#Platypus Casinopolis
1 messages · Page 13 of 1
Anyway, @alpine iron try this voice line edited as a testing.
The third one is too long
I know, I'm gonna normalize it saying "Mission Complete"
I also saw that too.
I think just say Ready for confirm
Okay! :3
Oh BTW, there is a voice clip for when the announcer setting is enabled.
how to use this mode?
Settings, then appearance.
and choose a color of my choice?
There are only four to choose for non-Nitro users.
ONYX
thx
On PC, it's called that, but on mobile, it's called Midnight FSR.
@torpid hearth, I have something to share to you. :3
Oh dear...
Since the update that added them.
Anyway, who will release the hotfix?
i think i have properly exported everything from last time
also you can get the dir lightning assets

Okay, I'm counting on you for the hotfix. 
YOOO!
I need my glasses 
RAHHHHHHHHHHHH, I LIKE IT!!!!! IT'S SO FITTING!
I might apply that on Waveform
Is this Audacity?
Yes. :3
whoops accidentally did the wrong thumbnail
Honestly quite hilarious
patch notes looking funny
I guess we could keep that as is. :p
already changed it
The fastest patch ever

The most minor update yet. >:3
d4.1.2 patch notes are also funny
The #1425858759036633250 has 12K messages.
I can feel this is Remamed
Apparently, the issue was born from the add-on itself, to which you imported it onto the main mod.
actually is the opposite way
Wait, how?
the add on was made from the main mod
gree tank
If its delay is set to 1...
still pretty manageable

I'm honestly feeling kinda lazy to do something for Level X3 today. 
Plus, I hadn't have enough sleep yesterday.
Feels like green fish fighter from platypus 2 but chasing infinitely xd
You can always start x3 next month 
Like I said, I'm lazy just for today, so tomorrow, I may hopefully start reworking X3 for real.
I was thinking there could be a d4.3 just for nasty x1 and x2
Burnout? You need a break :)
The time consuming part stems from how incredibly gimmicky the level design of X3 is.
What was the :clay_spiral: reaction for?
Nasty?
I mean, the context rn.
For making x3 so gimmicky
in it elements
If anything, I do want to expand further on those gimmicks.
Also fun fact, area 2 and 3 were swapped mid development
I have a feeling that an entire Level X3 scenery overhaul may occur sometime in the future.
-# Pssst, that's just my gut feeling. :p
If that would happen anyhow, maybe a better scenery transition per area could be made.
Either way, I'll be having a day-off in modding.
Oh BTW, what are the design considerations for Nasty levels, other than what we already know in this thread such as enemies appearing one level earlier?
Omni chip chasing you every level
Mini bosses appearing whatever
And the boss changes
I reckon that some segments on Expert and below will be cut to make room for Nasty segments.
But the essence of the level layout would still be there if that makes sense.
We can always keep both
Also imagine you find a slot machine and spaz is just there
No spisma just spaz
Slot machine plus cyan un is pretty fun too.
However, I can imagine there are some formations that work well on any other difficulty, but are downright unfair on Nasty due to how they behave differently on that difficulty such as poker chips.
I calling it Caseoh Un
But then again, only time will tell once proper development is being made in the future.
I mean is not really just having 2 minibosses
Is just minibosses can be used more freely
Does @sharp verge have ||Guest Miniboss|| too???
I can imagine that Caseoh Un for instance may also appear on other levels other than X1 and X5.
Yes.
The other 2 are TBD.
I imagine the guest boss ship would be called ||"Starbatoid"||
-# I think I'll do the bigger yellow one aka the gate one but I'll be very busy until 22th May
Huh, like the attack was shooting a star (A star cannon/ ref from Terraria item.)
Could be shooting these bouncy bullets smh?
All the guest bosses use at least some kind of bouncy bullets, LOL.
xd
Imagine, the Star That shoots from ||Starbatoid|| is the only bullet that is really fast.
Anyway uhhh so yeah I read the list and looks like there are 2 more chips added
-# can't wait to de-clay them I mean, make it 2002 style
Are there more chips going to be added aside of those?
We got Psychosquid whose bouncy bullet is a goddamn trashball, LMAO. And then there's the Black Queen Flip Plane, which has two kinds of bouncy bullets; one being an unstable disco ball, and the other being a barrage of green fireballs.
Did you try this into a 2002 style?
If i end up releasing a casinopolis clasic it would be mostly content from d1.0 and d2.0
So yeah 
Funnily the psychosquid was just around d2.1
Yes
If I'm not mistaken, that was added on d2.2.
