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Everything posted by mobius

  1. CC2 Community Pack Survey

    I'd fully approve of custom music added. I personally don't feel like picking songs for my individual levels but I'm okay with custom music being added (at random or by someone else). Music tastes can vary wildly, so voting for that might be a good idea.
  2. after a little more testing it seems like what's causing this problem is either pausing or setting the window to the background. It doesn't seem to cause a problem immediately but it's the only thing I changed that fixed the issue (I did not pause or tab away at all while recording and it finally worked on my problematic levels.
  3. I can record solutions perfectly for very small and brief levels. (see first level attached). But after a certain amount of time (200-400 seconds?) it seems it causes it to fail for some reason and afterward (after it says "record complete" pressing F3 acts like it did not save at all. It does not seem to matter about what I do in the level or if I pause or tab away from the program. (see other attached level. Which, btw, is not very big or long compared to average standards). Anyone else have this problem? or any ideas on how to fix or what to do would be appreciated. Seeing as solutions must be recorded in order to upload to steam this is kind of an important problem. hook or crook.c2m defend fortress.c2m
  4. CC2 Community Pack Survey

    I kept forgetting to add: in regards to random settings (and things of that nature): any setting should be allowed. I don't think level design should be dictated by optimization. [I could go into a long argument about how at that point it's no longer true "optimization" to a certain regard....]
  5. Which CC game do you play?

    If I had more time and didn't play many other games I would play CC1 more often but I pretty much only play CC2 these days (and that's not even real often). Mainly because it's new and fresh. I loose interest in games quickly. I had steam already (I was surprised to see some steam bashing here, but understandable) so I was happy to see it come to it in 2015. I pretty much have a similar but opposite view: I prefer the idiosyncrasies of CC2. Idk why I just find it smoother for me personally. The movement and controls immediately felt natural, more so than MS CC or tileworld which always felt weird to me. IMO in MS I hate the extra step chip takes when you hold down the key* and tileworld feels like he stops too short. *No I refuse to press the key repeatedly instead of holding it down like I've heard people do on stream.... I can't even believe people do that!? I also like the graphics of CC2 better than MS or Tileworld. It's similar enough to the originals to satisfy my nostalgia also.
  6. Call for CC2LP1* Level Pack Submissions

    of course; I didn't mean to suggest including a level by someone unbeknownst to them. I just was making sure it was okay to say: 'hey, see if we can get a hold of this person because they have some awesome levels or etc'. Of course I guess I already did that myself
  7. Call for CC2LP1* Level Pack Submissions

    do you guys try to contact anyone like this? It seems a shame if someone (like Nanamin for example, but it could be anybody) who has made excellent levels to simply go unconsidered just because they haven't visited the forum lately.
  8. Call for CC2LP1* Level Pack Submissions

    any answer for this? There are still other people like Nanamin (who I'm not sure even has an account here?) with levels I'd like to nominate..
  9. Call for CC2LP1* Level Pack Submissions

    I plan on doing the same. What about nominating levels/sets by people who are not around? For example I'd like to nominate levels by Motez...(long name) but I'm not sure he's active at all currently.
  10. CC2 Community Pack Survey

    another quick point: I still agree with what I said earlier about not allowing most or some hex editing that allows for very glitchy behavior (like enter the void stuff, except perhaps for decorative purposes). But maybe it's a little fast to not allow ANY glitchy/hex editing at all. Perhaps there are as-of-yet undiscovered interesting tile possibilities via hex editing? (Besides the directional blocks and no signs that is). As already pointed out however; much like the red key/clone machine bug these are in danger of being patched in the future. Even blank no-signs may be in that danger? Although it seems like Chuck and them visits now and then and consider these things so maybe not.
  11. CC2 Community Pack Survey

    I want to allow blockslapping; remember it was an original feature of CC1. It was only a *mistake* that it was not included in MS; thus everyone at the time became familiar with the game without it. I'll admit it doesn't have a huge range of uses but some interesting ones. I think it should be allowed. Also something I didn't really make clear; if we're not going to have tutorial levels I would lean toward 150 levels total, but if we do; I would lean toward 200.
  12. Meditation

