#Platypus Casinopolis
1 messages · Page 16 of 1
Ideally after the level layouts are finalized in the main version.
Each level has a color i associate them with
X1 is blue
X2 is yellow
X3 is green
X4 is purple
X5 is pink
I don't think any x5 assets is pink
But everything looks a bit pink
Despite the fog being purple
maybe the budget version could be an add-on, but I think that requires you to load the mod first, right?
Yeah it does.
I think so
I fear it might need to load the other tiles too
So probably will be a separated one
After all is the assets of the levels that takes the most processing power
Maybe the budget should be a bit of priority now that i think
I think is a good time to make it since d4.x is basically done
Is just mostly changing the tiles of the level themselves
As in the .plat
But it should be really easy
So just the reduction of tile variance then?
To 1 tile
I wonder if that should be released as an unlisted workshop item that can only be accessed through the main mod page. 
That's possible?
LET'S GOOOO!!! 

is a lot of messages to read trought
It so active ngl
gonna work on budget edition now
Is it the Classic Casinopolis?
no.
Guess this is the opportunity to track the timelapse from this message to completion.
what do you mean?
Basically, the time it takes to develop the lite edition. :3
i guess
And based on what you said earlier, I bet it's gonna take a short while.
Platypus Casinopolis: Vaporwave Edition
For people with low-end PCs, their game crashes as the scenery of a level or menu script is loaded.
also custom thumbnails because funny
This is like enabling a LDM
it is ldm
oh wrong spell
But Tar tary actually said LDM, not IDM. :p
I remember you had to diagnose his mod back when he had tiling issues.
if you are playing the budget one i think you can't really complain
haha, fair
Okay, how long does each level load?
Absolutely epic
every level has water to just fill the gaps
now is just the menu and the endless levels, and i can release
see it would be fast
well everything is done
gonna upload it now
Final Design
I made it less modeling
Simple look
I'm actually thinking to remove the window glass of my miniboss.
Wait why it's vertical?
nice job
finally, Notnotzaz will play good
@alpine iron i think you should remove your comment an add a new one for this version
Gotcha.
I'm gonna color it soon... Next up: Turret look.
Then the unique bullet like
i may do more stuff with the budget version like compressed heavy sprites but for now this is good enough
no embed 
well i updated the links
thats a lot of stuff
@dawn plinth i remember you had issues opening the mod
i wonder when using this version
Quantized sprites also make a huge difference.
By reducing the colors to only 256.
I can already imagine some of them.
Basically, any full-reskin mod will suffer a lot, especially when high quality.
well re skins don't need a budget versions since well, they are the same as usual
it might be an issue for plat 2 reclayed and zhark reclayed
Btw I reduce the turret to my miniboss... Into 5 turrets only....
still not the best
The turret?
turret ammount yes
So 7 Turrets?
Less is more
no
yes
anyways,
not sure if those 2, or any other tile heavy upcoming mod might do a budget edition
but who knows
Meanwhile, REMAM will never have a budget version, because duh.
i mean it could, but maybe not from donny himself
Fair
Hmm...
I'm actually thinking that two turrets that hidden to the hatch will not show until it's really low Heath.
when you have too many turrets it gets hard to control them
Got it.
This is really limited.
I feel getting blocked.
WDYM?
I mean, that's the only thing I could make my boss unique.
I guess I need to make it more simple now
We might bring in some twists during development.
Still, the promise isn't guaranteed.
I'm a bit afraid for Zhark Reclayed... I haven't started working on its tiles, but I tend to exaggerate a bit with variation
You'll see what I mean when I release the legacy version, if you look at the tiles in the files 
budget zhark here we go 
Probably won't be a thing xD but we'll see!
Wait, I have an idea, is it possible to disable the turrets on the side?
For example, when it's low health, those three turrets will completely disable, it will not fire at all cost, and the back will now shoot in that phrase
depends
canfire might interfeere with other turrets
so i don't think you can deactivate a specific turret
Is it tho?
Not unless they are IDed probably
at that points there no reason to have a turret
at that point just add it to the entity itself
I remember back when cuttlefishes and the twins have separated turret entities.
This is getting pain to my ass...
the bottom sprites were a turret
and they had gun turrets
so silly
imagine for the coders xD
I might redo again.
DW, if you think your concept is bland, we'll handle that issue.
yeah you can just let us do the thing
Also grants us opportunity to bring in some surprises YK?
Fair
@warm hazel Dont worry, they will adjust your miniboss. dont get pressure. You have alot of time...
Just keep going, doing your concept design, okay??
Got it, thanks.
budget not having backgrounds at all kinda takes away a lot of the atmosphere from the original, you don't get to appreciate it, at least, also it loaded level 2 this time
is the price you sadly need to pay for actually playing

either way that's better than, just not be able to
You got the version of LDM Casinopolis 😭 😭 😭
Also how fast did each level load?
Anyway, where did you get the logic from?
what logic

