#Platypus Casinopolis
1 messages · Page 11 of 1
Asterisks were designed as a pseudo-vanilla enemy if that makes sense.
So I don't think there's a reason to change their fire patterns.
let's leave it that way then.
If anything, another asterisk variant would have to be made.
We finally did it
what do we won
I'm still pitching some more chip formations.
I pretty much want to get the most of their new behaviours as much as I can.
i do have some idea for formations
i can't think of more formations
chips offers so much potential for unique patterns but barely can think of any
infinite bacon but no bacon
Currently working on this.
it should be
circle then smart circle, chill another circle and chill
atleast that is what i have in mind of how it could be done
👀
too many balls
That was recorded on Nasty mode, LOL.
Will they fully touch the left side?
i guess they can be like the mine chips from x4
where they retreat backward before touching the wall
of course, this ones aren't mines
another idea, 2 yellow chips comes from the top, when hitting the ground, they instantly go up and also after a bit they are applied accelerate downward
like a jump of sorts
chip souls truly are the death bullet of all time
Indeed
not sure if this one is understandable
I think I get it. 
there could be a big circle variation too i guess
one area with random chips and random direction
what do you think?
random movement kinda has it issues
Maybe some rand domeship style formation could work.
I have a weird movement concept like this:
It's like a wave form.
Top First (Black) will make the wave
And the Second Bottom will make the wave (Red)
what about this one, it peeks and instantly retreat,
then go to the other side way faster
and repeat from the other side
Wait, this is cool.
nother one, green one that goes around the edges
this one is a reference to certain someone
||One of
's planned movement patterns for its main boss fight I assume.||
||that's pretty spoilery
||
REMAM ROAD RAGE
I decide ro make 2 hardest boss together
better than having 2 Apocalypse train
So you're enjoying making Casinopolis Level X4 more annoying, right? :3
||Epic jetfighter jumpscare.
||
🤔
BTW, I found a critical bug where if the fly leaves (yes it can leave after about 20 seconds), it doesn't despawn offscreen, which meant void time by the time the level script is at waitForNoEnemies().
fly
Done
Real
How about Locust?
IIRC, it doesn't leave.
I have a feeling that the beans use rate would skyrocket, thanks to all those kinds of chip formations.
Tail gun too. 
some invalids animation entries that are still in the mod
It all attributes to the fact that these are unused.
also some funny stuff
I honestly don't remember where to find those. :P
appdata, locallow claymatic games, platypus, player log
Gotcha.
Also, I think I found another game-breaking bug related to Level X4, but this time it's about ICNMs
On Easy mode, ICNMs travel at a speed of 0 when it was supposed to be 0.8.

However, because the DiffDict used was integer-based rather than float-based, it got rounded off to 0.
Ho boy, another hotfix.
The speed of all launched ICBM variants now use floats instead of ints.
oh boi
can you send the 3 lua files?
alright
I hope so too.
d4.1 will likely include not only some enemy reworks, but also Level X2 rework I am working on.
with interesting poker chip formations this time
instead of go straight do 1 step and go away
I can already imagine that Level X2 will be the least vanilla-feeling, due to the sheer prevalence of poker chips as minor enemies.
My progress so far...
cool
cool patterns
MS Paint?
also every movement is suposed to be symetrical and consistent, but my hand went off 
yeah
DNA ahh
pokerchips kinda reminds me of [generic shot em up enemies]
I guess the chips are a tribute to those classic generic shmup enemies. :3
...so funny thing, level 2 doesn't work on me
A crash?

there's a chance that it may work after restart, but that's really annoying (ik it's not your fault, though)
reclayed really doesn't like big assets, huh
awesome mod so far, though
Unfortunate
yup still doesn't work on restart, that's sad
do i really have to wait for the devs to fix that load time
Team Claymatic?
As mod developers, our most feasible solution is to optimize each sprite.
To my experience, the second level loads the longest, and therefore higher chances of the game crashing for lower-end PCs.
yeah the other levels don't work, either
i'm surprised it can even load the first level
my memory ram is apparently like 16gb and somehow that can't handle too much load
like am i missing something here or are specs nowdays too advanced for me
there must've been something that i don't get that may have been limiting the memory, but i guess i have to surrender for now
yeah that's what why i'm confused
wonder if a reinstall would do anything, i kinda doubt it
can't believe my laptop would just lie to me and think it doesn't work like that
Edited Ver.
Maybe try that.
i guess it's worth a shot... (i'll do it later)
I think people with under 16 GB ram can't handle level 2 casinopolis
here it says 16 gb
Need more.ram
download more ram free online 100% real no virus
Added Level X2 Rework Progress Report
Do I need to spoiler 4x stuff on remam?
It's best to ask @fading python specifically.
Cuz it seems like people haven't play the level yet
However' they are probably still sleeping.
