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The Architect

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Everything posted by The Architect

  1. How many CC Steam players are there?

    Seems a little odd that the vast majority are playing CC1 -- when you can get a well-supported version of that for free!
  2. Help for Nuclear Energy for Dummies

    If CC was merely a "kids" game it would not have survived the '90s. Really, it's one of those few remarkable games that manages to be fun across all ages, genders, cultures, etc.!
  3. Any way to make monsters skate?

    Does every single tile have to be ice? Or just a tile that makes Chip slide? Seemed like the latter from your description. So -- a teleport that can be redirected temporarily to divert the glider, then put right back in phase to keep Chip sliding around the loop.
  4. is level creation a form of art?

    I haven't created many levels, but as a player of other people's levels I would say yes, definitely these levels express to me something of their creators, and are therefore works of art.
  5. Any way to make monsters skate?

    Well, if the goal is to make the glider turn at a right angle I'm not sure how much a reversible force floor would help either. Another possibility is a red or blue teleport on the ice path, which could be temporarily redirected.
  6. Any way to make monsters skate?

    Force floor can also be reversed with wires, which might make for a more elegant solution. Also, what about simply deflecting the glider with a block?
  7. My New Project

    CC Creator 0.3.1 is now available, with various minor improvements and bugfixes over 0.3.0. You can get it here.
  8. My New Project

    The initial coding is sufficiently finished that I am finally ready to announce my new project: Chip's Challenge Creator (working title), the first unified editor for both Tile World and CC2, with script editing! Below is a screenshot clip demonstrating my code's ability to load a familiar CC2 level and display it using the CC2 tileset: The plan is to write the first version in Java, for ease and speed of development. The Java program should work on most people's systems, and I hope later to port the program to C++ for more power and versatility. Below is a list of the planned features for the editor. I invite everyone to look over the list, and reply with any requests for additions or modifications. With the heavy coding out of the way, I may have the project finished in a month or two. Hopefully the community will find it useful for creating the next generation of awesome Chip's Challenge levels!
  9. CCLP4 storyline?

    It might help with motivation, as hkn said. I do understand where he's coming from. However... I'd like to add that I've heard many people talk about the need for an improved CC2 editor (not to mention one that makes it easier to port their CC1 levels). But so far hkn is the only person I've heard express a need for the CCLP4 storyline (though others have definitely expressed interest).
  10. CCLP4 storyline?

    I had hoped to have finished my editor long before now, so I could focus on the CCLP4 story and get it finished in time for the anniversary. Unfortunately, the editor's development has bogged down several times, and is still probably at least a couple months from completion. So I don't know when I'll have time to finish the CCLP4 story. It's still on my radar, though -- assuming the community does not (understandably) get tired of waiting on me and ask someone else to do it.
  11. Here's the proof. Lynx solves in progress. Now when are we going to get the award system back?
  12. CCLP3 & CCLP4 MS Completion Proof View File Proof that I completed these two sets in MS mode Submitter The Architect Submitted 05/26/2018 Category TWS files  
  13. CCLP3 & CCLP4 MS Completion Proof

    Version 1.0.0

    6 downloads

    Proof that I completed these two sets in MS mode
  14. Count to 1,000

    1,000 minus 3/4 of 100
  15. mainstream video games becoming dumbed down

    The problem is, one size does not fit all (the inverse is a fallacy into which the game industry, and society in general, unfortunately have fallen over the past several decades). And a wider audience is not necessarily a good target for creativity. Some people want easier levels, that are still fun to explore and aesthetically pleasing, but don't require enormous amounts of thinking/skill. Other people want a challenge, and are willing to exert as much effort and determination as necessary to overcome the challenge. There's no reason there can't be both kinds of levels, to satisfy both kinds of players. I think it's important to remember that you're not the only creator out there. Other people are also designing levels, in many different styles and difficulty-levels. There's enough variety to cover everyone's preferred play-style. So instead of focusing on what other people may or may not want to play, I would simply create what I want to play -- and those with similar tastes will enjoy my levels, and those with somewhat differing tastes may still enjoy them as a break from other kinds of levels. To clarify, I am not saying that the fun:difficulty balance is not important. But I think what other players find fun/difficult is a bad metric to measure that balance. If you enjoy making/solving hard levels, then that's probably the right balance for you. Don't try to be something you're not (especially as a creative artist).
  16. MIDIs not working since the update

    Really? Interesting.... I wonder why the buttons are affected, then?
  17. Ask a dumb question, get a dumb answer

    They would, but she hacked their computers decades ago and uploaded software that hides the Bit Busters' activities from the government. There are ants in Chip's Challenge -- why is there no picnic-table element?
  18. MIDIs not working since the update

    Yeah, that would be great! I don't even see the point of hiding the buttons along with the wires. (Oh, and I believe black buttons and two-state switches are also affected.)
  19. new tile ideas

    Good ideas for me to consider for my own editor, thanks! Hey, my editor already does that!
  20. My New Project

    CC Creator 0.3 is now available, with some new features plus fixes for a few major bugs. You can get it here. Notable in this update: Compatibility options can now be configured (compatibility testing is still not available). The Export feature now confirms before overwriting existing files. The Path tool has been modified to deal more intelligently with force floor and railroad crossovers. The wire loop-freeze bug has been fixed, along with the bug that prevented copying a selection with monsters to the clipboard. See the Changelog.txt file for the complete list of changes.
  21. Chip's Challenge in FPGA?

