accurate it is
I wonder what is the math behind it?
I might as well follow suit with all the Lua files I currently have, at least the simple ones.
Not as complicated as some may think NGL.
is just a simple point
you can kinda piece together how it works due the arguments it uses
I like how you put some sort of max speed for the squid.
withouth that , it just kinda goes off screen 
also the cuttlefish already uses this code, but only for the x axis
Oh, that's nice to know.
I think I have an idea for a Nasty miniboss that represents MAKYUNI, the would-be composer for Level X5 OST.
It'll be a giant starfish.
Why?
Because MAKYUNI created the starfish for the base game. :3
so rainbow star 2 
LOL, pretty much so.
Could be a sneaky way of re-implementing the rainbow star, albeit with the necessary adjustments.
Anyway, we'll see what @sharp verge has to say. :3
i guess that covers 1,2 and 5 for contributor easter eggs 
Hmm, I'd imagine we'll prolly amass some translators of different languages during the final phase of development.
Of course, that will allow them to contribute directly.
Even when there really aren't that much texts to localise.
area names and ending
And the intro text
Ye
But still, wouldn't hurt to have some volunteers for the translations, to which they will definitely be credited.
Oh, speaking of language, based on the clues found throughout the mod files, it seems you have some degree of familiarity with Spanish.
i wonder what clues 
where did i leaved that 
casinopolis itself is hard too, since that's the name of a place
been trying a way to get a way to change the turret of it mid game, but haven't got it work
i guess i gotta make the turret an inside function
If Tary is fine with it, I'm fine with it too 
ofc as long as it's fitting
i had like a batoid ship in mind, but a star fits too
honestly a Batoid boss would be nice aswell
I mean, the one on Reclayed is cool, but I feel that it could have more potential
psp mineslayer got splited between the mineslayer and purple batoid 
so i guess i gotta combine a star, a purple batoid and a goldfish for the easteregg
hype :3
bullet switch
only thing left is the
custom sprites for the bottom
and the custom bullet
and the on hit function
that's some real bullsh-witch
health
Surely there has to be some sort of max health cap, so I am thinking something along the lines of...
local maxHitPoints = self.data.maxHitPoints
if self.hitPoints > maxHitPoints then self.hitPoints = maxHitPoints end
Either way, love how the squid's broken panels magically reappear.
Also, I wonder what is the value of each heal per hit.
I can sort of see a problem regarding a constant value for that.
A player collision damage deals a stupendous amount of damage per hit.
Which is enough to one-shot a gunship.
that is where OnHitByPlayer() comes into play
Nice
tho not sure what comes first, the damage or the function
either way i can make it so when is in blue phase it disables it hurtbox for the player
I think the function would be fundamentally similar to OnHitByBullet(), albeit with a different condition.
Now, I wonder what will be the planned power-up loadout throughout the psychosquid fight.
autofire 
As long as the fight doesn't give the player any high damage per hit weapons like rockets or boxing glove, balancing this would be a breeze.
what about tank 
What is the damage multiplier of that BTW?
1.4
Then this wouldn't improve autofire's damage per hit that much.
Or anything with low but rapid damage.
well is like an hyper specific scenario, i think is just better let them have this one 
-# if it bypass the regeneration of course
but even so it would make it killing it twice as hard
I see.
anyway the trashballs are huge for a bullet
like around the giant bullet size
Reminds me of Dr. Zomboss's ice ball attack in PvZ DS Air Raid minigame.
The Air Raid Minigame. Exclusively on PvZ DS ver.
It can be hard sometimes .
Zombot: IMMA FIRING MY LAZAR!!!!!
BRAGHHHHHH!!!!!!!!!!!!!!!!!!!
anyways, the original psychosquid doesn't do much i think
The ongoing rework is def a huge step up from the current iteration.
well yeah
my idea for the original one i made, was to make it appear several times trought the stage, but you made it like have it own track and stuff, so i made it a miniboss 
I mean, it wouldn't be complete without the iconic soundtrack, YK? :3
Plus, some people requested for it.
i had some nasty only regular enemies in mind but
it would be a bit saturated with the, next level enemies that appear in nasty
next level as in that appear literally in the next level 
Or essentially, the next enemies that will come one level earlier thanks to Nasty.
So in hindsight, I think it's smart to have Nasty original enemies to be designed as minibosses.
honestly i'm only continuing nasty if we figure a way to make proper bullet collisions
since well, a lot of enemies have custom death bullets 👀
well atleast chips and mosquitoes
Real
cool
super early psychosquid 2.0 fight
the battle itself is done, is just sprites to be added and change
also i improved the bouncy bullets a bit
Ye, the huge bullets could despawn at further coords.
currently is the ammount of bounces that let it despawn
but it should be as easy as stop the bouncing after the ammount is surpassed
then let it despawn by going too far
Yep, defo easy. 