Like eboy
Either way, if I were you, I'll mark them as spoilers.
He uhh donno how tf the boss 1 turned an apocalypse
... I forgot to do it
||Boss 1’s revenge||
Tecnically the update is out
Is harder to avoid spoilers
However it would be appreciated
And now you sent it again xD
Either way, I agree with Tary
It's hard to avoid spoilers when something is released, but it's appreciated for them to be blurred out at least until some time has passed after the release
Nope but you can delete it and upload it again as spoiler
No delete option either? What the heck
That's weird
Mobile btw
I can delete my messages on mobile tho
But my options layout seems different than yours
U use iphone?
Oh, you're clicking on the image, not the message
Oh now u get it
Nah, I don't have that much money xD
U can't spoiler it
Oh nono, I know
That's why I said, you gotta delete it and send it again to spoiler it
Isn't that just normal chatting?
You can delete any of your messages
Yes I can
But it doesnt let me edit the picture after I send it
Ehh ukw what fine
Let them have it ig
Cuz I just about to post me vs 5 of them anyway on yt
Good luck suffering xD
Lmao
Well I don't think you're supposed to spawn 4 super complex bosses at once
Also probably the whole screen being covered in smog would make your PC explode
funnily the pokerchips are basically as complex as the mod bosses
But you see them in mass
True as hell
what if
Purple shrimp with boxing glove-colored claws.
What would it change
It would just be a red shrimp
But purple
I think i missed the opportunity to have a blue shrimp
What would a blue shrimp do?
shoot lightning
yes
You really like putting the ticks turret to anything huh?
cuz Kaizo

I wonder what remam will be once casinopolis ends 
Platypus 2 Reclayed content.
That's like much later
And don't expect Bananawar to exist on REMAM due to an agreement with the creator behind it.
And as for the rest, IDK. :p
I won't add her anyways
I think I secretly added donkey kong music on level 12 remam
The music doesn't belong to her, so that's fine.
I kinda see a more playable early levels of plat 2 reclayed around the end of the year
While i see x5 and the nasty content around july august
I meant year not month
Platypus 2 reclayed tomorrow 
So many people wanted Platypus 2 Reclayed, yet haven't done much to support the modders, or better yet, help the modders directly. 
Not everyone has the skills or time to help for such a proyect
A harsh truth for sure.
btw there's a bug with the bomb fuse
when you restart the game when it was launch it keeps the fuse sfx
quite a nickpick but it's a bit annoying
Why this shimp has a boxing gloves? 😭😭😭
Bottom line is, I added the following code to eliminate the fuse SFX bug:
function OnDestroy()
if loopingSFX ~= nil then loopingSFX.Stop() end
end
ok
ONLY ON REMAM
The OnDestroy() void wasn't added in the beta until the full release of Update 1.4
@fading python, does your enemyshot_grenade.lua contain this line of code?
I will check tomorrow
Perhaps you are about to take a well-deserved sleep then?
I'm making noodles
Ah, in preparation for your midnight snack huh? :3
-# Even though it's still not midnight yet.
I guess so
casinopolis Smoke truck :
ez to beat
Remam Smoke truck :
Funny how there now a sprite for homing spinners
yeah
I mean it started in remam and then implemented here
the one from remam level 12
the ez target gatling gunner
now I make it the smoke truck does it
I can see there are nuke bombs in the BG waiting for reMAM destruction 💀
Yes
Nuke every 5 seconds
kaizo nukes
They snipe with random tick
Still continues
update : yeah no
i think the conclusion is that my ram just can't handle it
i looked at the memory and it stopped at 10gb when it happened, such shame
Hammer head
and the other
Love their visual glow-up.
The rework started since late February AFAIK.
cuttlefishes and gatling ships got the bigger glowups visually
also homing gatlings are kinda champion enemies
Champion enemies you say?
just i term i use, for kinda very strong enemies that aren't minibosses
I see.
i do count pink cuttlefish, big dollars, the 2 big trucks in it too
snake eyes too
||also i guess the big asterisk is one too||

the bullet casings implies other ships also have to use them
i wonder where do they go
i guess i assumed they shoot energy or something
Always has been LMAO
then what is the gatling ship shooting? 
If it were to shoot solid bullets, they won't be as visible as energy bullets.
energy in a bottle
the gatling guns themselves are kinda inspired on those fishes that attach to sharks and other animals
the ones that clean stuff
Remoras, IIRC?
yeah
the inspiration is there since 2.1 when i made them but is not that apparent
the first idea of the gatling ships was kinda that they would hold the gatling below
https://tiermaker.com/create/casinopolis-enemies-19423635
made like a tierlist or stuff, for enemies
only x1 and x2 for now because my hand hurts a bit
Based on how easy or hard they are?