Few seconds
awesome
World record
The budget was a success.
also i guess is the best version is you wanna dodge everything 
What's up with everything tho?
Oh wait, with backgrounds being kinda sterile, it could help with bullet visibility.
also i guess i can worry less with x5 nuking your pc
Gud
Vaporware casinopolis
i kinda remember why d2.1 was called 2.5
because was
demo 1
demo 2
demo 2.5 was supposedly the version before demo 3
But then, another major update before d3.0
demo 2.9
And then another one, this time pushed by me.

d2.3 was originally d2.10
Actually, it didn't even have a name to begin with I think.
yeah
it was only after every patch was named
and all version numbers were changed shortly after
Yeah
that one, was a fail
this is how it suposed to look like
@alpine iron
Nvm, I'll damp the Miniboss concept that I made, I got discourage.
Go to your own.
I have no other way to actually thinking to make it less, it's just frustrating I can't do the thing, I know I understand there's gonna be limits...
.
In fact, the concept we made will still be very similar to yours, but simpler yet has some new twists.
Waiting to be revealed.
Okay.
Angel Ship damage frames.
OMFG, this is absolutely nuts! 
It seems the Lua rotation persistence bug is much worse than I thought.
I thought it would've only been visual, but this?
-# By that I mean the ship losing its turret.
Also found a rare gamebreaking glitch where one angel ship seems to fast forward itself, usually after many entities with manual rotation reset are spawned.
Unfortunately, I wasn't able to record said glitch. 
Weirdass turret behaviour. 
Keep in mind that I removed self.rotation and kept self.animator.rotation on reclayed_turret.lua.
Also, the glitch is quite uncommon.
I've been tweaking when I saw a flying turret XD
Its too funny
Turretless ship 
👀 ahh moment
Dorito launcher enemy
Now can I even play it?
The mod itself?
since I'm still playing cult of the lamb not to mention there's plenty of Sprunki videos and projects work on yikes and yes mod itself I want to play
Since I did beat that mod but the end is only level 2
Now it has 4 levels.
So with the update i can go much further
am still puzzled how that happend
oh wait
i think i know why
is due the orbiting bullets
The Lua ID is infectious?
ided entities spawn, and if they are spawn the same frame as other entity may start affecting other
but looking at the thign again doesn't make sense
so am now puzzled again
The bug seems to only occur occassionally.
There is no consistent way of reproducing the bug.
BTW, the text I am pertaining to RN is the worst case scenario for the angel ship bugging out.
maybe angel ship would be scrap?
Wherein it pretty much fasts forward itself into immediate despawn.
I'd rather push the devs to fix the issues we have found. 
-# No pressure ofc.
same thing with the Lightbulbs
Since I believe d5.0 is still far from finished.
atleast is an error that isn't as bothersome
Due to what we have talked about the angel ship bugs?
Considering that it is notably uncommon.
it could ruined other luas

i guess the better option is the devs fixing the issues
but again you can minimize the issue, if you work on them
Even if they are currently busy finishing the development of Knuckle Creek.
I think only Kroporo would handle it
kroporo is not working in claymatic if i recall
I can confirm.
He's a guns for hire type developer working at Blackdrop.
Paul and Stu tho, they're Claymatic devs.
maybe after the dev were done with Knuckle Creek they will work on Platypus right?
Who knows?
platypus is done and finished so is not guaranteed
In terms of working on Platypus, I reckon it'll just be modding fixes and stuff.
But the thing is, only a minority of players are modders, so there may be little incentive to continue optimizing the game's modding capabilities.
chocolate bar
Tasty
it comes with light and floor flavor

