#Platypus Casinopolis
1 messages ยท Page 7 of 1
I wonder if you want to have them spawn on all directions.
Nah
I guess the top left would do then?
If they always spawn in the same place i can make fun shapes
Triangles, squares
Poligons
Of course changing their spawn position is very easy
So maybe i'm leaving that open as an command arg
Oh gosh it's the Binding of Isaac Fireflies
A Lost / Tainted Lost WORST NIGHTMARE!
Well, ever since the proper bullet collision set up found in enemy_bullet.lua became a thing, I wonder if crush bullets will receive the change, with some other compensations ofc.
Crush bullets will keep crushing 
Dollars were made around the blocking bullets thing
From the get go or not?
Get go
Ah, I see.
Food proyectiles too were made with blocking bullets in mind
However
Chip souls, mosquito bites and other nasty bullets require the not bullet consumer thing
I still remember you said that. :3
Regarding spiral bullets.
But that might be because you were assuming that I would use them for Touhoupus.

And well that i had to make them with it blocking shots
That is why is called crush bullet
I was planning that any proyectile that breaks yours would use it
Either way, players like Notnotzaz seem to be fond with the Dollar's bullet gimmick. :3
As far as I remember.
Yeah, it's already ingrained into their identity
We are pass the point of full reworks like
2.1 and 3.1
Funny thing level x2 rework was planned before finishing x3
However i went with level x3 first because i think i was sick of reworking stuff
Back to level x4 devlog
Now with the fly finished
I may work properly with the locust now
Certain someone only really need it attacks
And boss x4 is still yet to be start
Then is just areas 2, 3 and 5 sprites to be done
The map
And damage phases of everyone
Also
Somehow
Level x4 is closest to beta level x1
Also fun fact, desert mission is what made this mod possible
I wonder how 
So, i started the mod before joining the server
Desert mission was the only source of info i had
So most of it bases were copied from desert mission
And the mod pack v1
I reckon that was before your discovery of starter pack.
Hmmm.... What I'm gonna draw next?
I had the starter back
Casinopolis source folder is inside the starter pack 
But desert mission existance is what made me aware of modding
Makes sense.
I started remam from here https://youtu.be/gRnRD3muoTQ?si=tYVpcbGmmI8qT6qQ
Platypus MAM Features :
~ Extraordinary Hard Levels
~ Double Bosses
~ The Developer wants to Ruin your life
~ Most Annoying Areas
~ No Breaks
~ Is that Pvz Brutal Reference?
~ No Baddie tune 1
Link Download : https://www.moddb.com/mods/platypus-most-annoying-mod-demo-double-boss/downloads/platypus-remam-demo#downloadsform
workshop : https://stea...
john beat it LOL
HOW DID THA BOAT MOVES IN THE UNDERWATER?!
https://youtu.be/sLXsM8WxB14 he beat it
If you're not aware of MAM, MAM is considered to be a bullet hell mod for advanced shmup players.
...Or I should say, Heaven Difficulty mod?
I managed to dodge enemies while lagging so I can get more scores. However, Using rockets to spamfire at flipplane to get more score is the best way to get lives.
These musics comes from .Decluster, a ga...
This is still the oldest casinopolis footage
Reworked cuttlefish again. :p
Mainly to have them retarget different players at random.
animations.json
{
"sprite": "Sprites/Enemies/cuttlefish bottom",
"generateColliders": true,
"matDayCycleMultiplier": 0.5,
"rows": 2,
"columns": 5,
"updateCounter": 2
},
{
"sprite": "Sprites/Enemies/big cuttlefish bottom",
"generateColliders": true,
"matDayCycleMultiplier": 0.5,
"rows": 2,
"columns": 5,
"updateCounter": 2
},
{
"sprite": "Sprites/Enemies/cuttlefish pink bottom",
"generateColliders": true,
"matDayCycleMultiplier": 0.5,
"rows": 2,
"columns": 5,
"updateCounter": 2
}
cool
More importantly, they don't target dead players anymore.

was thinking showing bits of boss x4 in the tesear, but i think i'm saving it
- to get to that point it will take a while
imported cuttlefish changes again
also can you send the mosquito one?
ouch my game lagging
What in the touhou is that? ๐ญ
it is actually easier to dodge than you think
Maybe you could make this pattern hell on Nasty?
probably
doesn't look thaaaat Nasty tho
unless there are more entities on screen
I think it looks quite balanced otherwise
Sorry, I just woke up now.
there no hurry
One thing to note is that it still does not have the new retargeting system.
alright
Either way, have you already understood how the new cuttlefish targeting system works?
Done with the mosquito 
awesome
It won't randomly retarget any of the two alive players for balancing purposes.
However, they will retarget to a different one when one player is dead.
anyways already exported, forgot to say
Curious if you made some changes for the ICBMs of your own.
I fixed the smoke, nothing else
Nice.
I wonder what is the syntax for it.
Also, have you gotten the ICBM changes I made in the Platypus II repo on git?
haven't, but if i remenber is just something about the decoys and audio
Might as well need the smoke fix for the Platypus 2 repo. :3
{
"name": "rocketTrail2",
"sprite": "Effects/Bullets/rocket trail",
"behaviour": "SmokeRing",
"defaultLayer": 5,
"sortOrder": 10999
}
Gotcha
i'm so lazy at the moment
realistically there isn't a lot of stuff left,
But is just heavy stuff
- boring polish
How about boss 4 and locust?
locust only has sprites, code to be done
and boss x4 needs both
but atleast every attack has been concepted
i think is a bit hard 
there also a name i liked for boss x4
||road kill||
level x4 weirdly has green places
however is ironic
the place was build on a desert
making green places disrupt the ecosystem
Specially on a place that couldn't even support greeneries to begin with.
yup
i wonder what animals could live there
know is a bit of warm water deltas in a desert/canyon place
neo collosatropolis is such an interesting place to think
atleast collosatropolis had people there, humanity touch, just managed poorly
neo however, has no humanity, only build for profits, lacks collosatropolis only hope,
fully empty on the inside
i should take less time daydreaming and more time actually working on it
Best of luck then.
