Adventure 16: The Mysterious Duck part 12 FIXED

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Master Wonder Mage
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Adventure 16: The Mysterious Duck part 12 FIXED

Post by Master Wonder Mage » Mon Dec 12, 2011 1:45 am

Fixed various glitches. Reuploaded.
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Last edited by Master Wonder Mage on Fri Dec 16, 2011 11:29 pm, edited 1 time in total.
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MyNameIsKooky
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Post by MyNameIsKooky » Mon Dec 12, 2011 1:47 am

AFTER ALL THESE YEARS
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Nobody
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Post by Nobody » Mon Dec 12, 2011 2:55 am

I found one weird thing on floor 3:

If you enter the orange area, you get a MAV.
i should change my signature to be rude to people who hate pictures of valves
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Post by Emerald141 » Mon Dec 12, 2011 9:39 pm

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Post by Master Wonder Mage » Mon Dec 12, 2011 10:35 pm

I spent all day yesterday trying to beat it before I finally did. What orange area is Nobody talking about?
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Post by Emerald141 » Mon Dec 12, 2011 10:39 pm

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Post by Master Wonder Mage » Mon Dec 12, 2011 10:44 pm

Oops. I'll do fixes this weekend. I'll create an "easy" version too.
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MyNameIsKooky
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Post by MyNameIsKooky » Mon Dec 12, 2011 10:48 pm

I beat it. And I have to say... YOU HAVE A LOT OF FIXING TO DO, MISTER.

1. Puzzle Guy's puzzle in the Guard Tower area doesn't work correctly. He walks away before the Dragon Turtle can reach the corner he formed.
2. You can use the orange key to open the orange gate on the third floor that leads to a MAV arrow.
3. Red isn't red.
4. Use less TNT barrels. They slowed my game down an insane amount as they blew up...
5. The houses in the random snow town with the Spikeyball pens aren't solid.
6. EASE DOWN THE FLOOPING CHOMPER AMBUSH!!!
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Post by Master Wonder Mage » Mon Dec 12, 2011 10:52 pm

Hmm, my game only lagged a tiny bit. I see your point though. And Emerald, if a thwart doesn't move, it basically is a 1 HP fireflower.
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Post by Emerald141 » Mon Dec 12, 2011 10:54 pm

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Post by Master Wonder Mage » Fri Dec 16, 2011 11:30 pm

Fixed the glitches.

The boss still uses the same concept, but the chompers are slower, making it much easier.
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MyNameIsKooky
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Post by MyNameIsKooky » Sat Dec 17, 2011 12:12 am

This is much better. Thank you, friend.

The TNT part still lags like crap for me, but I seem to be the only one with that problem, so I'll cut you some slack there.
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Post by Emerald141 » Sat Dec 17, 2011 12:20 am

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Post by Master Wonder Mage » Sat Dec 17, 2011 4:22 am

I experienced a very small amount, but I couldn't remove anything else without messing the TNTs up.

Hey, the first time I tried to make the TNT section, it MAVed there was so much lag.
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Post by ILoveWonderland » Sun Dec 18, 2011 6:21 am

I just finished. It was good, but like multiple people said above, the kegs caused major lag, and the chomper fight should be eased down.

Storywise, there are a couple of things that have been bothering me. One, now that the stinkers are at the base, shouldn't they have examined the artifact? Second, was it ever explained why there were so many powder kegs around Wonderland?
Insert stupid jokes here.
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Post by MyNameIsKooky » Sun Dec 18, 2011 7:06 am

ILoveWonderland wrote:Storywise, there are a couple of things that have been bothering me. One, now that the stinkers are at the base, shouldn't they have examined the artifact?
Quinty had the artifact. All the player had to do was escort Quinty and Napooty to Tantsy's base before returning to Ozi's base.
ILoveWonderland wrote:Second, was it ever explained why there were so many powder kegs around Wonderland?
It's implied that the Duckoids have something to do with it. In Part 6 near some powder kegs, there's a dialogue that says something like "More TNT barrels. You know where the Duckoids have been."
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Post by Master Wonder Mage » Sun Dec 18, 2011 2:40 pm

Also, the secret behind the Powder Keg's random combustion will be revealed in the next adventure.
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Post by MyNameIsKooky » Fri Aug 03, 2012 3:45 am

Sorry for the huge bump, but apparently some people are missing this texture which wasn't included in the new zip file:
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