#Platypus Casinopolis
1 messages ยท Page 6 of 1
you didn't lol, i scrapped it myself
it was scrapped due it despawning too fast and looking jarring
it was deleted before the boss resprite and first rework
Now I get it. 
SINCE WHEN YOU CAN APPEAR
nah
Still no?
leaderboard still appeasr after certain ammount of time
But with the attract screen on?
first time seeing that screen with the mod on
also was after the screen resolution decided to reset
I hope your PC doesn't continue to screw your game up.
is only very annoying minor inconvenience 
At least it ain't in the worst case scenario. :3
even if the game decides 1 day to delete itself, i still have another source folder
Good thing you have a full copy of the game's data.
tecnically the main folder is the outside source folder
sometimes stuff slip up and i forget to delete some stuff from the game copy, which are deleted of the source folder
Either way, only the pipes and the un are still in progress, and I reckon you may be on the verge of finishing them very soon.
yeah, the level type page helps to put it in it correct position
IG you're welcome with the link I shared to you, back when we were working on the MKII Lua code.
reworking stuff gets addictive really fast,
maybe i should focus more on level 4
Ye, you should focus on level 4 for real after d3.1.2
Now come to think of it, how would you want the cuttlefish and gatlingship reworks to look like?
for the gatling ship
to actually work like a gatling gun, slowly building speed, and the overheating
and bullet cases as paticles appearing
and for the cuttle fish, my idea is to make them less like squid clones, and make them closer to a shotgun
So the homing squids will stay closer to the player then.
Wise choice.
IG the estimated release date for d4.0 update would be around late March or April.
probably 
Hmm, on any given free time, I may implement your rework proposals, but no guarantees however.
The amount of free time will largely depend on my uni situation.
๐ค
At least within the given remaining 4 weeks until the start of vacation.
Also, we're so close to March I realize.
Hmmm...
What do you think of adding the mod completion percentage on its Steam Workshop description?
i dunno, due how is structure, %70 sounds like is almost finished for people that only care about the levels
Fair enough.
Perhaps the progress percentage shall only be relegated to this thread.
i.e. in the pinned comment.
@fading python I'm gonna release my Easter Egg Mini-Boss concept... Just wait.
Interesting...
First Concept of my Easter Egg Mini-Boss.
Let me know if it's good or too complex.
And I'll make another one.
Good thing we already have the Flip Plane Lua code for something like this.
I reckon the plane has the ability to switch turrets.
Btw, this is Miniboss ๐
Yeah IK. :3
Reference
Sick. 
Fun fact, the Flip Plane is currently my favorite enemy recreated in Lua.
Once the shards on hurt function is properly implemented, I will be replacing all instances of the hardcoded Legacy Flip Planes with Lua Flip Planes in Platypus Plus.
I actually thinking about adding Four Turrets, but it's too much. But MAYBE it could be additional for Nasty Mode
In Classic mode, Flip Planes cannot be knocked back, which made them much harder on Platypus Plus, wherein it is basically Platypus Reclayed but with classic graphics and resolution.
Well TBF, an easter egg type miniboss is actually reserved for Nasty mode, according to Tar tary. 
Added a warning SFX for the incoming Psychosquid fight.
Funny that this is the first time that the playSound entity I made in Lua exactly a month ago ever gets used on any mod really. :p
#1437926250374103234 message
So it'll say something like "ENEMY APPROACHING"
Also, disable firing, while the red "ENEMY APPROACHING" text is shown.
Still figuring it out?
The colored text?
Yep.
Then colored text is actually unsupported currently. We have to ask the devs for colored exposition text support.

๐ฅ
Testing Music, Not Actual Theme, It Will Be Whole Different That This One.
I see.
Super early Gatling Ship turret rework... 
Oh boy, I can't wait to see Pink Seeking Bullet Hell.
Now with the spin slow down as a result of overheating effect.
Don't mind the fact that it shoots split shots.
As seen in the video, whenever it doesn't fire, the spin slows down, and then as it is about to shoot another barrage again, it speeds up again.
Speen
Yep, they all currently use placeholder sprites.
The reason for the rework is because the gatling guns used the same behaviour as squid guns, and as a result their current firing animations are just plain jarring.
wait hold on a sec-
what is this starfish? :)
That's an old ass reply there. :3
Yo @fading python, I think it would be better if you replace the star with dice powerups
The sprites at least?
Just a concept tho
sounds cool, tho a bit tedious to add
Don't even get us started with plastering letters and symbols on each dice without undermining the fact that they're supposed to look like dice.
BTW, I actually derived much of the code from cannonGun.lua.
nice
IG the code for the gatling gun is mostly done.
Hey @fading python did you see my concept?
Rocket
"Rockets"
- Bananawar, 2026
Windows discontinued Paint3D? ๐
I didn't know
Cuz I'm using Windows 10

