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mobius

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Everything posted by mobius

  1. Version 1

    9 downloads

    since many of the sounds in the CC2 game are inconsistent in volume I manually adjusted them; I think these are more appropriate and less irritating. Simply unzip the folder, and replace the wav folder with your own wav folder inside: "SteamApps/common/chip's challenge 2/data" You may want to back up your own wav folder just in case.
  2. this one can be seen in my own level "Cubicles" -when a blue or yellow tank get cloned, if a (either) tank button has been pressed previously at all; a blue tank will cloned but immediately reverse direction and go up against the clone machine. A Yellow tank will move 1 space in whatever direction was pressed last. I'd like to test this one a little more before putting it on the public list
  3. just discovered another interesting one I added to the public list: -If chip is standing on a turtle and releases a bowling ball, the turtle sinks and chip disappears, but will reappear when you try to move. If however you remain on the water tile while invisible and press the drop button the game will crash
  4. I haven't updated in a while. I'm still hard at work, I've made a ton of new levels since my last post. My level goal right now is 150 levels it may be more but I think this is a nice number to aim for. At risk of sounding immodest I feel like I've recently made some really cool levels, I've been discovering a lot of new and interesting possibilities, some on my own and some thanks to everyone else's levels/inspiration. I hope my previous CC1 sets are not too much of a negative representation of my design. When I look back I think my design has improved quite a bit since then. The tutorials are going well for the most part. They will get stretched out into the set mixed in with regular levels to some degree, like in the main game. My early tutorials start out very small and simple and they get larger and more complex, the later ones especially.
  5. is the music in puzzlestudio free to use anywhere else? [like for a CC2 levelpack]
  6. I forgot to mention some comments on the pack: overall most of the levels are mostly too difficult for me, but there are some really nice concepts. My favorites were: Protect me Swivel Senpai Benevolent Bowlingball Simon, Slime Minister, Fear of a block planet, Strike, Meeting in the aisle [really cool concept this one], and cube maze. I haven’t solved enter the void, but I’m curious; what’s under the weird canopies? is this finished yet? If so where can I find it?
  7. I thought we need a place to discuss/confirm/investigate bugs here on the forum. Since I don't like just adding things to the public buglist unless I'm sure what's going on. And the other topic I made was to ask a question but it sort of turned into discussion, these topics could be merged if that's better. This title should be used though for a glitch discussion rather than "bug in editor?" Also, I was thinking of making some kind of help file/manual for the game to explain some of the lesser known stuff for beginners and everyone. Since there are so many facets to learn. Anyways; I've been doing a lot of tinkering lately and discovering odd things, here's one but I think this might be intended [although odd] behavior considering it's utilized in a level from CC2 rejects; "centipede" when a rover is on train track and collecting bowling balls: -facing left or right, it will drop the bowling balls as still items. -facing up, it will drop them rolling like chip would and kill itself -facing down: it will drop them rolling, but going UP away from the rover, in the opposite direction.
  8. yeah I was just being dumb. Anyway, some more comments/favorites: Railroad sabotage trail mix it takes two gender confusion tank crossing Breakout,--- really nice concept. Hidden Bomb -- fun and simple concept, good level, maybe a little too easy, but that's said after playing through the whole CC2 game. And this goes for the main game as well-- I really like the concept of making a lot of challenging levels in a 10x10 screen. I've followed suit and designed a couple myself. There were a few big levels by Josh which had some interesting mini concepts in them which I liked quite a bit, like "Dumbell" which had some tough puzzles. I've now solved about 90% of the main game. On this pack I've only solved about half although I've skipped quite a few levels. Some of them are decent challenges [i think] which I'm completely stumped on like "The Tank Guards" I'm curious about the level "A Little Bird" if the title is random or if it implies that, if all the buttons are pressed in the correct order, will the light of the wires form the shape of a bird?
  9. for those unaware; Joshua Bone posted the CC2 Rejects set in the downloads a while ago; all the levels made for CC2 that didn't make it in the game [a whopping 200 more levels!]. And I thought I'd discuss them a little here, because while most of the levels were nothing special, there were some interesting concepts there, that gave me some inspiration. I've only got about half way through the pack so far. In Particular here are some levels I might've liked to seen included in the game: Resistance is Futile. This was a really cool concept. Maybe to make it a little less tedious/boring, add a few more walkers? Of course, that would make getting the bonuses harder. And it was annoying when sometimes the walkers come back out after going in a hole. Even so, I didn't have much trouble with this one and I actually liked it quite a bit. track maze (1) -- very nice concept and I liked that it fits on a 10x10 level. It's tougher than it looks at first. The nice long time limit is nice. Ant Help -- a fun short level. But shouldn't it be called "centipeded help"? Be Prepared: while there that's d### move; this was actually a fun level. In such a brief level I don't mind gotcha moments like that. Now if it was a 30x30 level with lots of work that's a whole other story. Centipede: Cool concept, the only flaw, I think is the fact that basically there's no real strategy or plan involved, just spam bowling balls and you'll win. I haven't figured out how to get the bonus though. Limits: I realize there's not exactly the same idea, but as far as "rover themed" levels go I liked level much more than "Sea Que". I haven't found any levels unsolvable by logic updates yet, but I have found levels which I can't see any solution, probably just because I'm missing something but they seem totally unsolvable. Like the second Pop Rocks level, Am I missing something or is the path to the exit/waterway totally blocked??
  10. Version 1

