#Platypus Casinopolis
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to be fair i was playing terribly
BTW, congrats on finishing the development hell on the fourth boss. 
๐
TY for the suggestion Hannah. ^^
desert mission has 1k subs too
On a similar note, the add-on that inspired you to make Casinopolis Ships was already at 100 subscriber mark.
What about the top "add-ons"?
add ons are mods 
also og sfx is an add on i'm sure
Perry the Platypus!? is the second most subscribed add-on. 
Yet this is only for Classic mode. :P
then is also followed by another 3 add ons
Two of which I have some involvement in the development. :3
I have a big note for you:
If you ever finish the all level, and other stuff. Are you going to balance the all level difficulties before fully released?
I for the most part will be in charge of the final drafts of all levels.
@deft cosmos ADD THIS ON REMAN ๐ฃ๏ธ ๐ฅ ๐ฅ ๐ฅ
Ayy look remam made it
@fading python hey uh I have little request:
Could you please change my name in the credits to "Hannah Montana" soon?
๐ alright
Hey, I was wondering, can the game pick a random song when you start a level?
Like, if I play "Level X1 Score Attack," it'll play a different song each time. And then if I leave the level and play it again, I'd get another new song.
I've been thinking about having three different song options for Score Attack, so that's why I'm asking.
is a bit complicated but i had an idea to make random level scripts posible
You should rename to Miley Stewart /j
Is it NOT my fault the username of my discord has a name on it. ๐ญ๐
Say what?
i had planned making few drawn artwork for each boss in the mod but that would be after level x5 has a boss
also i have no idea when i took this picture
Flies when the F-27 presses F11...
there also this picture
also, done
i was thinking maybe streaming a full level x4 playtrought
or well an unfinished one
i remenber i showed new boss x2 on an stream since not a lot of people see them 
PLEASE, WHAT DATE???
idk maybe right now if i feel like
like about right now
looks cool
Remam version will be a bit longer
How long should it be in your opinion?
I see.
Make it longer = Frustrating
Make it shorter = Not Satisfied
It needs to be In-between.
Later levels can get away being longer while still fun, since they usually have greater enemy variety.
Bulged face LOL
how is it update working on progress to?
only really finishing the enemy layout of the level
and general polish to be done
Alright, I am halfway done scripting Level X4 data.
Did lots of playtesting and some enemy tweaks.
i think i might scrape some x5 enemies
like the guard eyes
i don't think platypus is a game where you can add an stealth gimmick
also bat eyes because they were kinda too simple and out of place?
basically they would hang in the ceiling or floor and when close they would fly toward you in an straight line
kinda like this
maybe for a cave level, but not x5
also x5 has every enemy of the previous zones so is hard to add enemies
Casinopolis : The forgotten chip
Remam : He's RIDING THE CYAN BIGGEST UN
Kinda exist on remam level 14
Yeah well, that one would only trigger if the player is nearby
They hang out like actual bats
Also is not really as forgotten
Lets say x5 adds some new chips 
Oh boy, only areas 4 and 5 left to script. 
Area 5 has a typo
I accidentally typed 23 twice in the tile change
So it makes the fountains not appears
Also gotta rework the cyan one, since currently it won't work as it is
I reckon it will fire short bursts of lightning.
Directional
Tho as rotations as unstable as they are gotta work a lot on it
Me, waiting the update:
Is only makings the map and the damage sprites in my side
The rest is waiting for 1.4 to drop to the public
Indeed.
you look like an orange
The world map is being created. :D
it will take a while
And so will the public release of Patch 1.4 probably.
Nice
it's a bit dark
the city itself is the hard part
funny, in platypus reclayed only the last 2 stages are in the city, while here you get to the city in level 1
Well, the city is the overarching setting. :3
Ooohhh Earth 2.0
I finally completed the Level X4 layout. 
Alright, ever since I revised the power-up loadout for Boss X4 fight, I think the boss has become a kinda easy.
-# Still doesn't change the fact that deaths would still be common.
Sos
Trust me the level 16 remam version of it will damn hard
FTR, it actually says bomb. :)
Alright, I did a full run on Level X4, and ho boy it is something. :0
The level is still hard as it is supposed to be.
can confirm
so when will X4 ready?
Once Patch 1.4 is publicly available.
poweroutage last time deleted some progress 
rip
||Forgot to mention that these will be for the fourth boss's way of warning the player its incoming attack patterns.||
Nice
Can confirm. :3
i like how big the canyon place is
and how relatively small the rest of levels take place

Well anyway, I forgot to mention that I already recorded the footage of it.