Is the smoke when they're falling hardcoded or is it still WIP?
Love it btw. You made this feature almost seamlessly ๐ฅ
wip
should be as easy as adding a offset per sprite
also the smoke is just an spawn entity, so it shouldn't be hardcoded
Recently i have been disliking enemy plain upgrades
Like the cuttle fish and the guncar
So i'm changing the gun car into a truck, with grenades and very fast turrets
Easy for sure, but pretty tedious, haha.
How about all cuttlefish variants?
Will they be reworked or replaced?
Mostly reworked
- turret resprite
Shotgunny
Also pyschosquid
Remenber the issue where animations from 1 sprite to other would make it go trougth all inbetween?
Well it can be fixed with changing
AnimatoTo with GoTo
Also with that, i fixed the pyschosquid enemy going trought all the frames when changing color
Same for the bottom animation perhaps, although it is harder to notice.
GoTo is also extremely useful for aimed turrets and the fire sprite for the gatling gun. >:D
Yup
I saw this issue and I'm really glad you fixed it ๐
Speaking of gatling gun, although I completed the code for the most part, do you think is it worth re-rendering the gatling guns now to conform to the rework?
NGL, there are still more stuff in Lua that are yet to be used first hand.
I didn't fixed it 
It was a function already in the game i never saw 
So credits to a function hidden in plain sight until now then?
We still yet to use every function in game
Man, a lot of those functions are being elusive from us. :3
But you fixed the issue by using such function, right?
Oh yeah
Tho most of the systems i build work pretty weirdly with using go to
since they were build with animate to in mind
LMFAO
?
Worth noting that you still have the blend file for it if I'm not mistaken.
Yeah i still have all my models
I guess it depends if the spritesheet gives issues with the code
Since the discovery of GoTo, IG we can have the gatling gun in two sprite sheets, regular and firing, just like any aimed turret.
I doubt the newly discovered GoTo will pose some issues for that.
Anyway, FYI, the sprite is animated by a sprite variable, whose value is added by one until it resets back to 0 once the last frame is hit.
Oh, and also a kinda important note @fading python, but have you imported all my changes from a DM sent roughly 10 hours ago?
Ah yeah , tho i haven't tested it
There aren't any Lua changes regarding the sent DM, so no worries.
Initialise seems to screw off the GoTo animation function.
Well go to is instantly going to the frame
We want it to have the sprite change continue where it left off, rather than to reset back to 0.
Current syntax:
if fireSprite > 1 then self.animator.Initialise("Sprites/Enemies/turretSingleFire"); fireSprite = fireSprite - 1
elseif fireSprite == 1 then self.animator.Initialise("Sprites/Enemies/turretSingle")
end
self.animator.GoTo(sprite)
if sprite >= 64 then sprite = 0 end
Alright, so I managed to fix this issue by adding number 1 next to the string:
self.animator.Initialise("Sprites/Enemies/turretSingleFire", 1)
Number 1 denotes looping.
Sprite animators have so many tricks 
Now the speen is speening
Nice
They're placeholders regardless. :p
Once you finish it, I could try to recreate the BigThrusterShip
(Unless you wanna do it)
Turret spinner?
Or maybe I could make the base and you the OCD stuff like making it perfect

also i change the smoker into a car
More thematic enemies I see.
Are there actually any issues with GoTo across other animation systems?
mosquitoes do a spin
Green Fish Fighters seem to work just fine, albeit with much sharper turns.
Outside of turret fire sprites, GoTo may be best used for turrets that instantly lock onto the player.
Also, have you tested GoTo onto Psychosquid's bottom sprites?
that uses animate to next frame i think
Can confirm 
i wonder what this work for
sometimes i wonder if there should be a doc documenting what each function does
would be good to open a "public" doc for it
public as in only selected people can edit
i guess it can be part of the advanced mod pack ๐
I think you can reverse or reject some edits too anyways, so that's cool
in case someone decides to do some trolling 
What would be the most appropriate platform for communal file edits?
i seen a lot in google doc
anyways i did add the pipes to level 3 so all changes should be done, and is just testings
so i can get the patch later right now
I reckon the unreleased content like ballistic missiles may be made obtainable by datamining the mod folder. ;3
yeah
Tweaked bottom animation switching
If we want to, we could provide a smooth transition for the fin changes, but OFC, that'll be tedious and it'll be better reserved for future releases.
In the mean time, I'll provide you my changes in a DM ofc.
i remenber i did nerf the trash orbs a bit from 1200 to 900
But overall, I think this is a good compromise. 
i remenber 2.0 was super bloated
d4.0 will probably be 1.1 gb
For real
have fun playing with the icbm 
still unpolished
it spritesheet is multidirectional like i said
No problem with its unpolished state. :3
also what do you think of the mild redesign of the icbm?
Defo superior to Platypus 2's rendition.
i mean it only real change is the body
every time i need to make a patch, i need to put this to false
i use, -allowstutter so it instantly loads
On Steam Properties?
yeah
TIL
it makes it so it doesn't load sprites till it need to use them
tho it make it lag every time it need to load them of course 
but is a good tradeoff if you only want to test
-skipAssetPreload_AllowStutter
Are cheats automatically enabled that way?
just put it on the side
Nice.
This is a must-know @sharp verge
it was in one of the changelogs, but i guess not that known 
We people tend to forget stuff from time to time.
And of course, this happens even to the best of us.

