#Platypus Casinopolis
1 messages · Page 10 of 1
What the fuck
Okay, so any entity rotation in Lua will infect other Lua entities that don't use rotation.

Some more messed up footage 
Anyways, this is what it is for...
As you can see, I used self.rotation for the new cuttlefish bullet sprites, and gave them randomized initial rotation angles.
And yeah, these caused other Lua entities to rotate as well.
Really cool enemy idea
Tnx
"YEET" ahh model 😭
Level X3 gameplay, but things get corrupted later on 
The bug is too funny tbh.
True haha
Hmm
Is there maybe a way to set the initial rotation of each non-rotating sprite to zero?
Not sure if that'd work, but it's the only thing I can think about
I know it'd be a lot of work, but it's better than nothing
I think it should be possible, but I think anyone would be lazy to do so. :p
Since a there's a shitton of Lua entities.
Over 100
Roughly 30 of them.

Unrelated to the convo rn, but recently, there are now 24
in this thread.
i mean we can always do the spritesheet rotation instead
I ultimately did so anyway.
but it sets kinda of a teaser of the directional lightning problems
tho i have noticed
True.
the game seems to only struggle when changing rotation in real time with collisions
I've been through this recently.
Anyway, something interesting I discovered is that attached sprite animator rotations do not corrupt other Lua entities.
I still remember that. 
well it only proves sprite rotation is not something you can rely too much
sadly 
i think it only vanilla uses are
non collision sprite animator
and directional lightning
Aimed turret shadows definitely use rotations, and are part of the non collision sprite animator category.
looks a bit funny
funnily, the original chips were accidentally rendered too far from the light
making them darker than they should be
they look even funnier with the hidden objects on
Those boolean cutters?
yeah
NGL, it looks like the chip's openings are filled with shaving cream. :P
poor thing
never really explained how they are a machine, but basically they are kinda of a sideways ufo
I can see their darkened cockpits.
they always had that since they were first modeled but it never shows in game
tho you can see certains someone in the world map
i remember a certain yt comment that said they were like vehicles
From a Claymatic short?
i think it was one of the other videos
i have a playlist of all of the gameplay others make
Good idea.
The openings look darker than shadows, LOL
i mean they are deep holes
I suppose so.
also the mouth is not angle so you see straight
Fair enough. 
when angled you can see a bit of the top part
Actually looks a tiny bid sad. :p
yeah that is why not angled 
was thinking making orange ones just a + simbol
so you don't confuse it with other chips
Would be nice. 
also for colorblind people who may confuse it with other colors
but atleast they don't come with other chips in line, yet
i had an evil idea for x5, is that orange chips can come with mine chips in the middle and around
Sounds like fun ngl. 
gotta be good with accuracy for those ones
i think blue chips look better in canopy rather than just blue}
Uh, wdym by canopy?
Ah, gotcha
i guess
:3 and :S are left
also fun fact, mine chips spins the opossite side than regular chips
Ye, I noticed. 
Also another helpful way for colorblind players to distinguish them from non-purple chips.
as if they didn't had spikes and a skull
Yeah, LOL
was thinking that maybe blue and cyan chips could re use the regular chip animation, so they blend better in the lines
maybe too thick of a mouth
yeah
Looking cheeky in a cute way. :3
this is just a weird face to make honestly
i remember originally they had the eye more up
Oh man, the old chips didn't age well, LMFAO

the only good one was the red one
fun fact, the ring, is actually part of the tick sprite
anyways it makes sense why the poker chips were the first one to be modeled
also to avoid people calling them those water things
Life buoys, LOL
i still don't know why the green one is so big
some of my first choices when making the mod are baffling at best
level x3 was almost underwater at some point
NGL, it does look like a fancy moustache. :3
Forgive me if y'all can't unsee that. :p
was maybe thinking, if mine chip should have their own face
i guess there no :/
i think mine can be angry face frown, and saw D:
bonus is :D
saw chips?