Finally.
i put them on how much i like them
Rather than by difficulty?
it can be anything
For an obvious reason. >;3
Anyway, I wonder what led you into making an enemies tier list?
Are there other resprites on the way other than the ones listed on your checklist?
boss x1 as a maybe
with the rest am sastified on how they look
also is 46 enemies listed in the tierlist
Lemme speedrun this tier list for real quick.
if you add certain 2 enemies remember to spoiler it
What will be your metric when rating them?
I don't see smoke truck
Based on how tough they are to defeat, how fun they are to encounter, and how very annoying they are if you're in a situation in Nasty Mode.
also tecnically i didn't added the nasty minibosses
Where's my Daughter my mini-boss.
yeah i'm gonna add them
Oh.
give me some time
Note: It may be inaccurate because I don't really seen some gameplay of the Casinopolis Mod on YT.
It's okay.
I forgot to ask what are your metrics on "liking them"?
nasty minibosses added
design and mechanics
I see.
Fun factor included?
yeah that too
i forgot to add the mine chip
also added the other 3 for good measure despite them being for x5
the locust is one of my favorite enemy designs
@alpine iron
So you do love Nasty minibosses huh? :3
Yep, don't ask why I put the organ on the beloe one.
I think I know why. :p
the slot boss is funnily just a by product of nautiluses going to x3
Okay, here's my opinion about The Organ
- It's too easy to defeat (With Beither or Wyvern) with Rockets because it's a 100% guarantee it will give you that.
- Somehow the pattern of the boss seems to be easy, and also when it's about to attack, it's just too slow, you could spam a lot of Rocket to its vulnerable state. (in my opinion)
- It's not that really fun like the rest of it, because The Organ is like a Slot Machine but Resize and slap a nametag "Boss"
The tides turn once you face it on Expert mode.
On that difficulty onwards, the organ fires more saw bullets.
Often without warning.
Anyway, I'll fix this boss fight by revising the power-up loadout.
I mean, to be honest it could be reasonable if the Bossfight will take too long, the dragonfly will give you a rockets, if that's not enough, 100% guarantee will give you "Hotdog" powerups.
I think the fight should start slow.
With the power-ups given being of moderate power.
the slot boss fight is the only intances of regular powerups in x2
not counting hidden ones
YES! Finally!
anyways
my favorite boss is the hellsquito
m favorite design is the locust
my favorite enemy is the asterisk
and my favorite hazard is the gas pipes
Locust?
The boss version of the fly. 
@fading python I have a suggestion:
Since NotNotzaz play a nasty mode, I just realize that Chip Soul are really annoying. Even though they are defeated, their soul is still intact on their pathway, which really sucks.
So instead of their intact position, upon death, the soul chip will go to the player position of where they got killed.
So, they start at a slow pace, then fast, like a homing pink missile.
ehh...
The souls following their original paths were already set in stone.
That was the intention.
Ehh... It's just my opinion thought.
Okay, time for me to continue my work on LX2A3
silly idea
They literally form an arrow shape.
formation idea 
Random bullshit go movement. 
Anyway, I am now closed for formation ideas on Level X2, due to the length.
having ideas for formation is better than not having
also they can be use elsewhere
It'd be good to plan ahead the formations for Level X5 in particular.
Nuke is S Tier
you could do your own tierlist here
https://tiermaker.com/create/casinopolis-enemies-19423635
If you wondering why I put spaz on s tier
His charging attack is great
Laser poker is the best
Idk why you guys make smoke truck
It seems useless
Until I turned it hard mode on remam
Smoke trucks are meant to support other enemies like Mega Gunships. ;p
Their existance is useless for me
That's why I upgrade him
He can fight alone and support too
Can be both main dps and support
Fair enough. 
Why I put shrimp on A cuz old shrimp is better
Because it does a 360 no scope?
You know, you can make it so it can only fire random bullshit go sniper shots.
And it seems like the old shrimp is way harder to spot and kill
They start on the back
I prefer to be on front but you just don't notice it as there is a lot of enemies
Someone name the Mad Max Boss
- Bull Armadillo.
Who did?
Here is the list of Add-ons:
• Allow Spamfire and Longer Stars
• Original SFX (Casinopolis)
• Casinopolis Ship
GAME: https://store.steampowered.com/app/2912430/Platypus_Reclayed/
MOD: https://steamcommunity.com/sharedfiles/filedetails/?id=3601586656&searchtext=
#platypusreclayed
This one?
Cuz I saw in the comments section with a comment saying: “Bull Armadillo”
I wonder what is the purpose of pink chip and uhh aqua chip
Nuke should be S
The Apocalypse Truck
Level 5x sneak peak
I see that most other bosses are unbalanced.