-# Which I won't share in the server OFC. :p
I think Cacti was direct reference to Platypus: Dessert Mission?
correct
OH! :0
Wait, that means the Platypus: Desert Mission and the Canyon on Casinopolis are somehow connected? (Theory)
If that's the case (on the lore), the Platypus: Winter Mission is the first one, then the Desert Mission is the second; until it discovers something far from the desert, it goes through the canyon and sees familiar things... And that's where Casinopolis discovered.
not like it would be hard to discover 
size issue
I think the ones in charge of building the buildings should get a raise
there we go
Why is the Casinopolis building so purple? 
You know what that color means?
||-# The color of corruption. >:3||
also it gotta be different from level x2
Also there a key detail of the casinopolis bulding i left behind on purpose
I spent much of my morning sleeping. 
so what will you guys do after 5x released?
Why the morov look like this???
This is for Casinopolis mod tho.
Alright, if volcanic rocks in the base game don't penetrate player shields, then the same should apply to ICBMs.
The last time I played a full run on Level X4 I worked on, all the ICBMs had their shieldPenetrating flag set to true.
Anyways, gotta rebalance several parts of Level X4 right now.
@alpine iron Wait, is this Rebalance?
Anyway, I already did some layout tweaks to make Level X4 a bit easier.
Are you going to do this all previous levels?
For sure.
Specially once the Nasty mode content Tar tary planned out has materialized.
Actually that's a good thing, because I watched some Casinopolis gameplay on various channels; they seem to be struggling with some of the parts of the level stages. It has some unfair parts, and it's kind of impossible to clear perfectly all the stages in one level.
I assume you watched one of the gameplay videos of the mod I forwarded in the thread before?
Yep.
BUT, I kind of hated that I couldn't test the mod (because of what I said before, I have no computer).
Because to be honest, I could report to you some footage of every stage's flaws and some unfair parts.
And even the boss battles that are unfair phrase that shouldn't be on that specific part, or some bossfight that are really easy to cheese the player.
It just makes me sad.
Guess what?
I finally fixed the high score screen being forced to appear after a fixed amount of time in the menu.
Why the issue was there in the first place?
It is because the menu level thinks you are dead, so the death counter would be ticking, and once it reached 1600 ticks, you are sent to the high score screen.
Normally, menu level scripts do not let the death counter tick thanks to this:
wait( 0); setDeathCounterSpeed("speed": 0);
However, because the menu scripts in Casinopolis lack that function, well you guessed it, limited-ass time to be on-screen on a menu screen.
Yeah, it's been 20000 ticks, and nothing weird is happening. :D
Awesome

is funny how the mod is build on top of d1.0 which is a mess
and add it that is old
comparing the mod, modmeta with a more recent mod there are some differences
back to planet
ouch
maybe is too many objects to try to merge
ok it was the modifiers of the sphere itself
withouth that i can merge safely
would be nice to export this changes
I think I made lots of under the hood changes.
Anyway, I'm curious what were the things you've done after sending me the whole mod data.
Other than the globe sprite sheet that is still work in progress. :3
Anyway, guess you can use my entire file.
yeah, i guess so
i'm still working on the globe but is basically finished, just rendering left
Nice
it's gonna take a while to render
finally done rendering
I also figured how to properly display default scores. 
It needs "mod": "3601586656" to display the scores.
Is that integer limit?
Nope, that's just the Workshop identifier of Platypus Casinopolis.
Oh damn
I set those in the d1.0 era
The score was balanced around level x1
You should set one for yourself as the highest score 
LOL, I was thinking about that too. XD
I may need to do a full room soon to get an average
Tho, i would just die midway trought 
On what difficulty tho?
I think i could beat the full mod in normal 
I see...
Is funny how i set expert as my default only due the uns turret
Awesome
Now, I can confirm that "Black Queen Flip Plane" is Mother of All Flip Planes
The New M.A.D. Gray Crayon Rocket Missile
Oh my god, over half of them are blue. 
is funny how you have the most updated build at the moment
done exporting your changes i think
Okay, now my check-list is now out of the blue phase. XD
also, the full level thumbnail screenshot, i thought it was funny to share
Did I just see a Lua error?
yeah, i just left it there when i took that screenshot 
I wonder which Lua entity suffered from that error...
probably floor
also
i took the palmtrees out to make the logo bigger
it was bothering me that the palmtrees made the logo way smaller for my liking
At least for use in square icons I reckon?