Poker Chip Movement Index 5.0










Soft Directions
- Accelerate Upward
- Accelerate Up-right
- Accelerate Rightward
- Accelerate Down-right
- Accelerate Downward
- Accelerate Down-left
- Accelerate Leftward
- Accelerate Up-Left
Hard Directions
- Go Upward
- Go Up-right
- Go Rightward
- Go Down-right
- Go Downward
- Go Down-left
- Go Leftward
- Go Up-Left
Predetermined Loops
- Forward U-turn Up
- Forward U-turn Down
- Backward U-turn Up
- Backward U-turn Down
- Forward Circle Up
- Forward Circle Down
- Backward Circle Up
- Backward Circle Down
Step Motions
- Step Upward
- Step Downward
Wave Motions
- Sine Wave
- Cosine Wave
Smart Loops
- Loop Clockwise Small
- Loop Counterclockwise Small
- Loop Clockwise Medium
- Loop Counterclockwise Medium
- Loop Clockwise Large
- Loop Counterclockwise Large
Movement Controls
- Decelerate Slowly
- Decelerate Quickly
- Freeze In Place
- 2.0x Speed
- 0.5x Speed
- Lock Movement
Anyway, I gotta sleep now. 
Good night ^^
The Devs Nightmare:
Yo, I might edit that XD
Hi...
I wonder if you've been rendering them on cycles.
i actually used cycle for the first test on the first model
but it leaved some weird spots and stuff
and those like weird splotches around edges would look ugly
I think I can see some weird colored edges on its mouth.
here you can see a lot of it
Oh man. 
i'm wondering, the poker chips use 24 sprites, could they actually use more?
or is 24 already fine
Are you in the process of rigging each of them now?
yeah
I'd say 24 is good enough, but that's just me.
alright continuing as normal
for some reason in the old ones, the proper look was in frame 19 rather than 0
color and contrast is way better now
this one is kinda an downgrade, but trying to replicate that is twisting the model so bad (cyan)
idk
skull removal reason: well they are now intended to appear in line with the others, so they have a face now 
They'll no longer stick out like a sore thumb. >:D
IK who has them. :3
talking about them, i don't think is needed to re render them
was thinking that pokerchips could have the thing of bouncy bullets, the start in a random sprite
Would be cool.
perfect rainbow, (pretend pink is the last one)
upside down mine chip has a specific mouth that it looks like is angry
Cute twist.
you can see it was originally 2, but it looked very weird
Agreed
so what is this
pokerchips 5.0?
I don't remember how many times have they been reworked, but I guess so. :p
so there
1.0 using the starfish behavior
2.0 first model and lua behavior in 2.1, weirdly it only goes straight?
3.0 is 1 step code
4.0 is 3 steps code
5.0 is infinite steps code and new models
weirdly, this all began because someone said that the poker chips movement were boring
Let alone, anything Casino?
i played domino does that count?
i have no idea why the casino theme was choosen to begin
I guess so.
eh well i know why,
is all due the city at the end of x1
All those leisurely stuff.
it was supposed to show more, and also pools and stuff but well never did it
Regarding purple chips, their spikes must not have collision.
their collision is now smaller too
Nice. 
I see that you reacted Notnotzaz.
Hi then...
likewise :3
Yeah, the chips have been reworked for the fifth time.
Yooo more polished
Will now have a whopping 40 formation indexes.
damn. that sure takes a lot of work
Indeed
I guess this is the ultimate version of the chips, i wonder how broken the non updated levels are
Let's say a lot, specially on Level X4, where walls of purple chips start using wrong formations, some of which may turn to bullshit patterns.
So we will get both x4 and x5 right?
Level X5 is still far from finished.
Totally not
Atleast x5 will be more developed once x4 releases
Even if only new enemies would have been completed?
Better than nothing 
I tend to make enemies before the level tiles, i don't remember if i ever did the tiles first
I don't really know how other people do it, i guess it would be different
Mine is tiles firsts then enemies
did anyone found a way to check different sprite animator collisions?
Yes
like check if the player is hitting certain sprite animator
So you're trying to say, if a player or bullet hits an attached sprite animator, the hit logic will be passed onto the base entity such as damage values?
yeah basically
there was this thing of the platypus 2 worm, where you need to hit the segments before the head
and not sure if that is replicable
I wonder if you studied car.lua.
not really 
Honestly can't blame you.
It has a lot of things we haven't known about yet.
Speaking of car.lua, it does have a wheel animation speed per x velocity, but it is janky when compared to vanilla's train boss.
Yeah, the wheels are defying physics.
It seems that whatever is working in the source code isn't well-translated into Lua.
can't blame them, atleast is not an important part of the code
I suppose so.