    I'm sure it has. I'll bet there's not a logical system, physical or virtual, in existence that hasn't had the Game of Life implemented on it at some point!
  22. Chip's Challenge in FPGA?

    It's a cool idea, but I don't know of anyone around here who's actually tried it. For anyone who may still be confused, this would be roughly analogous to using the logic elements in CC2 to create an entire video game from scratch! (Though it would run a lot faster than in CC2's 60hz engine. )
  23. My New Project

    It affects every tile in the map, not just in a specific region. Thanks, that's a great amount of info! I already have a suspicion I know what the problem is.
  24. My New Project

    Thanks for the positive feedback! It's definitely helpful, plus I'm always happy to hear my work has been of benefit to someone. I'd like to address some of your comments in more detail: I've debated adding the "random tile", but it's really just a glitch, not even as "real" a tile as the invalid tiles from CC1, so I'm hesitant about officially supporting it. Are there many people interested in actually using it? And I have no idea what you mean by "voodoo tiles". Another CC2 invalid tile thing? I'm curious: by "fill" do you mean the "box draw" tool, or the "flood fill" tool? The "flood fill" tool is one I'm particularly proud of, as I can see many potential uses for it and it's something none of the previous editors have offered. I'd forgotten how CCEdit treats force floor path crossovers. That would definitely be a good feature for CC Creator to have, and I'll look into adding it. Regarding train track crossovers, I'm aware of the awkwardness, but was limited by how I designed the path mechanism. There might be something I can do about it, though, and I'll look at it at the same time I look at the force floor pathing issue. Yeah, this was just reported in the Skype chat and I added it to the Known Issues list. I was certain I had designed a whole mechanism to avoid that possible problem, but it turns out I only designed it in my head. Anyway, the issue is now fixed in my alpha code, but I don't know when/if I'll release another beta update (I'd really like to be releasing the production version Soon!). It's supposed to be enabled by default, but I set it to default-disabled in my alpha version and apparently forgot to set it back for beta release. I just checked, though, and update 0.2 has it working properly. (Leaving the image in the quote 'cause it's hilarious.... ) Unfortunately I couldn't think of any better way to draw green teleport connections, that accurately conveys the manner in which any green teleport in the level targets every single other green teleport in the level. I'm just hoping people don't make too many levels like the one depicted, where the super-connectivity is an issue. And of course, you have the option of making the connection metagraphics show only on mouseover. But I'm open to alternate suggestions if anyone has any. This is largely correct, though I was concerned that it might be a little too weird for people to figure out without the still-under-construction help manual. I'm glad to see that's not the case. I say "largely correct" because it's not actually necessary to save to the native format before doing an export: you can export from an unsaved project just as well, it just doesn't mark the project as saved (because most of the export options only export part of the project). Yeah, those are two probable uses. The main point of the "import" feature is that it adds to the current project, whereas the "open" feature replaces the current project, losing any unsaved work in the process (and resetting the edit history). CC Creator supports the full possible range of time limits, common to MSCC, Tile World and CC2, which is 0-65535 seconds. Once compatibility testing is enabled, it will give a warning when an "undisplayable" time limit is set. Locks on top of chips is not a valid combination in C2M; the file physically can't handle it, so the buried chips are ignored. Once compatibility testing is enabled, it will warn you that that's going to happen. Shift+click puts the tile in the "buried" layer, which is not supported by C2M (nor Lynx-mode Tile World). You need to place the floor first, then the monster on top of it, just like in the original CC2 editor. I've considered adding a separate input sequence, such as control+click, to place a tile in the "terrain" layer while preserving the creatures and objects on top of it. Would people find this feature useful? That's really weird. It sounds like the program is throwing an exception (that's what causes the message to be printed to the command line), but I have no idea why that would be happening. If it happens again, can you copy the message for me?
  25. My New Project

    An update is now available, with some major bugfixes and a bunch of new features! You can get it here. Some notable changes: The CCX format is now fully supported for both importing and exporting Teleport connections now show direction using arrows, and blue teleports show wiring-dependent connections Elements are now laid out properly in the palette Map editor tabbing has been added The program now saves its settings between exiting and relaunching See the Changelog.txt file for the complete list of changes.
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