Oh damn 
Well d2.2 wasn't that substantial anyways, barely anything from that update still remains
Yeah
I noticed that you have a habit of saying "oughm" type of gibberish, LOL.
Even if only occasional.

@torpid hearth, could you enumerate a full list of announcer lines, including the planned ones?
I hope you don't ping ADAM
oh yeah
anyway is there even a server that fully dedicated for Casinopolis?
or only just this treat?
Just this thread. 
If anything, he would be making fanart for Casinopolis.
And it'd be cool if he makes anthropomorphic poker chips.
I was definitely confused there ngl.
Enumerate, like how many voice lines I make?
Yeah
Currently it's 32 lines; it includes startup voice lines (which are on the main menu or when you are going to start the game), power-up voice lines, and extras. But it might add up because some of the voice lines need to be remade again.
What about the planned ones?
I tagged them as "Unused" because since it's currently impossible to do.
There's another tag "Scrapped" which is the old voice line that will replace by new voice line.
There are some extras that I can implement in-game.
What is it? :3
Could you list down all the planned extra voice clips, so I can determine if it can be played or not?
Funny thing, it's just only 3
Gameover
Level_Complete
Mission_Complete (Scrapped/Replaced by new one: On progress)
I see.
And also the ConfirmPlanePick is scrapped since the PlayStart has take it.
I feel like ConfirmPlanePick sounded more like if you enter the ship selection screen.
Yeah...
very easy mode no turret
very easy mode has Turret (baby I am yours)
IT"S CASOEH UNS!!
I forgot about this so plz let me know of whatever instructions I need to know 
As in, where will it appear and such
Caseoh Un 😂 😭
I'm pretty sure the Starbatoid or whatever will appear at the very beginning of Level 5x.
Sweet :3
Will wait for more info / showcases of level 5 then 👍
Ty :3
And I just remam it and collab with some hannah stuff
Ig casinopolis will had the classic version
Made a sprite [cuz of lightning idk]
Also, let's introduce a new mob in the next game drop
The sniffer 
funny d2.0 chips also had that issue
It is more aunthentic 
Imagine rascal ships and tuff golem ships. 
i actually did a design ofr it
tho is more closely based in it pre d2.1 appeareance
there barely any footage for pre d2.1 casinopolis anyways
only 1 from d1.0 from greencat if i remember
fun fact: their nose is actually the window of a gunship
I mean, I've always seen it that way. :p
Specially when it's jokingly being called sniffer ship.
Now what would these look like?
also the first propper custom enemy that is not a recolor
the cyan un resprite came after it
big tuff un
rascal flip plane

Crab ship, oh wait, we already have the Stalker as a crab. :p
Armadillo, oh wait, we already have Red Armadillo.
Penguins, hmmmmmmmmm...
-# Yeah, they're from the final mob vote.
vulture ship
there are always vultures outside,
they are funny with some funny heads
they are kinda big
You've seen them in your place?
yeah
they just eat trash and or death animals
but they are just there, really inoffensive
There's nothing really bad about them, based on what you described.
well same issue as you have with any big sized mod
unfortunate but not much we could do
imagine casinopolis budget version, where every sprite has been condensed to oblivion
Casinopolis 8 bit?
there a planed idea for clasic x3
where is less lua fied and has some scrapped enemies
Cute new PFP there. ^^
So much for bootleg Nitro emoji. :3
it should be a relatively simple level
puffer stars and the piranhas
no gas pipes and other gas related things
the boss is a giant fast ship instead
Laser wall star?
Dang, I'm sick... 
From what?
sick as Ill not sick as hate
😷 it's just sickness
Making the second area of Level X3 from scratch makes me feel like a master plumber. :D
Plumber hmm...
So long bows-
Sneak peek of what I am working on RN.
That's a really neat variant for the fastships
Interesting...
-# this whole pipe collision now reminds me of level 4 in PSP lol
Loved the placement of that orange chip there
Gas pipe 5 and 6
I like the stationary poker chip
The orange ones can have become like boxes of sort
I have something interesting to show.
Ig burnt out of making an area is a thing
Cuz I do
Like when reworking level 15 and making level 17
It's nice that I got to mostly finish two areas in one day.
As you can see in my pinned message.
Btw when I make a level on remam I always make all areas in one day
I do it with a Coffee and a Remam music that were looped
Anyway, I don't think there won't be much changes for the layout of the mine balloons and heli mines.
-# OFC, there may still be some changes made for those.
Just gonna leave a screenshot here before I sleep... 