Looks like it. 
if i remember the new bouncy queen flipplane bullets are not exported i think
funny, level x4 trucks and cars, don't really bounce, because they are in a road
-# totally not lazy to recreate any wobbling
how much i hate json error, the game never tell me where they are
That one player doesn't want to eat Peas
Those are like, Indestructible Peas 😁
we got Lava Serpent (Platypus 2, boss 3) in Platypus Reclayed before GTA 6
so there still like few issues with this
this is using entity ids, and the segments are actually their own entity
i think the issue is finding a way to attach the hp to the main body
well unless you want it to only be killed by the head, then do nothing
ah uhm none
Then how? :3
basically
get id of entity
get velocity and applied in a table
it will basically delay the movement
basically making a kinda of a line, where the velocity are stored and after it lenght is above the number it starts being used in a line for the entities
Those move histories are something I haven't seen before.
Also noticed you used SpawnEntityLocal.
i went safe there, not sure if world would still asign an id
since is not commented in type.lua
Also IIRC, there are virtually zero examples of entity id and their applications.
yeah, but they are self explanatory
I suppose so.
spawnentity returns an id
and you use getentity(id) to get a base entity
and you use that base entity for basically anything
remotely controlling spawned entity can be useful for some stuff
now the thing is collision
i'm actually quite stuck in thinking, on way to hook the body collision to the main head
Have them be able to be destroyed seperately before the head?
you can destroy them before the head yeah
but i mean somehow making it if you hit them, you deplete the main head hp
but maybe i can just confort with only the head be killable for now
BTW, is the worm behaviour reserved for snake eyes or stalker?
I noticed that local and child entities are kinda similar.
children entity are affected by the main coordinates so
when the head moves, it will kinda moves everything too
I see.
Meanwhile, local entities are tied to the base entity, but have better independence if that makes sense.
world and local entities only real difference is where they spawn
using local or world positions
Wait, so local entities are technically not tied to the base entity?
IG that makes sense.
so what if snake eyes has like 1 turret spewing singular bullets per segment
and the main head shoots 3 shoots
I have an idea about the parts being destructible but also not.
I imagine once a segment reaches a certain health threshold, it will be in a "destroyed" state where the attached turret becomes disabled.
yeah that sounds good
The player would be given a choice of whether they want to kill the worm as fast as possible via aiming toward the head while at high risk, or play safe by disarming its body turrets before finishing it.
BTW, said health threshold must ideally be higher than 250, the rough amount of damage a player collision can dish out.
since each segment is it own entity and can have it own code, i was thinking, making a faux-health bar
kinda like the psychosquid regen but in the reverse
and in it own var
the body hp itself would be infinite
I think it could be achieved using a boss-style hp check.
Hey, so since the Gatling Gun got revamped, do you think that'll also happen with The Gate Un Boss? You know, because boss weapons usually have that kind of deal.
It will for sure.
Which means the gate un will have another rebalance at some point.
YES, FINALLY!
Because for some reason, the weapon that attached to The Gate Un still firing even though the boss is defeated.
Yeah, all the fire patterns should ideally be disabled by the time the Gate Un is dying.
how
function CanFire()
return self.hitPoints > 100
end
gotta remenber there a second layer of children with the turrets
And then the gate un rocket child entities should have...
function CanFire()
return self.parent.CanFire()
end
i see
... Unless if that fire pattern could be a "Desperate Move" or I like to call it "Angry Pattern" 
basically, even if the boss is defeated, it will shoot a bullets to your ship, perfect for Nasty Mode 
some bosses have some unique nasty mode desesperation phases
like gate un spamming rocket uns
:)
That's a hugeass snake
i got slither ioed
Snek
I noticed that because it moves like a squid but its focus position is the player, what happens is that its segments aren't consistently connected.
Type II
Type 2?
Do you think the snake should have a staggered fire pattern for each turret?
I feel like bombs would be a great weapon against a snake.
Like Orandza once said, explosives are the solution to everything. ;3
Regarding this, I have an idea for this once I have access to the snake's code.
U realized the snake is the type II
From your pfp game
Oh, Bilaterus?