also i think i'm moving the trash cuttle fish as a nasty enemy, after level 5 is finished
but i'm giving it all the 3 lightning levels
Likewise, once the development of Level X4 is at near completion, we will probably be including the gatling gun rework.
For the time being, you shall be fully locking in with the development of Level X4 and its contents within your available modding time.
So, best of luck mate! 
i accidentally opened the ai inspiration tab from youtube
somehow youtube is obsesed with the rainbow star and greeds organ
and thinks i had a long hiatus from this proyect
also for some reason it wants to run the mod in the nintendo 3ds
platypus reclayed for the nintendo 3ds is insane๐
i mean if platypus psp exist, reclayed 3ds doesn't sound too hard
of course all texture would be in very low resolution
Sadly, Nintendo 3DS is a thing of a past these days.
Tho doesn't stop some tenacious developers from making more games on these obsolete consoles.
Think Shantae Advance (2025) for Game Boy Advance.
GBA is already over 20 years since release.
also do you still have that car code you made before?
Ye
I'mma simplify some of the codes first though.
IG I could just post it here once I'm done.
There you go.
Basically, I lessened the amount of rows for the wheel animation index.
that's still a lot of ifs 
as in sprite?
Yes
just vanilla
BTW, the bouncy wheels spawned by dying train cars in the base game are actually not animated at all.
why is the big gunship have such an entrance
I think I kinda have the same habit as you when it comes to setting up the test subjects.
In a level file that is.
this is crazy useful! Thank you both so much ๐
what about when they hit the ground?
wait wha-
in the lake??
I thought they would go right through it or sth (considering it wasn't even intended to spawn in the water, ig)
Whether or not the environment has water.
so maybe it's not exactly detecting collisions, but rather bouncing at a specific height or sth like that
still crazy to me that there are no custom splashes per level
(or per area)
Depending on the entity, when water is enabled, they will trigger a splashing animation on certain y coordinates.
Anyway...
I am thinking of a visual enhancement for the Gate Un gaining extra turrets.
It goes something like this:
-# Courtesy of THE JAZZ PLAYS ANIMATION on YouTube
The turret-carrying flier will be purely visual and will not have any collision at all.
Also, the fliers won't fly that fast as the ones seen in the video above.
And by the way, I'll likely be the one to implement the code for this, in my free time of course.
this looks so competitive lmao ๐น
I do love me some cuttlefish. :3
One literally hugged me on the gameplay footage above.
How lovely...
w
Alright, I made the movement patterns of the cuttlefishes more interesting.
NGL, the changes I made in the code are goddamn simple. 
Interesting that I can allow them to make them leave prematurely. :3
Anyway, the most essential change I made is that the focusX threshold has been replaced in favor of the player distancing system.
This meant the cuttlefish can continue going forward up until it is close to the player. When horizontally close enough, it will move away from the player until far away.
Additionally, because the threshold is radius-based, this meant when the player manages to maneuver around them by quickly slipping through the opposite Y end of the enemy, you can let them go, and not bother you.
To which I think makes for an interesting gameplay interaction IMO.
I think I'm an evil alien mastermind. 
They move far more aggressively.
@alpine iron Are you still figuring out about Spinning Shooting Fire Turret?
Recreating a turret spinner?
Yep.
I'll probably be waiting for a turret Lua sample by Claymatic in the next modding update.
Anyway, I have an neat idea though...
What if the plane launches a disco ball that continuously fire bullets in all directions?
Basically a bullet that shoots more bullets.
Plus, I'd imagine you see yourself as a DJ of sorts.
At least in Casinopolis.
Disco Ball? Huh...
I N T E R E S T I N G
I kinda like your idea thought.
Plot twist:
SONIC PULSE!
rocket
Ig this is the homming one
What do y'all think of the cuttlefish rework?
I ain't fighting that ๐ญ๐
reminds me of the fly
This is the main change I made.
And then I adjusted their speed params to make them move more aggressively.
Also, they'll have roughly the same leave timer as their squid counterparts.
Nice
Now they have the qualities of a shotgunner role. :3
Which was pretty much your vision for the rework iirc.
Yeah
Oh man, those two reworks are kinda a breeze for me. :D
Gatling guns and cuttlefish.
Only the art may be the remaining thing to do by this point.
Anyway, I'll be sending the Lua scripts for these here once I access my computer.
Same for the gatling guns I guess.
-# Code wise, they're mostly complete.
sometimes i went back and think
how much of an upgrade, blend my ships and the lua update did to the mod
A whole lot, that's for sure.
@fading python, I wonder if you would want those Lua files or not yet?
Seeing that you probably prefer to finish the contents of level 4 first.
Sure
I am currently doing some clean up with the cuttlefish code.
Oh, BTW, I forgive you for your late response, seeing that you are probably busy IRL.