Is that true?
tbh the gate uns might be put up a lil higher. but the design does it :3
I mean, all the other bosses are at C tier I noticed.
the design is pretty awesome but the gameplay....
-# here's some re-adjusting
wait. i put the wrong boss lmfao
-# let's take it as a boss x3 :3
Looks like a laser gun
Nah it wormship choo-choo revenge
In the next update, vases will no longer become obligatory for kill percentage.
Do you guys like this change or not?
Actually, that was a great change.
I wonder how would it be compared to the vanilla bosses
Worth noting that most vanilla bosses aren't too gimmicky with their attack patterns.
-# They're more like practical if that makes sense.
Boss 1 just goes back and forth with 3 turrets attached
Boss 2 is destructible
Boss 3 just goes back and forth with 3 turrets attached
Boss 4 goes in a circle and spawns either a turret or squids
And boss 5 grabs stuff
Boss x1 just goes foward and attaches several turrets
Boss x2 goes in a circle and does random attacks
Boss x3 dashes at you
Boss x4 goes back and forth with different turrets
Boss x5, boss x5
I remember hearing critics of vanilla bosses, that they were boring and stuff, except the final one
At least they are more interesting compared to Platypus II bosses. :p
Except for the lava serpent and the mother brain, which are definitely interesting.
I think the desert serpent is nice
Part of the reason they think that way is because during the development of the original game, the bosses were kinda rushed, and not much have changed fundamentally on Reclayed.
Sure, the train, serpent, and squid mother have gained new attack patterns, but still, they fundamentally play the same as their original counterparts.
I have a rather funny thought...
What if the background black queen flip plane on area 3 spawns at ANY difficulty, but won't go inside area 4 and be fought on expert difficulty or lower?

Also, as you can tell, I too joined in the bandwagon for writing random code comments. :3
I think it can be a funny detail for the queen flip plane to appear in any diff
I would be interested to see what players would feel about seeing a boss-like entity outside of a museum, expecting that it would be the boss of Level X2, only to find out that the organ is actually the boss of Level X2, at least on Expert mode or lower.
@torpid hearth, notice the comment I made for the background flip plane spawn?
a bit too colorful maybe
Yeah, considering that your PFP comes from a spinoff of Hazbin Hotel. ;p
Well, that is just one of the inside jokes that were written inside the level file.
I mean, Tar wrote hotel mario in that file too several times, LOL.
Off-Topic: Nope, Helluva Boss IS the first creation animation, Hazbin Hotel IS the spin-off! (Second Creation)
Yeah, I've been following the Creator a lot.
You know what? I suggest that add a text down when The Black Queen Flip Plane is coming saying “The Mother of all Flip Planes”
When it spawns as a boss fight that is.
Also, this change has already been in effect.
Lore Dump about Black Queen Flip Plane:
-
The Black Queen Flip Plane has a name model XFB-3 (Reference from Strikers I Boss, XFB-1).
-
Has 3 titles:
“The Mother of All Flip Planes”
“The Black Phantom”
“Squid Mother's Cousin” -
In the lore, the Colossatropolis engineer took the hatch from the wrecked Squid Mother Ship, adjusting it and then attaching it to the Black Queen Flip Plane; that explains why it has an exact same hatch.
I doubt they can for the same reason they can't for Psychosquid.
These are hidden bosses.
Oh, no showcase then.
-# Even if mods like REMAM expose them lately.
Well, who knows?
Well, okay. :)
Wait, that's kinda genius. Make it the Black Queen Flip Plane is the only Mini-Boss that reveals itself in any difficulty, but never fought on area 4. Unless if you're in Nasty Mode.
;3
I like it!
It was already exposed
I decided to Put 4 Black queens to Dox you(/j aka remam not seriouslt dox)
You're so sneaky. 
You forget something...
Well enjoy all encounters of that Pomni chips
"Partying outside of Hazbin Hotel be like..."
-Psychosquid
👀
silly names for silly weapons
You'll notice that all the Level X2 stars now have a hidden lettered weapon as opposed to only select stars having them.
Very Japanese
I see what you mean by gold magnet. :p
The ones that aren't in the mod yet officially are not included in the poll for an obvious reason.



Yellow Chip because :3
Their cute cat smile. >w<
:3
-# i just changed my mind a mere second i saw this messege :3
What was your original vote?
purple one >:3
Yo purple based
is the music are randomize each time player enter the Score attack?
There was a plan for it.
Yep, but that features is on Standby.
||Note: Actually, my tracklist is almost done||
is this include boss music too?
Yep, BUT! It doesn't mean it's almost done.
||Spoiler: Tar Tary is secretly making an additional level||
wait faster :3
peeveezee
So what was your metric in ranking the Casinopolan enemies?
Oh CMON
is there even a Platypus Casinopolis discord server?
These three are already technically in the mod files, but aren't finished yet.