IKR
Explain that 2 tartary m8
Nice BTS of a video trailer. 
there still more room for footage
or maybe i can just cut the music here
or i can just put text like the other intermision
The latter I think?
yeah i'm doing that
since not everyone is on the discord i'm putting this 2 videos (snake eyes and poolships) as a mini tease
For platypus Casinopolis a Platypus Reclayed mod
Play the mod in: https://steamcommunity.com/sharedfiles/filedetails/?id=3601586656
Music by: ʜᴀɴɴᴀʜ
What happens when no player is active...
love the fruits falling of every part of the worm
HOLY BULLET HELL
there something charming with the big un being a placeholder sprite
anyways, i think like psychosquid said, the main head could have some kinda of wings
the redish one is for destroyed parts
was thinking, the main body should also turn red and it turret be disabled if hit too much
watermelon flavor
I wonder what cool plans do you have for the green dice sprites.
Okay, so no conventional damage frames other than destroyed state, gotcha.
yeah
the head could be destroyed too, deactivate it turret
of course before it dies
Will these spin constantly or according to direction?
I have a few more things I'd like to add.
alright
Hopefully I finish them quickly.
there no hurry anyways
there always has been something funny that lonely hills water was fully brown
Looking like flood water, LOL.
well the intention is that would be a mud road
and cars were suposed to appear originally
Gotcha
i kinda wanted to use the following eye, but with the angle and moving of this thing i don't think is really possible
cool
BTW, I used the boss-style HP locking system in place of fauxHP, since the latter isn't as consistent as the former.
i see
The OnHitByBullet() function that was previously used doesn't take external factors into account such as ship types that have varying damage multipliers and when they are equipped with pods.
what what?
Guess what y'all?
Wait, I think my discord glitch, I'll reopen the discord.
I managed to figure how to make the head invulnerable when at least one segment is active.
Okay, I'm trying to upload an audio so... I'll try again.
What the f—...
It doesn't send it???
i remember i had a similar issue but with images
Without that behavior, the snake would have been an easy target, specially if the player is armed with a high-damaging weapon.
is interesting
i think off putting is what i'm thinking
also this is basically the worm from platypus 2, only is missing it tail flame thrower
LOL, 
i think codding a tail shouldn't be so hard
I can easily imagine how it could be set up.
something similar as the current pokerchip looping
or well just add an extra that is calculated with the other vars, that would be easier
@fading python One problem... It's not mine 
But, there's a two options:
- We could Cover this (Which is I can't, I'm suck at that, maybe MAKYUNI could do it)
- Or just Credited the track where it came from (Don't worry, it's not copyrighted at all since the music was music video uploaded)
hmmm
OR, I just gonna figure it out 
Seriously, I'm struggling at The Organ Theme though 😭😭
i mean is not really that nesesary for every boss to have it own unique theme
anyways this thing
The more segments, the harder the fight becomes. 
damn
a very long one is basically a miniboss
i think atleast from my view, the worm was like the second most anticipated enemy after the icbm
or well is a boss too, and probably the most well known? excluding the brain
Lava serpent is defo one of the biggest fan favorite boss of Platypus 2.
another coin to the sideveloping platypus 2 reclayed jar
beyond the bosses, i think the hardest enemy to do are already done?
I guess so. :D
huh platypus 2 reclayed somehow is not as far as i imagined
i think the long part now is the graphics
Indeed. :3
OH HELL NAH.
Welp, I guess so... But hey, I think Option B was good though, since it's not copyrighted track, we could just credit the track where it came from.
i guess so
I think that's a yes. I'll update my tracklist.
So, One down track, four track to go!
oughm
I guess angle-based animation for the head will get the job done.
local positiveAngle = (direction % 360) % 360
local animatorFrame = math.floor((positiveAngle / (360.0 / self.animator.totalFrames) + self.animator.totalFrames/2) % self.animator.totalFrames)
self.animator.GoTo(animatorFrame)
Oh, and one more thing...
You'd be needing to put the animation code as shown in the image below:
That way, once the head initialises its destroyed state, it won't visually glitch briefly.
Incredible
eww flesh snake
NGL, the red dice look like wagyu cubes with X's engraved on each side.
it looks like it got skinned alive 
this thing might be one of my favorite enemies now
Likewise actually. 
also the wings actually make it quite harder to hit the first segment 
also the way the wings are there are a reference to a terraria mod
Epic reference
i really like how the worm made of cubes look
Trying to figure out how to properly set up the directional animation for each segment, which will be used for Platypus 2 serpents.
is your local hxy = {} ?
Yeah
hmmm
weird because either history or hxy is getting nil
also in the plat 2 thing, only the tail has that movement anyways
maybe it can be inside the segment itself?
like maybe it can get the velocity it itself is getting
I wonder how... 🤔
my brain is fried at the moment 
and i gotta sleep 
Before i sleep
'Insert the "what would donny do with this thing"

"To be used in level 11 of remam"
This is very promising...