Real
My goal for the third area in particular is to integrate more time bomb segments.
Good night then ^^
I'm gonna try finishing more models but
There like 3 power outages daily 
LOL, it looks like it is about to regurgitate. 
Love how purple chips is overlaid on top of a Reclayed mine. :3
i mean to be fair that is what i would have done back then
the ring is just a ticks mouth
If you weren't inspired to use Blender that is.
even the source file is from the tick sprite
Is the face derived from a gunship tho?
Ah, I see.
Anyway, let's recall what inspired you to use Blender. :3
i forgot
i was already planning to switch to blender since blend my ships announcement anyways
So that was the main motivator then?
NGL, that face layer looks uncanny. :p
all the old chips faces were slighly tilted to the side for some reason,
I remember GREENCAT convinced you to use Blender after thinking about using it after seeing someone recreated the Big Train in Blender.
ah yes
I see you recreated the disco ball I made, even tho you were actually the first one to do so more efficiently with inset command.
-# To which I followed suit.
the magic of i + i + c
i think i'm leaving it like that
Looks pretty cool so far ngl.
the only thing left is a custom plug
then all of the lightbulb needs their own movement pattern and they are basically done
Also, there are two more enemies to be made, the deck thrower and one that was originally a Nasty enemy.
So what will be their proposed movement pattern then?
idk
orbiter 4 
there also
[actual slot machine] to be made
The interactible prop right?
yeah
when hit either it explodes into coins
or bullets
they are kinda like vases 2.0
I remember the green slot machine was called grand slot machine, implying that there would be a mini slot machine.
But as it turns out, it's just an interactible slot machine, which is cute.
there was an enemy planned that was that but only threw 1 chip
i thought it was boring so i axed it
That was a good call NGL.
level x5 has always been the one that changes every update
Also, it doesn't really make sense to exist when the current slot machine is introduced early on in Level X2.
The scope of the level I see.
i can't really recall it earliest iteration, but it was kinda like a chase of sort type level
it kinda still, it wasn't really that heavy casino themed
Though the return of minibosses part persisted.
level x5 each area is themed after each level
as in
area 1 has most x1 enemies and their miniboss and etc
poker chips and the x5 enemies are a constant trought the level
IG each area can get away being 6 minutes long.
that sounds pretty long
For reference, each area on Level X4 measures at approximately 5 minutes long.
The reason why later levels can get away having longer areas is because they have far more enemy variance when compared to earlier levels.
BTW, to my experience, despite each area being 5 minutes long, FSR, they feel shorter than they actually are.
good enemy variety helps
Meanwhile, most Platypus 2 levels feel longer than they are.
It was like, 25 to 27 mins gameplay?
They last 15 to 16 minutes actually.
Yet feel longer than what their actual length suggests.
That gif?
Hope you did so by hand.
It will spawn a big laser to you
Nah, it spawns master spark.
Thank Marisa for that. ᗜˬᗜ
Oohhh, I'm blinding by the lights!
Who is marisa?
a lovely witch...?
Yes
that like to steal a book
Preferrably one of Patchouli's books. >:3
If you play touhou then u know who is mariza and what she does
i should put a power outage counter
Was it because of lots of thunderstorms or smth?
i dunno, bad infrastructure or something
this is just area 1
i kinda made there being red carpet layer in between of the checkboard pattern so it doesn't look weird
blasting
WOWIE!
added the lightbulbs to the tierlist
ship doodles
there that itch that makes me wanna remake everything
does that count as perfectionism? 
I see that you've made them a bit more geometric.
With Wyvern being the most geometric of all. :3
also all of the models have uv errors
Far more noticeable on their preview sprites.
I see you're doodling out of boredom.
Meanwhile, I'm already laying out LX3A4, and fun fact, LX3A5 is secretly completed.
i mean bosses don't require that much changes
Yeah. :3
seems that x3 rework is going faster than i thought
Likely because we don't have to come up with sheer amounts of fancy formations.


Anyway, I'm glad that's the case.
ew
Nice that you're working on the deck thrower now. :D
trying to check tutorials
or option b, download a model of the hand for free
Which option are you thinking of RN?
currently on option a
The first minute of Area X4 is done. :3
why did i decide a hand would be a good idea to make a model off 
awesome
usable
Hand
should have put more bones
Understandable.
anyways here is how the enemy works
4 types of card bombs 4 types of bullets depending of the symbol
there a left hand variant that throws the cards to the other side
and super orbiter
gains 2 orbitals, after a while it summons other orbitals and the previous orbitals start orbiting farther
and etc
I remember there was a nasty enemy that later became a regular enemy for Level X5.
that one
sick
unlike dollars it bullets move with the enemy
so is kinda like it has flies attached
They'll block bullets will they? :3
i mean sure
As soon as I complete the rework of Level X3, I will prepare the update on Steam Workshop within the day.