    21 downloads

    a level to demonstrate useful multi-purpose logic gate set-ups. I plan to add to it as I learn more.
  11. this is a very good set of tutorials. If you're planning on making a big set, I'd put those in there. I like that they work without much or any hints. I have a level coming together with demos of simple but useful circuit designs but it's unfinished. But I might just upload it as is for now, it might be a while before I can think of more stuff to add to it. here it is so far: http://cczone.invisionzone.com/index.php?/files/file/573-logic-gate-demo1/ like I said, it's a bit simple now, but I hope to add more to it. -H- also has a sample level like this in the level discussion thread.
  12. thanks for so much help! I’m actually not really sure what I am looking for because I’m really just experimenting, but I think this will help me a lot. Actually, the examples so far aren't exactly what I was looking for, but they give me ideas anyway No, sorry Felix, your sample is exactly what I was looking for! One of my goals is to try and reduce the size of a logic set up so levels like my “Drawing of the Seven” don’t have to take up an 80x80 grid. Not that there’s anything wrong with it taking up a huge space, but for the sake of learning. unrelated note: I like those graphics a lot! where can I get those? on here, or on Steam?
  13. is it possible to set up "IF statements" with wires? Let's say I want the following: You clone a monster to randomly press one of three buttons, each connects to a latch or otherwise connects to another button which you press, to open the door to the exit. [six buttons total] Now if you clone another monster, and it presses a different button, it turns off the first latch and turns on the other one it went to. So now, chip can only pressed the latest button triggered to open the door. Is this possible?
  14. This is an excellent topic. I too, would appreciate help on the subject. Unfortunately, I think it’s kind of one of those things that really takes a while to learn cause it’s sort of like a type of math. Just explaining it won’t be as simple as having a single post or even a video. And it’s pretty important imo, considering you can build a mini-computer in a level [see the UART level in the downloads] What I’m doing for myself, is I’m experimenting on my own and learning as I go. That’s a really slow way of doing it, but I plan to upload levels, possibly a pack of demos and explanations on the subject as I learn. And in my regular levelpack I have currently two tutorial levels demonstrating logic gates in *slightly* more detail than CC2’s game. A quick tip I can say off the top of my head: if you put a inverter in a wire loop [just make a wire rectangle and pun an inverter in it somewhere]. The wire will cycle on and off rapidly. With this you can make things happen like a cloner clone rapidly with no buttons being pressed at all; or have a timer go up or down without button presses as well. This is sort of where I started and will probably have demos of first. I started getting fascinated by this when I saw it first in "Crazy 1 and 2".
  15. If I understand correctly, in simple terms what's happen is: -the clock is making the wire circuit pulse in a particular pattern. -when a "transmission switch" is pressed it changes the pattern. -the receiver [left side] activates the door that corresponds to that switch based on the pattern? or the time in which is was pressed using the pattern? Because the switches are not directly connected to their respective doors in any way. ----- anyways, thanks for the info and links. I have a question for anyone knowledgeable or inclined; might it be possible to use two of these [or a similar set up] to compare two sets of data inputs [in the form of switch presses in a particular order]? What I want to do is have two sets of switches being pressed in a certain order and be able to confirm whether or not the two match.
  16. This about the CC2 game engine compared to CC1. Not the levels or game elements. First of all, years ago; When I was first forced to start using tileworld [because MS chips challenge doesn’t work on 64 bit Operating systems] I used the MS rule set. That’s what I was used to and I liked it better. Lynx seemed very weird at first and I didn’t really like how a few amount of seemingly simple rule set changes really made for some major changes in level design. After a while however I got used to Lynx and grew to like it better. Now, I pretty much prefer it and I can’t really stand MS anymore. The main reasons; smooth animations not only look nicer, they make it much easier to play, to see where monsters are going and easier to follow chip around as well. Now whenever I play MS it feels so choppy and annoying. Secondly the glitches in MS are a pretty big hassle. Most notably slide delay and the controller/boss glitch. So it’s really nice to not have to deal with that. But now that CC2 has been released I must say that I like