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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
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