Remember to set the initialize for 1 frame
I mean zzzzzzzzzz
Apparently, it doesn't work.
EUREKA!
Okay, so I used a somewhat different approach.
Awesome
I mean zzzzz
Okay, have a really good sleep. 
-# Well, for real this time.
I think we got at least 20 or 30 levels at this point lmaooo
hey look its the uafoe worm boss!
Type II Collab with Psycjosquid

Then 2nd phase 4 psychosquid and 2 type II
On the windows world
OOOH dice
Bilaterus X Psychosquid. :p
AKA Balrog from Street Fighter II Insaniquarium.
That goes into some bug fix 
So stuff i gotta fix
The old chips formations
And endless x4 to work
And add an instant exit for level x5
also fix the gas pipes
everythign works and everything should be working properly
i think i can publish now
oh wait there still some stuff with the black flip plane
Okay, I'm about to get my laptop to give you the newly updated black queen flip plane.
my bad if is bothersome that i make you get your labtop every so often 
i'm a bit tired of debugging today, + some uni exams

so i kinda want to get the update off my hands
Don't worry, I too wanted to make sure things are up to date. 
is gonna be updated on moddb too so, people that only play from, there are about to get the most mayor upgrade of their time 
the update of Casinopolis is Big ngl
Oh, for sure. 
imagine going from 2.9 to 4.0
Wait, should I send you The Organ Boss theme?
is it done?
I thought we gonna take this theme.
hmm if i remember tecnically is it another persons theme,
how would i put that in the credits exactly?
That theme was from "Multi-medium OST"
https://youtu.be/h-bXm7lvRl0?si=GZgu_NMp5xPkxjtD
Composed by Miguel Arada
Arrangement and Engineering by Taylor Baum
Track 33 from The Multi-Medium OST
The Artists was “Miguel Arada”
Don't worry, when I turn this music into wav file, I'm gonna change it the name.
We need to post the update by this point.
So, here's a thing:
There are actually two tracks that will NOT be included as original work. Because one is edited instrumentals, and that one is borrowed on other game OST.
I wonder when did you last time use the tool.
march
BTW, have you seen the maybe read.txt from the whole mod folder I sent to you following the polish of level x4?
yes
I actually wonder if people read this.
i don't think a lot of people go trought the files anyways
Where could I find this?
Haha, 
The mod's folder. 
Oh.
yay steam is not letting me use the workshop
6
I realized it's been almost 2 months (just shy of a whole week) since last update on Steam Workshop.
(Still not included is the Score Attack Theme, which is [Redacted], and the [Redacted].)
Alright, they're about to publish the update. 
BTW, I'm referring to the new tracks that will be included in the upcoming update.
With the addition of 6 tracks, your music library in the mod's public release will now total up to 8 tracks.
Wait... I kinda forgot something...
i kinda forgot you can see what i play, and the others play
anyways is updated
compiling the moddb version

anyways the april fools post was foreshadowing to the new description
||The secret was actually based on this.||
Did some corrections.
What I originally meant by 6 new tracks were the ones added in this update.
Now the mod has a total of 8 new tracks by Hannah Montana

Also, I wonder if it is now more appropriate to credit me as a side dev.
sure
LMAO
Insert Gibberish 😭
yeah that's way more appropiate for you 2
also boss x2 finally appears in the main page
Casinopolis today, insert poker chip
https://steamcommunity.com/sharedfiles/filedetails/?id=3601586656
https://www.moddb.com/mods/platypus-casinopolis
i love the mint chip
anyways if 4.0.1 is not emergency patches,
4.0.1 should be the rest of the reworks that were left to be done
Welp, time to create a music track again! >:3
also i think this could be deleted now, since it was exported i think 
anyways i'm exhausted

i think we are reaching that 2 gb mark at the end
well
we truly are on the end game
80% of the mod done
only the 20% left
It's not an Addon anymore 😭💔
anyways now donny can have all the fun he can, with this new toys
i wonder what donny will do with certain someones
3 of them
Then psychsquid 4 then 2 types II
Never has been BTW. :p
it was an addon
Wait, before?
pre d1.0 release
Right. :3
Which of the following reworks will be included?
