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The Golden Parrot
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doomjedi
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PostPosted: Thu Feb 02, 2017 11:18 pm
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Much anticipating this one Smile
fraggeur
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PostPosted: Thu Feb 09, 2017 11:52 am
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I added a small video on the moddb page, showing the secondary usage of the parrot: teleportation Smile

http://www.moddb.com/mods/the-golden-parrot/features/teleport-feature-revealed
fraggeur
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PostPosted: Sat Feb 10, 2018 2:39 pm
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Wow, has been a year without posts here!

I am currently mapping the 15th level out of 20 probably.
All enemies are done, I miss some sounds effects here and there, and some minor menu graphics.



To all seawolfs here: be aware that the end is close now. Soon you will need to get in the ship and sail for adventure!
doomjedi
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PostPosted: Sat Feb 10, 2018 10:47 pm
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That's great, I'm pleased to see what mods are developed here currently, very promising.
Tris
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PostPosted: Sat Feb 10, 2018 11:40 pm
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I really look forward to playing this unique mod. I love the originality for a Wolf mod, very cool. Keep it up!

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ronwolf1705
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PostPosted: Sun Feb 11, 2018 4:07 am
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Good to hear from you again! Great to see that progress has been made Smile
Sigma64
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PostPosted: Sun Feb 11, 2018 4:58 am
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This is quite a promising mod; I'm glad to hear development is being continued!

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Atina
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PostPosted: Sun Feb 11, 2018 12:52 pm
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Oh i just saw the Teleparrot/Telepart/Telepat. Quite interesting feature and nice to see something more fresh. Is it bug proof? I would imagine the player could get stuck in a lot of things.
Mod looks very intriguing, especially since it's not another WW2 setting. For sure gonna give it a try ^^

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Tricob
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PostPosted: Mon Feb 12, 2018 6:36 pm
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Atina wrote:
Oh i just saw the Teleparrot/Telepart/Telepat. Quite interesting feature and nice to see something more fresh. Is it bug proof? I would imagine the player could get stuck in a lot of things.
I myself avoided such things by preventing the enemies from using the teleporter themselves. WolfDX is hard-coded for the enemies to read the Teleport squares as a guard blocker. In fact, it's one of the few things in the code that actually *does* work right. Smile
fraggeur
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PostPosted: Fri Feb 16, 2018 1:39 pm
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Haha, I was also a bit afraid of this Atina and Tricob, but I think it works well for the player, ... the parrot however is able to go across the walls on its way back... I couldn't affort to have it lost in a maze and the player keeping running the other way.

There is also a telefrag feature if you want to teleport yourself inside an enemy (please don't do this with explodable barrels), but even without that, I think at the end I was able to avoid entering inside the enemy distance if not desired. I will look later at the code because I don't remember how I managed this. I just know it was not so complicated.
Tricob
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PostPosted: Sat Feb 17, 2018 4:22 am
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You might have provided a solution to the problem by accident. If the maps are designed in a way that no more than one or two enemies make it to the teleporter, then it probably won't give you any problems.
fraggeur
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PostPosted: Thu Feb 22, 2018 11:45 am
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Ah no, no, there is no teleport squares or such.

The player dynamically teleports to the current parrot location (manually triggered with secondary attack button), the enemies can not use any teleporter.
fraggeur
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PostPosted: Thu Aug 09, 2018 12:48 pm
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Aaaaarrrrr seadudes ya'll find below some pictures to feed the fishes.
I am still working on mapping, doesn't really progress fast to be honest, the map are too big and I am too slow.
Planning to do a gameplay video too before it's released.







I hope you keep faith and to write you again soon.
Sigma64
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PostPosted: Sat Aug 11, 2018 5:03 am
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I must admit, that is one of the more interesting edits of mutants that I've seen. Very Happy
[/arrr]

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ronwolf1705
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PostPosted: Wed Aug 15, 2018 8:36 am
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Looking forward to this one! Smile
Tris
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PostPosted: Tue Aug 28, 2018 1:27 pm
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Feckin' love this... can't wait to play it haha!

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fraggeur
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PostPosted: Sun Sep 09, 2018 11:44 am
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A gameplay video is available:

https://www.moddb.com/mods/the-golden-parrot/videos/gameplay-video#imagebox

Somehow the sound got shifted from the image.... I might try to re-upload.
Tricob
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PostPosted: Sun Sep 09, 2018 8:27 pm
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The graphics are extremely impressive. The re-edits of the SS and Officer are incredible. Too Cool
doomjedi
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PostPosted: Wed Sep 12, 2018 1:09 am
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Enemy edits are fantastic (I could improve at least one attack frame though, hand is too long and too skinny), setting is original, shark idea is so creative.

Bush walls could benefit from partial transparency to look less blocky.
Perspective on box scenery could be improved.
I'd also use only wolf3d enemy edits, others look inconsistent.
Also am less a fan of flat tree bottoms, especially as to make them round is half minute job.

Overall this mod has tons of stuff that I love in wolf3D modding - original ideas and settings, non-lazy enemy edits etc. Very good work.
You've got my vote Smile
fraggeur
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PostPosted: Mon Sep 17, 2018 9:53 am
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Thanks for your comments!

Haha yes for the hand... I looked with my own arm to draw the sprite but couldn't really make it natural.
I am not at all talented for sprite editing at the first place, but noted for the tree bottoms, let me try to improve this at least Smile
doomjedi
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PostPosted: Mon Sep 17, 2018 10:11 am
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If you PM me link to the melee attack sprites I can try fixing it for you, given free time.
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PostPosted: Sun Sep 23, 2018 2:11 am
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This looks really awsome! I don't have much free time but I know for sure I will play this mode if it's ever finished Very Happy
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