#Platypus Casinopolis
1 messages · Page 8 of 1
Not related, but I find this weirdly funny.
That i why i choosen it
But i think i still have those 2 sprites, when i get home i share them
I see you are basing 17 in x5
Well you will have to wait a long time for that 
June maybe...
Personally going from june to july
It would be apropiate to release it in my birthday 
Good thinking...
Not only did I polish the code for the Black Queen Flip Plane, but also give it a myriad of SFX.
By this point, I shall be sending the zip file of it in a DM.
-# ...or not. :p
Oh BTW, I found a sound effect for the food dispenser fire...
Still thinking it could be a 4.1 addition, to get 4.0 faster
Fair enough.
Also I realized that the Black Queen being planned to be added on 4.1 felt reminiscent of the Psychosquid rework that was released on 3.1. 
4.1 is kinda big since it has a few reworks and completing nasty x1 and x2
Very funny how the cuttlefish became a level x2 enemy (x1 in nasty)
When they were designed for level x5
Nowadays, they behave far more differently as a response to the fact they were once underwhelming according to you. 
Yup
Old level 5x enemies were interesting?
I could only describe them as elite enemies
They were
- boomerang star
- golden gatling ship
- demolition ship
- carniser tank
- card thrower
- security eyes
Funny the last 2 are still in the current x5
do u had the old version?
I need it for level 15
cuz I'll upgrade food dispenser
the smoll one isn't remam enough
too easy to notice
mostly players don't care when they encounter it
When i get home
This was more like a boss rather than a miniboss 💀
Also, one of the sfx reminded me of alien sky lol
Indeed.
I just stumble upon a Tar Tary's video, the Canyon Spring. And I saw something weird... Why there's a moon?
Undefined sprite entities get transformed into a moon if the file is not valid
Origanlly there was a sign there
I thought they steal the moon 😭
I remember seeing moon sprites like this in-game while working on Platypus Plus back then.
The red in the right-down corner 
🤫
Noice
now the issue is making the animation
grahhhh why do this boss have to be made of legos
is like 9 sprite animators in it
Oh man, I feel you...
Who renamed that?
i think am pretty inconsistent with names 
that is the source file
I see.
The ones imported from my zipped file sends ended up being known as dollar guns nowadays.
Looks like a respite of Mine Bombs?
It looks like it, except these are actually the guns used by dollars.
some names are interesting for sure
Reminds me of how Anthony gave his enemies some dumb internal names during the development of the original game. :p
some names are well

also this sprites that i think i never shared
Early sprites for the now unused toxic gatlingship.
the toxic gatlingship predates every gatling
Also, can we agree that making damage frames is a pain in the ass?
that is why they are the last things i do
tho lately i have been having fun with it
i like how this 2 ended
Using Blender, or just some image edits still?
still image editing
I see.
my process is just, overlay another enemy spritesheet and ge the damage details from it
other details are hand drawn
WDYT of other people's take on making damage frames on their custom enemies?
haven't really seen a lot of them
Bonnie for instance just straight up used Blender to add damage frames.
personally don't like how those look, the deform is nice, but the black pitch holes doesn't
Low-key agreed.
Also, I don't really know if using Blender would be any faster than just good old image editing.
depends
But I certainly do see the charm of overlaying vanilla enemy damage sprites onto a custom enemy like in your case.
they are still infested with errors
At least these are pretty subtle for most players playing the mod.
i guess so, the dev effect can really make you notice everything and nothing at the same time 
currently trying to get the arming the turret animation to work properly
The spawn/despawn cycle?
kinda, also the putting the turret up and down
Kinda similar to squid mother turrets, albeit with your own touch.
the squid mother turret is kinda of an opening, tecnically the turret doesn't move anywhere
but boss x4 requires the turret to move from the center outward
Okay, I see how it is. 
ok
Bigeeeeest ass un
Sand Dollar 8 Pointed Star
6 current sprites for boss x4,
there probably will be 5 more sprites for something
and 3 more for turrets, and another 2 for specific entity spawn
boss x1 is like 2 sprites
boss x2 is like 6 sprites
boss x3 is 2 sprites
boss x5 will probably be like 6 sprites too i think?
i wonder why isn't it shooting accurately
i got it working again, kinda
another bug to fix is [sprite animator] stop moving when the turret shoots
well that is fixed too now
that should be all bug fixes and fixes done for now
i can move to make a second attack now 
changing between turret sprites work so yay
Just gonna forward the reason for that in a moment.
just was searching that message
makes me wonder, we gotta merge the current changes of the icbms and the ones you did the with oldish script
is really not that different, i think is only the spawning positions that have change
I see.