Alright, I'll be queuing up a hotfix related to certain chip formations being off from the previous iteration.
ah yes, tecnically uses the same formation, but since acceleration rates now change, they are different now
Indeed.
i actually went trought every formation and translate it to the new index
tho bounce left side were translated as accelerate rightward
Ye, I noticed
d4.0.1 out now...
up to a good start 
Levels X2 and X3 are waiting for further layout revamps.
So once I finish the damage frames for the cuttelfish enemies, I'll be locking in with these two levels.
The latest Workshop build also somewhat tidied up Sprites/Enemies folder, moving more unused sprites to Unused folder.
i guess i can just replace my folder with this new release
i guess just data and gfx
Behaviours too, since I fixed several Lua scripts.
ah i see
@alpine iron you keep updating the serpent code to the angle based animation which doesn't work
i had it like the icbm one last time
IDK how that happened.
local spriteAngle = math.atan2(my, -mx)
local animatorFrame = (math.floor((spriteAngle / (2 * math.pi)) * 32 - 32) % 32)
self.animator.GoTo(animatorFrame)
you can just use this
it works
seems that your code only works with 64 sprites spritesheets
the serpent head has 32
Prior to the fix, did it at least loop fully?
Because here in the Workshop build, the rotation animation technically works, but it's rotating at the wrong direction.
Anyway, I just fixed it with just one character.
local spriteAngle = (-direction % 360) % 360
local spriteIndex = math.floor((spriteAngle / (360.0 / self.animator.totalFrames) + self.animator.totalFrames / 2) % self.animator.totalFrames)
self.animator.GoTo(spriteIndex)
my guess is the -direction
Also, you may notice that it is using self.animator.totalFrames, which means it should work regardless of the amount of frames.
And is also actually applicable to the old ICBM animation style.
Anyway, why I chose angle-based animation?
That's because the angle var already exists, so math.atan2(my, mx) is not required.
alright
I assume you also noticed this too.
Where the meat dice flicker.
That's because of self.animator.Initialise(destroyedSprite, 1)
self.animator.Initialise(destroyedSprite) will solve the issue.
that was not there before
Weird.
yeah no flicker
However, what happened instead in your case was that the red dice stop syncing with each other.
Meanwhile, with this fix, this is how mine looked like.
LOL, what kind of entity is this? :p
meat worm
All I did in the stream was ||playing the very first version of Casinopolis, bc why tf not. :3||
All I can say is, it's very barebones, and getting all area clears are more difficult than they should be. :p
it was the first level i ever made, atleasg it has custom enemies that aren't fully recolored
And custom scenario, that was pretty new at the time
Gotta still remember the mod came near the first mods to come out for the game
Really the mod is a living ship of theseus
Me waiting the Casinopolis Gameplay:
too big, too big!
I heard Notnotzaz will stream soon.
👀
bullet enemy
Is a cuttlefish
Correct
At least half of it
Cuttlefish reminding me of that sucker from Feeding Frenzy 2
:3
:3
:3
Nah it's jellyfish trust 
once the new cuttlefishes are in game, the twins may need some resprite, also i can handle those
was kinda thinking giving spaz it own super attack, which is just lightning
but the diagonal one
Painted with Red! 🔥🔥🔥
Man I wonder how many times I double team the twins with EoC on remam?
And making spaz harder than Spima
Yeah, you'll be the one doing those yourself. 
that sounds a bit threatening 
Forgive me for that kind of tone. <:3
anyways the idea is just a D shape
I am thinking that spaz could have a telegraph animation before dashing using its fins.
sounds nice
I mean the spaz with spinning flame is harder to beat than the normal one
It should be a feature on Nasty mode spaz
I mean it exist on Halloween remam
what doesn't exist in remam at this point
i mean i guess x4 content, but will be added later
And so will the pool ships and snake eyes. :p
and the new chips, despite them not having any unique behaviour yet
Damage frames completed. :D
Octopus
Is interesting how the deacceleration bullet now plays with the knockback of the cuttlefish
Imagine having to juggle 2 of the to try to get them far of you
Yoo! Did you, three, make this mod?
I was very impressed about this Platypus Reclayed mod; I'm like playing an actual Platypus Reclayed DLC, but it needs some polish and balance to its gameplay thought.
And also...
-# I'm the "Username_Underscore" guy :)
Indeed
You are from youtube i see
You guys are amazing! 🔥🔥🔥
Especially who made the banger track!