Oh, is it fine if I send the codes here?
All the Lua scripts above have been renamed for better identification.
cuttlefishSmall.lua= Yellow CuttlefishcuttlefishMed.lua= Green CuttlefishcuttlefishBig.lua= Pink Cuttlefish
Kinda messy as the entity still refers as the homing squid 
IKR.
,// ######################################################################################
{
"name": "cuttlefish",
"sprite": "Sprites/Enemies/small homing squid top",
"behaviour": "Lua",
"turrets": [
{
"turretEntity": "squidGun",
"turretX": -21,
"turretY": -6.5
}
],
"explosionEntity": "explosionMedium",
"explosionX": 0,
"explosionY": 0,
"sortOrder": 1000,
"mainDebrisEntity": "debris_yellow2_2",
"secondaryDebrisEntity": "debris_yellow2_2",
"maxHitPoints": 120,
"isEnemy": true,
"shieldPenetrating": true,
"highlightPoints": true,
"points": 250,
"primaryTargetValue": 2,
"customBehaviourData": {
"luaScript": "cuttlefishSmall"
}
},// ######################################################################################
{
"name": "bigCuttlefish",
"sprite": "Sprites/Enemies/homing squid top",
"behaviour": "Lua",
"turrets": [
{
"turretEntity": "bigSquidGun",
"turretX": -42.5,
"turretY": -13
}
],
"explosionEntity": "explosionMedium",
"explosionX": 0,
"explosionY": 0,
"sortOrder": 1000,
"mainDebrisEntity": "debris_green_1",
"secondaryDebrisEntity": "debris_green_2",
"maxHitPoints": 500,
"isEnemy": true,
"nudgeOnHit": true,
"shieldPenetrating": true,
"highlightPoints": true,
"points": 1000,
"primaryTargetValue": 5,
"customBehaviourData": {
"luaScript": "cuttlefishMed"
}
},// ######################################################################################
{
"name": "pinkCuttlefish",
"sprite": "Sprites/Enemies/big homing squid top",
"behaviour": "Lua",
"turrets": [
{
"turretEntity": "pinkSquidGun",
"turretX": -63.5,
"turretY": -19.5
}
],
"explosionEntity": "explosionBig",
"explosionX": 0,
"explosionY": 0,
"sortOrder": 1000,
"maxHitPoints": 1100,
"mainDebrisEntity": "debris_pink_1",
"secondaryDebrisEntity": "debris_pink_2",
"isEnemy": true,
"nudgeOnHit": true,
"shieldPenetrating": true,
"highlightPoints": true,
"points": 3000,
"primaryTargetValue": 5,
"customBehaviourData": {
"luaScript": "cuttlefishBig"
}
}
BTW, not only did I rename the entity names, but also adjusted their turret positions.
Also, pardon for the long wall of text. ๐
1 issue, now you have to rename every one of the spawn entities
I think the program you are using should have the function to replace the words you specify.
But luckily, I already did that for you beforehand.
By this point, I can just send you all the edited level files containing cuttlefish enemies here.
Once again, they will be sent here since they're already at public domain thanks to the current mod version.
Either way, you can thank me for renaming all instances of cuttlefish spawns.
Very considerate ^^
Awww, thanks. ^^
Hmm, what if we release another Workshop patch containing the cuttlefish rework?
I would be interested to see what will the players think about the reworked cuttlefish.
Sure
I'm glad that I am the one who gets to rework certain existing entities, while you were continuing the development of Level X4 and its contents.
It sure is a productive workflow.
The gatling gun rework will likely be relegated to somewhere around d4.0 release.
Anyway, I will be releasing d.3.1.3 myself.
Before you do that, remenber the endless levels
Thanks for letting me know. :D
Funny that there is only one small cuttle fish on endless 2 and 3, and one med cuttle fish on endless 2 only. 
Which levels in particular?
I think 1 and 2 require some hand
I think 3 is fine
What are the specifics would you want to change on Score Attacks 1 and 2?
I think is for it to contain all new enemies of course,
I think 1 is missing the gatling ships
I'll probably doing some other tweaks soon.
Concept 2
Sounds interesting, actually.
Anyway, I think a sprite change like this would be best reserved as part of the mod's finishing touches.
But overall, I like the concept. 
Thx PsychoSquid ๐
@alpine iron, those are the signs of the cards in my concept
Oh yeah that might be better
Are you actually doing these? Just asking. :3
I think you are doing too much already 
Sorry, what?
Kinda had the feeling you want to do them, but i think you deserve some rest
FTR, I actually haven't bothered reworking the endless levels after simply renaming the cuttlefish entities.
Honestly, we could have released d3.1.3 without any further reworks to Score Attack levels.
And I think any existing endless level rework could instead be done on later releases, but that's just me.
Yeah
Today there has been a lot of power outages so barely did work 
The icbms are still missing the base sprite and background sprite and the proper smoke code
I just hope you're alright.
Yeah is just a mild annoyance
Sucks that the power outages pretty much slowed down your work on these stuff.
๐ซ
Anyway, anything else before releasing d3.1.3?
Nothing
Oh, I forgot one thing, but DW, it won't affect the release time for d3.1.3...
I already renamed the sprites for the cuttlefish, and so are their animation entries:
- Yellow Cuttlefish -
cuttlefish top&cuttlefish bottom - Green Cuttlefish -
big cuttlefish top&big cuttlefish bottom - Pink Cuttlefish -
cuttlefish pink top&cuttlefish pink bottom
These name changes are already reflected in the upcoming release.
Now the funni part is integrating those to the main build 
d3.1.3 CHANGELOG
- Reworked movement behavior of all Cuttlefish enemies.
- Tweaked smoke trail VFX of the Mosquito enemy.
- Updated SFX for Time Bomb ticking behavior.
Regarding the mosquito tweak, that only involved a Lua code change.
Hope you find this manageable, specially if you sort the files on the steam build by "date modified".
Anyway, I'll get some rest, and thank you for showing concern towards me a while back. ^^
Oh, and good night to you. ๐
I played the recent update.
The Saw fish is pretty interesting. The saw bullet sabotage player side makes the fight last longer without making a damage sponge enemy. Pair it with another the saw variant or other enemies is great for some.
The Cuttlefish in other hand. Itโs more difficult for sure with its agile movement.
*i have a concept to make it a โlilโ bit less threatening. Knockback. Idk if this make it more frenzy but ye.
The gate uns got a big improvements which pretty much answered my request.
And the first level design is pretty much good imo.
The cuttlefish spawn should be around.
Yellow for 3
Green for 2(one at a time then come right after the first one ded)
And the organ
Everything is fine except the chip spawn(specifically when behind the player)
Pretty hard to counter that tbh. The chip shoot the moment they get out.
-# And The Psychosquid isโฆ well. Very Psycho >:3
I mean itโs nasty so I canโt complain much.
Thatโs all I can provide from my gameplay.
I see that Level X1 for the most part is totally polished gameplay wise.
According to you.
Anyway, regarding the difficulty of cuttlefish, I already took the knockback into consideration.
In fact, I already made some testing with the knockback mechanic for the cuttlefish enemies.
To anyone else, what do you think of the addition of knockback mechanic to the cuttle fish enemies as per @haughty bone?
Cool
Also maybe the organ should have a chip ammount debuff when spawn behind
And give more trail guns to the player
Agreed.
Is there anything worth changing for the knockback effect, that is if we really want to give those enemies a knockback mechanic?
Seems fine
You took two bullets
Skill issue
Jokes aside, your dodging is very impressive
I think the knockback makes them much more fair
What is .lua?
the extension that lua codes normaly uses
I wonder what's inside ๐ค
well just lua code
i mean really, is not that different of writing on a note pad 
so the icbm and icmm are now 100% done
What does ICBM means?
inter continental ballistic missile
Whaaaa...
big missile that can go from continent to continent
So what's that grey ICBM?
homing
Inter Continental Homing Missile (ICHM)
I thought ICBM it's just a random word
nah they are like a real life thing
Nice ๐๐๐๐
quick reminder for myself
for the cuttle fish rework
is
- 3 lua files
- 4 level files
- 3 entity entries
- 3 animation entries
- 3 images name changes
I may use this for the level 14 remam
Just a simple code edit to give mosquitos a telegraph for their dash attacks.
Seems nice
I should probably make a list of what I have done so far that are waiting to be integrated onto an update.
List of changes made by Psychosquid waiting to be exported to Tar's dev build:
Legend:
= Successfully exported
= Ready for export
= In progress
= Not Started
- Nasty level layouts