Well, the thing is, all ICBMs will now use direction in angle as a commandArg instead of speed X and Y.
i noticed, i like the speed of them
In high speeds?
yeah

meanwhile back to the endless grind that is boss x4
Hope you did have some fun on some aspects of it at least.
is a bit annoying to remember all the little vars that move everything 
I feel you. 
funnily is the boss with the most simple movement cycle
I can already imagine how it would end up in-game.
At least judging by the context of the fourth stage.
there still a few tricks that you haven't seen that i have planned
Haha, right. >:3
April 1st is around the corner
I may need to work more on something
Also seems that a march release won't be posible since well the beta is not out as regular version
And well boss development is slow 
BTW, according to my university, my final day will actually be tomorrow.
Which means, my vacation starts much sooner.
Working on a little something...
Yeah, those stripes are glitched fsr, lmao.
Toxic Ballistic Missile?
Ohh.
Anyway, as you can see, I'm very very new to Blender.
Yeah, I could clearly see it.

Anyway, guess what reference I made in the making of this missile model?
Is it from Metal Slug?
Your uvs are screwed
Yeah, lol
Strikers???
You mean Airstrike?
It's strikers 😭
In edit mode, in the uvs tab there a part that says smart uv proyect
It should fix some of the issues
Gotcha.
Unwrap
This is the end result
I guess that's better?
Yeah, but still has those overlaps. XD
There might be some overlapping or duplicate faces in the geometry
What did you use for the stripes anyways?
I think I looped cut the cylinder.
I see
In UV edit mode, there are apparently no visual glitches with the stripes.
Weird
||Anyway, this is where I derived the missile design from.||
It's for the green missiles you were talking about. :3
Oh cool
Gotta animate it too then 
Atleast is a very easy process if you only want to make it spin
I suppose so.
Is just,
Go to the animation tab
Go to frame 0, press i for a keyframe
Go to a frame after the end and rotate it
Then in the grahp change the start keyframe to linear
And the ending change the value to 360 or -360
Noted
And and out auto keyframe on
Is the circle in the bottom of the timeline
It should be red when is on
Also you can join objects with ctrl j
Gotta make the central object the main anchor when doing that
You can see what object you selected will be the anchor if it has the more bright outline
hmmm... Baby Serpent?
It's just a missile sprite.
I was just thinking that ur toxic missile looks like a Sky Serpent but Baby
I don't think is toxic either
acid?
It never was meant to be a toxic missile or smth along those lines. :p
Just a big missile
oh...
ooo air strike, I like the music tho
I wish someone made a boss factory and the background has stopped
BTW, I haven't properly set up the camera yet. :p
Blend my ship file has the camera locked, you gotta check a triangle looking thing on the side so you can select the camera
Cool
Psychosquid is getting too powerful
Someone stop him! ||(Don't)||
I swear if he master the blender, he might make a mod by himself 
What the heck!?
There no keyframes
I finally set up the animation. ^^
Remenber when making an animation and rendering an animation to set where the sprites will be exported
LOL, gotta love the invisible render. >:3

This
You go to the output section and select a folder, then you select render animation
Wonderful ^^
🥳
Behold, my first ever sprite sheet rendered in Blender. 
Thank you for guiding me throughout the later parts of my Blender project. 
New crayon heavy missile sprites in action, ||alongside a new launch SFX||.
Sorry Squid 😬, I think I pulled the wrong reaction -> [🤣]
Yup
Yea ik
Btw that's ur First ever sprite sheet, LOOKS FIRE 🔥
YW
Ayo it's the M.A.D. missile from Airstrike 3-
“Watch out! It's a missi- oh wait, is that a crayon?”
i remenber the first model i made was the pokerchips, they are still riddled with errors
luckily they're not noticeable on the outside tho
they look pretty dope imo
most of the issues are in the face and mouth anyways
-# Not sponsor by Crayola
I think my missile model had like 96 faces for the cylindrical parts, LOL.
Ye, I suppose so.
And yes, I'm referring to how smooth and round its shaft is.
personal criticism, is that maybe the lighting could be better
the pointy part gets a bit too dark
here is more noticeable
lighting is hard
i get it
you can have the light move with the object if you parent it with p
i use that for the turret shooting sprites
Other than that, not much I need to do for the lighting then in the case of the missile sprite renders?
Anyhow, thoughts on the new lighting setup?
is better
Thx! ^^
Now I wonder what hacks do you have in store when assembling all the frames.
gotta be more specific
Alr, sry if idk what you mean.
i'm not sure what you meant either 
Ah, okay.
Anyway, I manually assembled that sprite sheet using an image editing software.