I'm now wondering how?
Oh man, I thought they would be the ones that are part of the first enemy pattern.
Also, were the flies even using flyTest.lua? 
I see.
Oh yeah, the Barrage
That's for the rocket turret. :3
Future Request!
Can you create a Cover Art for my Track soon?
sure
Thx! 
At least they prolly won't penetrate player shields just like volcanic rocks from the base game.
;3
the volcanic rocks doesn't penetrate the shield i think
Can confirm. :D
It gives me a flashback playing Strikers III on Master mode.
changed the ending of x4 because well x5 is not there 
Missile Launcher
Pretty late to realize this, but sayLevelOver() being executed twice in total?
Does this look good? <:3
somehow is all green
Noice
level 4 boss is done? ๐คฏ
may I get a peek at the sprite? ๐
(at least in DMs, if you don't wanna share it here?)
yeah, is called the squid mother
-# i forgot to put an x
That means, only the five cars shall be sentenced to damage sprites! >:3
LMAOO fair
i was thinking making a dev server to share this stuff
anyways the invites were send
oh hello we are at 600 now ๐
what do i share now
Alright, to anyone who has been following this mod, notice something hidden about this post?
no idea ๐ฅ
Hint?
It's from a different mod project.
Is it a Platypus Mod that is currently being work on?
Ye
Only three things that I know that is currently being work on:
- Platypus II Reclayed
- Platypus: Zhark
- Meanie Armageddon
Meanie Armageddon is out since there's less info about that mod
Platypus II Reclayed has tons of info, but I never saw a green trail bullet
My best guess is from Platypus: Zhark Mod
You forgot another mod in development. :p
Bananawar???
WHAT?? NO WAY, I didn't notice that.
No worries. 
A little bit (in my opinion)
How about now?
Now, that's a clear as hell!
I guess that attack could be more buff on Nasty right?
@alpine iron TBH, there's a ONE Scrapped Turret Idea that SUPPOSEDLY on Black Queen Flip Plane...
And I hesitated to added it because it's likely to be SO HARD TO DOGDE.
And also this Turret will only seen if the Black Queen Flip Plane was below hp condition
Note: The Turret is inspired from one of the bosses move on Strikers III
It's name was Ground Staker
What exactly did it do?
The Last Part
The spinning move, yes.
Basically, in that particular phrase:
The Three Super Turrets are Disable, only that one special Super Turret, and also the Normal Turret are enabled, meaning it has a bullet hell phrase.
The name of that Special Super Turret is The Hell Spinner
Here's what it looks like:
But, what do you think?
I might be thinking on implementing it soon...
Wait, you like the idea of last phrase Super Turret Move???

This isn't a guaranteed promise though.
Oh, got it.
Heya @sharp verge, what are the percentages used when the sprites are to be scaled down the higher the layer value?
It looks like the Interceptor boss from Air Strike 3D.
Or rather, plays like Interceptor from Airstrike 3D. ;3
Those purple turrets look great
Now that I talked about it, it should play the boss theme from Air Strike 3D.
I'm betting that the final boss of Casinopolis is a giant fortress (like NITO Headquarters!)
This looks fire
Turret with teeth 
Actually, this Mini-Boss is inspire from one boss on Striker I.
This is what she was alluding to...
Funny i use blue for mod testing and pink for actually playing but i think i have mod tested for so long that i'm more reconised with the blue one
Just a fun little test with the high score level script...
Funny, first time seeing the x4 intro screen
I coded it and never checked if it worked
To be honest, it's a good opportunity to add city skyline on the background, and water for the foreground. (For High Score)
I think it might be a little late to change the level sprites 
Oof.
Sorry, I don't understand
You mean what's the percentage when scaling, for example, a tile from layer 1 to layer 2, then 3, etc?
If so, idk if there's a specific number
In Legacy Platypus I'd calculate it in a certain way, but in Reclayed I got no idea
I wonder if @fading python can try answering it.
The ratio when scaling by layer in Reclayed.
no idea
You simply scale up or down sprites without any metric when it comes to using them in different layers?
Like the background ICBM for instance.
I see.
Anyways, as you have already noticed many hours ago, the sprites for the black queen flip plane are now "complete".
Damage frames are the only thing left.
yeah
so you do think we can get flip queen in d4.0 right?