Keep it up the good work! <3
I wonder what polishment and balance you think the mod needs
I remember you said you do wait for x5 for a level
Well you do have to wait like another 3 months 
oh well plan b
Bosrush
I already had a back up plan
those uhh YT thumbnail bossrush platypus
let's just make it real level
My favorite boss is red big un
A red big un?
A reference to one of those yt thumbnails
Ah, gotcha
better than this
I do love me some Plover boss. :p
Is 99% just game images so i don't think so
https://www.youtube.com/@LevasGaming will he be mad?
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spiral of doom
Now that i think
They are just living versions of those split bullets
I prefer the remam kaizo chip than this
Despite having so many colors and variations i still consider the pokers chips to be a single enemy
Otherwise, Level X2 takes the cake as the level that introduces the largest amount of new enemies.
I think he refers to gameplay itself.
I think level x4 now has that title
But like specify 
Too hard?
Too much enemy spam?
Too many big enemies?
Too few powerups?
Unfair bosses?
10 enemies introduced on Level X4
11 counting the nuke icnm
Which is only used in the boss
Meanwhile, if you count all variants as their own, then Level X2 has fourteen new enemies.
Level x1 has the fewest i'm sure
I think level x1 is the more close to vanilla gameplay the mod has
Too hard? ✅
Too much enemy spam? ✅
Too many big enemies? ✅
Too few powerups? ✅
Unfair bosses? ✅

My focus on the Level X2 rework right now is pitching in as many chip formation as I can.
Notnotzaz hasn't even reached Boss X4 yet on his legitimate expert run.
yet
Well, I'm actually agree to it, because there's some parts of the area that are just too overwhelming to the player.
Especially when Notnotzaz playing on Level X4 in Expert mode, there's too many happening on the screen.
Yeah i think a level x4 rebalance/nerf might be needed
Tho reminder that is expert 
We already on the point where is harder than vanilla level 5
wah what awhat tahw
but before the overall review.
too much explosion
the first area is pretty good for its difficulty. start with some small enemies and new one.
the new small enemy is pretty good so far but it would be better if the indicator is much better for player to react. like traffic light.(tail gun is pretty dang awesome on the fisrt part of area ngl.)
the truck machine guns is too op imo. we got so much machine guns already.
-# i forgor some of my gameplay so sry in advance if i can't provide much feedback. plus i didn't even finish the level yet
No worries.
The areas with minigun ships will be reworked, since they too will be reworked in the next update.
the ship one right? not the truck.
Ye
Oh, wait the machine gun rework will also applied on other machine gun variants?
Yeah
This is how they will behave in the future.
Essentially, they will become their own thing, and not be more annoying versions of pink batoids in terms of their role.
I still think an hp nerf could be done to the trucks
They kinda feel a bit too tanky
Barrage and rockets trucks from 600hp to 500hp maybe?
Only the homing one really
The truck is not an gatling variant
Then grenade and smoke truks from 400hp to 350hp.
Yeah maybe 480
For being so much of an opressive power, they stay too long on the field
oh let's move to the rocket part.
-# i have a lot to say
I might also consider nerfing the shrimp's hp.
From my playtesting, they seem tougher in relation to their size.
I see
Don't forget the small fly.
Nerfed their HP from 180 to 150.
I may officially stream a Level X4 playthrough with all the nerfs I made thanks to all of your feedback. :D
while the rocket is pretty cool. but balancing seems to be throw out of the window.
the early area is okay but get more chaotic later on. make a rocket pattern in some part so it's not gonna be too much rng bs.(i wanna see straight rocket too :3). the non-pattern rocket should have 4-5 rockets on higher difficulty. the pattern one just go wild with your creativity >:3
an indicator for which way it comes would be nice.
p.s. is the rocket desrtructable?
Yes
off-topic: don't mind if i do >:3
Hmmm how would an idicator for direction work
let's think abt rocket in Jetpack joyride
I mean, I sort of did work on the direction indicator, but it's too subtle TBH.
Basically, what I did was that the missiles that are launched by the time they are on the left side come from the left side and vice versa.
However, this becomes hard to tell when there's a whole lot of ICBMs that are about to launch.
What if instead they just turn left or right when going from those directions
And up if they are coming straight up
Would be a good detail to implement.
Homing ICBMs tho, will always come directly from above.
so if it goes left then it come from the left?
Yes, that's the plan.