- @sharp verge ship code

- Level X5 layout

- Angel ship damage effects

Also what do you think of the finalized ibms?
I love how the ICMMs are partially guided, just like the small red bombs from Heavy Weapon. :D
I noticed that during my test runs, they go downward once in radius and the player is above it.
Kinda
They have a weird movement
So basically if you are slighly below or above, they will move away, however, if you are too far they move closer
I see.
The movement is kinda of a placeholder
Lately thinking on how this enemies should move is kinda of a struggle 
For enemies i only have their attack concepted, thinking on how their movement could be is the hardest part
Surely you probably wouldn't want to just reuse the same movement index as the others, even though a lot of the Reclayed enemies share about the same movement system as Squids. :p
Think the Mega Spinner enemy.
But either way, I feel you regarding the movement conceptualization.
I guess i can excuse some enemies moving with the same pattern
What do you think of this idea?
sounds handy
ATP, I'll now be asking GREENCAT to pin it. :D
Also, I added some sort of a legend as well.
still gotta export the cuttlefish change
Updated legend again:
โ
= Ready for export
๐จ = In progress
Just like when you finally add your changes to the update, I'll delist some items to indicate that they are already added or in this case, imported to your build.
These cuttlefish Lua codes have the knockback mechanic added in.
@pastel stag, could you pin this message? <:3
also quick note, the icbm and icmm launcher are the same entity
you choose which type of missile is launched via "type"
Cool
means you can freely have more type of missiles within the entity
It's just that all the missiles within the same launcher entity will all conform to the specified type, but no big deal with it tbh.
not sure why would you want to mix between the same launcher
Haha, fair point.
Either way, let me know if you have successfully imported any of my listed changes, preferrably by replying to this pinned message.
catched them all 3 lighted up
was testing something, and sadly you can't make a child with the player
that sounds bad
i mean't you can't put a child in the player
i think that sounds worse??????
can't attach a child entity using the get player function
-# who was the person to call linked entities children
@fading python I will release my Music for Level X4.
Maybe later, because I'm doing something ๐ ๐ ๐
it's okay, there still a lot of level x4 to be done 
due how tall tiles heavy level x4 is, i may move the icbms layer into like layer 3 or 4
from hardest to easiest enemies to make from level 4 are
- icbm and icmm, not that hard but very tedious
- fly with the overlap issue
- locust, same issue with the fly
- certain someone
- shrimp
- smoker
- and the 2 trucks
Funny that part of the reason for the trucks being easy is because I already gave you some sort of a headstart. :3
My pleasure. ^^
also i feel like the 2 trucks spoils something, so i think i'm not gonna show them
Fair enough.
And I think anyone else, myself included, can wait patiently for the reveal of "certain someone". :3
Well according to media, purple is the sign of corruption apparently. ๐
If you're interested in watching bonus videos that you can't get anywhere else, I have a bunch of exclusive content on Nebula: https://nebula.tv/razbuten
I have been thinking a lot about the use of colors in games, so I wanted to make a brief little piece on one of my favorite colors, purple, and how in games, it often is used as the color of c...
i guess it fit neo collosatropolis 

i got fooled by my own perspective
you know since i always make my test level, the next one, is funny that i really can't show any teaser from now on
since well, the level tiles are being made
You can always make a sandbox level that doesn't contain any classified tile sprites.
I assume level 6 will be a copy of vanilla level 5.
nah, level 3, i think is the one that loads fasters + water
Smart move ngl.
also level 2 is a copy of level 5
is just that has been ship of theseus so much 
uhm, seems that level 5 doesn't really reference any platypus 2 entity, so no direct contribution to 2 reclayed from there i guess
I mean we do have eye enemies in the plan, but I doubt they will bear resemblance to the Platypus II eye behavior wise.
2, but yeah they are very different
i guess i should update the d5.0 list
i think we really need those sprite rotations
@alpine iron Wait, can you change the Theme of the "Picking a Ship" (Which is Shadowfire theme)
Because I'm thinking about adding something unique theme to it.
Yes indeed.
And also the title screen...
Wait...
Level select in particular?
As well as the title screen?
Not level select though.
Only Title Screen and "Pick a Ship" theme.
I'll check later if ship select can actually have a unique soundtrack entry that can be configured.
If that isn't the case, then we'll have to ask the devs to separate the music entries for the level select, weapon select in practice mode, and finally, player select.
Alright, I can confirm that the ship select and weapon select share the same entry as level select, which means you can't have different tracks from each other, which is unfortunate.
I am adding both of you
Oh shucks.
why are they so squished
dezzert
VASE
yep they all on Level 14
Tower of hell
so many cuttle fish recolors
just to make them a bit different
small shoot 3 cannon acelerator
big shoot 7
pink shoot the pink version from winter mission with extra carrot mounted gun
beta pictures that i accidentally made
i think gatling ships were like the last entity before i started using fully lua
he's the steam nautilus gatling!
That nautilus went nuts
with the poker chips xd
Squish!
Squish Mother
Strikers 1945 moment
Touhou
mink could dodge this
Haha, I-frames go brrrrrrr
โOn road, towards the...โ
"Casinopolis"
So uh, my mind is still waking up, can i have a resume of the new modding features?

I still haven't got out of bed
Add position setters for BaseEntity and Player (though this comes with a big "you will have to deal with interpolation on your own" warning)
cool, we can now set the position of entities and the player
means we can push the player now, and make walls and stuff
did you know, in most games, mostly older games, wall are just collisions that push the player outward
Add support for reading customBehaviourData in lua (can't believe this wasn't already supported)
this is great too, since we can add extra data from the entities json files
Add GetEntity global in lua
Add entityID as a return value when spawning entities in lua (as well as exposing BaseEntity.entityID)
this is great too, since we can now look at another entity in the field
maybe synergies
tho my brain is too dry to think of anything 
Add Trail behaviour that offers customizability though customBehaviourData as well as being able to being spawned as a child of any other entity
i think this is the homing bullet trail i think??, either way sounds useful
Add destroyEntityOfType, destroyEntitiesOfType and destroyEnemyEntities commands
this is great too, no need to find weird work around for entity despawning
Position setters for entities also mean we can give them default spawn positions too. 
oh yeah
that could have helped to not make the icbm 3 entities 
but i think having it as 3 entities is still useful
also, great name
||Flash City V1 - Level X4||
Note: There's gonna be fix version of this because it has some awkward parts, that's gonna be a V2.
@fading python What do you think about the V1?
very awesome
Flash City V2 will be the final release.
It's really wow. So I composed like three tracks (four if you include my Mini-boss theme)
- Level X2 โ Project Bizzop (Btw one of my most favorite track)
- [Level X3 Scrapped Track] Score Attack Theme โ Cuprum Cyprus (It was meant to be Level X3, but got replaced by new fitting track, but eventually added on Score Attack Theme)
- Level X4 โ Flash City V2 (The recent soundtrack)
- ||Mini-Boss Theme - Queen Dance (Spoiler Name)||
talking about your miniboss, it will probably be added after d4.0
maybe in a d4.0.1 / d4.1
@fading python Am I tripping or not, because I heard there's Level X6... Or it's just a test level?