I think so.
been getting into python lately due uni asignments
Hold on, you're studying programming?
ah yes
Did your studies help you in modding?
no 
we are still in the introduction to it
and i think i'm a bit pass that
1st year I assume.
i think is mid 2nd year
I already finished my 3rd year.
The fault of the professor then? 
basically, he explained weird
Oh damn 
i think of like 22 people only 1 passed
That's ludicrous af. 
The symbols "<" and ">" without the need for shift key?
my keyboard just doesn't get them to begin, all of the ones i use are just copy pasted from somewhere else 
Bummer
anyways
Sick
Also learning Python ๐
awesome
Imagine the Black Queen Flip Plane has a death animation like Strikers do (like pieces by pieces).
But no, it would be time-consuming, right?
Yeah
Dang it, if I have only blender and knowledge making 3d model, I could make that thing.
But, hey that's too much
I understand
Adding damage frames via an image editor is tedious for sure, but good thing I am not yet burnt out. :D
yeah when?
I think we'll have to ask the devs.
if it's on May then I'll uhh added windows world to remam then
HOLY OLD CONCEPT.
level 2 concept after that really didn't changed that much before 3.1
and those level 3 concepts were pre lua so yeah pretty basic
i guess that anwsers the question what would have level x3 looked if lua didn't existed
also i went and updated this picture
i still remenber the day it x2 was called fool's casino
i kinda forgot when was that change
the casino used to be area 4 but it was replaced with the museum art gallery thing
The work on the damage sprites was worth it. :D
Good luck. 
tower.kra seems interesting. :3
ah yes the old pre blender mosquito
also i like this damage frame, but i think it looks a bit too hand painted
Ye, I can tell.
just find out that krita has a spritesheet cutter
Kind of looks like something out of a Rayman game lol
@fading python Are you going to slightly buff The Organ Boss though?
i think it's fine?, where would the buff apply?
TBH, I'm already content with the current difficulty of boss x2.
The reduced chip spawns when on the left side was a necessary nerf though, as requested by Notnotzaz way earlier.
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...
Splendid
the dying missiles attack?
the hard part of the attack aren't the missiles exactly, is the speed boost of the boss
Plus, multiple missiles can be destroyed by a single bullet.
also the hp of missiles are hardcoded 
Dang, Beithir is REALLY OP ๐ญ
To be fair, he played the mod on Easy mode, where player damage output is boosted significantly.
also in low diff there no second phase
That's unfortunate.
Wait, does Dragonfly pops up always on every difficulty or nah?
Every difficulty AFAIK.
Oh...
poor thing
also i might need to remake the rocket truck sprite to make it work with this damage sprites
To fix any graphic error I might have made on the earlier one.
also i think the truck part could be a bit smaller and more pale green
That'd be a good change. :D
Either way, nice hand-painted damage effects there.
most of them are actually just the transport thing overlayed
Understandable. 
Yeah, just like the Purple Batoid's damage frames being overlaid to Black Queen Flip Plane.
-# Although stuff like bullet holes are more spreadout.
Cool
there we go
a worm fell of the roof
Random worm
i think is infested with mold, and probably dead
nvm it moves

it has like 2 fleshy antennas that uses as self defense
That means it can spew out some weird fluid or smth that deters attackers?
probably
i guess there only 1 damage frame left to work on, and is the boss
is it fair if i clean d4.0 checklist?
image of the checklist for archive
anyways we are at 80% now
also i guess is time to export the queen flip plane stuff
Thanks for understanding. ^^
anyways all damage sprites done
Releasing 1.4 is gonna be a wild time for Casinopolis Mod.
probably best level in term on content
Why am I remembering Roblox Doors
i was thinking, how well gate un was for being pre lua
anyways i think my next goal is making the pool launchers
take it as a bonus
This is just boss 1 train
funny that you mention it 
Can confirm. 
Remam will had one area name Rush Hour
On level 16
U know what that means
actually, i don't know what it means
Isn't Rush Hour a film series?
FISH 
New gatling gun behaviour.
That's maybe too fast
This is in Nasty mode BTW.
Also i think the idea was that it would slowly build up
Like a very old gatling's gun
That means, longer first shot delay?
WDYM?
It's also unused.
Like
shootSet = shootSet - 1
shootTimer = shootSet
Something like the old nautilus miniboss
Oh it remove 1 bullet at a time
Where it slowly gets faster
That's for the time between shots
Gotcha
That one with pink homing bullet:
Guess I'mma ditch the turretData system in favor of the more flexible Lua-made fire pattern.