Anti-homeless mechanism much?
Damn
Chair...
Made their I-frames more consistent.
Their I-frames will now tick down when actually on screen instead of ticking upon spawn, which resulted in I-frames seemingly being non-existent.
Sry if I have you to import the mosquito code for the second time in a quick succession. <:3
When i get home i export it
Been working on area 2 sprites
Area 3 and 5 left
Once area 3 sprites are done
I may start the teaser
You like to reply to old messages huh? :3
ye
and sorry, I'm very late ๐ฌ
Nah, it ain't a problem.
imgpls
Sleep paralysis mosquito
@fading python, Mother Mosquito?
Didn't know this wtf
momsquito
Mrs.Squito, quite interesting ๐ฟ
already exported
lots of enemies
both trucks are a pain to fight against, since they are huge and have extreme gun power
however they only appear in the bottom part of the screen and don't move up or down
was re downloading version 1.0 of the mod again for, something
and i forgot there was this
Funny how it went totally unused
it was suposed to appear at the start of area 4
also the lights were stone uns
i guess that makes it a unique un variant
the rainbow star code was kinda done in 1.0 too
I reckon you still have all your old mod db versions on your computer.
yeah
last supported archived version is 2.2
sadly i don't have a archived version of 3.0 
All of its Steam Workshop builds can be downloaded individually.
From version 2.0 up until the latest.
Fair enough. :3
i kinda notice the building were lacking the signs so i'm adding them to area 3
WIN :)
sadly can't bet with cyan chips
atleast you have white and purple ones to play with, tho you need to handle them with care
nice job sneaking in the "SOON!!" in the bg
that was accidental
Only incidents. 
oh also, since i'm feeling like sharing assets
the logo render
funny, some renders really need some hand adjustments
i wonder if you can guess all of them
also i think this 2 walls went unused
this.
omg it's the lightning squid!
would be funny if mine squids were actual garbage containers
ngl that's the first thing that came to my mind when I first saw it haha
it is just a scrapped decoration for level x4, but is not a bad idea 
ok so
SidewaysSquid - Grasshopper - GateUns
Mine - Dollar - Crosshair?
not sure about the "crosshair" tbh
wow you got the tricky one
it is indeed the crosshair
Could have guessed it easily, but MAKYUNI beat me to it. lmao
Plus, I was doing IRL stuff while I was at it.
well is pretty simple, besides the crosshair
I meant the crosshair in particular.
After all, the second I saw the sixth image, the crosshair already came into my mind, although I haven't immediately said so afterwards, bc real life got me.
i thought it was pretty hard to guess 
I see.
that's area 3 sprites dones, i think tomorrow i will record the teaser
i have been noticing, level 3 is kinda very short 
needs expansion of the normal layout
For Platypus Casinopolis a Platypus Reclayed Mod
Play the Mod in: https://steamcommunity.com/sharedfiles/filedetails/?id=3601586656
It's been some time
Looks like your level making skills have improved.
I thought that was impossible to improve, but here we are 
just a saying lol
nobody is perfect, but I meant his skills were already quite top notch imo
I suppose so.
their*
but most of it is still copied from level 3
LOL, I guess not everyone reads other users' profiles.
Anyway, I like how the wall of purple chips attempt to almost sandwich the player.
Although very dissimilar, it reminds me of how I made a wall of goldfishes before the big tick fight in my mod.
oh yeah those appear after [redacted] is done, as an assist
funny the only nasty enemy to appear in normal game
I mean I can imagine that the purple chips are [redacted]'s most trusted hench-chips, if that makes sense. :3
I suppose so.
Anyway, I think the boss should not be spoiled at all until the imminent d4.0 Workshop release.
At least in the public.
there no boss footage or mini boss footage on the video so yeah
-# because they are not done 
domeship
cool
THIS IS SO HYPE RAHHHHHHHH!!!!
Remember when the idea of the chips arcing based on their trajectory was difficult?
Well then, I finally did it.
Heck, in theory, this could have done without any of the beta features.
awesome, but when will they stop circling 
wait( 0); spawnEntity("entity": "smallPoker", "x": 700, "y": 300, "formation": [100, 6, 60, 5, 60, 25], "speedX": -4, "speedY": 0);
@alpine iron Hold on, I've got an idea for my Mini-boss.
What if it could appear in the background, like its flipped version, maybe during Stage 3? Then it would leave the background, and after that, in Stage 4, the Mini-Boss would show up in its unflipped model and fly really fast before disappearing into the background again.
Basically... Like this...
So essentially, your miniboss will be teased starting on area 3 of level 2, then a few more enemy patterns before the actual boss fight on area 4 of level 2, it will fly really fast while unflipped from left to right.
Yes!!!!
I imagine there would be a loud jet sound before the queen flip plane flies stealthily on-screen.
To prevent a cheap kill through collision.
ok, but they are getting dizzy, where are the breaks 
Without the need to use form 25 I reckon?
yeah
having to use 25 everytime kinda caps how many times you can use it, if we limit to 3 steps of course
Yeah, it's something I'm trying to figure out.
also since the teaser is done, i can publish the first screenshot i take for the level
with the new sprites
and this ones i take later
fully vertical icbms looks funny
something to note, is that super gunships and thrust ships appear a lot in the level
i like those 2, i think the game don't use them enough
True
Also, on an unrelated note, in my mod, those two appear more and earlier, and on top of that, Super Gunships were buffed there.
Even if the mod is much harder overall. 
my skills aren't good yet, i died like 4509 times in the teaser alone
Teaser huh?
the video is called teaser
Oh, I see.
I thought you were referring to my mod's difficulty.
Apparently, you were probably talking about the planned difficulty of Level X4
I see.
also the teaser is inspired in the atract demo
also i brought back the pre 2.1 city lights
but good looking
also this is the new trail behaviour i mentioned earlier
it uses the same custombehaviour data as the homing bullet
they yet are still affected by the day night cycle
IDK why the devs haven't gotten around to fix that.
ISTG, even Bon asked for that changed several times throughout her time in the server.