Oooh gray chocolate
ew

I thought it would taste like white chocolate lol
also i guess that finishses my quota of weird teasers for area 1 trought 4
Why the fuck is there a turretless nautilus!?
nautilus forgot
Also, I think I'm starting to notice that other entities seem to randomly fast forward themselves.
The guard chips are one of them. 
Anything with self.animator.rotation.
i see
what if you put self.rotation = 0?
really that warning that rotation was unstable really meant unstable
now that i think
why are there 2 rotation values
flashback to roadkill failed attempt
Also, I'm starting to think that with Lua entities returning on x5 receiving the manual rotation defaults, this meant that EVERY entity must have it, or they will be corrupted, even if the ones that have it only have rotation set to 0.
Also, self.rotation didn't make a difference at all.
damn
The more I tested it, the more common said glitches become.
The same case with lightbulbs
still makes me worried
Okay, so I managed to fix the child entities going missing, by modifying the orbiter bullet code.
It seems the orbiter losing its bullets upon consume or off screen despawn is what causes Lua entities that come after glitch out, as the orbiter attempts to find any foreign entity by getting its ID to fill up the ID slot.
These are how the codes look like RN.
Pain
LOL, how so? :p
I don't think I've encountered any glitch since then.
Lightbulbs?
Those as well.
The Megasnakeeyes with target lasers
No glitches once again. 
Yeah it was fixed with setting all Luas with rotation 0
There no other ways except adding it
Oughm
I see
So i was right saying the orbital bullets were the culprit
Now makes me wonder
Is the player an entity?
Imagine if you could id the player 
What would you do to an IDed player? 

I was thinking
What if the dollars used orbital bullets
I wonder if that would fix the lag
im not sure if this is any less laggy
do the bullets have only one frame?
i just forgot to add loop animation to them
LOL dw, I don't think it'd be thaat visible anyways
but if they don't have many animation frames, then the issue might be somewhere else...
maybe there needs to be some optimization on the lua code (?
the issue mostly come to 1 place
the "do" loop it repeats 8 times
- all the extra movement code
so it freezes the game for tiny ammount ,still annoying
ah dang... I see
it's still weird to me how the game can handle those fancy reflections and other stuff, but it doesn't deal with this piece of code very well 
lua code isn't optimized
well isn't optimized for this game to be specific
while every other system has been polished to work fluidly to this game
lua modding was added later and on top of everything that was there before
so it might hog some resources 
fair enough, but also, F :,)
I have a feeling that the difference may be minuscule.
Considering that multiple entities spawning all at once still cause lag spikes regardless.
I just watched a gameplay of Amplified Anihilation, and you're right
they spawn a sh!t ton of saucers at once, and the game becomes super laggy
i like how it moves, but it does freeze more than the old method
also since it uses the orbit stuff might have some other effects
Indeed.
am kinda taking the day off, so haven't developed anythinhg

So I've been rummaging through the server's history cus I'm bored, but I found what looks like a predecessor of the Black Queen Flip Plane. :0
-# At least by shape and form.
To be fair
That shape is easy to come
As is the shape of a lot of stealth fast ships
Probably even cliche if you ask me. :p
Source?
Btd6
I see.
gonna be a bit busy with some work
Ah yes, the color scheme of Orandza. :3
Orang
Purpl
Cyrax laugh?
it was just an idea a threw in d4.0 development,
i don't think is currently nessesary
Uh, wat did I miss?
I realized a lot of the Casinopolis enemies tend to be gimmick-based by design, rather than bullet hell-based.
what do you mean

Wait, nvm sorry.
DW, it's fine.
most are still regular attackers
like gatling ships and nautiluses
do dollars and cuttlefish count as gimmick enemies?
I honestly think they're gimmicky attackers.
what are their gimmick beside the bullet itself
Dollars defend themselves and other enemies by firing bullet-blocking saws, whereas cuttlefish create temporary obstacles for the player.
IDK TBH.
then the other 2 having unique bullets doesn't seem much of a gimmick
besides dollars i guess
I suppose so.
i wonder how would the mod looked if i had the current knowlege since the start
Let's just say Casinopolis would have felt like an entirely new game. :p
Where every single new enemy is highly complex or what not.

i kinda screwed myself several times in the start
maybe after a long hiatus after this is done i make a 1 off fun thing
anyways i say it again, code and sprites i made are free to use
i specify "i" just in case of stuff made by other people in the mod don't wanna share those
anyways random teaser
Calm down woody, we're your friends
You're being out of context on purpose right? :p