🎉
I made further adjustments to the lighting earlier.
kinda looks a bit flat, but i think it works as a bullet
Fair enough
somehow also looks more like a crayon 
I assume your lighting setups may be different for each model.
i mostly use the default setup, but yeah some have different lighting
Default as in from the Blend My Ships files?
Gotcha
funny fact
the mosquito and hellsquito has the weirdest light setup
both having 4 light spots
1 in each corner
- 2 from the default
so is like 6 lights
i was brainstorming idea yesterday for level x5 scenery
and i thought like some vaporwave lighting and decorations could be fun
anyway boss x4 has 2 attacks finally
4 more to go
Tried using the default light set up, and IDK if I'm convinced.
I mean, it sure is far less flatter.
ohh nice
Now come to think of it, I like it more now.
cool
awesome
🎉
I'm happy with how my first model turned out.
Anyway, my final exam of the entire academic year will begin 2 hours from now, so wish me luck. ^^
GOOD LUCK!!!

good luck
"Guiness worlds largest crayon in the world" ahh missile
M.A.D. Missile is a crayon confirmed XD
Are you M.A.D.?! The crayon is a missile! 🥀
According to my newly updated checklist, I will try making the rest of the assets for the Black Queen Flip Plane.
I made the grooves less low-poly.
love it!
ooooh that a globe
Did I just hear Bejeweled 2 Hypercube sound!
Also, I hear other familiar sounds. What are those sounds from?
The hatch sounds?
Yes
The sounds came from Atomaders. :3
👀
Again, the Flip Plane has been contaminated with the Rainbow Pill 2.0: The Disco Pill 
Hmmm... I know where did you get it
The ones you sent.
Yup
Thanks for the other ricochet modder person who extract the Sounds
Other ricochet modder...?
The one who made the atomaders roundset in RI?
Yup
very nice effect,
funnily i was thinking it would be a disco ball too
Yep, you guessed it. :D
nah you're so creative
love this frfr
kinda looks more fitting for level 5 now tho, at least imo 
that if Tary is gonna go with the Vaporwave vibe
honestly I think it would go hard there if that was the case
Welp, that may be the fault of how the Nasty minibosses are being allocated to different levels.
also i think level x2 fits hannah since that the first one with her music
Something came up in my mind after this flip plane shot some disco spheres:
B.Q.F.P.: “Let the party begin!!!”
Her first track ever composed was made for level x2, which further drives this point home. 
same reason i'm putting makyuni's in level x5
-# but like at the very start of the level because, nasty level x5 is something
Would be a nice twist. >:3
the thing of nasty x5 is that i can't put it anywhere that isn't area 1 
oh boi... we're not ready 🥀
Clue Soundtrack: ||“It ain’t over ’til it’s over.”||
||ending?||
Me when I wait for the DVD logo to get to the corner of the screen
I thought I was the only one that thought about it lol
ofc ;)
That's some rad mathematics for the shrimp pistol patterns. >:D
Also, hello there Greenness. 👋
-# In this thread apparently.
really i'm not sure how to make the other attacks more threatening
🤔
is just the same i used for the icbm spawn
just a var that gets higher
I see.
NGL, this looks fun to dodge.
Hey!
yes I am here now 
Why are you blue?
LOL, the exact same thing @fading python said to me back when I turned blue at one point. :3
LMAO
Blue screen of death. >:D
@carmine cobalt is this
?
also psychosquid, are all the icbm change in the plat2 github?
The codes, absolutely. :D
Some of the graphics will be using different names.
Oh, and not to mention, some of them are located on different file destinations.
i'm just gonna merge it with my changes, not replacing it so i can handle those
also i think this should be all
The ICBM trail, which is just 50% upscaled rocket trail may be used.
oh right
This is its animation entry:
{
"sprite": "Effects/Bullets/icbm trail",
"rows": 5,
"columns": 7,
"updateCounter": 4
}
and
{
"name": "icbmTrail",
"sprite": "Effects/Bullets/icbm trail",
"behaviour": "SmokeRing"
"sortOrder": 8999
},
{
"name": "icbmTrail2",
"sprite": "Effects/Bullets/icbm trail",
"behaviour": "SmokeRing",
"defaultLayer": 5,
"sortOrder": 2000
},
i'm just gonna steal it too 
lazy to open the art program to just scale it 150%
LOL, pretty relatable.