well atleast we are 1 step closer to perfect trails
there 2 steps that i noticed
- the day night cycle
- and that for some reason the trail changes when the screen moves
you can see that weird effect in the teaser
Would also be interested to have the width of the trail configurable.
oh right width is yet to be customizable
only lenght
Right
I feel like giving up this change for this mod specifically.
I realized that the arc system I implemented doesn't have the arc radius scale with chip movement speed.

you see my struggle
anyways hope it helps with stuff like domeships
or any other fancy circle ship
My idea was to have the chips loop or circle starting with their current direction.
Although initially successful, it does not overlap with the other potentially important factors such as radius being proportional to speed.
yeah i remenber you mentioned it before
still thinking how much info there is for people
like the 3 cars
the shrimp reworks
and the new scenery
- zoomed footage
I think I'm almost getting there.
The chip angular motion rework.
-- CIRCLE CLOCKWISE
elseif form == 7 then
t = t + 1
local angularSpeed = speed / 60
local angle = arcRad + math.min(t * angularSpeed, math.pi * 4)
mx = math.cos(angle) * -speed
my = -(math.sin(angle)) * -speed
Still kinda broken I realized
Still looking nice
The arc per current direction doesn't actually work properly.
Also, that resulted in the chips jittering as they arc.

So I finally figured out how to have my arcing system be proportional to speed. In fact, it should now be similar to the original arc radius of forms 7 and 8.
I now only need to make it so that once a full loop has been made, the chip will cease to arc and will instead continue going to its last direction straight, without of course the need of using form 25.
First run demonstrates the old system, whereas the second uses the new system I made.
I forgot to mention that I spent much of my time overthinking over all of these. 
The Gate Un I reckon.
... Yeah, I think that's the pass!
What should be name of the track?
I now understand how math.min and math.max work, but that still leaves the problem where chips don't make a full loop on certain directions.
Ideally, they should make full loops regardless of their initial trajectory, but I currently have no idea how and doesn't help that my brain is roasted.
@fading python what do you think about the track? Should we add this on Boss 1 Soundtrack?
them?
Yes
My current progress so far can be found in the file I sent.
The the angular threshold isn't finished for the new arcing system.
The angle / speed ratio is complete for the most part, but making a full loop before going straight is pretty janky.
I'll be thanking whoever properly implements the latter.
Flys
i think the plural is flies
Flys ๐ฃ๏ธ ๐ฅ
People whose native language isn't English be like...
Oh, and btw, English isn't even my native language. :p
Same hehe
Tho tbh you could pass as a native speaker, PSquid
You defend yourself pretty nicely
At least imo
What do I sound like if you take my hometown out of context?
As in, disregarding my actual nation where I live.
You sound like a Psychosquid
Nah jokes aside I got no idea lol
I kinda forgor where you live too ๐
Sowwy
That's fine. :3
Anyway, I live in PH.
And IK you live in Argentina according to your socials.
He sounds like a vietnamist
Been seeing more people confused with it lately 
The "Pick Your Ship & Level Selection" Theme is finish!
cool
Hey, uhh.. What should we name about the secret track that I made? Since it's likely to fit on The Gate Un Soundtrack.
๐ค
This one?
Tracklist so far...
- [Redacted] ||[Title Screen Theme?]||
- Chillroom [Pick Your Ship & Level Selection Theme]
- Cuprum Cyprus [Score Attack Theme] (Note: The name might change)
- Secret [The Gate Un Soundtrack?] (Note: The name is still not confirm)
- Project Bizzop [Level X2 Soundtrack]
- [Redacted] ||[Boss 2 Theme... Uhh on concept, maybe I'll change my mind to not add anything to it]||
- [Redacted] ||[Boss 3 Theme!?]||
- Flash City V2 [Level X4 Soundtrack]
- Queen Dance [My Mini-Boss Theme] (Note: WIP - Work in Progress)
- [Redacted] ||[Ending Theme???]||
that's a lot of tracks
Yeah, I guess so. But hey, I'm proud to contribute on the mod thought :3
๐ still thankful you are here ^^
I think it's safe to say d4.0 will release before April.
idk
Hope the new bonus poker chip formation is more forgiving than the orange saucers that fly past the trashballs.
Oh yeah i forgot about chip souls
I knew their existence, hence I made them not go toward the far left.
I see
I remember the soul chips used an outdate index
I wonder what other enemies could get nasty death bullets
I'm pretty sure that the minor enemies like mosquitos and flies will warrant nasty death bullets.
Yeah flies have planned ones
At least, that was your original plan.
Also flies now have 15 hp instead of 1
Just forgot to mention it
I was planning finishing level x1 nasty in 4.1
Since we have certain someone to make your life worse
I reckon certain someone will appear much earlier. :3
As early as level X1 on Nasty mode ofc.
Yeah
Since d4.0 is kinda around the corner, which path will you choose?
- Nasty Mode Content
- Level X5
Probably nasty x1 and x2
While i work on x5 in the side
Haven't really had the chance to experiment with the new features 
Before d5.0 i'm planning some enemy reworks and resprite too of course
When it comes to Nasty mode level layouts, will some enemy patterns be completely replaced by "Nasty" features?
So as to not bloat the level time that much.
I had few in mind
Tho with most enemies that use vanilla behaviours you can't really do much
Which is 90% of level x1 enemies
Remember the "next level" enemies idea you've pitched before?
Maybe that will alleviate the issue of vanilla enemy behaviors being well, vanilla.
I've only scratched the surface of the new features too btw.
Updated list...
@torpid hearth
Moments before the proposed boss fight.
For balance purposes, I'd imagine it'll fly within Layer 0, aka the foreground, and will be unable to kill the player by touch.
@alpine iron Wait, uhh... I don't know if you see something wrong, but you know the Big Purple Un on foreground, on the first level, it has uhh... Weird puffing smoke that seems incorrect.
The clouds on the background?
Wait, hold on lemme screenshot it.
That little circle right there
It puffing a smoke, like Big Green Un on the foreground, and I guess that's an error replacement particles?
Likely due to the smoke trail being hardcoded for these background uns.
Is it easy to fix? Or it's just stupidly hard to fix it?