Also, will the overheat period be much longer?
-# BTW, sorry if I might be disturbing your sleep, seeing that it's midnight in your place.
Probably since slower buildup means is shooting for more time
Also it's okay
Really the only issue of turret data is how restrictive can be at times
Also, it requires editing json files, which need to be reloaded with the R key.
Not the biggest issue tho.
We only have 2 options anyways
Turret data
Or cycle system
Both have their downsides 
Newer gatling gun behaviour.
Oh boy, this is evil enemy on Nasty mode ๐
Yeah, I showcased them across all difficulty settings in one run. ;3
So the first one is... Easy
Regular is second
Hard is third
Expert is fourth
Nasty is fifth.
@alpine iron I should create a Teaser Track, and publish it on Tar Tary's channel... Because everyone is wondering what would be the soundtrack for level X4.
What if the Nasty one just straight up spraying without the spinning delay?
I'll use this on Road Rage level 16 with a twist
Thats a caterpillar
Worm is not even like an actual definition for animals
You can just call anything a worm
Looks nice
Basically what i imagined
Also i may make a overheat sprite
Used between cycles
-# also, purple burger
Looks like it. :p
-# However, these placeholders actually use hotdog particle sprites.
I see
While i was working on python
I made like an endless cycle so the game ask for input infinite times
Maybe something like that could be added the the pokerchips
Tho i wanna try it for myself
Yeah, go ahead once you have the opportunity.
Also i was thinking on respriting all the chips too
Except one big one you know
I wonder why.
Is just a face reshape
Their meshes are a disaster
And the later chip faces don't look good
Just some plastic surgeries on their faces if that makes sense. 
Basically
Well it was the first model i made for the mod, so i guess it make sense is bad mesh wise 
If we don't count the early iterations of the smoke-releasing enemies.
Made before the release of Blend My Ships IIRC.
I just grabbed a random clay texture from somewhere that day
Anyways i was thinking making the black chip a propper :| and the blue one a propper :(
Yellow is :3 and green is :s
Cyan is :0 and orange is :D
We do love us some :3
Mine ones don't really have a face
They're just painted with skull insignias.
If hypothetically added 3 more chips what faces they would be?
I don't think we have angry faces at the moment.
I guess >:( and >:)
Can you make it more smooth transition, like instead of turning orange immediately?
These are just placeholder sprites tho.
Oh, got it. I always forgot that ๐ญ
OMG, first time using arrays on a customBehaviourData...
I don't know what's that but okay.
Works like a charm
So awesome
accidentally was searching something here when it was in the other place
all exported
was kinda testing what animation could bouncy bullets gave
i think the is the closest to what i have in mind
this
It looks like similar blob bullet from Platypus II
Yep, little bit similar though.
i honestly don't know what's the difference with the regular bullets
Love it.
Glob bullets are immune to sonic pulse, unlike standard bullets.
that's, almost nothing
Yeah, IDK why they have the need to create more bullet types only to fill the same role.
Btw, Boss 1 on Platypus II sucks, it should be buffed more.
i'm trying to resize the canvas of the animation but everytime i try it messes the animation
Damn, that edge. 
bigger
Like, how big?
smaller than huge bullet but bigger than big bullet
I wonder which enemy will shoot that kind of bouncy bullet.
IIRC, pool ships launch pool balls that bounce I think.
yeah them
was never really convinced with the pool bullets idea
i feel like it wouldn't be that visible
Even with the glowing edges?
and bouncy bullets is kinda the type of bullet that you need to be able to see all the time
yeah
anyways
maybe it can be 30% bigger
And then the ones shot by Black Queen will have similar size to old but greenwashed bouncy bullets.
I notice the pattern of purple/pink denoting homing projectiles.
i'm unsure which one should be the homing bouncy one or the reg bouncy one
i think purple is reg and pink homing?
Perhaps.