    Any meditators here on CCZone? I'm not religious or spiritual; although I have been reading and casually practicing some parts of Buddhist philosophy for a while now. I started meditating a while ago at first to just relax. I quickly learned it is a much more powerful practice than simply allowing you to relax. It can be literally life changing. I won't go into all the details unless there's interest but here's a few things: There is a lot of misconception about meditation. For one; there are many different methods which lead to different things and have different goals. There's no 'right' or 'wrong'. A lot of people try meditating by 'clearing their mind' and think they can't because their mind keeps wondering so they're a failure at it. This is a misconception. It is impossible to clear your mind; one main goal of many common meditations including one called Vipassana is to focus on something (like your own breath) and note each time your mind wanders. If you realize your mind was wandering and you focus back on your breath that is not failure; it's success; that's part of the goal of this practice. The act of realizing your mind is wandering and redirecting it over time will help you develop better concentration and focus among many other things. For any who think it's just voodoo nonsense; there is actual scientific backing on it. Two interesting things that can happen as a result of meditation; Supposedly meditation can stimulate a nerve in the brain called the Vagus nerve which connects to many parts of the body and helps your body relax physically and is very good for the heart, lungs and digestion. Over time meditation has in some people helped deal with depression, anxiety and addictions. There is a network in the brain called the 'default mode network' which is active whenever we are not working on a particular problem like math, watching a movie etc. In other words; day dreaming. It is believed this area is responsible for self reflection and 'theory of mind' among other things. This network can be altered or shut off entirely while meditating. This can lead to very profound and bizarre feelings. It is an altered state of consciousness which is impossible to describe or understand without feeling it. It can be very pleasant but also scary. I also want to make a brief warning; its not all fun and games and isn't something that should be taken too lightly. Meditating, especially done poorly (too deeply, too much or too often) highly depending on the person and your personality can have negative effects. I've never been on a 'retreat' but I've read of people who've done those and have had episodes where they almost went insane.
  13. Meditation

    I think it's definitely related to hypnosis as well but I don't know as much about that. I've read things saying hypnosis is real and reliable then I've also read that it's totally bogus and can be avoided/undone so idk. Meditation is also apparently very related to psychedelic drugs; that is they produce a similar effect on the brain; what I mentioned above about the DMN. I've not ever tried hypnosis or any drugs so I can't say personally. I can say that in the short time I've been meditating (since this summer) I've experienced some out-of-this-world things. Some; you might say out of body experiences, and other things to strange to explain with words.
  14. Meditation

    It probably does. There are many different ways and types of meditation with different results. Anytime you're attempting to clear your mind like this is semi-meditating. If you really take time and notice your own mind in times like these you can notice a lot of new things. Actually meditation and sleep are closely related and in fact you may enter a semi-sleep state while meditating. There are several stages of sleep, one stage being very light (close to waking). I've read that meditating a lot may enable you to have to sleep less; however I also read that meditation is no substitute for normal sleep. I've done what you describe and this usually leads to a very relaxed state but sometimes often very sleepy. Something important, at least that is very true for me; I don't recommend meditating heavily if you haven't gotten enough sleep the previous night (or regularly). It can end up making you extremely tired and messing up your sleep. The main thing however, if you want lasting results is to do it regularly. Only after started meditating once daily (for only 10-15 minutes, sometimes less) did I notice permanent changes in myself. Besides focusing on your breath there are other methods: focus on a sound (music, or your own voice, like a mantra), focus your eyes on a specific spot without moving or blinking. The latter method usually works very well for me but I don't do it often because it is very powerful and can be intense. I could go on for a while (I've been reading a lot about this recently)...
  15. CC2 Community Pack Survey

    I agree that basically anything should be allowed; if it doesn't work or isn't liked then people won't vote for it. I say 150-200 levels. I think it was J.B. that said somewhere that you almost need that many levels just to explore all the many possibilities within the game. I thought the main game's number of levels felt good. One important thing that helps that though; is there were quite a few small levels. If the game mostly consists of large levels (which I sincerely hope it does not) then 200 will seem like far too many. Note: not that large levels are bad, but I'd like to see a nice mix of large and small. That's one thing I really liked about the main game. Things like the directional blocks and blank no signs should be allowed but more unusual and unpredictable stuff like glitch tiles I say no, or at the very least kept to a decorative use. I think tutorial levels ought to be made. But made with a lot of care. As I though the tutorial levels of the main game seemed a bit lengthy and tedious at times, yet having a level focusing on just one or a few game mechanics would require 20+ lesson levels. Levels focusing on several concepts each might work. If you took the lesson levels from CC1 and did it that way (continuing with the CC2 mechanics) then you'd maybe need another at least 7 lesson levels making 14 total? Another interesting idea I had was the make a 'tutorial pack'. Which would basically be a level pack of just lesson levels, designed especially for beginners. This way you could have as many levels as you want and get as in-depth and helpful as you needed and little or no lesson levels in the actual CC2 community pack.Instructing new players to play the lesson pack first, of course. The Warp exits concept sounds really neat (I haven't experimented with it much myself) but I think it should be an optional find/challenge. Custom music would be really nice; it's just a matter of finding music that can escape the copyright Nazi's....
  16. The Walls of CCLP2