I reckon it can be solved giving the Purple and Cyan Uns in the background a custom Lua entity.
Flying Through has a hitbox to make the player dodge the incoming Flip Plane, or it does not have that, and instead it just pass through the player?
It'll be more like flying through the foreground, therefore not being able to interact with the player.
Plus, it is still not the actual boss encounter, but rather a teaser of sorts.
I imagine the flip plane boss would be a glorified gate un boss in terms of movement.
Basically, it will go to the left slowly and will never stop.
It will however be susceptible to small knockback, just like a flip plane in Reclayed.
I already imagine a Huge Flip Plane just pass through was kinda scary 
I guess the giant vanilla enemies bosses keep living in form of the nasty minibosses

I mean, Psychosquid is well, a squid that can change color and regenerate while in that color. :3
I have something interesting to send regarding Hannah's miniboss concept.
Actually, is it fine to document any dev log about that in the thread @fading python?
About what
A proposed attack pattern of Hannah's miniboss.
This is still an early WIP ;3
What if the plane launches a disco ball that continuously fire bullets in all directions?
Awesome
The disco ball launch will be part of the randomized main attack patterns.
Other proposed attack patterns as per Hannah Montana would be that it will deploy different turret types.
Each with their own attack pattern.
Kind of like the Squid Mother's laser turret, but with more finesse.
I guess all nasty minibosses have bouncy bullets 
I wonder what are the plans for Nasty miniboss 5, unless MAKYUNI decides to pitch an idea for himself.
I wonder how would your miniboss if you pitched it
All I can say is, it would still be fundamentally similar to the current rendition of the boss.
The changing of colors plus the ability to regenerate are just inseparable. :3
I do have some ideas
But is basically a goldfish miniboss
A "Bat"-oid themed boss.
With some starfish attacks added
Boss 2 is a big gun ship and boss 4 is a boat
Boss 1 is a car boss and boss 5 is a tick boss i guess
Wonder what type of enemy doesn't have a boss type
Vanilla bosses much?
Unrelated, but uhh... ๐ญ๐ญ๐ญ
Looks like Yellow Chip
I mean I use this old model.
Uncanny yellow chip :3
Truly
Something i noticed is that when you place stuff in the origin with the blend my ships file the light tends to be behind the object
You need to move it backward a bit so the light is on front
Too bad that Cyan Chips are resting in peace according to Casinopolis lore.
At least they still live on in REMAM.
Is it a scrapped chip variation enemy?
Yes.
im deleting butler pods and cyan chips because im mad at them
-Tar tary
-# Circa 26/12/25
@alpine iron Hey, if you're interested turn that thing into emotes, here's the png version
I might as well do this...
Nice!!!
Honestly I'm a bit clueless rn lol
More like IShowChip
Player
My big back would DEFINITELY try to catch the food from the food shooting guys in the hotel๐ฅน
Also here's your casinopolis crack theory
The intire city where casinopolis takes place is a front for a big BIG military outpost by collosatropolis
The city and casino is but a meer mirage as its purpose is to be a military base
It would explain why the hotel and streets are comedically big
It's all a front
And not to mention, the city itself feels empty.
A fake paradise of gambling and leisure
Prolly to mask the fact that it's a military base
No one lives in the city but meer fleets of army's and ARMYS of ships ready to terrorize the nearby nations
I like to think the buildings in the city stage are meer holding places for more enemy fleet so they have storage
Casinopolis is like if biringan city (which is essentially the equivalent of Atlantis to Filipino people) if it was a military outpost
The casino isnt a casino but a meer holding place for a major weapon that collosotropolis is building
The enemies which look like things you would see from casinos are here so the casino is more like a casino (including the hotel)
It's also weird that the hotel connects to a ridiculously complex system of sewerworks which lead to the big city and which I mind you the path that connects to the sewers is extremely accessable
It's like it's for easy access
The hotel is merely but a access point for the fleets acting like the walls of a castle
The castle itself is the casino
Well the throne room at least,
And the streets are the maze like hallways
That conceal the throne room
The pipeworks is the castle courtyard and the hotel is the walls, the bastion leading in
Tldr: casinopolis is a military front
Thank you for listening to my ted talk
๐
What a wall of text there. 
I wanted to point out like alot of funni stuff that I noticed (like the hotel somehow leading to the pipeworks in a very easy way)
Not gonna spoil stuff but yeah ๐
We let the theorists cook you know. :3
I mean you are in the theorist too
Since well you don't know the ending 
I mean i guess you have an advantage since you know more 
Gee, thanks. :3
Speed being a poker chip for 35 days of casino be like
It isn't bloopers anymore
Done with the chip code clean-up.
Apparently, I've done quite some things about the chips.
I merged the their attached reclayed turrets into their codes.
This is an example of a new chip custom behaviour data:
{
"name": "bigPoker",
"sprite": "Sprites/Enemies/chip green back",
"behaviour": "Lua",
"customBehaviourData": {
"luaScript": "pokerChip",
"type": 1,
"turretData": {
"bulletCount": {
"veryEasy": 1,
"easy": 1,
"normal": 1,
"hard": 1,
"nasty": 1
},
"bulletSpawnDistance": 0,
"bulletOriginOffX": 0,
"bulletOriginOffY": 0,
"bulletSpeed": {
"veryEasy": 1.5,
"easy": 1.5,
"normal": 1.5,
"hard": 2,
"nasty": 2
},
"bulletSpreadAngle": 30,
"bulletEntity": "enemyshot_huge_bullet"
},
"fireSFX": "s_enemyfire_pokerbarrage",
"firePattern": {
"veryEasy": [ 100 ],
"easy": [ 100 ],
"normal": [ 80 ],
"hard": [ 60 ],
"nasty": [ 40 ]
}
},
"explosionEntity": "explosionMedium",
"explosionX": 0,
"explosionY": 0,
"sortOrder": 1000,
"mainDebrisEntity": "debris_green_1",
"secondaryDebrisEntity": "debris_green_2",
"maxHitPoints": 80,
"isEnemy": true,
"highlightPoints": false,
"points": 200,
"secondaryTargetValue": 4
}
type 0 is the generic chip behaviour,
type 1 gives the chip its own aimed turret that can instantly lock onto the player.
type 2 is basically purple chip behaviour.
