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pillowpc2001

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Everything posted by pillowpc2001

  1. Thanks for the info - I assume the pedantic flag is pedantic=yes? Unfortunately, my programming knowledge doesn't include reading .dat files, but that probably would be quite a helpful feature... I'll either try to figure it out or maybe have a feature for importing a level list generated by cclpinfo (a little inconvenient, but better than having to type them all in manually...). BTW - this semester has been pretty hectic so far, so right now I'm thinking this will probably only be released near the end of December... Plus it could depend on how long my other planned Chip's Controls modifications take, which I hope to get added in this same release... But if the others take too long, I could always release a standalone version of the CCX editor before releasing the Chip's Controls update...
  2. Wow, I completely forgot that I had posted this...but 9 months later, this is officially in progress: (Note that this is just a prototype I threw together today; nothing is actually functional yet except the Exit menu option. )
  3. It's possible just to bridge to the exit too, although it'll take a lot longer...
  4. True - I have 365 sets in my WEP4 folder. The person below me still primarily plays MSCC instead of TW.
  5. I think the more important update for Madhav to add to the next version is a working website/download. (I guess this isn't really the appropriate thread to bring up this issue, but it seemed like a good segue... )
  6. I don't think it would...it only takes 8 extra steps to get the block into position (as opposed to heading straight to the trap), and the blob wouldn't be able to follow Chip and hit the button quicker than that... Unless you have to wait a while for the fireball to come back around (I'm not familiar with the timing of the bold route), but it still seems like the blob would still be slower... How long had you been in the final room before the blob made it to the trap?
  7. Guess I might as well start a MikeL2/MikeL2-fix thread, even though the set's 10 years old now... I did do an update to it today though, adding a buried trap under the block at 6,12 to prevent a new record that wasn't possible in the original version. It's a minor change, but I didn't think it would be fair to the original optimizers to let the record be broken after all these years based not on a new discovery but a change to the level itself... The sets can be downloaded at my site: http://www.pillowpc2001.net/MikeL2
  8. Actually neither - it was Chip56...
  9. I need to stop dying with 0 chips left.
  10. Hopefully no one played beyond level 9 of the last version of this set... MikeL3 has been updated again, basically becoming a full-fledged "best-of" compilation set. All levels beyond #9 have been rearranged, and a lot of new (and when I say new I mean taken from MikeL2 and MikeLrejects but new to MikeL3... ) levels have been added into the mix. I decided to abandon my self-imposed pedantic-Lynx restriction (although the levels that were already in the set will remain pedantic), and there are even a few MS-only levels in there too. All MS-only levels have at least one invalid tile, so Lynx players can more easily determine and skip over them. For the same reason, all levels not pedantic Lynx compatible have at least one north or west thin wall tile. Some of the levels have been changed from their originals, most only slightly, but some have important differences (Rush Hour no longer requires the editor, Go Back to Start has hints added explaining the repercussions of pressing the clone button early, Toggle Tactics has a slightly more interesting ending). Also, Toggled Chips has been removed, since it was kind of redundant to keep both it and the revised Toggle Tactics. Sorry for all the inconveniences this update will surely cause, both for players and the CCLP1 staff... I don't mind if the "new" levels can't be considered for CCLP1 - I would've waited until after CCLP1 to do this update, but by that point more people probably would've played the old version, which would've caused more score files to be ruined... The set has been updated here and at pie guy's site.
  11. Close - I think it's ALCATRAZ (Zartacla backwards) from AndrewG1, which became Prison Break in CCLP3...
  12. I just got a MacBook Pro for school, and I loaded Tile World for Mac on it (obviously... ), but I can't find where it saves TWS files. I remember someone (probably JB) mentioning this before; was it ever discovered where they are located?
  13. Was it Dodge (if the ice skates at the end don't need to be lost)? Edit - nope, doesn't seem to work...
  14. Finally finished this set last night... Great set! Lots of good CCLP1 candidates in here... The levels I struggled most on were: #24 (Juxtaposition) - Embarrassingly, this was the first level I had to peek in the editor at... Although it was mainly because I thought the level might be solvable because I couldn't find the last chip... I think it was one of the ones on the edge, so it couldn't have been seen from inside the main "square"... #41 (Checkpoints) - Not sure if I had to look at the editor for this one or if I just lucked into the solution... I see the hint about the counterclockwise pattern which I must've missed when I originally played the level... #87 (Over and Under) - Not as hard as it originally looked, I guess, but still struggled a bit on this one... #88 (Skydiver's Maze) - This level was probably the hardest in the set for me... Had to look in the editor, and found the solution rather quickly - turned out one of my ideas that I had already considered and then moved on from was involved in the solution after all... #91 (Pattern) - Struggled a bit figuring out the block placement in the second block room... After figuring it out, the hint seems pretty clear, so I don't think anything needs to be changed here... #93 (Crate Packing) - Took a little while to figure out how to pack those crates in the second "warehouse"... #96 (Bulge) - My last real struggle of the set (although perhaps I would've been stuck on Japanese Game Show longer if I hadn't already solved it in JL1... ).
  15. Nope, that edge is blocked by thin walls.
  16. Niche - This level is in CC1. It is the only CC1 level in which it is possible to touch the edge of the level (other than Thanks to...).
  17. Whoops, was working on this before Michael's reply but I was too slow... I was going to say Oracle II to Josh's, but Checkerboard I would work too... For Michael's - would it be Problems? - This level is in CCLP2. It is an ice level. The designer has a sequel to the level in his set, but it doesn't appear in any official sets.
  18. Hmmm, I guess it would be kind of redundant...but on the other hand, those playing in Lynx might prefer to watch the solutions in Lynx as well... I'd be all right with either option I guess...
  19. Thanks! Originally I wanted to have it end with "Don't step in the fire without fire boots", but there was no campfire available to go to step in on the day of filming...
  20. I did a live-action CC "spoof" a few years ago... There are certainly more ideas that could be explored with this concept, so feel free to make a "sequel" to this...
  21. Actually you can use ChipCap to record TW - open MSCC and place it directly over the TW window (having stretched the CC window to be the same size as TW), start recording, and then move the MSCC window out of the way - ChipCap will then record the TW window. The quality's pretty poor though, and this wouldn't work for those with 64-bit computers anyway... So I guess maybe the best solution would be for you to record them from others' TWS's, unless they have a recording program to do it themselves...
  22. The Lynx section of the CCLP3 site has now been finished: http://www.pillowpc2001.net/cclp3/Lynx
  23. While trying to track down a level set, I stumbled across this video of the baking of a CC cake: Pretty cool that someone with more than 50,000 subscribers made a CC-related video (which has almost 90,000 views)...
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