Unfortunately, it's for only devs.
Cyan chip
I'd guess the purpose for the pink chip is to shoot pink homing bullets
Oh and uhh
Idk
-# Having armalyte [aka baddie tune 2] on the Stitched boss kinda fits
Why not makuyumi one?
“makuyumi”

Also, it's just like your good ol’ boss 1 ||or Wormship Choo-choo|| is taking revenge towards ya
After what have you done to it last time...
-# a lore
👀
now that i think of it, we are back to the first model of the cuttlefishes
creature
ok what if the teeth row is rendered separated
actually spazmatism never closes it teeth, also couldn't give it damage frame
so maybe not
Spaz
The “spaz” now reminds me of that old game Jazz Jackrabbit 2 xd
What about the v2 the spaz has spinning flame like remam?
Spaz won't be getting changes
But i was thiniking adding some attacks to spisma
When Spaz is charging towards the player ship, its thruster should be moving like the cuttlefish attack.
@alpine iron I think the roadkill boss just lag the game when you use lighting star attack
or it just a ram issue?
RAM issue I think.
Looks like a fusion of a Flip Plane and a Big Un.
That's because the flip plane is carrying a Gate Un's turret to be equipped by the Gate Un.
Oh, that's make sense.
I saw an error message...
aren't those fun?
The error messages?
Anyway, I already managed to fix the error.
Can we all appreciate the timing with the Gate Un's intro?
Yes
Added a SFX when the Gate Un equips the rocket turrets.
dot
Zomboz
got this to work, but no collision
tested deactivating rotation, and no collision, i think is just my collision map
collision again come back to curse me 
don't you love to see it?
still nothing, i have no idea what's wrong with this collision
i hate collision sprites
WHY THE HELL
DO MY [unity collision maps] WON?T WORK
BUT WHEN I GIVE THE machine TO DO IT ITSELF IT WORKS
The entity that fires it?
i mean that when i give it the collision map it doesn't work, but if i let it autogenerate it works
Wait, it's working now!?
yeah
How so?
Oh man, gotta love inconsistencies behind loading a collision sprite. :33333333
anyways, we have directional lighting
you may not want to rotate in real time the thing
since i predict it will just screw up
Yeah, I can already imagine.
Anyway, does the other entities loaded after the directional lightning entity spawns have their rotations fucked up?
Might as well try out that entity behavior. 
That's a lot simpler than I would have imagined. :0
the consequences is that it needs a bit of sprite engineering
Actually, was this code based on the real-time rotating laser?
LMAO, 
that just gives it the rotation by angle
i just gave the entity rotation + 1 to test
I just hope the other enemies that come after that lightning-spewing test entities don't have corrupted rotations, like what happened on one of my test runs.
Yeah, that one.
i was honestly scrapping rotating in real time lightning as a possibility
also yeah i for got that happens, let me test if this happens too
poor spisma
like i think, it should be fixed, if we gavve everyone a on initialise a rotation of 0
or call the devs to reset the rotation to 0 per entity
and not let it cue to others
Yeah, that's what MAKYUNI suggested.
I wonder if this is an easy solution for the devs to implement, considering that they claim that rotations in general are just unstable.
ok so something i notice, it that it does reset, but after the first one is affected
it has been done before it shouldn't be that hard
Yeah, I hope so too, but Kroporo isn't working on Platypus Reclayed anymore, so we gotta put faith in Stu or someone else.
Hold on, do both of them have self.rotation = 0?
none of them have
i haven't added that fix
also is self.**animator.**rotation = 0 
Reasonable Crashout, ngl.
So you used self.animator.rotation instead of self.rotation? IDK if there are clear differences TBH.
Attached sprite animators might be the solution for this glitch.
Why so?
adding self rotation screwed it worse
Because the Lua Reclayed Turrets have an attached shadow sprite that rotates doesn't mess up the other entities.
Its rotation value is only tied to the sprite animator var.
i see
but well
gotta remember what hapend with the last time i tried attached spritesheet rotation
Ho boy, the flashbacks.
That was weird.
anyways gonna try that spritesheet method
Let's hope it works.
Just as you thought.
but imagine this
it summons a child entity that sets it rotation to 0 and disapears
so the next one is not corrupted
Are you testing this RN?
So the lightning summons that rotation-reseting child entity?
yeah
also weird spisma is right and spaz is weird
despite spaz being summoned after spisma
now both are screwed up
That didn't age well I think.
like i said, adding self.animator.rotation = 0 on initialise, on them, it fixes it
anyways i think we can report this issue
too much playing around
I reported it way earlier, but haven't gone much into detail.
well time to report it again
thanksfully we have an option
an annoying option
but an option that fixes it and is giving self rotation to 0 to every entity
or atleast every entity that comes after it
- we are still months ahead of d5.0 release
Ah yes, the exact same thing @sharp verge suggested.
i remember the json object leaking bug, that one was very bad
anyways gotta we can always do
put said rotation reset enemy
after those are dead
like in the level commands
Before so, have you tested it on select enemies that come after the lightning test enemy?
yeah, the twins are after the lightning test
anyways this is just a mild annoyance, atleast we have dir lightning
We should be archiving any unused Lua scripts by this point.