Also, I wonder if the trash ball will appear as is once shot from the barrel.
not like the game is unfamiliar with giant bullets coming from a very small barrel
i'm kinda feeling lazy with this one
I remember you stated this. :3
i bite myself more than often
but it should be really easy,
Small and med starfishes exemplify this, LOL.
Are there any hurdles making these codes?
And what the heck is ICMM?
mini missile
Intercontinental mini missile, lol
also i guess i can change the unnamed plat 2 enemy entry now 
Who knew a planned Platypus 2 enemy in the Level X4 content update checklist was an ICBM all along. :3
i guess is time to use new functions
Layer changes perhaps?
yes
specifically
BaseEntity.ChangeLayers(targetLayer)
it works, well that was easy 
however
it collision is still in layer 1
also i need to check in what layer are ibmc spawn
stuff doesn't really get that small in the distance
Have you done a side by side comparison with differently layered test entities?
So far, you worked on with the Psquid rework and ballistic missile behavior.
Splendid anyhow.
kinda just wanna have a quick base of code before i start doing the sprites

LMFAO, I have this habit of asking questions I ultimately answer for myself after some realization.

i'm also posting the prototype to the plat 2 reclayed thread, just to show is possible
also because i think the icbm is an liked enemy
behind layer 4 that's for sure
so around layer 4 or 5, probably 5
yep
i think somehow platypus 2 had semilayers like those big clouds on og platypus level 4
entities might have priority in it own layer so basically they appear in like if they are in it own layer
also found some very old cyan un redesign in the krita file
Funsh
Thus, separating themselves from the background layers I assume?
i think so
i was thinking, maybe is better to separate the icbm into 3 entities
the
spawn base
the upward rocket
and the downward rocket
Spawn base and upward rocket no collision downard rocket collision
as for why
the base and rocket are separated, is mostly due to spawning, you spawn the base, which spawns the missile, and can be multiple
and it won't despawn after the rocket
the upward and downward are separated due more easier spawning, as it can be set more quick spawning
and not have to move the missile to it place for the downward movement
working on the icbm makes me so lazy, because it like a lot of miniparts, and gotta figure how to link every mini part with eachother
is like building a boat in a bottle
i think i can say this one is done, only polishing is left
i'm no longer sure if icmm are needed now
somehow green un became my placeholder sprite
kamakize uns
The green un but it's purpose is to be designed to launch at you not carry items at all.
I mean, it's a placeholder. :p
Okay, ngl.
When I see ICBM far away, it looks larger
When I see ICBM targeted the player, it looks smaller
I think I got hallucinate Abt icbm's size
That's because the sprite doesn't scale FSR.
What's FSR?
-# for some reason
We can always use a sprite only for the background
That'll suffice.
allowReduceSize in animations.json doesn't seem to be used by the scenery tiles apparently. It is only used by fonts and player ship sprites.
🤔
time to bring those arrays again
@fading python, What name is Boss Starfish?
ex boss
also i dunno, i always call it the rainbow star, but there not a set name
How about uhh, Casino Star
not located at the casino
Then where does it locate?
fool's manor, is kinda like an touristic place
Fool's Starfish, How about that?
i guess that works
Or Manor Starfish
OH WAIT,
"MANOR'S SECURITY STAR!"
well is indeed a security unit, so that works
I accidentally called it Star Lord because of it's Enormous size and considered as boss
I dunno why Gate Uns was the first X Boss in the Casinopolis
Cuz it's big and dangerous right?
the reason comes from before the mod was called casinopolis 
You created an enormous Uns before the Casinopolis? :0
level 1 was made before the casinopolis name
in expert mode
in regular game has only 1
in hard is 2 right?
Gate Un is a good name for the first boss.
uns only gain extra turrets in expert mode i think
talking about names
is funny seeing other people come with their own names for boss 2 and 3 in youtube
i mostly refer to boss 2 and 3 as greed's organ and hellsquito
@fading python, Can Mink also Carrying Pods
yes
Finally, He can carry Pods YEEYY
sadly he can't carry Powerups :(
also forgot to explain how the array work
spawn range needs 4 numbers
minX maxX, minY maxY
this then are put into a random number to spawn them
like from -250 to 200 in y and always 900 in x in the example
speed need 2 numbers, mx and my, very self explanatory
and missiles just spawns that ammount of missiles on an array
if you put something like 900 900, 200 200, then all missiles will launch in the same place
if you do something like
-100 800, 200 200,
1 -3
then you would have a rain of missiles
coming almost vertically down
Ho boy, I wonder if you'll have to make multidirectional missile sprite sheet.