I assume only the light bulb enemies were completed in your build right?
I just came online and saw this...
fun
FAHH
ah yeah
i guess i can share you that stuff
Once again, I made more under-the-hood stuff.
I'm slowly and steadily adding more damage effects to more Casinopolan enemies.
HOLY DELTARUNE ENEMY
it took a while to people to get the reference 
Granted, the deck thrower was conceptualized weeks ago.
actually it was conceptualized in 3.0
also if you wonder about this 2 they are
chandelier, scrapped x2 enemy
basically it a tick with desaceleration bullets
and the sewer germ scrapped x3 enemy
basic home toward you, and it would split in 2 on death
Does Powerup Star will be redesign tho?
By AdamComet BTW.
It looks really cool.

d4.2 update coming soon on ModDB...
-# However, y'all have to wait for Tar tary to release it there.
Blackjack enemy
👀
Did the organ theme was added
I forgot if that was added already
Funny that the release of the two recent weapon guides share the same release dates as d4.1 and d4.2 respectively. 
At least, according to my time zone.
I'll prepare d4.2.2 for this.
Done
Incoming conspiracy...
I saw why there were originally only one onigiri frame on the old food bullet sprite sheet.
The process of rigging a hand?
Stellar work regardless.
Hope any form of reactions or compliments will motivate you on to finishing the deck thrower sprites.
Crushed 500 times
Hand master from super samsh brothers
LOL, the hand getting the Jake treatment. :P
Is that the "A Lovely Bike Ride" Soundtrack?
Yes
Quite strange why it's still saying eight new tracks.
ARE YOU GUYS MAKING A MINIBOSS????
Can I contributed?
Like I have a insane idea!
Oh, btw about the Announcer Thing, I just take a moment of break since I doing a lot of work.
Yknow? Irl
Okay, back to the topic:
As I said, want to contribute to the Miniboss.
And to be honest, it's not quite unique...
Or maybe not, idk
I'll send the concept later...
We got some chibi Omni Chip. :3
since it kinda hard to add a bottom to the sprite, ill just make it be hold witha rope
the moment the card disapears is when the propper bullet should appear
Awesome
i may need to render a bit higher
Master hand from smash bros vibes
(I am sure I'm not the first to make that comparison, lol)

Rip
is just a shuffle glove
now all left is the card animation themselves
and their mirrored counterparts
i think that's fine
I wonder what's your Miniboss Concept...
Oh BTW, worth noting that guest minibosses are derived from vanilla enemies.
:)
they use the same texture as everything
Maybe it's the UV scale that's different
yes
Right
also i suck at drawing symbols
for the actual bullets i'm just downloading stock images
LOL
For the bullets as card motifs?
fun fact that's what i did with the sawblade
i downloaded this from somewhere i forgot
If you want I could try to just help draw the symbols
Or model them... whatever
Wow... I can't see it...
Oh I love Claybot
What the.
the image is black
The image is cloaking itself with the background.
I thought you send a blank image 
Onyx theme users be like... 
sometimes i forget that's it name
anyways i'm exhausted, i'm doing the bullets + card anims other day
Plus, I remember you still have to deal with the upcoming exams.
yeah
Is it finals or midterms?
Off-topic: Am I the only one who has a work here?
Like, actual work?
Yep, I'm 27 btw.
i guess that kinda makes me the youngest 
I'm the second youngest.
What about NotNotzaz?
idk
That means I'm a granny in here, LMFAO
Anyway, wanna know that?
Yep.
I said this though, but screw it! I'mma say it anyway...
||He's 20 RN.||
Just a year shy of me. :3
that still makes me the youngest 
-# ||Since I reveal my age... You might get confuse about my voice...||
Being young is cute. :3
Don't worry, even I'm old ahh women, my brain is not mature
Why so?
... It's obvious why 
My chat style...
Ahh, gotcha
Ah, same vibe
LOL, anyway, there are still two more guest minibosses to fill up.
Which is the [Redacted]
And the one who want to participate... @warm hazel
Anyway, I'ma go. (Doing the Music!)