About form 29, which randomly selects any other form, I'm afraid that the soul chips will use a different form from their regular counterparts, which means in practice, you'll see the live chips releasing their souls alive.
Why I merged the aimed turrets into the chip code?
So I can make them insta-lock onto the player.
Reclayed Turrets can only rotate at a maximum angle of 2 degrees per tick.
Cool
Psychosquid mod..
Say what?
Okay guys... I need you to vote what would be the name of this track
#1425858759036633250 message
The first choice makes the gate un feel like a menace in a humorous way.
The second one sounds like a solid metaphor toward the boss.
And then the third one, well, as the title proposal suggests, means fear of something big, that is the gate un.
if not used will be used on Remam Level 16 (Road Rage Casinopolis X4)
Okay, here's my list of my music tracks/Plans:
Extras:
- New District [Title Screen Theme]
- Chillroom [Pick Your Ship & Level Selection Theme]
- [Redacted] ||[Ending Theme??]||
- After Hours [High Score Theme]
Score Attack:
- Wave Call (Formerly Name Cuprum Cyprus) [Theme A]
- Theres Has Been a Party on Hotel [Theme B]
- Leach Field Dancefloor [Theme C]
Level Theme:
- Project Bizzop [Level X2 Theme]
- Flash City V2 [Level X4 Theme]
Bossfight:
- The Big Big Big Big Big Un [The Gate Un Theme]
- A Lovely Bike Ride (Edit Ver.) [The Organ Theme]
- Mutant Fly [The Hellsquito Theme]
- [Redacted] ||[Boss 5-A Theme?]|| ||[Complete but not revealing yet]||
- [Redacted] ||[Boss 5-B Theme??]||
- [Redacted] ||[Boss 5-C Theme???]|| ||[Finish but not revealing yet]||
- Queen Dance V3 [Black Queen Flip Plane]
New Note: I might not be able to fill this all tracks, of course.
FUTURE PLANS:
โข Attempting to create an official Casinopolis Announcer โ๏ธ
โข Releasing the All Tracks/OST from Casinopolis, not only on YouTube, but also SoundCloud
In the process of reworking the vase entity...
The plan is to have the vase stand as a separate indestructible entity akin to the base of a tank or building, and then have the actual vases sit on top of the stand.
The vases themselves are planned to be destroyed separately.
Oh, and I also plan to make the following data-driven through level command args:
- Amount of vases (from 1 up to 2 only)
- Type per vase (in array)
- Fruit set per vase (in array)
- X offset per vase (in array)
With the code rework in mind, perhaps the sprites for the stand and all the vase types will be separated, and shall be sent here in a compressed zipped file folder.
That should be all for the new vase behaviour.
Cool
Appreciated the praise. ^^
Either way, do you happen to have all the separate sprites for the stand and the vases? If so, could you send them in a zipped folder?
When i get to my pc
really didn't had the edited ones so they are bigger than usual
also you should give me this 2 to add
done
The big, big, big, big... big un as if the word โbigโ mentioned 500+ times

Worthy for a museum... 
What would be the name of the track?
6
10
1
The Big, Big, Big, Big, Big Un
1456112975713796271
SkySerpent_BodyHead
@alpine iron
So we now have the winner. 
Welp, I guess that's it, gonna update my tracklist.
Proof that Giants are real ahh Pots ๐๐๐ฅ
Interesting point you made...
SLAYYY 
Those are nails 
Right 
Well, I could just imagine the chip decided to place those nails on its "gloves", because why tf not. :3
LOL
Smallest mosquito in Australia

Make it 100
exported all the chip and slot changes
that reminds me homing missile likes to target mines
also i noticed since you changed the saw sound entry, had to change both dollar turret sounds, which is done now
just reminding you in case you don't hear those sounds on the dollar 
Oh, speaking of dollars, I managed to make the dollar code more compact. In this case, both dollars now use the same lua script as each other, though they won't be behaving identically, since stuff like "hangtime" and "backsprite" can be changed through custom behaviour data.
Similarly, their turret codes have been compacted into one lua script, with some configurable custom behaviour data into the mix.
Two fundamental gameplay changes are that they will no longer fire immediately after spawning before they use their true fire pattern, and also, the dollars will now leave sooner.
Ah, their movement.
should be easy as making those 2 vars into custom data too
Might as well do these myself.
Like, rn
Also, I randomly woke up at 3am in my time zone cus why not.
It's currently 4am for me now.

So I rummaged through older lua files, and found this:
randomint = math.random(0.04, 0.06)
Apparently, that thing is actually unused for certain entity behaviours like dollars.
most unused stuff comes from previous iterations that i forget to delete 
I see.
you can see it a lot in the list of vars on top
it tends to have a ton of unused vars
also i see random int is from the cuttlefish code
I made them configurable through self.data.speed instead. 
cool
i'm not sure if both pieces are the same or totally different clay models
They both use different clay models afaik.
yeah the finger prints are different and the lines are different too
from afar it looks like the same model but squished
Vindication... 
kinda wish i had some clay to mess around 
tho that's a lot of clay
Also pretty sure that Anthony has high standards when it comes to clay brands.
Plastalina specifically.
anthony has a great hand in making lines and edges, and geometry in general
didn't know the tray had that shape
so weird lol
steel beam shape
I-beams you say?
Thanos be like...
It's a hella expensive tho.

also i have a secondary checklist as reminder to do some stuff
checklist
- add damage sprites
- make boss roadkill sprites
- make level x4 endless
- make area 5 sprites
- make a good enemy layout [hard]
that should be everything left i think
How about level map?
oh right 
that too
Good level layouts are time-consuming for sure.
i'm not specially good on it 
Also requires a somewhat wide variety of players for the QA part of the level layouts.
that is why d5.0 will exist
I think I spent over 2 days rearranging the layout of Level X1.
Back in late December.
And that was also the time where I still had some modding duties for Platypus Plus at the time.