I imagine the pool ships will have huge guns to shoot those things, or not, bc why tf not, lol. 
they would have a variant of the truck turrets
they are not truck turrets the name is just big turrets
So they'll have similar size to vanilla transport truck turrets, or the Neo-colossatropolan truck turrets?
the square base turrets
Ah, I see.
also is funny seeing the icbms in the bullets section
Funny that the rocket truck's turret doesn't have the square base, but then again, the turret itself covers much of the base anyway.
also funny that the bounce sprites has 3 sprites
oh yeah
there also whatever this is
they belong to the unused mini clams
there also a non red version of the bullet bomb that is never used
honestly i just left it there for people to use as a base
Platypus 2 Reclayed modders are thankful for that.
i haven't really opened the mod in a while
Let alone follow the mod thread?
oh i forgot, i remember you did some prologue changes
Yeah
i mean't as in check the changes, i just been dumping everything onto the folder
I made it so the quadrapus ruins always generate at the exact same spot in a newly static background.
i see
The right portion looks something though.
But I think this could be remedied by introducing at least two more tile variants, specially since I know how tile overrides work.
i mean, the sand sprite is just the background mountain from level 1 vanilla
not sure how much variation can be made
Looking better now...
yeah
I can confirm that Black Queen bounce bullets could just be 50% the size of the new standard bounce bullet.
fun accident
A barrage of bullets huh?
just improper animation data
they need to be longer
Wider too IG.
can we do that yet?
gradientStartWidth
i think i like it like this
Looks cool honestly.
I notice the purple ones home toward you.
oh well
i'm still gonna be bother with the trail since is affected by the day cycle
anyways i think this is an upgrade to the old ones
also accidentally forgot to animate the pink ones
also good to see bounce homing bullets finally having it propper entity now
now this is where donny appears and adds pink psychosquids that spams these 2 or something 
LMAO, yeah.
i think bounce bullets is one of the few bullets types that i can see in vanilla
also added a new entry ๐
they just work like the shadow marios from mario galaxy
as in they follow your movement
Psychosquid boss ptsd
well to be fair psychosquid is there as a major threat several times already
That just 2
NOW IMAGINE THIS IS 4 (Wall of uns)

You mean Smolbreyn's PTSD towards that Psychosquid fight?
Mhm
But this is the smoll version
Ig we can instakill it
I mean it smoll
The bigger one is sure no instakill
Ok maybe the purple orb was instakill
You can add self.animator.GoTo(math.random(0, 11)) as part of function OnInitialise().
i guess so
They look like a Puff Cotton Ball but colored with green 
I'm now actually wondering what would the bounce turret look like.
i did actually did a sketch besides the other 2 truck turrets for the bouncy one
i guess i owe concept art for hitting 600 subs
BTW, what do you think of the bounce double turret and the bullets it fires?
Looks like the Black Queen and the pool ships have vastly different bounce turret designs, but I guess it isn't a big deal.
funny how much stuff uses bouncy bullets before they are properly introduced
We got Psychosquid, Black Queen Flip Plane, and I think that's pretty much it.
:p
Oh BTW, what code changes have you made to enemyshot_bounce.lua and enemyshot_bounceHoming.lua?
only really added animations to bounce lua
and bounce homing got some cleaning
basically to delete all of it old psychosquid code
I wonder if the number of bounces could use some customBehaviourData...
I think they're a bit too visible rn, at least imo
I prefer this version, but use whatever you feel is best ๐
well the problem is they are too distracting and start making me feel dizzy, but maybe that's just me 
Maybe that's just you. :3
I think balanced visibility is nice
What if I reduce the trail length a bit?
I think it also has something to do with the brigthness
like, the trail makes them brigther somehow
well, an image won't make me dizzy, so I'll judge once they're on video ๐ค
hmmm, definitely better, but still somewhat distracting
but eh, good enough lol
either way, this will be a level X5 miniboss, or will it be kept in X4?
Level X2 actually.
Maybe you should see how it looks in those, darker backgrounds
oh, really?
are we having another one for X4 then? ๐ค
cus I remember the BlackQueen was for X4 originally, right?
really the minibosses are a major roadblock to do stuff like 1cc
Rather than minor enemies, which is something many pro players talk about.
other level enemies appearing earlier, and nasty enemies can make your life pain too
Level 16 remam will had 3 of them
looks much better with this BG! gg
honestly with a boss with too much going on, it's better to simplify other things
to improve visibility
He's evil 
BTW, I improved the homing behaviour of homing bounce bullets.
When no player is active, they will behave exactly like regular bounce bullets, otherwise they behave as intended.
||I managed to sneak in those insane attack patterns onto Tar's build back when I finished making Level X4 layout.
||
Why not randomly choose big or small?