yeah is just a test level/joke,
the joke, is that my test level is always the next one, and since i'm making level x5 soon, the test level will be x6 
but yeah casinopolis ends at x5
Btw... I'm making a REBRAND Channel...
Because my alt account that I used got hacked.
Finally, Rebrand channel.
https://youtube.com/@hannahmontanathefurry?si=mDsmZ2oEVXH7VTl1
I'm eager to compose the song for that level hehe
(When the time comes)
Maybe for a final boss too, if you'd want me to and I'm available
i guess if you do, you need a bit of context of what it is 
insert reference to certain modded enemy, that is orange and blue, and attacks very fast
-# Might as well steal that for my mod's update.
-# bungee zombie noises
No idea what that orange and blue enemy is, but will be on ReMam, I'm sure
I'm sure that the next phrase I say will also be on ReMam
i do post how it looks in game, but i'm saving a lot of details 
It's best to keep 'em classified.
๐คซ
What happens in the Casino, STAYS at the Casino
Though as Tar promised, they'll only showcase enemies that have unique Lua attack patterns, which could move modding forward.
IIRC.
Except for maybe Level 5 enemies.
Man, once rotatable sprites are supported, then so are rotatable lasers, made in lua ofc.
lot's of potential
i like the wired square design for medium sized omni directional turrets
i think there only 2 big sized turrets in the game, the sky serpent turret and the green spinner one
maybe the lightning star?
Large double turrets are larger than any other aimed turrets afaik.
Ones used by transport carts on expert and above, sky serpent head, super spinner, and squid mother.
Any white filter denotes a program crash, lmao.
I have just seen that the grenade truck has been completed.
-# Well, mostly...
oughmgmh
Wtf 
why the hell there water
Did you enable splashes in the given level?
i think i accidentally deleted the false
Ah, I see.
I have been doing a lot of progress, maybe i shouls take a rest 
Funny part is that i need to control myself to not show said progress 
Well then, enjoy your rest. 
At least here in this thread.
I would like to provide some Umbrella Leaves here
Wiggling shrimps
smoke cars only appear in area 4
so once the shrimp rework is done, i can make everything from area 1 and 3
withouth certain someone ofcourse
i think is
area 1: barrage truck and fly
area 2: icbm, icbmm and pistol shrimp
area 3: grenade truck, homing shrimp and locust (mini boss)
area 4: smoke car
area 5: boss 4
@alpine iron Fade wasn't a problem though :)
Only thing that I wanted is having a seperate music on Select Ship Theme and Select Level Theme
since there like, nothing i can show, i'm just gonna dump old ideas that were scrapped and dev fun facts
before i had the idea of re do boss 2 for 3.1, it was suposed to start spawning cuttle fish
then it morphed into 3d printer, after i moved the nautilus
then the movement idea came, and the sand dollar was concepted at a relative sameish time, so it would summon small sand dollars
the design slowly become more of the slot machine, the pipes it had were originally just tubes where stuff spawned,
after i added a second and third row of pipes then it became an organ
and original it design was gonna be wider, but due screen size concern it became a little less wider
somehow boss 2 has the crazy history
even the nautilus one had a weird development, as the one seen in 2.2 was extremely unfinished
as it originally it was suposed to retreat and spawn a big nautilus and do other cool stuff
even the rainbow star had more cool movements planned but never was done due limitations
the rest are just
boss 1: what if i made the wall of flesh in the game, and what if i add guns to it
boss 3: what if we make a giant fastship, oops is now a mosquito but same idea
boss 4: what if we fight [Redacted] again, but cool and edgy
boss 5: what if we fight a [Redacted] of [Redacted], kinda like [Redacted] from [Redacted]
-# also the redacteds are actual words
My favourite boss from Casinopolis is [Redacted]
The real problem here is that they won't separate the level select theme.
I didn't mean to treat it like a legitimate problem tho.
It seems you've learned that from me when I talked to GREENCAT about Clodhopper's future name. :3
Hmm, IDK what we're talking about...
Anyway, I wonder if the smoke layer for background ICBM had already been worked on.
i was gonna try the default layer thing, but i'm working on the shrimp at the moment
No worries.
Notice the change in list?
i still need to import the cuttlefish change 
I noticed that almost 50% of d4.0 is ready, and we're still at around early March. 
What were you doing at the time?
first time i see it crash, like just closing
just testing the shrimp 
somehow the screen resolution bug hapend the same time i press r and it crashed the game
like always that bug ruining everything
finally fixed
Like, will it never happen ever again?
ah no, the resolution bug will keep hapening, i meant the shrimp bug
nothing more than visual is needed for the shrimp
somehow this update has forced me to add 4 new mutildirectional turrets sprite so far
That's a total of 256 frames, 64 per aimed turret type.
remenber each has a fired variant
Now make that 512
Hmm, do they actually have shadow sprites?
mostly reusing the vanilla ones
Ah, I see.
lots of
oh wait... we've already seen the shrimp, right?
I thought it was a new enemy, but I remembered it now
to be fair, it was the first enemy made for level 4
It was developed early on funnily enough.
Way before the start of level 4 development.
also fun fact, this turret shape was used for the carcinizer
scrapped level 4 miniboss
Interesting that they gained an aimed turret.
it gives the player a more direct clue that they are the one attacking
To take the two-player onscreen into account.
Now they're more lobster-like.
But then again, shrimps with two distinctively large claws exist irl.
i mean
pistol shrimp is not that far off
Ah, nice.
Since they now have attached turrets on their body, I reckon the shrimp will receive damage frames, or maybe not.
probably
if it looks too weird with the turrets attached then i go with the damage option
He spuns
Boss 4?
that's... kinda lame
Surely we can't just give you the details for boss 4 yet until d4.0 is released.
I thought you mean Squid mother again
Boss x4
I have a concept of an enemy that is probably OP when they are a lot of them but beatable.
Name Enemy Ship: Dolphin Ship
- It's a minor? (Or major if you consider it) enemy type
- It's a base of a Dolphin-look ship.
- Its weapon was really unique, which is that it shoots a sonic pulse thing.
- Also, since Sonic Pulse has the ability to block the bullets when it shoots, it also applies in that same way.
- Which is when your ship shoots a bullet at the wave, it blocks the bullets that your ship shoots.
Mechanics:
- It shoots a Sonic Pulse every 5 seconds (or it could be 4 or 3 seconds on Nasty if you consider it).
Will the sonic pulse be fired in multiple directions, or will it be shot at a straight trajectory just like the player does?
Well, the Turret lock-in to the player position, so it follows.
Until rotatable sprites are implemented, sonic pulse coming in different directions is currently not feasible, but wait...
Oof.
The devs can't split the music entries of level select until they successfully set up a new system that doesn't force music of the same audio file to fade.
Btw, this is the Turret looks like from Dolphin Ship:
Well, it is certainly doable with the current tools we have, but it will be damn inefficient.
Why?
Because we'll have to provide the sprite sheets for every single rotation of sonic pulse.
And it'll be a lot of them, which will bloat the mod's file size.
Hm... Well... I guess my concept should scrapped since it's just too inefficient.
Don't worry.
The sprite rotation will hopefully be out in the very next update.
We just currently don't know when will said update be released.
It will come alongside the long-awaited function that reads the entity's customBehaviourData.
||Select Ship/Select Level Theme???||
||Work in Progress||
||Current Fixing: Flash City V2 (Theme for Level X4)||
What do you think of Hannah's enemy design concept?
Maybe pipeware?
every level is pretty full in enemies, but it can be level 2, nasty enemy
Perhaps I second this. 
Speaking of Nasty mode content, I hope the upcoming update gives us a Lua bullet entity sample to see how its collider is defined as an enemy bullet.
each level has like 1 nasty enemy
level 1 has homing ticks
level 3 has nitro bombs
level 4 has bounty bikes
so i guess that makes level 2, the dolphin ship
i'm putting it in level 2 due dollars also blocking shots
I have ingenioused a idea most convinuous
Since level 4s gonna be the road
How about we get like a stoplight enemy
That shoots specific projectiles depending on the light it's on
For example It's it's green it shoots green projectiles that kinda act like homing
Red projectiles are spam
And yellows a mix of the two
Y'all can prolly rebalance this but it's a idea I thought of
neat idea
Makes perfect sense.
Btw, do you plan to list down some more small miscellaneous changes in your pinned message, such as Psychosquid's phase transition sprites?
not sure
i start uni again at monday so progress will slow a bit from there
The beginning of second semester I presume.
more like third
I see...
So your university course is trimestral.
i.e. it lasts three "semesters", or in this case, trimesters.
Either way, I wish you the best of luck. 
Meanwhile, my second and last semester will end at March 28.
Hmmm, since I have an active Nitro, and therefore able to write much longer messages, what if I write down a to do list for the non-obligatory small changes in my pinned message?
Honestly, nevermind that for the time being. ๐
Uhmm thinking
Again regular enemies are pretty saturated by now
So maybe a stage hazard but i dunno
@fading python
Update for my Mini-boss Mechanics
"Super Turret" Explained:
I like how the turret changing system is reminiscent of how the Squid Mother reveals its double laser turret after deploying several squids.
Extra Mechanics for it's unique fight:
Functions:
- When there's no Super Turrets at all โ The Normal Two Turrets will shoots 5 (Maybe 6) bullets
- When its Super Turret #1 was in use โ The Normal Two Turrets will shoots 3 bullets
- When its Super Turret #2 was in use โ The Normal Two Turrets will shoots 4 bullets
- When its Super Turret #3 was in use โ The Normal Two Turrets will shoots 1 (Maybe 2) bullets
Note: When after the Mini-Boss use Super Turret, it may not pop-up another Super Turret for like 10 or 13 seconds, like it has a Cooldown. Which is fairly balance. And also I'll probably consider that this Mini-boss is really tanky than "Big Blue Un" you made
I think this is the most COMPLEX Mini-Boss ngl ๐
i think the only real issue is figuring out how to despawn children
I guess we could give the child entities some sort of a lifetime before deactivating.
can't if they use a vanilla turret behaviour
LOL, you're right, at least not until we we have access to Lua Reclayed turrets in the future.
I think I just saw a deleted message here. 
the forbidden cloud
Very geometric smoke mesh.
all thanks to meta balls
fun fact, this thing, was originally the smoker
first planned for level x3
Smoke grenade. :3
it function and concept never changed
oh right there this version too
the smoke came from that top part, basically the same as it does now
I totally forgot about that one
holy heck
there this concept page for level 3 enemies
i labeled to what level they correspond now
there this one page too from before working on level 2
I just realized that the butler pods carried cake versions of classic enemies. :p
yeah, that is why they were oddly smooth
They don't have the line gaps if I'm not mistaken.
there this old map too, but is a bit outdated
yeah basically
I wonder how will the prologue play for first time players, since that level file implies that it is supposed to be played before starting the run.
is not like its suposed to be played before, is more that, chronologically, it happens before the game
That makes sense.
you only really need that info for like very very much later into the mod
also in the checklist i changed โ * with ๐ฉ
i think it made more sense
also i really like spoiling stuff, with very very specific wording that only makes sense to me 
all this thread is filled with it, even the checklist
So much for your jargon, lol. 