Due to all these level command args.
yeah
that is why i will make the icbm sprite, as a blender model
so no weird lighting 
Good call.
arrays command args are fun to implement
also funnily the speed arg has to go trought
the launcher
then to the background missile
And finally to the downward missile,
3 entities to pass down 1 args
funny
missiles arg is used by the launcher only
spawnRange is used by the background missile only
speed arg is only used by the downward missile
Unless you plan to use very few speed arg variations, how many missile sprite directions will you render?
i dunno, 16?
so we have 8 main directions and 8 extras just in case
All downwards I reckon?
ALL directions 
totally horizontal and upward is possible
LOL, imagine setting the spawn range to below, and then give the missiles upward direction, provided that they don't touch grass.
XD
I bet someone like donny would do this.
yeah, also since the setup is 3 entities
you could spawn the missiles with no background animation
The missiles are indeed independent.
i think i saw a missile in plat 2 spawn with no animation
or maybe i have bad sight
Actually, what gameplay videos of Platypus II do you watch as references?
i think there only 1 that can work as full reference, the one pinned in the thread
Ah yes, the one I asked GREENCAT to pin, because it would be super helpful for the project. :3
BTW, I assume the code is feature-complete, right?
kinda ish
is missing any animation code due, welp no having an sprite done 
and i need an extra check for upward rockets, and for despawning them
and in plat 2 some missiles tend to launch randomly? but here is all uniform and consistent
tho i like more the chain of missiles launching
Giving them enormous spawn range will give them the randomized effect.
most of these code should be available in a mini patch anyways
just a minor patch adding the new psychosquid + 1 extra detail for the 3 levels
Ayoo, an upcoming mini patch?
Speaking of Psychosquid, are the GFX complete?
IK the checklist still says it is in progress.
i'm lazy
-# Happens to the best of us.
anyways those extra details are just
re adding the missing animation of the gate un in level x1, area 4
adding breakable vases to level x2, just more points
adding 2 new pipe shapes to level x3
and some sound effects
So you managed to extract some more SFX.
i just went
free sound effects of x
search
Ah, I see.
anyways the gate un thing on area 4 was like a 2.5 thing then removed in like 2.9?
was it even in 2.5?, i think i might have removed it before 2.5 release
Well, IG it doesn't matter. 
it was just a copy of the sky serpent background thing
At least the Cyan Un had always had a background animation from the start, IIRC.
Behind the scenes of Psychosquid. :3
Offtopic:
I do wonder what are your specifics on upscaling the sprites.
i don't like scaling them too much, it gets kinda blurry
i preffer if i have to scale them to a maximun of like 30 - 40%
IG the Cyan Big Un you made is probably below the maximum upscale threshold before its quality becomes shitty.
cyan un is a 50% scaled purple un
but like is a legacy enemy, kinda too attached to change it
Fair
Also, it's already an iconic enemy among fans, alongside Gate Un.
No wonder AdamComet loves these bigger uns.
i think i got a bit better at blender
also i just noticed, is a spatula, not a bug thing
Always has been, LMAO.
I was thinking about that fly swatters 🥀
Oh wait, the Insaniquarium Wiki refers to it as fly swatter.
Oopsie daisies IG.
MB
i think is the bad res making it look like an spatula
alright
also the weapons are kinda lower so it doesn't clip with itself and the gun
Love how the bottom would also switch.
yeah
I wonder if the head would be tweaked to match the lighting of the bottom.
i'm lazy
I feel you 
only the big trashball left
also been thinking, renaming all the x.5 to x.1 and x.9, x.10 to x.2 and x.3
i think it would be more clear onto what they are
Sounds a lot more sensical. 
we are in d3.1.1 now
so that means that any big level enemy layout rework + some addition can go easily into 3.2 or 3.3
i.e., more levels reworks can be done more frequently between level additions.
yup
Also, no more versioning discrepancies. 
fun fact, originally
the new ships + endless levels were suposed to be it own update
Those fins look funny.
also the ball sprite end up way bigger than i expected, i guess good for nasty
I can't wait to playtest these NGL.
there still more to finish
like some sound effects and code stuff
IG this could come in handy.
It has all the high quality Insaniquarium SFX, alongside other PopCap games.
great
kinda boring phase where there nothing new to concept
every enemy is has a concept, every boss has a concept, every area has a concept
is just now a grind to get them all done
I feel you regarding the execution phase of the concepts.