I'm unemployed, does that count? 😂 /j
well, I do have jobs, but they're somewhat informal for now
mostly helping with the family business and doing side-quests let's say
Also, he's a Vtuber
also now that d4.2 is here
i'm still thinking of d4.3 being nasty 1 and 2
so the load for 1.0 is less
and we can get some feedback over the overral idea
there are some more
like fleeing, headsmash and others + other proyectiles to shoot
the ones in x5 are based in their fight so yeah
Will the ones in X5 be carried over to every Nasty encounter?
probably
once all of this is in green tecnically we are at 90% done
the other 5% is the ending
and the last 5% is polish and the nasty update
I see yellow marks on the first two Nasty levels.
i have them as planned
Gotcha.
on vacation for months, but ye, you're right 
Real
Vermillion the Champion is still waiting for him to become a guest boss... (WHEN IS THIS ADDED???)
I forgot something, here's a sneaky clue what Miniboss Concept I will do.
So yep... That's it, I'm out of here...
A tick-based boss?
Anyway, like I said earlier, guest minibosses are to be based on vanilla enemies.
@alpine iron It's a Stink Bug
OH BOY, IS IT GONNA BE SOMETHING RELATED TO GAS NAUTILUS??
-> Online
-> Gave the clue
-> leave
What a legend.
me still wait for “unhinged” things to happen from that guy
I mean, he's already doing that.
The next time >:3
:/ jumpscare in shorts
:/
:0
:0

:0
Bro I thought it was MrSunSprunkiShow's hand for a second
That's.... not Mr Sprunki
LOL, I can't believe @sage lichen's red bomb sprite predicted the one Tar tary made for the clam shots.
Real
Okay, nobody ask for this but I want to reveal what is the name of new two tracks for the Score Attack.
Score Attack Type-B - "Theres has been a party on Hotel"
Score Attack Type-C - "Leach Field Dancefloor"
||Note: If you analyze the Score Attack Type-B Track Name... There's a hidden reference...||
What program did you use to compose your own songs?
It's FL Studio, using a Looper Plugins
In my case FL just randomly crashes
No error message, no "not responding" message. It just closes itself
Love that, specially when I didn't save a project :3
Yeah, it's Hazbin Hotel. :3
raiden bomb
I only use it to convert mp3 to ogg
there's hazbin a hotel?
ok buddy I think you forward this on the treat itself
Why is there a rope? :p
don't know where to put a bottom sprite so they are hanging by ropes now
that's a lot
REMAM on the other hand only had a tiny fraction of that.
Also, I have a feeling that players are starting to forget Platypus II Reclayed in favor of Casinopolis.
the average player has no idea that, that is being work
just wait till a demo is done
IK, but it's by far the most requested thing ever, even when they won't know the mod for it is being developed.
No one know except here
Unfortunately P2 Reclayed seems a bit frozen rn
Maybe someone should work on a tool to translate Platypus 2 level data to readable text so that the project revives 
Yeah, P2R is the most anticipated mod for Platypus Reclayed.
Also, @sharp verge , how did you do the tool to translate Platypus 1 level's data into text file?
I mean only people on this discord server who were hype for it
No one else
So I am not sure if I should add them on Remam due the fact it just enemies and no levels yet (demos)
And some enemies were overthrown by casinopolis enemies
Like
Shirmps > Zipper
Fly > Bugs
Cyan Big Un > Big Yellow Un
I didn't!
It was made by namazso
Here's uhh... Short Track
Also nerf spisma attack
This means I ought to find a SFX for its super attack indicator.
And that it'll be fired somewhat later.
what about Spaz?
oops
Is it just not going to embed now? Okay
Anyway video is up, earlier than I expected. Had to go off for a bit so I was able to leave the video to render while I was away
nerfing the locust
car smog is now 20% more transparent
and the boss smog has some more visibility
Great debuff, imo
also the locust nerfs
hp went from 2k to 1.6k
now it summons flies after 1.2k hp
and red gas after 800 hp
now there a sound before it dash [unshowcased in the video]
and takes a bit longer to dash
high contrast pipes
maybe a bit brigher?
i think this is a good level
I heard Orandza has valid crashout about the pipe area

i'm banning roadkill to use certain attacks during the last phase
those being
- throw bombs
- fire whip
- shrimp barrage
- smoke screen
- missile spam
also the smoke screen now triggers after 4k hp instead of 5k
that's a lot more of clarity
NICE, FINALLY!
the neon face was kinda suposed to bypass the smog but whatever
i forgot the icbm directions
ignore the lightny
i'm leaving the x3 and x4 layout nerf to psychosquid
Gotcha
Once you are done with your part, could you either send me the build or maybe release d4.2.3?