Boss script file size huh?
Ok, MB
also i post it since well is 0.1 mb above the limit 
Guess I'm having a mandela effect.
pun 
No pun intended actually. :3
pun potential
cool
You may notice that the spiral turrets now contain three sprites.
dollars are pretty hard to approach
At least they will no longer cheaply ambush the player with their initial shots on spawn like they currently do in the latest public demo release.
They are apparently not that script-heavy ngl.
the only issue is the lag made by the for i bullet
Altho my laptop is of a high-end quality, the sheer amounts of crush bullets do still cause stutters.
anyways, between my favorite non bosses/mini-bosses
are flies, dollar, nautiluses, the smoke car, ammonites, card throwers, homing gunships, the shrimps and sparky
ammonites, aka dollars
...
you...
no, they are different.. now
funnily, not an level x5 enemy
Anyway, what kind of recording were you trying to send?
If you even plan to that is...
i just felt like showing it 
For when I play Casinopolis, I'm not bringing Weapon Pods. Instead, I know exactly what to bring...
funny there a lot of bug and marine motifs in the enemies
Just use Lightning, that is, if the section bothers to give it to you anyway.
so is like
homing gunships, gatling ships, dollars, cuttlefishes, food dispensers, waterhoppers, nautiluses, mosquitoes, clams,flies and shrimps
have marine/bug motifs
Gatling ships do have the shape of a hammerhead
yeah gatling ships are hammerhead sharks
homing gunships are sunfishes
food dispensers are actually ticks
Also love how homing gunships and homing gatlingships bear a fair bit of resemblance to a particular nose fish from Insaniquarium...
that was more accidental 
Sure. :3
-# ew
actually is not that interesting, is just bouncy bullet with red gas trail
i was thinking if it should appear in regular level x3, but i think is already pretty saturated
I remember you claimed that level x3 felt pretty short, so depending on how much its level layout is expanded, maybe the ammonite could be added in.
level 3 as in vanilla
Alright, my bad. :p
since level x4 is build ontop of level 3 removing most of the volcano and uns parts and boats really makes the level extremely short
I see.
Now I wonder what are you focusing on atm, with regards to the mod development.
i guess is time for boss x4
part of boss x4 was planned for the teaser but well, there was nothing done at the moment
-# there still nothing
That may just be my opinion, but it would be fine if the boss isn't teased at all until the inevitable d4.0 release.
i don't really tease bosses
well except for totally cropped screenshots that barely show anything 
boss x2 and x3 only really got cropped screenshots
also the x stands for extra
Gotcha
Anyway, I wonder when will Platypus Reclayed v1.4 update gets released for real this time?
shouldn't take that much
Although some of the beta features are working as intended, many people, particularly the ones outside of the server, have no idea how to toggle the beta build.
Hopefully so.
yeah, really can't update the mod withouth 1.4 
Lowkey painfully true 
Either way, time has flown so fast. I now 10 more days before my start of long vacation.
i haven't been working much lately, been a bit more dizzier than usual 
How are your studies tho?
i walked there and there was no class 
2 days ago, a similar situation in my class happened.
i normally have classes in the afternoon but this time i got the morning classes
Pretty lucky that you usually have classes in the afternoon but none in the morning. My classes usually start from morning up until late afternoon.
At least I do have a good amount of vacant times between classes.
that's nice
I wonder if you had any night classes before throughout your lifetime.
not really, i don't think anyone is willing to here anyways
In your nation I reckon.
yeah
In my country tho, depending on the course or university, night classes are pretty much a thing.
So far, only my previous semester had those, albeit for two days per week.
i see
Is that a reflexive-styled music? You know, Reflexive composers used the other samples for the music, right?
Yep.
vase
MAKYUNI once said:
vased, ngl
vase breaker
Queue in Cerebrawl track from PvZ.
cool render
I do love me some invisible renders. :p
Invisible enemy leak ๐

i did actually considered a semi invisible enemy once
it was the stealth ray
that would be less visible the farther you were
also it was colored black
is one of those enemy concepts i have done, but has no space to be here
Maybe that could be relegated to Zhark Reclayed or smth.
@sharp verge, looks like we have a possible enemy concept to take note of...
Either way, I wonder how many spritesheets will this entity have.
Assuming that the stealth ray possesses the same movement index as the standard ray.
probably 6 copies of the same spritesheet but lower opacity
there several enemies that were scrapped due something similar , like the jumpers from platypus 2 or the construction ship
also pufferfishes
Pufferfishes...
-# Not to be confused with deridiya's submission on the Design an Enemy Competition. :0
pufferfishes were pre lua, they were just 8 shooting starfishes
or was 10 shooting, i forgot
construction and demolition ships were pre lua too,
they evolved to be the gas pipes so tecnically they are in game
funnily the construction ship evolved into both the rainbow star and the gas pipe
so the gas pipe is related to the giant rainbow starfish
evolution can be wild
Very radical to say the least. :3
construction ships were scrapped several times
there was a second revision, but it ended being the gatling ship instead
they were also considered for level x4 and x5 but scrapped again
Fascinating
funny that it sprites will be scrapped forever 
it was made in the 1.0 era so yeah
funny, did you knew the rainbow star was in the 1.0 demo?
i totally forgot that
IIRC, I think the data for Level X2 was already there probably, albeit not accessible.
yeah, but there wasn't much there anyways
i think boss x1 and oldest x2 were the only instances were the boss were one of the first enemies to be done
sounds like a cool idea! I likey
real
remam enemy
unused?
|
|
._ _ _ > Remam enemy
welcome back, that one undertale asgore attacks 
In the latest beta build, I tested mx = -Globals.ScrollingSpeed(layer) * Globals.backgroundSpeedMultiplier, and it does work indeed.
Cool, time to add it to everything now
Ur telling me that's basically remam level 14 enemies dollar
Aka dollar backwards
Level 15 will had the bigger version but like small and medium is already a treat
As seen on some section at level 14
I made it anyway.
Where?
I mean, it's a stealthy aircraft for a reason. :3
They tend to make all area clears trickier too.
Unless the player consistently stays near the right edge.