I assume a blank green square denotes "revision needed"
basically, is in game, has sprites dones, and really need some mild changes
so yeah
โ is more of a, is 95% done, just very small changes needed
and ๐จ is for planning to do or incomplete
Why not make them charge a player like spizma
From top to bottom
Instead of right to left
because the design itself is scrapped, now it uses another design 
i wonder if stuff breaks with this new lua terms and stuff
my brain is mushed, is 8 am 
Mod migration is a chore indeed. 
so uhm what should i use the new functions for 
Have you installed the public beta?
yes
did you know with ifCreditCountAbove
theoretically we can add rewards for doing a full run?
That is exactly what I was asking for when thinking about the good/bad ending in Touhoupus. :3
you could theoretically cheese it with multiplayer tho
also if you loose a lot of credits
Damn, haven't thought of that until now. :p
well i think having what is basically 1cc or don't loose half of your continues in multiplayer is good enough
adding that if you 1cc all of nasty mode in casinopolis you get something 
Something the rest will see for themselves at mod's full launch.
i wonder who will be the first person to 1cc nasty casinopolis 
-# after the nasty update of course
Betting on Orandza to 1cc Casinopolis seems kinda predictable tbh.
But the thing is, he hasn't played Platypus Reclayed that much in general as of late.
i think the mod is a bit more complex than vanilla, tho i'm not sure if harder
I mean, you promised long ago that the mod would be somewhat harder overall than the base game.
that's the plan
I still remember this chart. :3
yeah
bosses are tecnically harder in the mod, but tend to die quicker
i do say they are between, boss 3 and 5 in terms of difficulty
i think boss x4 is near boss 5 level, and boss x5... should be above
Man, I still can believe I gave boss 5 in my mod too much steroids. 