DW, take your time. ^^
Mini because they last like 1 second
Also what beta number were we at?
5 so now 6?
Ye
Still will disrupt desktops tho.
Also i think x3-2 should be kinda like a middle point between the old and new one
Also so the player is not that forced to pulse
Good point.
Kinda like area 4
A good ammount of pipage
But yeah, unfortunately, the concept of the pipe maze, which I loved, and admittedly took pride in making it, isn't the most player-friendly thing ever.
Idea
Make it score attack 3
Now we're talking. :3
Basically old area 2 would be the endless version
Maybe with some extension
And then the normal game has some more regular gameplay
Also there the strider in the room
They're so freaky inside a pipe maze now that I think about it.
i think is better to just delete them from there
As the second area gets another rework to be more like a slow version of area 4, who knows if the striders will remain or not.
Since the background moves slowly, giving ample time for detection before they jump.
going by orandza word
inverted striders issue is that you can't see them 70% if the time
so the idea was that they cling on a pipe [with no hitbox]
would be nice if there was a bit more pipeage than area 4 in exchange of more chill layout
If the pipe has no collision however, the player could just hug the ceiling and due to how the striders are coded currently, the ceiling clingers can't "jump up".
NGL, they feel like slots this way if you think about it. :p
slots?
*Sloths
ah
well they would hang out in no gas shooting pipes with hitbox then
maybe the striders can have a sound before they jump too
so is more telegraphed
ah and also the spisma super attack change
maybe instead of shooting them at the same time, it would shoot them in succesion
so is not a jumpscare
Yeah, maybe if it could be preceded by a telegraph sfx.
also i imagine you saw all the other changes i did
Yeah.
i think the locust nerfs are nice
It's just that I haven't heard it in the secret video.
OFC, I'm not talking about the sound as it actually dashes.
Maybe make the red signal to be the light source?
So, less fast ships then for example.
Gotcha.
also i think giving the icbm a bit more of i frames would be fine
Noted
I think Greencat got little addicted to my Level X4 Theme 
for the homing one maybe
yes
he thinks the music is boppin
Sounds like a vehicular symphony. :3
I can't believe, one dev of Claymatic Game likes one of my music... WOWIE! 
Maybe make the traffic lights ermits lights
Or you know what
The Boss Icbm signals
Yeah they can ermit likes with green and red lights
Oh I did say later "or they could have collision, that's fine too" or smth like that
And given the issue psychosquid brought up with not having collisions, it may be better to have them
So this is where Platypuses entering the area full of fogs....
How is this?
Although the new smoke screen effect I made isn't the prettiest, it will take multiplayer into account, and more importantly, not cause much stutters.
Is this a question for the others here? Or me too?
You are included. :D
Anyway, the latter is because in your gameplay on the train 2.0 boss, it briefly froze as it spawned the smoke screen.
It's fine prolly. Assuming the visibility issue will be dealt with by adding the neon lights, or whatever the idea was, I forget
Or just if the visibility will be dealt with in any way at all
The neon lights Tar tary alluded to is the one you are seeing in this video.
Yeah
I mean...it's cool I guess but doesn't help much with seeing stuff other than where the boss is
I thought there would be neon lights added randomly in the bg or smth xd
I mean I can't tell you what to do ofc, it's your own mod
Tar tary's and yours
Plus, the devs know things players usually don't.
Just, yeah, esp with stuff like nukes, it feels really hard to tell if they're even present
Yeah
And generally the idea of darkness means the player will not move as much to not run into fast bullets or something
So you can't move around that much
Unless you just risk and pray, or at least that was my observation
I think in general, design-wise, when you make most of the screen invisible like in this fight, you tell the player they should move slower and be more careful which is a problem because you have to move a lot to deal with things. Even just for getting the stars cuz the orange kamikazes are pretty fast, relatively speaking
That is what I think personally
I'd imagine I could make it so once the smoke screen is deployed, slow-moving orange chip formations will spawn instead of orange kamikazes.
Also, this meant that regular and homing ICBMs must no longer be called upon, because they move pretty fast, specially on higher difficulties.
List of attacks to be ruled out during the smoke phase...
Maybe...well, maybe there is a way to make them work but idk.
I hate suggesting just removing attacks tbh, because I really prefer to just...try making things work but I really have no idea how one would go about it

Only thing I can think of is slowing all of these down drastically, for this phase only
The throw bombs one, are those the bombs that split into a bunch of bullets?
Yeah.
If there is a sound cue for them and there is nothing else going on, they're honestly not that bad in darkness, I think
You have a surprisingly big amount of time to deal with them.