I am honestly interested to see how donny will use those sneaky little batoids. :3
Wait, is it possible doing this?
Like effect?
Like this...
Oh hell yeah!
I'm actually thinking about this:
It may seems invisible at first on Right Side, until that ship goes on Left side, it will fully visible.
Well, the closer the player is to the night ray, the more visible the latter becomes.
Which was the idea of Tar tary btw.
Huh, it would be fun if this thing added on Zhark Mod.
I mean, it looks really fitting.
Plus, Zhark has full-on night stages.
you never see it coming!!
honestly perfect for DSN
aka level 15 remam
he's blend with the dark clouds
We'll wait for the official release of Patch 1.4, so you can add the night rays without any bugs.
Ok then
I think the vocals are the better.
So far, I haven't heard a Platypus level with vocals in the background song.
Yeah, I totally agree, the singing is good, but it just feels really off, you know? Like it doesn't quite fit. Honestly, I think it'd be way better as an instrumental, just with samples. That would be much clearer.
We could always relegate some as add-ons if we want to.
There are voices but without lyrics ig
Level 3 song has a choir (and the hueh hueh sample)
Level 4 song has some gibberish in the background, I think
Don't forget the faint cat meow noises on Level 2 track. XD
Thank Orandza for this revelation. :3
LOL XD
I totally forgot about that
I like how long the track is. :3
Seeing that later levels in the base game do indeed have longer tracks.
I can hear some vocals at around the 4 minute mark.
Fun fact: That Soundtrack that I sended (Vocal Off/and Vocal on music) is for Boss 4
I'm currently working on
- Boss 3 Soundtrack
- Boss 4 Soundtrack
- Boss 5 Soundtrack
- Ending Theme Sountrack
I wonder if you already have some sort of knowledge with the context of the mod's ending.
Trust me, when the Level X4 finish, I will send the soundtrack, and probably you will like the soundtrack for the ending.
Anyway, here's the Boss 3 Soundtrack will be like.
Note: This is testing, the official one will be different
I think at some point i gotta tell any of you how the mods ends 
I think it'd be good at least for Hannah to know before working on the song 
I'll personally wait for level 5 to exist before working on a track for it
I've actually got an idea for how it's all going to end. So, when Level X4 drops, I'm planning to put out a short track that's basically a sneak peek of the ending. Hopefully, that track will give everyone a good sense of what the final part will be like.
hype :0
-# i actually haven't told her, i'm wondering too
she comes from da future 
she knows Platypus 3 and GTA 6 but doesn't wanna tell us about it ๐ฅ
I think this will eventually become relevant once we amass some translators out there.
I just reference your Sketch on Level X5, that's why ๐ญ๐ญ๐ญ
I remember Tar tary once said they'll use my screenshot as a reference for Level X5. :3
Or I just thinking a lot 
I mean, everyone else have no choice but to theorize.
Creating three new tracks for Casinopolis is crazy work for me

Maybe... Four if I ever finish working the Boss 3 Soundtrack. 
Wait, what's that Red, Blue and Green, are they indicators for what Type of Turret Used?
They're just placeholders.
Because the final product will have three different turret models.
My next task would be to work on the turrets themselves.
BTW, I am wondering if the wingtip laser beams will fire indefinitely and without any cooldown.
I pretty much recreated the Squid Mother's turret behaviour. :3
I'mma stick with a barrage of bouncy bullets for the first deployable turret.
Another manta ray variant 
Another video thatโs a bit different to my usual Real-Time Strategy mod showcases and letโs play material. This is a mod for Platypus Reclayed called โCasinopolisโ which is 3 new levels, one taking place in what appears to be desert islands, another inside a massive casino, as well as a spacious sewer level. It adds 3 unique ships with t...
Lua-made spin turret. 
HOLY, THAT'S WHAT I LIKE TO SEE!!!!
Beithir Ship (The Smallest Hitbox Ship) finally will time to shine
I don't know but I think Black Queen Flip Plane is gonna be ONE OF THE MOST FUN yet HARDEST MINI-BOSS
Especially when the plane deploys the spinny homer turret. >:3
Only thing that makes Black Queen Flip Plane weaknesses is ||Purist's Immunity||
About the samw weakness as the Psychosquid I realize. :3
But still, using Purist Ship is hard to play if you don't have any power-ups or pods as your big advantage.
I am thinking that the rocket turret will launch a barrage of heavy missiles that take more shots to destroy, bypass player shields, and ever so slightly home toward the player.
Missile Madness
Wait a minute, an idea just popped into my head:
instead of launching all the rockets at the same time, what if we spaced it out? Like, the top cannon goes first, then the bottom one, and so on.
Might be a bit complicated, but I'll give it a shot.
Solution: SONIC PULSE
I like the boss a lot but I feel that it's a bit clogged
I personally think that the lightnings are unnecessary
I see.
I mean it's still pretty damn challenging even without them 
Anyway...
These are all its attack patterns.
-# Some of them are subject to change though.
cool
Hi there. ๐
also i exported the vase and dollar stuff
was just starting prototyping boss x4, and is funny it needs like 12 sprites 
Eh, it's my concept of my mini-boss so..
Reminds me of the Interceptor boss from Air-Strike 3D.
Yep, I used that boss as an inspiration for the rocket turret. :3
i feel so lazy when i get to this screen
also something i notice the spinning homing turret
is kinda of an similar idea to that unused homing tick
I mean, it kinda is, although the spinning homing turret is moreso a direct nod to one of Neon's enemy ships in Amplified Annihilation.
i see
Can relate btw. :3
i remember i scrapped the homing tick due it being very random, and hard to dodge
At least a spinning turret is pretty predictable, specially for those who familiarize with its patterns.
still very hard to dodge
That's one of the main reasons why I suggested removing the lightnings haha
Could give a bit more room to dodge those
I'mma incline to agree with this. 