Well, TBF, many advanced art programs take time to boot up anyway.
krita doesn't take too long to open
That's good to hear. :D
oh also almost forgot
{
"name": "s_icbm_launch",
"audioBus": "sfx",
"audioFile": "icbm launch",
"defaultVolume": 1.0,
"minPitch": 1.0,
"maxPitch": 1.0
},
{
"name": "s_icbm_siren",
"audioBus": "sfx",
"audioFile": "airraid",
"defaultVolume": 1.0,
"minPitch": 1.0,
"maxPitch": 1.0
}
i see the same difference
yeah
i think that all of the changes done
Now, have you tested the changes in-game? 
i don't think i really have tested most of the changes 
they are vases, dollars, slot machines, cuttlefish and icbms now, that i gotta test
@alpine iron just to let you know, you missed a coma in where the smoke ring is
this type of error lead to the game crashing btw
done
also all changes works, except the icmm
i gotta fix that
but well your build didn't exactly had the icmm so had to add it
they are angry at me
I think the ICBM launchers from Platypus II currently do not support ICBM variants.
i added the variants support
Nice
only issue is the missile itself, but like not the background one
If I can guess, I think the ICMMs might be getting data from some commandArgs that no longer exist in the new ICBM launchers.
got it now, it was just some unasigned vars
anyways all your changes work 🎉
also i recommend adding the support for variants too, i think it would be handy to have anyways
I will, for Platypus II, specially since Nuclear ICBMs are being considered by the team.
also i gotta update every icbm launcher with the new args 
is not that hard, i think there only like 10 intances of the icbm launcer
Glad you found them manageable.
checked and is actually 14 of them 
the good thing of args is that they are super flexible, even if is a bit of a pain to write sometimes 
Agreed. :D
i think pokerchips and icbms are 2 very flexible entities
Funny that it's usually the ones with arrayed args that are immensely flexible.
also the icbm launcher can be used for non icbm entities since the proper missile is a different thing
imagine launching nautiluses
magic of arrays
These two have them.
Speaking of which, I wonder how did you figure out the implementation of arrays back when you tried using them for the first time.
i knew arrays were possible with the command args since tiles and fishfighters used it
and also there the arrays commands in the types lua file
-# tho i really needed some online guides and a bit of ai to properly setup it 
The setup is usually the most difficult part when trying out the functions we haven't used yet.
that applies to doing anything the first time
Yup
https://www.lua.org/pil/11.1.html
also i think this can be useful later
i mean, i don't know where, i don't really have anything in mind 
Likewise on my behalf.
uhmmm, imagine, infinite steps pokechips
By the way, vases are now the third super flexible entities that use arrays. :3
1 normal arg and 3 arrayed args.
Tho only a maximum of two vases may be spawned per stand.
Awesome
What did you do to add the grooves?
First, I added two spheres. One had wireframe and bevel modifiers, and then the other had a boolean modifier which caused it to be subtracted by the wireframed sphere.
I then completely disabed the wireframe, so only the sphere with grooves can be seen or rendered.
Ohh oki i see
yes
blue screen of fish
I think you can make the same effect with inset
Are they more efficient though?
Gotcha
@alpine iron I just realize something...
If my Mini-boss (Black Queen Flip Plane) is Level X2.
I think that only would make sense to add also a variety of Flip Plane on Level X2.
But, what do you think about my review? 
sadly I haven't played Casinopolis yet
(saving the full version for a stream), but for what I've seen you're right 👀
this ship seems quite overpowered
smol but destructive
You know, it's best to play the full version. ;3
Specially for those who haven't played the mod yet.
hell yeah!
I mean I kinda spoiled myself a lot already :v
but it's still gonna be worth it, I'm sure
gotta say, i accidentally made food weapons with beithir op 
the extra ships don't really have that much playtesting
i wonder if someone can guess what this one does, before putting the thing that gives it away
A Nasty ICBM variant.
FASTER VERSION OF ICBM
Normal ICBMs will move faster the higher the difficulty.
is boss exclusive, but appears as regular enemy in nasty yes
A boss? 💀
also having faster icbms would well get a bit unfair
Even when warning triggers akin to volcanic rocks are already a thing based on the imported code revisions of mine.
more like an attack used by a boss
Dang 
another clue: psychosquid suggested it before
I remember there was a mention of bounty bikes as a nasty enemy for level x4, but I reckon things might have changed already.
oh yeah a lot
anyways i think this gives it away
||Ah yes, I remember talking about something ridonculously explosive.||
also i did the inset twice and bevel modifier and i think it gives a similar result
Nice.
Also, I haven't been using Blender since yesterday, because of what I am working on. 🤫
-# ||Pssst... Only Tar tary knows what I'm working on. :3||

I tried it myself RN, and boy is the performance so much better. 
||Haha, just like how I suggested.|| 
Nuke?
Precisely
also i guess this makes it the icnm?
Since the ibcm was in platypus ii
Pretty much so.