-# i kinda have some concepts for a new mod project, however we need more modding tools first, and this project to be done of course
-# i think casinopolis is like the only regular project i wanna have, the rest are kinda just experimental
anyways, mosquitoes have such a funny forced perspective
I liked the Fat Platypus ship (Cassowary).
Those mosquitoes? Nahh
THEY'RE GONNA SUCK PLATYPUS'S FUEL AND DIE
The player would die in one hit from any mosquito regardless.
kinda funny looking
Nice!
Do they dodge?
@alpine iron
||https://youtu.be/4s8m_3hqKlw||
i think is a good fight now
Reminds me of one of the Touhou boss fights:
https://m.youtube.com/watch?v=iXuXK2VSTbk
Timestamp at 17:10
𝘛𝘩𝘦 𝘛𝘳𝘶𝘮𝘱 𝘊𝘢𝘳𝘥 𝘪𝘴 𝘈𝘭𝘸𝘢𝘺𝘴 𝘢 𝘉𝘢𝘥 𝘔𝘰𝘷𝘦 ~ 𝘌𝘷𝘦𝘭 𝘛𝘳𝘪𝘯𝘪𝘵𝘺
With the Extra Stage here it’s all about memorization. Similar to what’s happened in the later stages of the game (especially Stage 5) the enemies come in very distinct squad...
||Particularly how the "moon" projectile homes toward the player.||
to the, pile of unintentional references
even only 3 appear too
i like how the adding bullets gimmicks complement the phase changing, since it means that it starts slow when all the trash balls are present
and is at it max when there aren't that many in screen
Anyway, I love it. 
I wonder too.
anyways, if i had a coin for everytime i had to develop the bouncy bullets before we were in level x5 i do have 2 coins, which is weird that hapend twice
Welp, the bouncy bullets blocking player bullets sure does makes sense here. ;3
Oh, I forgot to ask something.
What inspired you to give the boss a giant homing bouncing lump of trash attack? :3
I'm intrigued by the choice of bullet.
i randomly had the idea and then added it
was mostly looking for an slow attack that done while the blue phase is on
Interesting.
Funny that the squid decides to dispose of the player with literal trash. XD

Well I like it regardless. 
the homing was added because withouth it it would just bounce back and forth in a straight line
I'd imagine a small formation of orange saucers could come in whenever the squid is blue.
for reference the red phase is 700 ticks while the blue one last for 450
IG I could implement the formation loop the Neon way. :3
Just like the Spaz & Spisma fight.
oh yeah
also i guess this starts a new category of enemies
easter egg minibosses, or super minibosses
They'd prolly be stronger than regular minibosses, but obv not as much as the main bosses.
miniboss 4 and 5 are closer in level to those then
||bootleg boss x3 and superbolt tick 2||
well not really a tick anymore 
Fair
also that is very close to what miniboss 5 is 👀
LMAO, IG I'm a psychic. 
funny, level 4 is easier to make than 3 code wise
however level 5 needs some tricks
Ye, I noticed.
Level 15 : Dsn remam mini boss
-# Sorry for the re-upload. Forgot to mark all of them as spoilers, LOL.
||Anyway, I made some visual adjustments to the Psychosquid's head sprites.||
||The ones below are from the secret gameplay footage.||
||WDYT of my adjustments to the blue version in particular over the one seen in the video?||
so is done, beside some minor polish, what is left is just the extra detail of each level
And then d3.1.2 will be out. 
so uhh... when u uhh... workin on uhh... level 4
it is currently being work on, mostly it enemies
after that is just polish, then making the tile set and boss
then enemy layout and endless level
I'm currently making the music on Level X4... I'm just busy all day.
@fading python Hey uh, do you ever think to add a unique bossfight music though?
Hm... I'll try.
also haven't asked, but what should, your easter egg mini boss be?
I mean, since you're working on Level X4. I'm thinking about what if Boss Theme was different.
Miniboss theme? I mean, we can't just put terraria soundtrack on the easter egg miniboss tho.
Ah! My bad! I'm sorry, I didn't understand the context. Oops.
Hm... I'll give you the concept later, I have a insane idea to it. ;3
awesome.
I assume the box below the vase is unbreakable.
Which would be similar to the base platform of tanks and buildings.
So much for that pun.
vased, ngl
Very punny
@sharp verge, WDYT of this? :3
fun fact: you can actually get the current layer scroll speed in lua
i discovered it before, and i'm using it for icbm s, but probably will put it too for pipes
Defo useful for PSP cave terrain too. 
Since when BTW?