Well, on hard, anyway
Idk what the higher difficulties are like when it comes to stuff like this
Expert still have much time to deal with.
-# idk if the fuse are shorter on higher difficulty
IK you had been hearing what I'm about to tell you, but the Road Kill plays unique morse code signal SFX that dictate whether it starts calling upon sniper shots, ICBMs, nukes, and frag nades.
I noticed the morse code but never realized it was different lol
Was hard to tell in all the chaos
Yeah, it can be hard to tell for those playing casually.
Also impossible the first time around
Most likely
Because you don't know which sound is which yet
The idea was adding neon lights to the icbm too
During that part
I am kinda sad that I couldn't tell the sounds apart tbh cuz it was a really cool idea
BTW, as you can see, I got the neon lights to render on top of the new smoke screen entities.
Perhaps it could be as simple as adding a simple neon point light at the tip of an ICBM.
It was more like point and side lights
Gotcha.
Also the removed attacks are specifically stuff that is unfair with the smog
Missiles and bombs spawn and the tail
I guess the shrimp attack could stay
Yeah, since they aren't fast-moving, and therefore manageable in a constrained field of view.
Also the banned attack means the rest also of attack trigger more often
Can confirm as I playtest the rebalanced Road Kill.
Unfortunately, I can't be including sniper attacks during the smoke phase because those bullets make the game stutter.
Specially now that the smoke screen has been changed to consist of multiple entities that can support two players.
I see
Oh really Hot rods!
Just a food for thought...
If DuckTheStuck gets to play Casinopolis, he'd call it Casino-anglandan. :3
As a throwback to how he originally called Colossatropolis, Anglandan.
Lol
DuckTheStuck needs to see this mod!
I wonder how's DuckTheStuck now...
I think he needs to go back to playing Platypus Reclayed, but the mods, since the game's about to turn 1 year old in 4 months!
Yeah
DuckTheStuck when he plays Platypus Reclayed mods be like;
Casinopolis: "Here we are, in Casino-anglandan!"
REMAM: "What even is this?! There's so many of these green eggs!"
do that for the icbm signals
basically his reaction to level 1
Those white outlines around the pipe sprite are kinda bothering me ngl.
can we adjust the pipelines?
If I have some time, maybe I'll play this mod on my channel.
However, I only get less views.
same as when I promote remam on my channel anyway
like Black knife boss one
but you do you
Alright, if this mod is finished, will PhantasyZX (aka zero007ist) play this?
Since I've seen Orandza taking a shot at this mod.
PhantasyZX playing it has nothing to do with me playing it though
Idk if he ever plays mods
Prob no
was thinking, big nautili should have their range decreased by a bit
they kinda corner you too fast if triggered
Noted
like have been watching orandza video and yeah this is a bit much
specially in hard mode
maybe they can have a bit more hp to compesate?
Sure
workin on the card proyectiles now
That's the same as the remam one in smalbyren video
Okay, I now exported the LX3A2 script to Score Attack X3.
Extra changes will be made there too.
But anyway, time for me to work on LX3A2 first.
Fixed the white outline visual bug across all pipe sprites.
I decreased the range across all difficulties by 1, and increased the hp to 600.
Honestly feeling bored RN.
And IDK when the balance patch should be released TBH.
Specially when stuff like Nasty mode levels are pending content additions.
The patch rebalance stuff should come first
Still gotta do those neom icbms
Gotcha.
I actually might export the ICBM code changes to you since I made some fixes to the ones from your folder.
Also, will the sceneries be updated for better screen visibility or nah?
What abt reduce its range a lil bit?
The reduced range was just reducing the radius the spinning gas turret can cover.
I see. Is the Projectile's speed can be reduce?
-# on hard n below ofc
All difficulties, since the big nautilus will now have 600 hp.
Also, what do you think of this change for the striders?
If you have watched Orandza's Level X3 gameplay part of the video, you'll know how much vendetta he has towards those green frog thingies.
Maybe have a vice versa too
I remember @compact zodiac said something like "I wanna have an ice-cold bath with you in a closed room for like a solid 10 hours, and then also lock you in that room after I leave it for another 100 hours so you can rethink your choices".
Very salty indeed. 
If I can even recall the statement perfectly that is.
What is this? I like it xD
Improved sound cue for when the strider is about to jump.
What do y'all think of this new sound effect?
It's from Water Bugs XD!
As soon as I heard that "boing!", I immediately knew that it's from Water Bugs.
However, the waterfalls in the sewers are not moving.