You pretty much recreated "The Fat Man". >:3
Awesome
now and addon that replaces bombs with carpet bombing
we have
- regular missiles
- heat seeking missiles
- and nuclear missiles
i wonder what other variant could there be
Maybe a missile that covers the entire screen with smoke for long periods of time.
that sounds good
And yes, you can indeed have the smoke screen render above the player by setting its layer to 0.
i forgot to mention i'm not really planning adding more variants to the mods, i think 3 is a good number
just brainstorming icbm ideas
Valid!
also i wonder if the platypus2 reclayed mod will use this sprite or create one on it own for the nuke icbm
I reckon to stay true to the spirit of Platypus II, the guys in the GFX department will have to reuse vanilla assets the same way as Platypus II.
alright
that's easy to guess
it does this
that feeling of forgetting about the nuke
i was waiting for psychosquid icbm changes before doing the nuke and icbm boss attacks
since well it would be a bit annoying to rewrite everything after the changes
i had some interesting ideas for mods
but 1 was too big for the limitations of modding so that one is cancelled 
and the second will probably only get a 1 stage tech demo
also i guess i can talk about the cancelled mod idea
was kinda like a roguelite thing
with random levels and a shop
in theory it was just score attack +
the shop would let you buy lives, more score, powerups, pods, and upgrades (but i think this one is imposible)
cool shape
Nice gradient.
that is more thanks to the lighting
Ah, I see.
i love how all the lighting looks in level x4
you know a fountain tile was planned for level x2
area 5 tiles , i guess that means the tiles are 100% done now
It's explosion can kill the player if it is nearby I guess
Nah, that'd be a screenwipe kill.
Something came in my mind it was a nuke version of this and turns out I was right lol
Basically an ICBM version of the time bomb.
“The Leader of all Flip Plane”
New Update for my tracklist.
@alpine iron Can I ask someone to pin my tracklist work?
You'd want to ask @pastel stag for this.
Oh, okay.
Anyway, in case if miss it.
F-27 on a Crayon XD
THANK YOU @pastel stag

funny, now every dev has their own pinned message
i was trying classic mode, and the resolution bug keep happening there 
So... when will be the level 4x update?
boss x4 still needs to be finished
- finishing the world map
and well waiting for 1.4 to release
early/ mid april maybe
Guys... I made the Bossfight Theme for Level X3... I might create a name poll again.
@alpine iron Is it fitting?
I never make dubstep before... It took me soooo long, and I guess I'm NOT gonna do this again😭
Give me some time to think about it. 
i have been taking the day off, just to play stuff
Understandable
i have the week off due festivities, so i guess is time to work
Okay, it's time to create a Poll.
if boss x5 gets a theme, i can only think of 1 name
this chicken should be the final boss for the mod in april fool
it totally real track would be chicken match, and you get flooded by the png of this chicken
scrap that, not even png just a jpeg of the chicken
Sounds like gamemoretv's PNG Invaders, but your style. :3
-# And uses totally not PNGs. :P
turns you into a chicken
call it some kind of chicken invansion
-# as you can see i'm bored
Have you played Chicken Invaders before? :3
actually no 
learned of it existance after i joined this server
I see.
Why does this remind me of Chicken Jock-
Chicken Jockey Invaders
Who those what to know what soundtrack was.
seems that rotating a sprite screws it hitbox
weirdly it screws everything but the sprite itself
I think what happens is that you're rotating the sprite animator, but not the entire base entity.
Actually, are you rotating the former or the latter?
just the sprite animator,
the thing is, is that it isn't an entity, since is just an attached sprite animator
guess the sprite from the collision
slot machine fire_collision.png
That's literally its filename, but I'm unsure if that helps.
just regular fireballs
yeah
Ah, MB. <:3
IG this already works on your end.
I reckon the fireball collision is set to true in animations.json but like you said, didn't work.
For some goddamn reason.
yup
Mind boggling to say the least.
I wonder if a "collisionSpriteScale" float would solve the issue. 🤔
not sure since there no collision to begin
FIREBALL 🗣️ 🔥
really scratching my head, still not sure why is not working
I have some serious problem about The Organ (Boss, Level X2)
||I don't know what would be fitting theme of the boss, help
||
Somehow, without the collision sprite, it works somehow.
{
"sprite": "Sprites/Enemies/slot machine fire",
"collisionSpriteScale": 2,
"generateColliders": true,
"matEmissionPower": 2,
"matDayCycleMultiplier": 0.0,
"rows": 2,
"columns": 6,
"updateCounter": 4
}
Wait a minute...
NVM
Anyway, this totally works FSR.
How was your Lua fireball setup?
just this
Alright, this is the fault of self.SetLogicLayerUI(). 