Maybe I'll go sleep 
Good night then. ^^
MAKUNI proceeds to hang onto a ceiling the bat way.
Gn gamblers 🫡
Is that ur son?
Not to be confused with johnraizhen. :p
JOHN WICK
What if his mame's JOHN CENA!?
That's false, you could see John in the picture.
It could be invisible.
You're sneaky, are you.
You beat me to it haha
If he's invisible, his name would be—
Me?
Ye
Being invisible doesn't make you invincible. :p
It's invisible not—
And vice versa.
Ok this made me chuckle
Wait a sec-
My real name is John Adam
AND UR SON IS JOHN?! 😭😭😭😭😭
Non sensical discussion
Seems irrelevant
funny looking
Hello, son
second time i move 1 thing and it refuses to render depite rendering it before
are you on Cycles or Eevee?
Eevee
ah, weird then
I don't think Tar tary ever uses Cycles.
i always render everything in eevee
I tried and Blender crashes 
i don't like howcycles look with the material
also takes too long
cycles with the clay material makes color splotches appears that look super ugly
Meanwhile, others like BonnieDxOwl can get away rendering models in Cycles without much issue except for the obviously long render times.
The game crashes on me trying to load "Sprite/Boss 4/boss car needle-3"
Even on the budget version it gives me the same problem
that's this sprite
most likely the crash was due the 4th one
but only showed the 3th due being the last one that was loaded
i could probably make a patch for the budget to minimize fully the tail sprites
it can happend, there a a ton more of assets that i can say they are harder to load
you can try using allowstutter in steam to skip the asset preload
Never heard of it
1 second
-skipAssetPreload_AllowStutter
in propeties of your game, insert this
it will basically skip the initial load of the assets, and instead will load said assets when the game renders them
Trying now
can't guaranteed some assets won't stop crashing your game, but atleast you can start it

I let a nuke explode in "The Tube" in level X3 to see what happens and it crashed the game
it was really a big nuke
My PC just can't handle it 🙁
The nuke used two very large sprites.
that is because it sprite is like 12k x 16k px
At one point, it crashed @haughty bone's laptop.
That was with the allowstutter on
yes, that is when the game had to call the sprite, and crashed
we need an in-game scaling function for modders
asap
like it says, the game will stutter when loading sprites
since it skips loading them all at the beggining
I see
seems, that crashing for low end pcs will be quite common for any high quality content mod for reclayed
My pc is practically a budget pre-built gaming pc
funny me too, but i added more ram to it
How many GB of ram did you originally have?
half like 8
I too used to have 8GB ram.
Then I tripled it back in January.
Since then, the game never crashes at any circumstance.
My memory is at 3.7/7.9 GB
honestly is more of an issue of the size of the texture more rather than the quality of the sprites itself
since the nuke is like 1 color with 9 alpha variance
anyways unrelated
i kinda miss making enemies 
since everyone was already filled
If you were to continue making enemies, those will have to migrate to other mods. :p
i can make free concepts for anyone to use
Also, it's usually the later stages of each mod/update releasr that's the grindiest part.
the boring part
making bosses are cool, for like 20% of it
the other 80 is just polish
Some of the 80 is spent on balancing, which is hell in the grand scheme of things.
honestly road kill's didn't needed as much balancing
it was just fixing it 132409 code systems it uses
Some of the bosses used to be very unpredictable with how their attack patterns initialise.
Notnotzaz's comment on Hellsquito after d4.2 update.
this one was kinda a concept i though for zhark but never shared it after like several months 
they are based on bobbit worms, real sea worms
So essentially a level 2 enemy.
basically, i don't think it can appear elsewhere due needing dirt
this one is based on certain someones
and tumbleweeds
this both are based on insaniquarium
Shrapnel and guppycrunchers. :3
grand saucer
now that am seeing it, it would make sense it would make the player go up
Basically one of those submitted concepts in Design an Enemy Competition.
I wanna be a maker
thwomp ahh
-# or maybe that enemy from mega man 1: octopus battery
Psychosquid did say you play Isaac 
Yeah, which explains the fly enemies being inspired from an enemy in Isaac.
Also, Orandza is an Isaac player. :3
Ah yes
Never 100% the whole game but i think am halfway there
I think
True platinum god + mega mush
Is a bit over halfway there
Hell yea
DuckTheStuck is also an Isaac player. :D
He mentioned Isaac several times throughout his Reclayed playthrough.
The game has gotten so big
I think it's totally fair to play that much of it
I've been playing since Rebirth has been a thing so I do have 100%