Uhh... How many Lua's in the mod thought?
114
That's a lot, and I guess there's some Lua's that is not used...
weird how the sprite animators attached also moves
well yeah screwed collision
was thinking making a separated sprite sheet with the first 2 sprites and adding a thing to let the player know where it will move
I think it would be better to integrate that into one entire sprite sheet.
i guess so
if timer > 0 then timer = timer - 1
else
if lightningSet == false then
lightningSFX = PlaySoundRaw("s_enemy_kazap")
if lightningSFX ~= nil then lightningSFX.loop = true end
lightningSet = true
end
if sprite < 1 then
timer = 10
sprite = sprite + 1
else
timer = 2
if sprite < 9 then sprite = sprite + 1 else sprite = 2 end
end
end
there like 3 lightning levels i was thinking on making
spark: quick and doesn't block bullets
lighting: it takes it time also also blocks bullets
superbolt: takes the longest to wind up and has the bigger hitbox
Found a weirdass behavior regarding attached lightning.
oh yeah the same thing was happening to me
Anyway, have you already painstakingly put self.animator.rotation = 0 to all entities?
not yet, i think is better to do it once we are at the part of development where we are actually making the level layout
also because it means we only need to add it to the entities that are after the enemy itself
so less work 
anyways how is your sprite set up?
or is it just the regular sprite
animations.json
{
"sprite": "Effects/Bullets/directional lightning",
"collisionSpriteScale": "Effects/Bullets/directional lightning_collision",
"matDayCycleMultiplier": 0,
"generateColliders": true,
"matReflectionPass": false,
"matEmissionPower": 2,
"rows": 10,
"columns": 1
}
Attached sprite.
is it exactly 100% bigger on the side?
More than 100% actually. :p
110%?
From 3800 to 8000 pixels long.
alright
how much is timer at the start anyways
10
Don't forget these, or you'll have a forever looping sound even after destroyed.
function OnDeinitialise()
if lightningSFX ~= nil then lightningSFX.Stop() end
end
function OnDestroy()
if lightningSFX ~= nil then lightningSFX.Stop() end
end
and for deactivating?
if self.lifetime >= 200 then self.Deactivate() end
i had it at 300 
world strongest un
anyways something like that type of indicator i was thinking
with this setup is kinda harder to make moving lightning in real time
Meanwhile...
yeah bit that is as distance 0
at more distance off the entity it will probably just do this
anyways still useful for
||the omni chip||
i mean that is basically what the superbolt is
Haha, yeah
still wondering how the dir lightning enemies should move
I have them spawn as child entities, and it works.
function Fire()
for _, bulletParams in ipairs(turretData.CalculateBulletParams({ x = 0, y = 0 }, angle)) do
bulletParams.args.AddFieldFloat("angle", angle)
SpawnEntityChild(bulletParams.bulletEntity, self, bulletParams.spawnPosition, bulletParams.args)
end
end
yeah i know that, i just haven't due lazy and the placeholder entity doesn't move
i meant the movement of the enemy itself
Actually, have you set them up like that earlier?
Will Cyan Chips fire directional laser?
yeah
i was thinking the lightning sprite should also have rounded edges
so it doesn't cut off
when firing too far
I prefer old cyan chip thank u
Too evil?
Just imagine that but 5 of them
The usual formation that remam use since level 12 remam
The one after wall of uns on level 12
Maybe give then the target b4 it launch
Pretty much so.
Mostly
I'll continue rebalancing the Gate Un.
I think I am now satisfied with the Gate Un boss fight I rebalanced.
I replaced all saucer spawns with boomerangs, and removed all fish fighter spawns during the boxing glove section.
Might add this on remam when level5x was done
cool
Didn't you already technically add X1 as level 9? :p
In all fairness, it is pretty much a modified Level X1 in terms of sceneries.
So we can't call it Level X1 per se like you alluded to.
IG I'm vindicated. :3
So, is the Level X1, X2, X3, And X4 Balancing is done thought? Or it's almost there?
I just finished the Gate Un Boss rebalance.
Level X3 hasn't started yet according to my pinned message.
Plus, I am waiting for a new enemy to materialize for that level.
Huh, I kinda knew what will be balance there
-# Especially the Snail that shoots gasses, their hp was equivalent to a strong brick
I'd prolly want that small nautilus to be a bit more like a glass cannon...