Unfortunately, animated waterfalls are hardcoded.
Yeah, the waterfalls you'd see in Level 1 in the vanilla Platypus Reclayed.
I see this as a sticky chemical waste :)
Good thinking
But anyway, is the telegraph sound much more audible?
Also, that track is the unused Baddie Tune 2 from Platypus PSP. I think it should play during Boss 4, 5 and 6 on Platypus PSP Reclayed.
This mod: #1424311946886516948
Cool!
So, the striders resemble robot frogs?
They emit a robotic frog sound.
But they resemble more like water striders.
Also fun fact, the ribbit sound came from Zuma's Revenge.
Me when i wasted 16 minutes because of how long game loading texture with hdd
Wait, for real?
Yes
Also, that's a lot of Water Bugs references in Casinopolis Level X3!
Hope this helps:
-skipAssetPreload_AllowStutter
Will try
Even so, i still dont trust my laptop
During gameplay, it will stutter mid-game as it loads each sprite spawning onscreen on the fly for the first time.
But, you should be able to bypass long loading screens.
Since there are some Water Bugs references on Level X3, imagine if Tar tary adds a Laser Walker-like ship that shoots lasers that destroys your shots, similar to the enemy from Water Bugs!
Unfortunately, we won't be adding any more enemies on existing levels, since we are pretty near completion.
I played the latest x3.
The problem I have is the (unlimited) pipe work part and the twins.
I think at the every start of pipe puzzle.
Should give Fireball to a player.
At least they can protect themselves.
-# idk if the fireball is op here.
The twins. The retinazer seems to be a problem than spaz.
While spaz dash towards you.
Suddenly I got killed by a retinazer spiral bullet despite its consistent pattern on both of them.
The rest is overall a pretty good change.
Really fair and good feedback!
The boss got some noticeable improvements.
More consistent pattern now.
Anyway, it seems you have about the same thoughts as Orandza does on the pipe maze and the twins being problematic.
-# The twins is almost perfect now imo :3
I wonder if you guys are planning to upgrade It further
Yeah, I only need to make sure that Spisma gives the player a warning as it prepares its super attack.
"Calamity mod" ah pattern :3
Okay, I'm now working on it.
Ice cold bath???
xd
LOL, I had trouble deciphering the full statement while there were other people talking and heck even laughing
:p
Iirc it was smth like I wanna have a nice, polite talk with you or smth
Ah, I now got it.
Ice cold bath sounds really funny though
Also card suits based
Anyway, we got more feedback from another player. :D
Nice
And I think I am now seeing a general consensus about a few things.
Which?
The pipe maze and the twins on area 3.
Which miniboss was twins exactly, again?
As requested by @torpid hearth, I added warning indicators for the gate un turrets being launched.
I am now in the process of tweaking those two to be even more predictable.
Will also be adding clear sound cues for both their super attacks.
Nice
@compact zodiac I think this is good now
Thx to my friend suggestion :3
Yea probably
Me too.
-# got nuked literally
Is what happens when multiple nukes explode almost simultaneously.
smth like this can crash the game when your PC is of low-end.
If I upgrade my Ram. Will it help?
If everything else on your pc is not good, then no
Idk if this makes balance...
The indicators are slightly longer on Easy and Regular. This makes the player notice it, and really easy to dodge.
The indicators are slightly fast on Hard and Expert. This make a little bit of difficult but bearable.
The indicators are fast on Nasty. (Because it's really make sense thought) I think I don't need explanation for this.
Loading heavy asset
How and What do I check?
But what specs are good, I do not know
Big thx. Much appreciated
I don't see any incoming big asset on this segment.
How many GB of ram do you have?
Did -skipAssetPreload_AllowStutter help you?
For the least, i can play the game
So ig yes?
Although the tradeoff is unexpectedly huge
Either i need more ram and/or get an ssd
SSD might be the answer.
Maybe the Spaz could use Terraria noises, but I'll leave that to @fading python.
Which difficulty did you play?
Regular
Oh damn
Did you beat the first level tho?
not
Problem for 1st boss is there isnt enough space to dodge
And cannon are too tanky
I mean, that's actually kinda the whole point of the first boss.
RN, they have 600 hp.
I should stop using agile
Oh yeah, Agile has far less overall firepower than Wyvern.
Wait, let me do the math one moment.
Agile's DPS with basic guns: 55.714285714285714285714285714286
Regular's DPS with basic guns: 60
So yeah, it deals slightly less DPS than even Platypus and Plover.
Keep in mind plover is the same as platypus