However, even without that, the custom collision sprite doesn't work somehow.
i think i should be disabling the bullet collision anyways, since there a lot of them
{
"sprite": "Sprites/Enemies/slot machine fire",
"collisionSpriteScale": "Sprites/Enemies/slot machine fire_collision",
"generateColliders": true,
"matEmissionPower": 2,
"matDayCycleMultiplier": 0.0,
"rows": 2,
"columns": 6,
"updateCounter": 4
}
Somehow, changing collisionSprite to collisionSpriteScale for the sprite name string works.
Anyway, I've been wondering how did that even end up in your script.
copy from the smoke bullet, which is a copy from boss uns rockets
I see.
is funny how stuff trace back to weird stuff
any shooting thing in the mod traces back to the mines code
Thanks to for i...do etc.
well yeah,
the cycle system traces back to the gas pipe
semi circle shooting traces back to the trailing batoid
most of the bosses codes traces back to the boss un
and the mood system traces back to the hellsquito
the cuttlefish was made with the boss nautilus code
and shrimp, dollars , food dispenser and other entities are made with the cuttle fish code
And then we have the trucks themselves, which were derived from a code I made for a completely different mod project.
always felt that the walking cycle was a bit stiff
Ah, that sticker depicting a custom enemy made originally by Bonnie?
ah yes, considering is running
yet to see a level take advantage of using 0 scroll speed
Well, LX5A3 may be having 0 scroll multiplier as part of your plan IIRC.
i forgot if i said that publically
.
well there no vertical section, however it has parts where the level scroll stops for a bit
kinda like waves
basically
BTW, how did you get that to work?
Wdym exactly
Let me just DM you.
I'm crying because I don't know how to do the Boss X2 theme

I feel you. 🫂
Anyway, I think some organ instruments could be used, since Boss X2 is basically an organ that spits out chips.
... Maybe @sharp verge Could figure this out... Right?
Ode to joy,
Like this example:
A lot of people asked for the original samples of the track "A Lovely Bike Ride" so I decided to take the stems, notate them in musescore and upload them without the breakcore drums.
The melody was inspired from my girlfriend humming a silly melody that turned into a brain rotting earworm which eventually was transcribed into the organ motif. ...
When is there a guest boss that would be named Vermillion the Champion using silver ship as a base? Two guns, two turrets, eight missiles, it's Suzaku time.
Hmmm, are you referring to a possible Nasty Mode Miniboss concept?
I mean, now come to think of it, your provision of high quality SFX of PopCap games meant you did contribute to the mod project in some way. ;3
And yes, Tar tary and I have been using some of them directly onto newer content as of late.
Though I will wait for Tar's say about my point.
What would be the name of the Track?
4
9
1
Mutant Fly
935099751236501514
fish
Ohhh!
Oof, Psychosquid is offline.
I'm active RN. :p
Mutant Fly it is! :3
Update!
Uhh... What's the name of the boss on X3? @alpine iron
Hellsquito
I'm so impressive to myself, that I managed to create a 5 NEW TRACKS! HOLY!

Now, I should create the Boss X4 theme (I have a little clue what's going to be the theme of the boss fight).
This is one of the only clues we have for the fourth boss. ;3
Yeah, and you know what's fitting theme for this?
A Max Max inspired soundtrack?
Oh, right.
Oh.
We thinking differently

Mad Max Inspired theme is really nice... But I don't know how to make a Rock + Electronic Music like, so big L for me
Understandable.
Or... Maybe we could find somewhere on Internet that is copyright-free rock electronic music, and borrow it.
🤔
But, I'll try to make a theme of the X4 Boss Theme first, and then I'll try to search somewhere on Internet, and download a free-copyright music.
I have a funny idea for a icbm
Poker icbm that shoots out a bunch of poker chips when detonated
ni idea tbh 
I'm out of ideas rn 
I mean is kinda like a public thing
Like anyone can access it, like it wasn't really made for this
Jonh can still be credited for it of course but not sure if it really warrants a miniboss
To add on:
I have tons of questions why did I made this thing
The sound is so silly.
But I think I should scrap this music up. It's too upbeat.

||btw, that track suppose to be Title Screen Track, but it seems like I made a huge mistake, the theme is NOT fitting at all
oops||
What is this ship doing here
I like it
might be a bit upbeat as you said, but I'd at least keep it for something else if you won't use it for a Menu Theme
tho idk... Platypus got a pretty upbeat menu theme, despite its darker levels later on 
Yeah, TBH, I think a miniboss can't be warranted in that case.
Also, good afternoon to you. 👋
also minibosses are hard to make 
I agree
Peak ||Title Screen OST||
Why it's egg?