Tbh, Black Queen Flip Plane is more Boss than The Organ Boss itself, it's really crazy ๐ญ๐ฅ๐
Seems like it, but then again, the Organ boss has far more gimmicky attacks that make it a legitimate Casinopolan boss.
Gonna be honest... Since it's my Mini-boss... I should create a lore for it

Sure.
Meanwhile, Psychosquid merely exists as a cameo, or in this case, a really dangerous cameo. >:3
Awesome
Bosses are really only that due the boss timer
You can make a saucer a boss with said timer
Yup
Also, one more neat little detail...

I never explained what the deck throwers did
But they throw an explosive card that shoots a bullet depending of the symbol of the card
Hearts, 3 orbiting bullets to a invisible point
Diamonds, 5 bullets towards you
Sharp thing, 8-10 bullets in a circle like a mine
Clover, 5 bullets in a cone, triple shot or like the squids
The spade and the club?
Just a refresher for y'all. 
I guess a spade is fron some spears but where does the club comes from
Either clover or flower.
Patch 1.4?
Yeah
Are you already rigging the gatling gun model?
Just thinking before i do
True ig
Maybe it cam be 12, and at certain point it would animate 2 sprites per tick
I think it should stop shooting when it's empty
What do you think?
Just a suggestion
Might be a cool detail
Is there a function for checking the current sprite number used?
Peashooter gw sounds
too easy to beat
Okay, I just noticed that the unused enemyshot_crack uses a similar concept to the disco balls launched by Black Queen.
Not exact obviously, but still...
Those are mosquito shots
Well they were made pre lua
Interesting.
Reel
i guess is time to model some level x5 enemies
also i slighly change the hue of the shrimps
Nice
i remember the circle and cross patterns were originally meant to be it's own variant
a green one
also i have decided that the pool ship turret will be just a smaller one
so it can fit more properly in the sprite
But the muzzle would be big like the grenade truck turret?
Cool nonetheless. 
I see you ultimately decided for a round head.
OMFG 
we are hitting that 2 gb for 1.0 
Heck, even my build which doesn't have any of the level 5 content you are making sit at around 1.38GB.
Oh, okay.
Meh, I think their computer will be fine.
For sure.
I mean, whenever I play the mod, the game runs very smoothly for the most part.
Except if their computer run in low-end graphics.
more size = more loading time
really shouldn't affect performance
Anyway, did you notice something change on my tracklist? :) (Check on the pins)
fun
Queen Dance V3?
That's my Mini-Boss Theme name :3
Yeah, but I don't remember if it is V3...
It IS V3 because on previous WIP that I posted here.
also, not sure if i updated the boss 1 and 3 themes to play
did you do it psychosquid?
I did.
oki
trying to get the looking to work
Do you want them to look at the nearest player or random player?
should be nearest
tho i'm not that good at working with the turret code 
really isn't moving at all
Try this:
target1 = GetPlayer(0)
if target1.isActive then
dx1 = target1.worldPosition.x - self.worldPosition.x
dy1 = target1.worldPosition.y - self.worldPosition.y
length1 = math.sqrt(dx1 * dx1 + dy1 * dy1)
dx1 = dx1 / length1
dy1 = dy1 / length1
else length1 = 1000 end
target2 = GetPlayer(1)
if target2.isActive then
dx2 = target2.worldPosition.x - self.worldPosition.x
dy2 = target2.worldPosition.y - self.worldPosition.y
length2 = math.sqrt(dx2 * dx2 + dy2 * dy2)
dx2 = dx2 / length2
dy2 = dy2 / length2
else length2 = 1000 end
if target1.isActive or target2.isActive then
if length1 > length2 then
local sourcePos = self.worldPosition
local targetPos = target2.worldPosition
local targetAngle = math.deg(math.atan2(targetPos.y - sourcePos.y, targetPos.x - sourcePos.x))
angle = MoveTowardsAngle(angle, targetAngle, 10)
else
local sourcePos = self.worldPosition
local targetPos = target1.worldPosition
local targetAngle = math.deg(math.atan2(targetPos.y - sourcePos.y, targetPos.x - sourcePos.x))
angle = MoveTowardsAngle(angle, targetAngle, 10)
end
end
holy moly
IKR 
weirdly the eyes aren't moving
Oof.
IG it's about time for Lua diagnosis.