Maybe, the lighting has a slower cooldown.
i think regular lightning turrets are fully hardcoded
Or, how about this:
The Super Turret #3, the lighting is disable. And when it's over, the lighting is back.
lightning might as well be the most hardcoded thing in there
talking about vanilla of course
We can always recreate lightning attack patterns with Lua. ;3
Ok I like this idea ๐
I would work on stuff, if there weren't constant power outages happening today 
weirdly the power outage wiped boss x4 script, thanksfully it was only in the game folder build
that is why i always have a source folder
also why did i made such an specific number, don't think i need all of that
can't get this thing to line up, and is making me go insane
i give up, floating needle it is

local my and mz
z movements are never used by the game at all. :p
Black Queen Flip Plane's lightning guns are so powerful that they can penetrate player shields.
Oh, and I figured why not have the lightning attack last forever, but are placed much closer to the edges to loosen up the playzone.
WHOA, PURPLE LIGHTING!?!?
Ye
CLAYMATIC TEAM, WE NEED A CUSTOMIZE POWERUPS, AND CUSTOMIZE SHIP STATS!!!
I swear this Purple Lighting as a Powerups is really cool, and probably double the amount of damage compare to Lightning.
Is that touhou sfx or smth else
Defo TouhouSFX.
And yes, the add-on is compatible with a few select mods like Casinopolis.
I see
Alright, I guess I can say that the code for the Black Queen Flip Plane is complete.
The custom sprites are now the only things left by this point.
laziness continues
weirdly i counted 9 attacks that boss x4 has
i think boss x2 and x3 have like 4-5 attacks
if i remenber right boss x5 has like 14 attacks?
for psychosquid
, how does the lua turret works again? 
searching what piece of code has the diffint code
where the hell is it
function OnInitialise()
diffSpeedMult = NewDiffDictFloat(0.5, 0.7, 0.9, 1.0, 1.2).Get()
end
finally found it
hmmm i'm not sure if you can change the firepattern itself
Fire pattern?
The fire pattern of reclayed_turret.lua can be changed via the assigned entity's customBehaviourData on entities.json.
i mean as in change it withing the lua code
One moment...
idk at the moment and making an abomination, combining the cycle system with the turret targeting
also i'm asking you, since it seems you have more experience with the lua turret
I see. :3
These are probably the only things you need for your entity's targeting system.
right
Depending on how your Lua turret is designed, the cycle-based fire pattern code must be placed after if distance < 2 then.
The distance checks if the turret is in a direct line of sight with the player.
i forgot you were also called barrage
I forgot one more thing...
-- Target a random player
if target == nil then
target = GetRandomActivePlayer();
end
This shall be placed right above -- Don't fire at dead targets
got it working, kinda
"boss x4 attacks"
-# -me
for a funni fact, boss x3, x4 and x5 attacks were fully conceptualized in d3.0
they share the same pencil sketch page
-# funnily new boss x2 is not in that page
is funny how much stuff predates stuff
boss x5 predates boss x3 and foward
during the times where level x4 was a boss rush Colosseum
the ending of level x3 was that you would get to the hidden entrance to casinopolis on the sewers but get captured and put in the colosseum
thinking on the mod makes me excited and working on it makes me lazy 
Relatable...
Don't worry, it happens to me. I want to make music, but the laziness hits me too hard.
Added sounds for the turret spawn and despawn.
Gotta love the final boss as forbidden black square. :3
good sounds really make everything better
Plus, it helps communicate the player that the attack pattern is changing while trying to dodge bullet hell.
Without the sounds, chances of them getting caught off guard by what Hannah likes to call them super turrets are high.
i like the green missiles
The "green" missiles can one-hit kill the player regardless of active power-ups.
ouch
Pretty devious if you ask me. >:3
reminds me of certain someone
also i just noticed the purple home turrets
also the canon thing opening reminds me of the mario 64 cannon
The purple lightning turret sprites are just placeholders. ;3
gotta save this, to not miss it
Right now, I am searching for any potential cheese tactics for the flip plane boss, and then eliminate them.
what if you respawn on the back side
The player being on the right side as the flip plane is at the left side?
Anyway, I narrowed the gap between double shots, both for bounce and rocket turrets, so there won't be any deadzones where the player could just camp.
Even Beithir won't be able to squeeze through double missile gaps.
yeah
I could make the plane move forward rather quickly when the player is on the right side.
๐ค
Without that, this tactic can easily lead to a free skip.
Even when the plane will continue firing at the player.
welcome back beta boss x1
I miss the Star Boss thought, it looks cool.

It files are still in game
If i were to do a file purge, it files would probably still be in game
||Epstein|| Boss
Good thing this cheese is pretty much out of the question when doing a hitless run.
Otherwise...
Cool
Also remenbering the list of minibosses again
X1 - pyschosquid
X2 - hannah
X5 - makyuni
Leaving x3 and x4 for any other contributer
X3 the Twins?
Hey, I have a suggestion that might be a cool detail.
- If Super Turret #3 pops up, the ship triggers a warning sign (!!).
Indicated to the player that the turret will be an absolute nightmare.
Your wish is my command. :D
We...
are...
so close...
to having "6969" messages in this thread. :3
-# And yes, this marks the 6969th message.
Rainbow danmaku
Seems like the flip plane has been contaminated with a rainbow pill 
Do not tell me that "Black Queen Flip Plane" move was inspired by this ๐ญ๐ญ๐ญ
What a coincidence.
Even more new SFX
Y'know, since it's my mini-boss so... Here's the name of the each Super Turrets:
Super Turret #1: (New One)
Unstable Blue Plasma Ball (or U.B.P.B) [Or Psychosquid like to call it "Disco Ball"]
Super Turret #2
Rebound Pink Bullet [Somehow got replaced by Blue Plasma Bullet? Maybe.]
Super Turret #3
Rocket Barrage [It's already make sense why]
Super Turret #4
Homing Pink Machine Gun (or H.P.M.G)
What's going on?
level 16 remam mid boss
I just wanna say that
aka Road rage
aka level 4x
Not until the entire entity is finished. ;3
yeah
for level 16 and level 17 need to wait for casinopolis
this is why I'll stop when level 15 is finished
Composed and performed by Spiralmouth.
Crash Bandicoot and all related characters are (C) Activision, Inc.
u guys still had this prototype?