Aggressive and agile yet has modest hit points.
Wyvern vs the first two bosses.
-# Edit: I deleted the original video, due to unedited parts. :p
Also, I increased the Organ HP from 8000 to 10000, because on one of the unrecorded test runs with Wyvern, I was able to quickly defeat it before the 60.0 speed bonus mark.
Does this heath increase in Nasty Mode thought?
It'll be 10000 HP across all difficulties.
Oh.
Difficulties don't change enemy hp. Unless mods allow for that? But in the base game, only thing changed by difficulties is player damage, and only on easy and regular. Enemy hp stays the same always
The mod prolly won't feature enemies whose HP changes per difficulty.
Reuploaded the video...
Cyan Big Uns will no longer be armed with turrets on Hard difficulty or lower.
This is all thanks to the fact that I Lua-fied the first ever custom enemy @fading python has ever made. :3
Also, the turrets will no longer keep on firing when the Cyan Big Un is on the far left off-screen.
weird how trail gun uses yellow flashes despite a sprite of purple flashes exist
IKR? :p
so i have this idea
originally the lightbulb enemies would look at you before launching their lightning
what if they are just an static bulb
so they can use lightning at distance 0
like just this, the lightning would come from the center
I wonder what would be the movement pattern of the bulb.
i have no idea 
Maybe, it step like slow?
From the looks of it, I imagine the bulb would act like a Purple Tick, though that's just speculation OFC.
i mean kinda
they are more squid/octopus like now
hover craft
funny their only mayor redesign since 3.0
sparks are suposed to be fast lightning, and basically look like that one new laser ship from platypus 2 reclayed
Or one of those small enemies I concepted in my decade-old sketch book.
yeah
One that pays homage to an enemy in Astrobatics.
but directional this time
i may make non dir variants of the 2 new lightnings for [enemy]
Love how the word enemy is encased in an array. :3
i blinked and you are blue
-# Thinking that I would spew out a giant trashball toward ya
I reported this long ago, but sadly it seems it's still not fixed
flashes and star particles can be a bit messy
But anyway, I fleshed out the Cyan Big Un's damage effects.
Konichiwa MAKYUNI. :3
Have you voted yet?
yellow is winning anyways
kyunichiwa! :D
sadly I can't remember all pokerchip behaviours, so I'll just vote which one I like, graphic-wise
pokerchips are very simple anyways
I think they missed the bug texture
I took a short peek, since I didn't wanna fully spoil myself
-# if anything you are one of the most spoiled persons in terms of upcoming content 
This is what Yellow Chips do at work.
true xD
I thought they meant spoiled brat. XD
They are responsible to fix anything since they are big.
Outside of work, they play like cats. :3
tecnically blank mini chips exist, but the 2 entities that showed them are now scrapped 
What 2 entities are you talking about?
the old nautilus miniboss and boss
Hey, what if that miniboss and the main boss that got cut actually show up somewhere in the level? Like, as a little Easter Egg for beta bosses. :3
Wait, is there anyway to make the painting like a rare chance to spawn thing?
I saw your vote. 
if you make everything else extra common, then yeah
I wonder if it is worth using force tiles for certain tiles.
Wait, hold on...
-# I really like to put this as an rare painting
fun
Any artstyle would probably be welcome on the art gallery of Fool's Manor.
It's funny that the art-style is REALLY different from Tar Tary's Art style.
What painting software did you use?
Ibis Paint X.
finally did some final sketches for the stalker, the 3 dir lightning enemies, and the time bomb redesign
means i can now start modeling them
also funny for me i use krita for everything
image editing, gif creation, drawing etc
anyways the stalker is now a crab
Platypus III be like:
BTW, what do you think of the golden flip planes that arm the gate un with rocket turrets?
Wait, I have a question:
Can you take it down when golden flip plane was still carrying the weapon attachment for The Gate Un?
They are non-attackable entities.
What about the attachment? Are they invincible state while in carrying?
They too are invincible until they are deployed.
Aw, I thought you could destroy it in mid air.
Also, I just realized your PFP has changed. :0
Hehe, it's Pulchra from ZZZ
Temporary pfp
Reminiscent of the laser sprite Greenness and I worked on in Platypus II Reclayed. :3

Why this laser sprite looks like from one of the bosses in Strikers III or I
light bulb
Name the attack "Light Beam"
I thought it was totally fine.
the video is using world spawn
I wonder what happened on your end once you used child spawns.
spawns in like a corner of the map
Make sure the calculate bullet params look like this:
turretData.CalculateBulletParams({ x = 0, y = 0 }, angle)
alright
Ngl Casinopolis is more like a Collosotropolis but upgraded
Oh...
well that works now
fun
The laser collision seems delayed FSR
is not really delayed, i think some frames just doesn't have collision
Oh, right.
bigeeeeeeest ass un
LOL, so much for Platypus+
forgot i had this saved
also yeah this is better
it has the smaller thrusters and eye
some kinda of time bomb
ok now is here
i went with cilliders instead of spikes so people won't mistake it with a mine
tho it kinda looks like a sea mine now
also i think it looks way more close to the jewel bomb
very noticeable differences
overheat
there an extra arg for if you want to send a nuke with idk 32098 hp
actually i think i prefer if they have a top propeller
there we go
Nice rework, both visually and behaviorally.
yeah
also as you can see i update the check list
Ye, I did before.