We would need to give the background icbms their full spritesheet too which is just the same but 50% smaller
that's a good idea actually
the background is kinda dark. when the rocket launch. make the jet glow a light so player can tell the rocket has launched
-# idk what is it call on the rocket butt
Thruster?
that's the hard part
they blend with the scenery
We could add neon lights to the icbms
ye. something like that
Only on the background
I just quoted this, I'll send it later 😭
Red for regular
Yellow for homing
Green for nuclear
Noe!!!😭
nuclear?!?!?!
me spamming nuclear icbm
They are more of an boss attack, than an enemy
I guess makes sense why you haven't seen them
“Are you kidding... Right?”
stuck on area 4 T3T
I am not joking I am serious
he'll spawn on the final boss
let him cook
and you don't notice it coming
They are super slow anyways
They won't be much of a threat
Smolbreyn's gonna file a complaint on that, LMFAO
He's gonna wreck it.
5 seconds on remam 16
yes we;re doomed
lemme gave him ptsd with psychosquid
Oh BTW @haughty bone, what do you think of the rocket trucks?
thoughts on granade trucks?
"Perfectly Balanced" as all thing should be. imo
-# maybe decrease a rocket speed a lil liltle bit.
Sounds like it. :p
Besides of dev of Remam, are you planning to create an original mod?
nop
REMAM is his flagship project, so.
Why?
you want me to make the harder version than remam?
I mean it's the most annoying mod yet
I mean it doesn't to be harder
It can be just chill levels
Mildly inconvenient mod
Remim
it had some Absurd stat
Remim.
you got that one
for "BALANCING"
idk why people keep on using mindustry
so lemme introduce you JOB
I had been telling everyone to use other ship
seems like everyone love mindustry
yeah gotta get the counter atm
with the worst Gen Z thingy you've every hate
cheat mod
beat this one enemy and the game is finish
OMG SO EZ
I'm about to stream.
Anyone else wanna join the stream?
@haughty bone?
one moment
I NEED the NUKES
Aww I miss the stream.
i didn't stream it actually. psycho did
that is still a missed stream anyways

Lost 2 credits in the recent playthrough.
anyways what were the nerfs
big trucks to 480
med trucks to 350
and shrimps to 150 right
Oh
I say this because I did very well on one of the runs during the beta.
anyways cuttlefish exported
the
Like Tar tary said before, rip orb squid...
they were not even suposed to be that spherical
this was the first concept
Is this early concept for the cuttlefish rework?
for the enemy in general
ig we can see the pink version in action for upcoming level 4x
Ah gotcha
it was originally suposed to be an level x5 enemy
...
so you guys
move from x3
then goes to x2
then goes to x5
for the cuttlefish
it was x5 then x3 and finally x2
bouncy gunship, pool ships went from something similar
they went from x3 to x4 to x5 then back to x4 and to x5 again
the cuttlefish?. yeah now they are native to x2
Or rather, they debut in Level X2.
the sand dollar is still on x3 right?
oh ok
cool cool
mind if I use this for level 5x remam?
i guess so
I just saw Tar tary saying fuck for a brief second. 👀
did i?
Or maybe not.
u halucinated
Can confirm.
Or do they you mean.
I think from what ik only psychosquid and john who took a look at my folders
LOL, I'm also one of the few people who call Tar tary "tartaz".
ngl only 2 mods who were actively updated on Platypus workshop
but mostly remam
this one is taking a long time cuz for quality
not really that, there isn't that many modders active at the moment
my guess is that platypus 2 reclayed will be getting actually playable around the end of the year
I realize I make about 1/3 of the entire workshop items.
Some are collabs tho.
makes me wonder if 2 reclayed will beat this mod in subs, maybe but there isn't that much influx of players at the moment

something, that this image is so cursed
because is not even an in game image, i made it
The rocket trail was a dead giveaway
scrapped since 2.1 and fully scrapped since 2.2
only remam had it
still use it on recent levels
honestly that enemy is big and a bit hard to dodge
no way Zuma deluxe reference
Huh, purple one?
Love it
- Starfish man
Holy shit, this thread is close to 10000 messages.
what if the bullet is different from the usual homing bullet?
the bullet got shot out and stop in place first then go straight to player location.
🤔
So mosquito shots
Sounds like a Touhou gimmick. :p
ye
-# idk touhou much T3T
Idk it feels like just changing it for the sake of change, and i like the flow asterisks give
Hey, what about Strikers 1945 thing...