that so much better than either MS or tileworld’s Lynx. Not only because the game and the new features are awesome, but I like the game engine better. I feel like movements are slightly smoother and more fluid. It also feels like the hit-detection on enemies is friendlier than Lynx. So often when playing in tileworld I die while trying to step into a line of enemies or get caught by a monster when I wasn’t expecting it. I often misstep, either moving too far or not enough. If I’m really honest my playing experience with Tileworld’s lynx has been quite frustrating. Since I started playing CC2 I haven’t found any of these frustrations, at least not nearly to the degree of tileworld. The hit detection is very nice imo, the controls are slightly easier and feel better. I like the ability to reveal walls while passing by them, and the “splash delay” is minimal too. This was another nuisance in Lynx.* CC2 has its share of glitches too of course; some of which while I haven’t run into yet myself, I would image may be quite frustrating. But so far, nothing I’ve encountered has been as game-breaking as the MS glitches. Overall I really feel the improvements on CC2 far outweigh any negatives verses CC1. So for the most part I’ve stopped playing CC1, though I still play a level or two occasionally, I haven’t deleted the game forever or anything like that. But from now on it’s primarily CC2 for me. And any level sets I make will be for CC2. What other people’s thoughts on this? *this is a side point but that splash delay is weird imo. I recently saw a video of the Amiga version of chips challenge [which in graphical quality looks very similar to the Lynx] there is no splash delay at all!
  17. since for some reason you can't comment on CC2 levelsets in the downloads section (you can comment on CC1 sets...) I'll ask this here cause I don't know where else to put it. [feel free to move the topic to a better place] Chuck Sommerville uploaded this level, demonstrating a "serial transmitter". http://cczone.invisionzone.com/index.php?/files/file/475-uartc2m/ Can anyone explain this in detail? I don't really understand what this is, what it means, what it's implications are, or what exactly it's demonstrating. Or what uses this could have in a level perhaps.
  18. I downloaded and played both levels-- first one I solved, the second one only played about halfway. 1. Nice design and fun level overall. I know the game battle ship, though it's been a really long time since I've played. I don't quite get how that works in to figure out {I'm guessing to figure out which block is correct?]. It's simple enough to guess the right one in this case. This is actually, imo, an example of where guesswork can be not annoying. At the moment I'm completely stumped on how to get the bonus. 2. The concept in the first area is really cool. IT took me a moment to figure out what was going on. The second room at first glance seems a little tedious for me. But I think I get the concept which is again a cool one. Both great starts to a levelset. I hope you make more!
  19. thanks duh, idk why I didn't look there
  20. This entry is in the public bug list: "Force Floor “forced ride”: Jeffrey Bardon/June 16th If Chip or Melinda starts the level on a force floor, no overrides are possible until they stop sliding. random 8/June 17th Same thing happens if you drop suction boots on a force floor." But I recently noticed that this can happen for no apparent reason while sliding. I just made a 10x10 level filled with random force floors and for reasons I haven't figured out yet, at random times while playing [it usually doesn't take very long] I lose the ability to override and become stuck in the 2x2 circling pattern. I don't start on a force floor and I don't have boots. Originally I had teleporters and other things in the level but I eliminated all that and it seems to happen regardless.
  21. I’m planning on attempting to make recreations of all the original tunes made for the Lynx version of CC1. I’d like to know as much info on those songs as I can, but especially who wrote them so I can give credit. But all I've been able to find is what's in these videos: https://www.youtube.com/watch?v=PYFIosFOAJU&list=PL335F9BCC9BEE7E0C I can't find any of this on the wiki. Can anyone at least confirm that this is accurate? And are these all of the songs found in the original game?
  22. i can replicate both of them in CC1 if you'd like. I've since discovered neither is all that difficult; I'm just not the best sokoban solver.
  23. mobius

    Am I Crazy?

    I once had a dream about a person I only knew over the internet and never saw in person so Idk where his face came from in my mind. Anyways, it's not crazy, and I wish it were more active to
  24. its seems like nobody ever uses the chat room anymore is it broken or is just nobody around? With CCLP4 and CC2 it seems to me like they're is still plenty to talk about
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