All resprites are done.
When it comes to Level X3 rework, the Ammonite is the only thing to wait for.
anyways i made it so you can adjust it velocity,
So it can go anywhere
this are the args
imagine spawning fast one, that are about to explode and, that have like 30 hp
It's like two completely different generations of architectual archetypes, LOL.
i think i will be replacing everything with this new updated ones
I wonder if there would be more building types to be created.
i dunno, they are based on the level 4 ones
not sure what other can be done
also really this is a d4.1
i was thinking leaving d4.2 as x3 level layout rework
Yeah, since I think there are a lot more things to do for Level X3.
also to push all this reworks to the public
Casinopolis, Reconstruction Update is lowkey fire name drop 🗣️ 🔥 🔥 🔥 🔥
Insert Yellow Construction Chips here
WDYM?
processing frame work
image filters
i think after the cyan un and boss un changes and the tile changes, the version can be pushed
Don't forget the quick rebalances on Levels X1 and X4.
oh yeah
When the Rebalanced Version was up, we need to call @haughty bone to test it out.
He's Our Test Subject our game tester
I wonder if he is warranted a contributor status for Casinopolis.
maybe as playtester
i guess we can make a separated list for contributors
like devs and contributors
What would be the difference from your perspective?
Then contributors, part time for sure.
Now they look lively with more pronounced lit windows.
I think the old background city could be another painting...
But filtered I think.
Currently locking in with the two level rebalances.
Gatling Ships will now be first encountered on LX1A2
interesting
And then the Homing Gatling Ships will spawn on LX1A3, to make room for the Big Asterisk on LX1A4.
so
area 1 is homing gunships, asterisk
area 2, goldenship and gatling ships
area 3, homing gatling ship and the cyan un
area 4, big asterisk
if i guessed correctly
i wonder how much will enemies order change for x3
I honestly haven't thought of it yet.
Enemy layout of Level X1 is now complete.
Time for some quick misc updates on that level.
cool
IG the background gate un could be a bit smaller, since its default layer is 3.
is kinda suposed to imitate the sky serpent effect
and is a layer more deep so it looks nice with buildings covering it
So no need for a resize?
yeah, since is suposed to make that effect of a giant
like that paiting of moby member
IG we'll keep it that way until someone else points out that its size is unaffected whether as a background or as a boss.
Guess the only thing left to do is to adjust the Level X4 segments containing any instance of gatling ships.
The cuttlefish rework already works just fine on Level X4 IMO.
yeah
thanksfully those enemies aren't the pokerchips that have like 1240 intances in the mod or something
On your end, have you reduced the HP of the Level X4 enemies we've talked about?
yeah
I'll eat brunch first before I proceed.
weirdly i separated the timed bomb into 3 sprites
alright
i had like an idea to do something but i never did 
sometimes i plan stuff to do for the day, and when i'm done i have no idea what do to afterward
i guess is time to do the superbolt
probably the hardest ray to do
funny how there this unused sprite from 2.1
x3 was planned to have smoke, superbolts and bouncy bullets
kinda funny much of that stuff was moved to other levels
it may be a bit bigger than i thought 
tecnically a lot more simpler
now is just the rings
Rockets vs Lightning
-# Worth noting that the Cyan Big Un now has 3000 HP.
BTW, I recorded that footage yesterday, but was already tired to upload them at the time.
i mean you can theoretically just start attacking before it retreats the first time
This is just for reference, as the power-up layout for the cyan un segment hasn't changed.
In the process of exporting all the recent parts I have done, so we can finally release d4.1 update.
that will probably be tomorrow
Why tho?
because is 11 pm here 
Could you instead send me the entire mod folder, assuming that you already finished all your parts?
Meanwhile, 11 am is fast approaching here.
so beta 6
Actually, that's for the one you'll export.
alright
somehow we are at 1.6 gb now
i remember beta 1 was made in early 2.1
only kroporo has said build 
and me of course
wow
I wonder what Kroporo did to that beta build. :3
fix the jsonobject leak bug
basically anything you put on a json object it would affect every other lua entity
and basically turn every enemy into a mine
A very nasty bug of its time.
it was use in remam
Uh

sits at A tier.