Making the cockpit for the flip plane. :3
The Preview Track will be release when the update comes.
how did u deformed it?
I'm done at [Redacted], now for the Boss X4 Theme.
Are you using Blender RN?
uh nope
No problem.
I like how the cockpit turned out. ^^
GAWD DAMN, BLACK QUEEN FLIP PLANE IS TOO BIG to fit the screen 😭😭💔💔
I think I made a Flip Plane Final Boss 🙏
And I like it thought.
WDYT of this preliminary model I made, as a newbie? <:3
Likewise BTW
It's peak
Honestly pretty crazy to be newbie work 
Seems like this flip plain again, had been contaminated with a pill that literally oversizes it and makes it turretless
It's a work in progress tho. :p
For sure.
hello gentlk mens
Ref image bingo!
I think that's too big.
This is the fault of how the lightning guns are positioned.
And we can't shorten the wingspan, because that will also mean tighter lightning beams.
Anyway...
I'm gonna send this soon
And Yep, I guess I made a 7 New Tracks for the next update.
Which is following:
- Flash City V3 [Already Send it]
- The Big Big Big Big Big Un
- Chillroom
- Queen Dance V3
- Mutant Fly
- New District
- ||[Redacted] [Ylhh C4 Gsvnv]||
Try to decode the last one :)
- To Remenber ‼️
It's the 10 years anniversary of Casinopolis, a totally real and nostalgic piece
who remembers playing this game when they were kids 😊
which totally existed
-# credits to Makyuni for the starfish sprite
also the spoiler text says
||boss x2 theme||
Reverse alphabet order ARG be like...
Would be cool to see Casinopolis in the Platypus Classic style.
Check again.
||now is the same but with a 4||
ah, good memories
it was one of my favourite mods back then frfr 
Yes, its [Redacted] :)
I sense smth suspicious about that post. 
-# I wonder what could it be...
I like that render's lighting
it's pretty dope
tecnically is still the same lightning as the blend my ship proyect, but bigger
most of the work is done with the materials 
peak material work, then :3
why do they keep doing this
Wait, are the indentations not working?
just funny it keep pushing everything on the side
it seems that the ide is being allergic to local today
What does that mean?
I think Neon Color (Not light one) would fit to its theme.
smth like this?
Plain Fliplain
Punny
Cool
boss x4 is now missing like 3 attacks
it keeps getting tiring to work on the same boss

What is this? Man eater from terraria?
I feel you.
Anyway, which boss was the most tiring to work on by far though?
x4
x1 in second place
Pre-Lua X1?
Welp, I'm glad that you never give up, despite those limitations.
Due to unknowlegde
Atm
Lua didn't exist before so...
Anyway, that's enough progress for today.
I'll be sleeping soon.
Like this...
actually x1 is on first place
and x4 is in second, x4 is not hard to make but is just requires a lot of work
also x1 was the first lua entity i made
Gotcha.
Already downloaded the image for reference insertion in Blender.
i think by this point, the mod has ways more enemies than vanilla
Yep
I think when I see prolog folder
So it was continuation of Level 5
From base game
-# Level X6 that shouldn't exist.
level x6 is a hoax 
OR IS IT?
you gotta be good in the game to see it 
anyways 2 attacks lefts to do
Reels
top one is boss x4
bottom one is boss x2
boss x3 is 14 kb
and boss x1 is 5 kb
explosion so big it reset my screen resolution
how does that even happens
Hmmm is that a spider leg?
i don't think so
Nasty 1cc be like...
Anyway, time for me to resume work on Blender.
funny that you mention it
I bet the people to 1cc Nasty other than Orandza would be Smolbreyn.
anyways boss x4 is close to finish in terms of attack
just smoke and some bombs left to add
Hope you can finish this tonight! ^^
attack wise, maybe
Is exactly what I'll be doing next. :)
Maybe I could follow the same cut line layout as the vanilla flip plane.
Actually, how do you carve line cuts onto a model with composite geometries?
boolean modifier
Anyway I guess the lines are the only missing details for the base sprite.
also can you explain me how the direction works?
Direction is expressed in angles.
The value of 0 denotes right direction. Negative values go clockwise and vice versa.
ok
I liked purple more 
At least the latest iteration has both green and pink accents. ;3
the file is now 26 kb 
Shit, that's a lot. XD
For a boss enemy that would most likely have a rather simplistic movement pattern.
-# I'm just speculating...

was testing killing the boss
and the locust instantly appeared after it dead and killed me
Meanwhile, the Black Queen Flip Plane code is half the file size as that. :p
Nukes
Just some sprite testing. :3
Are you gonna make a new Sprite for a Neon Green Turret?