I think I need to learn code too... What could possibly go wrong :)
got the issue
Vars overlapping?
i was readding the self sprite in the animator frame instead of the eye one 
well the pool ships are almost finished
Welp, that's pretty quick.
they are not a hard entity to make
Plus, bounce bullets are one of your earlier Lua experiments you made, which defo served as a headstart.
yes
Time flies so fast. 
-# old level x2 tiles were so ugly
they look like the worm that fell off the roof
anyways extremely simplistic
and orbiters keep being scrapped
FLYING FISH???
that was the first interation of the bouncy bullet
it used to use the fish sprites as a placeholder
also if you noticed, pink ones are now the homing ones
and the purple are the regular
Just like what I kinda suggested a few days ago.
also i guess this is the shrimp of d5.0
The first entity to be developed for Level X5.
also i love the fire going to the direction is going
Even if not smooth atm.
Paddles
I think by this point, what was planned for d4.1 will release in d4.0 
Stuff like Black Queen Flip Plane, several enemy reworks, etc.?
Yeah
๐
Very cuttlefishy
If you change one of the last section to cyan
It would look like some kind of gunship squid hybrid 
The squid ship
Cuttlefish family reborn
Rip orbsquid and hello proper cuttlefish
Long live cuttlefish 
I like how they keep trying to push you to the edge of the screen
After some testing, I found out that the new cuttlefish are resistant to sonic pulse, fireball and lightning. 
WHERE THE PINK ONE??? I WANT TO SEE IT NOW!!!
Wait, is it going to be replacement?
Definitely.
:(
The original cuttlefish, which fun fact was originally called homing squids, felt too much like more annoying versions of the vanilla squids.
Adaptative evolution 
I wonder what would be the pink version of this cutterfish... More spread bullet?
You can see the pink one at the end of the video
Oh, my bad.
Pink cuttlefish is kinda of a miniboss since it has 1k+ health
There's something missing on the design though, I just can't wrap around it...
Wait, hold up...
๐ค
Well that's was the original plan to have upgraded version of vanilla enemies
But i had a epiphany mid level x4 development 
The turret is the mouth now
No, it's not a turret, it's a exhaust.
Not the mouth itself, but the bullets comes from that part
Like actual cephalopod mouths
That bubble blow was pretty cute. ^^
Well basically the original plan was gun cars, which would be kinda the same behaviour as they do now but with the gunship turrets
Thruster ship variant was also planned with the grenade launcher movement
Also funnily icmm weren't planned to be homing
The original plan is that it would be a ton of mini missiles that would shoot like a barrage
I agree that they are pretty awesome, even for an admittedly simple enemy type behavior wise.
They are big and carry heavy weapons
The only other one that got some major changes from planned were the shrimp
But they never had a propper movement in mind, they changed throught a lot of movements
Nowadays, they share a similar movement pattern to the food dispensers.
Yeah but faster

Both were inspired by the missile and cannon squids from platypus 2
The original design of the shrimp was a cannon squid with a remote on top
This guy
This is the first shrimp design
https://youtu.be/51QHkSQz4RU?si=Pwu-FL0OhHSlEfyY
Was whatching this person animations
And is funny despite being for uafoe it still showcases a lot of casinopolis assets
00:00 City Darkness
03:26 FINAL BOSS
Platypus UaFoe is a high-effort Platypus 2 mod by MAKYUNI, where you play as a UFO / saucer.
The mod was released instead
Download On Platypus UaFoe 2.0
https://makyuni.itch.io/platypus-uafoe
Funny how those lights come back for level x4
And thinking
I may need to update all the previous levels city tiles
Weird how level x4 ended up purple despite me despicting the city dark blue for like all the 3 previous levels
UaFoe True Secret Ending
i was suposed to work on the pokerchip but fell sleep 
A while ago?
like 5 hours ago
Ah, I see.
New chip movement index?
So, no cap?
well there probably a cap, but it would be an integer limit or something
How did you figure that out. :0
Following the removal of the formation index limit, the new arcing system I had put on hold for how many weeks already will be resumed at last. 

this
-# with how many times i went to change previous stuff, 
ah yes, no changes done yet
trying to get the sections equally appart
Did you use array modifier?
i guess i could use it actually
Nice
huh?
Funny byproduct.
so weird
For something simple like this, perhaps a manual copy + rotate wouldn't hurt.
As long as they are spaced 60ยฐ apart.
Shift + D -> R
got this working i think
Okay, apparently they had high resistance to those kinds of weapons because their fin colliders were not loading properly.
Which meant their resistance was short-lived. :p
๐ฅ