And what's the syntax? <:3
since i started working on the icbms
mx = -Globals.ScrollingSpeed(5)
the 5 is the layer number
and is - so the thing scrolls like you want
Funny the the this is the only Globals function we have. The rest are fields.
Oh, and I have a question regarding attached sprite animators.
Do they have colliders that pass onto the base entity?
Just like a vanilla squid's bottom sprite?
peak
if possible, I'd suggest adding some "intro frames" for the big ball of junk tho
since it appears out of nowhere
also I'm a bit mixed about the white outlines, but if it's for better readability, then ig it's fine
I think I can do the further adjustments once I have access to the code via the upcoming mini patch.
and the music should drop in when the squid appears
other than that it's amazing. Love it!
It grows almost immediately at least, rather than I M M E D I A T E L Y.
you also improved the coloring on the squid sprite, right?
the bottom and top seem a bit inconsistent on the video
awesome :D
they don't sadly, either haven't got the give collider function to work, or is bugged at the moment
which is weird because I think the tentacles look perfect, but the colored base looks a bit unshaded, imo
Just some sprite testing.
NGL, it spewing out big chunky junk balls seems truly NASTY indeed, and it also very in-character. :3
While in its blue phase.
Glad that it doesn't idle around while "healing".
it has, however it plays too fast

also i sended you the code, in the middle of some changes 
I wonder what are the sound effects used. 😏
That's fine.
i had few ideas for 3.1.3
mostly some reprites
and maybe the gatling ship rework + resprite
i actually had a cuttlefish rework in mind too
i think is one of the more lacking enemies
tho both reworks aren't really that big, they are more for flair
Ancient Jars in Casinopolis 📜📜📜
i guess they could be ancient
vases were mostly added with endless levels in mind funny
also to differentiate it more with casinopolis
talking about casinopolis
: you can gamble in casinopolis
-# or well that's the idea
Bosses
cool
fun detail, it sides are pentagons
i don't think there any way to notice that in game 
Totally geometric.
theoretical hole i didn't made
if there was a hole that i totallly didn't made, it would be like a coin slot
sometimes you don't need to make those detail if nobody sees it
-# says the person that made a totally not noticable detail with the pentagons 
My theory: I think the chips aligned perfectly atom by atom in the Organ Machine
that is alot of 1 in a infinite with the ammount of chips it spawns
I mean when the Organ launch the Chips
yeah
i wonder how the hellsquito, and boss 4 would look
Who's hellsquito?
A nether Mosquito?
boss 3, yeah
Wait I thought it supposed to be 3 bosses
there currently 3 bosses
gate uns, greeds organ and hellsquito
rainbow star and nautilus printer are scrapped bosses
Nautilus who?
this guy
Ohh you mean this SubShip lookin eh :)
But how does it look like from the front?
Looks like a Beehive fried on The fire
With legs
BTS of the trashball charging animation revision.
Will animate every tick, lasting a total of 36 frames.
Peak edits ngl
LOL 🤣😂🤣🤣🤣
THAT'S SOO FUNNY- oh wait...
NAAAOOOOOO dies
WDYT of this revision proposal?
eats gourd bitter I'M ALIVE!!!
that's a lot of frames, and each frame is foward is each 4 ticks
IKR
Like I said here, it will likely animate every frame, and it will be attached to the base entity as a child entity.
And then the actual projectile itself would spawn after the telegraph animation of its parent entity that is the charging trashball entity is finished.
that sounds cool
both are sticky 
The fact that some random bigass debris stuck on a clay-like trash substance is reminiscent of how stuff gets stuck onto a snowball.
IG Psychosquid blowing bubblegum of junk is now canon. :3
@sharp verge, here's the trashball telegraph animation you were asking for. ;3
-# Yeah, it now pretty much blows bubblegums of junk.
Do you have your own Miniboss Theme Music?
Yes.
It actually uses the same theme as when an alien is in the tank in Insaniquarium. :3
Hmm, maybe a remix wouldn't hurt.
Okay, I'll make my own too :>
I think remixes of pre-existing tracks would be nice, since it has the benefit of avoiding copyright.
Well, in this case, the alien attack theme of Insaniquarium could be remixed.
Holy hell, I'm also got hacked by my discord account...
So I playtested the Psychosquid, and I found out that having more than three bouncy balls on screen is a genuine challenge.
I achieved this by increasing the bounce count.
Wai- HUH?!
For some reason, someone just hacked my account, and I immediately changed my password quickly and used two-step verification on my account; my account was almost lost.
oh_no.mp3
I think I didn't Shielded my account yet...
But thank god, I'm in good now.
YEEYY!!!
Added in some Insaniquarium SFX, albeit somewhat edited.