I'll defo be making all the turret sprites. :D
I love how the nuke is really out-of-place for Casino Theme 😭🙏
I mean, it isn't Casinopolis without the typical Colossatropolan shenanigans, while in a casino setting ofc. >:3
To be fair, Casinopolis is a hidden Colossatropolan Base, hidden as a Casino District.
That's were all the money goes to
All of the architecture were cheaply made, just so they can fund their arsenals to the max. >:P
Casinopolis central is more ruthless is than aspect than the old collosatropolis
Anyway...
I still think the front thing looks a bit weird
Cockpit?
IG this is more noticeable?
Yeah
Maybe could looks a bit more flat and inside the model?
Kinda like any stealth aircraft
That's better
Thanks tar ^^
Also all attacks of boss x4 should be done
Only health and diff scaling to be done
And ||phase 2||
In vanilla i think only
Boss 2,3,4 and 5 have phases?
They are kinda minor
Like adding an extra turret, except for 2 and 3
After d4.0 i wanna take a break, probably will do other stuff
Maybe helping in plat2 reclayed again
Also i accidentally forgor about
[Boss psysical feature] with the smoke and accidentally made it summon a smoke turret
Cool
I think I can finally move on to turrets, which I'd personally find 'em real fun to make.
🎉
Either way, as Boss X4 is about to be finished, what are your thoughts on your current work on Level X4 script?
The checklist does say it's plain green box, tho I kinda wanna know the specifics.
Needs
Fixings some waves
Fixing the icbms
And adding the mini boss and boss
I also wonder what are your plans for Platypus II Reclayed.
Snake
By working on the snake script, you also give yourself a headstart on one of the planned enemies on Level X5 in your mod. ;3
Yeah
Oh, and also, best of luck once you work on it. :D
We prolly need to discuss about the possible Tower Boss rework for Platypus II Reclayed at some point.
I had some ideas for a rework of boss 4
The boss 3 recolor and the boat ship
That was combining both
Artillery hot air ballon or blimp
If it is a blimp i had the idea of ballon mines
Where is just slow moving mines that when explodes it produces an explosion with hitbox
So sad there no sky themed stage for the mod
Here?
I still remember that.
A cop helicopter was conceptualized once
I remember Crashed requested for smth like that in recent weeks.

.
I see
Here's how it looks like when rendered.
Am quite honestly pleased with my work. ^^
Pretty nice
I'mma thank you and the others who gave feedback.
Psyh, ur Goated again 🔥🗣🔥🔥🔥🗿
Do you guys think the door hatch could use a different color or it already looks sleek in black?
I think it's already good.
Looks good
I think I have an idea for making his even more harder...
Make it so it shoots bullets from the turret similar to the Manta Ray
(Only hard and nasty exclusive)
This is a concept mockup of a silver ship boss fight. The things silver ship missing are guns mounted into the ship and two turrets. It could have mimicked the Suzaku boss fight from DoDonpachi.
So basically, an evil player ship fight in principle. 
Of course, but an evil player ship has to do something different:having two gun turrets to support him.
I see.
Here's how it looks when Razer.
Cool
green
sometimes my metrics are incomprehensible
Ref image scaling?
trying to make something
"This mod is sponsored by Razer"
LMAOO
Gaming Flip Plane be like...
The Holy Week is pretty much slowing down my progress.
M.A.D. TURRET!
psycho that's frickin huge
like Sky Serpent
a huge version of the flip plane
what's next? giant version of a boat?
like the battleship
There probably won't be a giant boat in this mod.
since people already seen level x4 tiles, i wanted to show the original placeholder tiles i used for a bit
also boss x4 is now 99% done
Hello everyone! What did I miss? :)
I think I can't make the Boss X4 for now...
Boss X4 Theme*
it's fine
But, I'll send you the all Tracks that I finished.
I think the missing part was this
bolts?
looks nice, tho imo a bit too detailed
maybe with less bolts it'd work (?
making them black might be better too
well i think the color was just an example to where they go
if it was black it would be harder to notice
damn
Inter Continental Ballistic Missile Wave
@fading python https://www.dropbox.com/scl/fo/vfdgfkw6dhbujxp4j9gkp/AC0nEuT55LTYK77rGNoyABI?rlkey=uzsf5ra3qbgtbpc1o1d05q30v&st=fr52o91l&dl=0
Here you go!
And here's little help to know what track is that
#1425858759036633250 message
added
i think i only really need to set the other boss themes
i will probably stream level x4 fully later today
26:30 minutes to beat level x4
How hard was the entire level?
i think i wasted like 6 continues