IG it is fair to say Boss X5 in Casinopolis will defo be harder than the base game's final boss, but still manageable.
And yeah, we're pretty close to the forbidden black box.
boss x5 is a weirdo
just saying, it doesn't follow regular bosses rules
i could tell you the secret, or you want to discover it like everyone else
It depends on my end.
met with very old data inside my save
this one is even older
so the the reason it says reclayed, level x1
is because the mod started as an addon
currently waiting for the position setter for entities to work properly
When i get most of boss x4 and certain someones code and sprites done,
I will make like a teaser trailer for level x4
-# is not
@fading python The "Flash City V2" Track is here!!!
https://limewire.com/d/xrCP5#R20K0LfkjK
Here's the track if anyone likes to listen it!
Alright... 2 Tracks to go... Or 3...
K
@fading python If you ever finish this project, are you going to release the tracks I made on yt?
i mean is your music, i think you deserve to post it, i can always promote you in my channel of course
For further reach, it is recommended to reach out to Claymatic for them to promote your tracks in their socials, since they have a reasonably high follower count overall.
Whenever possible that is...
is funny when i have to bring the difficulty brick
anyways this is the difficulty brick
it looks like a brick
A literal brick made of codes.
Anyway, I assume you haven't used it in a while since the last few new enemies.
they really often do not require
i mostly use the brick for some custom turret, or for bosses
Check one of the examples, we have a data structure for those bricks called DiffDict
Wait, where can we find the examples in Lua you were alluding to?
You know, trains, bullets, and turrets. 
Oh, and also, are they more compact in structure, and therefore more optimized?
how it feels reading the turret code
They should be where you initially found the saucer example, maybe the workshop tool didn't receive the update yet
they are on streaming assets/platypus reclayed/behaviours
LOL, you beat it to me when it came to searching the sample Lua scripts. 
But then again, I have a tight schedule these days as mentioned with the state of my college, so...
I actually knew since the beta launched 
They were on the same place as the original saucer lua was
The file locations within the game itself?
Yeah
Since when did the Platypus Reclayed folder have any file in it?
Only the lua file 
ISTG, I thought it always had been empty.
Since Patch 2 I reckon?
Yup
Is what happens when I joined in Lua scripting pretty late. 
There aren't that many people using lua anyways
Welp, I get to experience the pain of trying to understanding Lua like how the first few people struggled on day one of Lua.
I'm just sharing my pain, you know? :3

I still remenber the first thing i did with lua
It was deleting every shooting component off saucer lua
And discovering damage frames
Then i made the first boss uns lua
Sadly, it's pretty
that too little modders have enough time or commitment to do Lua scripting.
Either they are too busy IRL, or they are just not witty enough.
Either way, I feel you regarding your early Lua experience.
Day 1 lua was more
Limited
Newjsonobject() were bugged
And you couldn't track the player position
Those were added later
You know what's funny?
As I started out doing Lua, whenever I discover something for myself, oftentimes, they were already discovered by you, LOL.
DW, I'm not loathing myself.
I remember trying to find out how to get the bullet entity from turret data last month, even when the sample for it was already documented here on January 3.

Pretty nice, stuff looking polish
Tho
those big if else blocks are still something
Overall, am I already decent for someone really late into Lua scripting?
Thx ^^
Well, if anything, I'll always thank you for anything Lua related. 
Aside from team Claymatic, you are pretty much the reason I am where I am now in the Lua land.
I may still be a few steps behind you in terms of using all the available Lua functions, but it does not matter, since at least I am already capable of Lua scripting. ^^
yay
hugs in appreciation
Oh BTW, I am curious regarding the decision to add Psychosquid as an easter egg in the first place.
Like, what was the reason for it? :3
It looked easy to make
Was it also because of me as a member here in the server?
Yeah, i remenber i saw the remam version i thought i could do it too, as it seems easy to do so
Funny that my presence in the server inspired donny to make an enemy based on my profile.
Now I've realized, have I not joined in the server at all, there wouldn't be any Psychosquid enemy on any mod.

Anyway, the fact that you created it for this mod is honestly touching to me.
Was working on something, and i think i will keep using the cycle system for turrers instead of turret code
I have more experience handling the former
Oh boy, I am about to start my final three weeks of college.
-# It's already Monday in my nation, therefore I gotta go to college.
Also, good luck on your start of third sem tomorrow. ^^
Good luck ^^
Currently having a bit of a burnout of working too much onto the mod 
Progress will be slow
Take ur time
As always, take some breaks whenever possible. ^^
You good?
horse
hort
neigh
Car enemies that are like boats but are really fast cause we're on the road
Maybe even add trucks that shoot missiles (which would make sense more)
And like other vehicles
Maybe even add Helicopters to make it similar to those casino heist films with the helicopter chases
Maybe even add cop car enemies
Level X4 is already saturated with a ton of new enemies, so I doubt Tar tary will implement more of them.
There are 3 types of cars in the works though, as evidenced by the pinned message.
Oh kk
spawn is janky, but this is what i had in mind when designing them
i might just add an extra spawning animation
they are WAY more threatening like this
i mean tecnically you could just hold fire but wahetever 
maybe they should have a bit more health?
Maybe they could have randomized fire patterns too.
that feels a bit cheap in this scenario
also i think the reference is more clear like this
I see.
Hmmm...
"No! You must obey me!"
The seven six flies:
That is just due interpolation
Just gotta spawn them all from the top and should be fixed
Fingers crossed for that fix. ๐ค