In fact, the bounce sounds use the splash sound in Insaniquarium, but cut.
That's beautiful
GG
Man I feel proud of myself.
-# Proceeds to blow a huge ball of gunk and unintentionally destroys a certain Mungolan ship.
-# Oops
Good idea, but do you ever think to just combine them together? It looks awkward to see them immediately switching color.
I'm thinking about when switching up, the Squid body will rotate into blue, and vice versa.
What do you think? @alpine iron
It seems it would spin 180 degrees to switch its color.
Yep.
Well see if Tar tary would agree with it.
But personally speaking, this would do.
||Proposed power-up layout...||
The fight changes as time progresses.
At some point, the squid will start launching up to 6 big balls instead of 3 in a single blue phase.
How big is you?
Now the size of Pink Squid. :3
Then Compared to the Stephen-Carrot?
Still smaller than the giant carrot obv.
More like 2x bigger than You squid?
Cool
NGL, I think saucer formations aren't forgiving enough.
I am thinking a wave of pokers that can be made to stay on-screen for longer is more forgiving, provided that it doesn't move around too much X-axis wise.
Something MAKYUNI pointed out when it had the outline.
So I figure what if the balls don't have outlines.
Something sounds different.
This is just TouhouSFX add-on.
@fading python do you like this idea?
#1425858759036633250 message
That requires making a whole new squid body model
Time Consuming isn't it?
Aw dang it.
Man, I had so much fun giving the Psychosquid some polishes. 
Even when that means having skill issue at playtesting it lately, LOL.
that's a lot of sprites to replace
The OP squid from remam is way way... more harder than this
150k hp and undodgeable bullets by John
you really like yourself 
The current maxhitpoints is 1500.
Also, as seen in my sent lua code, the bouncing limit is time based instead of bounce count based.
This is to counteract the fact that the more often the ball bounces, the quicker it will despawn.
donny too loves the Psychosquid, albeit modified to his liking, LOL.
That one is prolly his current fave.
Despite the major flaw (can't pick up power-ups). The only thing that Purist OP is that it has an insane immunity duration (big advantage stage throughout bullet hell gameplay); with Pods combined (ANOTHER big advantage), you could LITERALLY shred any miniboss and boss without any problem.
Haha,
!
Depends on the main bosses, which would likely be attributed to the power-up distribution.
Normally, bosses are balanced around the fact that players are equipped with high DPS power-ups like rockets or fireball.
mink is a regular game annihilator, but it will suck at bosses
also has a weird hitbox
also i think you forgot about adding the level 1 file?
currently exporting the changes
Sorry for late reply.
I will send you a some lines of code for the boss fight in particular a few minutes from now.
Also actually, are you about to release d3.1.2?
I'll be sending it in a DM @fading python
Anyway, FTR, I didn't forget it. I originally didn't want to include the level file change, as I was initially unsure how would the saucer formation play in practice.
But now come to think of it, I think we can agree that having power-ups but hard to get is better than nothing.
Any plans to formally present the newly improved Psychosquid?
-# OFC, it should clearly be marked as a major spoiler, since it is intended to be a Nasty-exclusive easter egg.
Well they are easter eggs, i think is kinda too soon to show them
Maybe once the nasty update is done
But that is way way later
-# also the nasty update is kinda big 
True
Well, donny's gonna spoil a lot of things about the planned Nasty content of Casinopolis anyway, which OFC includes the Psychosquid.

You can't keep it a secret if is in the game, people will know
But i preffer waiting before any propper showcase
Specially since I remember him showcasing Hellsquito before you formally did it in a YouTube video, LMAO.
I don't really mind
Fair enough. 
I'm sure the first thing that people will try to see once the mod is done, is the final boss 
I am now wondering how will the final stages of development would look like in anticipation to the release day.
I don't plan on teasing too much of it anyways
Besides enemies of course,
With level 4 and 5 i won't show the level itself
(Gfx, enemy layout and boss)
Till release
So you'll fully lock in at making the content without that much QA then.
I can give you a beta build if you wanna try 
IG seeing that I've already been involved with the mod's development as a side developer for quite a while, I think it's no brainer that I'll do the QA.
Also i think i already gave too many hints of who bosses 4 and 5 are 
And good thing that I'll have immense free time by the time I do so.
Specifically, starting at the end of March, once my academic year ends.
Also 1 of the reason i show the enemies is because i think they move the modding knowlege foward
So is good to know
Specially when it is something no one has ever done before.
Bosses are a bit different
Since they are like big focus points
But in reality they are not that much novelty
They tend to just be a ton of enemies glued together 
Anyway, here's another question waiting to be answered. 
I played games all day 
Any other game IG
What i mean, is that i didn't do developing today 
Fair enough. 
Also it is nice that you took at least one day of break in the modding scene.
I kinda do other stuff too 
I also draw
IK the latter based on your Twitter account. :3
BTW, nice art you have on Twitter.
Anyway, GN Tar. 👋
So uhh level 4 is a factory?
Since we're in a sewer
Or we're gonna be on construction side?
It's basically the road towards Casinopolis. 
And yes, expect to encounter ballistic missiles raining from above.
Now if we add Hailiopolis, a custom Bejeweled 2 song, that will complete the trio!
/j
Colossatropolis
Casinopolis
Hailiopolis
/j
If it's undodgeable, it's not hard, it's impossible 😎
YO WASSUP MAKUUNNEEEIIII @sharp verge!!!
Also in Zhark.
Also in Remam.
(Probably)
Anyway, once the ballistic missiles are in public domain via the release of d3.1.2 update, you have free reign to toy with missiles. >:3
Even if the sprites would be complete or not.
What if any custom bullet with unorthodox shapes like regular psycho bullets or shares the same sprite as one of the player shots like gravity-bound food shots use some sort of a faint, misty back layer instead of a white outline glow?
I remember you pointing out that white glowing outlines may not be it in your opinion.
Well depends on how they're implemented tbh
I think the current junk balls of PsychoSquid look much nicer tho!
It was an edit of what Tar has sent me in a DM.
But maybe removing the white outline from the small cooking thingies would make them barely visible (yeah, Zhark reference lmao)
Maybe this type of effect could suffice for the small cooking thingies.
Same applies to food shot from the squid-like dispenser enemies.
A mock up of smth like this.
What is that?
That is for the back layer for any irregularly shaped bullets like food shots and psycho's thrown kitchenware.
.
Why tho?
Right
Now come to think of it, ever since I confirmed that I now spit out giant trash balls, I think that Pink Squid is absolutely gonna be trashed.
PSYCHOSQUID'S KNIFE
oughnmghm, 500 subs
i just woke up

i kinda forgot what i had for 500
i think it was showing more concept art
There isn't a lot new here anyways
A worm made of dice huh?

the page dates to before i started working on the level 2 rework
with some stuff added a bit later
The latest rework I presume.
Specially seeing that level 2 was reworked multiple times in its lifetime.
Basically a big UaFoe with a turret that was later deemed jarring. :3
at that point of development it name was orbiter before
also i drew the zhark and uafoe ship in a corner as reference, to not make them too similar 
Also more concept art that was made in other page
before the sand dollar and after the orbiter i went with an ammonite shape
The logo had some sketches too
Ah yes, that cheeky little poker with an exaggerated AF grin.
Seeing that the last two levels won't be teased as much as the rest, I wonder if level 4 and especially level 5 won't be publicly available through demo updates.
nah they are still, just no teaser
else i'm going into another long development time spiral
Fair enough. 
still level 4 and 5 are very related
Ah yes, just like in the base game, haha.
From Within Colossatropolis to Inside the Machine.
BTW, how do you feel about this?
feels a bit muddy 🤔
We'll prolly need to wait for a bit of consensus with several people out there.
Looks like it might work
Would be good to see it in-game tho
Maybe adding a shadow would be nice too, otherwise the knife's gray blends with the cloud, imo
the screen resolution issue might be the worse thing to exist
pair it with that i'm basically on a timer to change the resolution due the dumb high score screen appearing
can't believe you have limited time to change your settings
also i added the vases but since i made them a loop, now any time i try to fast foward the game just crashes
i don't really wanna place vases manually
i'm placing them manually
sometimes the game just hates me specifically 
Red gas will no longer be exclusive to hellsquito thanks to gas pipe 4. :D
funnily this 2 pipe shapes were originally scrapped content
level 3 has a lot of scrapped content
smokers and bouncing ships were originally planned for level 3
also level 3 area 3 was a vertical shaft section, the originally intention is that after going trought the elevator you end in the surface
But of course Platypus is a horizontal scroller. :p
i actually did some work onto it, but the issue was despawning the thing
The elevator effect?
that could be done easily
What methods have you initially used before ultimately scrapping the idea?
the thing didn't went far 
the first thing i tried is, looking at things on how to despawn it remotely
of course i scrapped it after no succeed
-# i now know some tricks that make that now atleast
tho i don't think we are seeing a vertical level again
maybe level 5 area 3 but gotta see
So the elevator scenery would have the environments be static, and then have vertically scrolling background entities.
yeah
At least that'a how I imagine in terms of the scenery itself.
The enemies, whether vanilla or Lua made, are something else.
Also I noticed, it's usually the third area of a level where gimmicks are at their fullest, or at least, they tend to stand out more.
In vanilla, L2A3 is mostly dense minefields, L3A3 is mostly a huge fleet of carriers with an element of power fantasy thanks to its weapon distribution, and then L4A3 is pretty much the lightning round.
L5A3 is funnily enough, a sequel to L2A3.
Also, some achievements are tied to area 3.
i mostly tend to put minibosses in area 3
A good way to make area 3 stand out.
Tho funny that Level X2 has slot machines on areas 2 and 4.
At least they can come in more numbers however we please.
I mean, in vanilla, some minibosses are harder than others.
pink squid appearing in almost every level for no reason
King Ticks are just straight up superior to Pink Squids.
2 Pink Squids in total appear on Level 4, on areas 2 and 3, but one gets axed on Expert and above.
As 2 Yellow Ticks appear on area 2 all at once in place of the Pink Squid.
i still don't like yellow ticks appearing in expert in level 4
however i think they are very underrated enemies
They never appear on Hard mode and below.
They really are underappreciated.
funnily they are the actual real medium tick instead of the red ones
Red Ticks are basically their own thing.
They fire floral patterns of bullets that freeze in place, and then disperse in a Touhou fashion.
squids should also have their own spin off enemy 
let it be like, blue i dunno
Imagine a squid that fires trail left right bullets.
gee i wonder where i heard that before 
i remember you said you were planning in a major update i wonder what was that about
||And they also kinda do in REMAM, albeit edited.||
Ever since we Lua-fied some existing enemies, and the fact that I had already gotten a decent grasp in Lua scripting, with a fair bit of help with y'all, I've been wanting to introduce more enemy types.
And also continue taming the difficulty spikes.
cool
I forgot how level 5 ended up stupendously hard, especially on Nasty.
To put that into perspective, I can beat vanilla level 5 with just a few deaths on Nasty nowadays, but in my mod, boy was it truly Nasty.
I think the most deaths I had was in the final boss.
i can't even beat regular nasty
The fact you use keyboard controls kinda makes up for your gameplay skills you have.
I only use mouse controls, which even pros like Orandza prefer to use.
i feel confortable with keyboard
Perhaps your mouse movements are too janky?
Anyhow, continue being comfortable with your current control scheme. ;3
I think it kinda is.
anyways if i finish the pipes and the boss un thing, i may get the patch tomorrow
To recap, d.3.1.2 will feature the following:
- A secret enemy rework ;3
- Gate Un foreshadow animation
- Breakable vases on Level X2
- More gas pipe variants on Level X3
- New SFX for crush bullet fire and organ movement
Correct me if I'm wrong.
new sounds for the sand dollar and the organ
||Also, the secret enemy I am referring to is none other than the Psychosquid.||
i think 3.1.3 and 3.1.4 will be just reworking the cuttlefish and the gatling ship
while i side develop level 4 of course
BTW, I reckon you were referring to their crush bullets they fire.
Tho I wonder if organs have even more SFX than that.
just 1 extra sound to indicate if is it moving backward
Nice
Perhaps the red gas pipe could use a bit of X origin offset randomization.
Nice twist.
poor neo collosotropolan, that live with a sewer system like this
well nobody stays in neo collosatropolis
the biggest money grab to exist
They are better at polluting the environment than the original Colossatropolans ever did. 
that happens if you invest everything into quick earning 
It's more of a tourist destination, that's for sure. :3
they need all that money of course
People visit for casino culture, but don't live there.
building all that architecture and machines is not cheap
I can tell from experience even.
well neo collosatropolis is all smoke and mirrors anyways, that things is badly build and rushed
a blow of wind and the entire place is in fire 
Also, it is situated in a desert, just like Las Vegas.
A real world parallel to Casinopolis, except that the former isn't as polluted as the latter.
well is more of a delta where is placed
I saw that the current description doesn't mention any word "dune".
IG flooding is even more of a concern then.
canyon springs is pretty flooded tbh
the desert mission desert is more on the center
while canyon springs is more on the ocean side
-# sadly all the waste is going there too
Actually wondering on how would you want the Gate Un foreshadow animation background to look like.
rip off boss 2
Just replace sky serpent backgroun with Gate Un?
kinda
That's the simplest solution there. :p
it used to exist, but it used the regular background un thing behaviour
like i said before, every boss is a counter part, or more like a parallel of an vanilla boss
-# boss x5 being the weird part of couese
also, the old entity still exists
I think I unknowingly removed the entity spawn since d.2.3 release. 😅