    Another update!!! currently at version 3 currently 48 levels. changelog: Swivel Tombs: made some areas optional bonuses added on Mission Improbable new levels added: 28: Tempest 32: Back on Track 33: Present Push 35: Ye Chip of Old 36: Thief 37: Melinda on Mullberry Street 38: Which Switch is Which? 39: Dingbat 40: Play Hooky 41: Hints and Allegations 42: To Each His Own 43: One Way Traffic 49: Quantum Leap* 50: Babylon Fading 51: Bumper Cars *This level requires a good understanding of ghosts relationship with yellow teleports which is not intuitive. Refer to a pinned message in discord under general chat for a detail of how it works.
  17. The Walls of CCLP2

    A brand new CC2 level pack by mobius, Inspired by Joshua Bone's "Walls of CC1" I decided to take on a similar project; for CCLP2! All of these levels are modeled directly after the levels from CCLP2 (the first big community pack of CC1). My overall rules and goals aren't exactly like Josh's WOCC1. I haven't always kept the level size 32x32 or left the walls untouched. But every level I've either tried to keep the basic overall shape or use a similar concept but CC2-ify it. Hopefully those familair with CCLP2 may be able to recognize the levels. The levels will be in the same order as the original pack so the difficulty curve may be all over the place as I'm not really trying to order the levels based on this; but since many of the earlier levels of CCLP2 were smaller and simpler these beginning levels ended up rather easier anyway. There are no tutorial levels however; I recommend getting a at least a decent understanding of the game mechanics before playing. CCLP2 was probably the first custom pack I played back in the day so this is very nostalgic for me. I also found it incredibly helpful for getting into making new levels again; after a very long writer's block. It was a very fun project and I definitely will be continuing it. There are currently 26 levels complete. The end goal is all 149; though I have no idea if I will be able to complete it or when. Thanks to Josh for the idea and other people here at CCZone for playing and giving feedback and advice. All feedback is welcomed, positive or negative. If a level is too easy or too hard; especially if it's busted, unfair or doesn't work properly I want to know.
  18. due to recent updates; "Multichip" no longer works and is not solvable. Also though I'm not certain of this; I think Uptown Decisions might also be unsolvable. [I think no-sign/swivel behavior has changed?]
  19. ajmiam CC2 Levels (20 so far)

    excellent levels, as expected! (I really liked your first 2 CC1 packs a lot) The early levels were good tutorials. Nitroglycerin below 57; really fun maze. Sticky Controls: an interesting one, tough and requires a good amount of planning. Chateau Crunch: more clever teeth puzzles! I'm Currently stumped on the toggle door room on the right. (maybe really easy I'm just missing the obvious) Double Stop: clever idea! Gift of Giving: nice concept and multi-roomed level. Fire Blossom: simple yet intricately designed! Electric Feel; might this be a reference to the MGMT song? anyways, great level and great use of the lightening bolt! I look forward to more!
  20. C1059-CC2

    I was playing and got up to ~level 60 some of my favorites recently: push and pull, Sequence and Pattern, Iceblock team, Exchange, Ferry Spiral, Boiled Peanuts, Reverse Sokoban... Here are levels I was totally stumped or confused on; Random Monster Generator, --not sure what exactly to do or what the goal is. Well, I know the ultimate goal but not how to achieve that. Arms Length. ....I think I just figured it out while typing this ...
  21. April 2018 Create Competition - Pushing New Ideas

    I started playing levels from this contest: Total Eclipse of the Post: very nice repetitive concept and compact design. It was fun to solve. Hook and Warp: really nice compact one but as with most yellow teleport puzzles, I'm totally stumped!! Can you see the block: really neat concept, even if it's quite simple!! Wormhole in the sun: another nice compact level, and challenging
  22. My official level pack!

    I'm unable to download your latest file ^ its saying 'my account doesn't have access to this'
  23. new tile ideas

    someone in discord mentioned the idea of "Chips challenge 3" and it reminded me to post this list of new tile ideas I made long ago: (some of these are based on CC1 and 2 elements while some are based/copied from concepts from another game called "Enigma". So this is my fantasy concept tile idea list for Chips Challenge 3. Feel free to post your own ideas changes to existing elements: 1. keys/doors, teleports, and toggle doors/bombs now all come in 9 varieties: red, blue, yellow, green, orange, purple, black, white, grey. black white and grey keys can be dropped like items. If dropped into ice and FFs they move with them like an enemy would. So you may have multiple types of toggle doors in one level working independently. [sort of like in Chuck's Challenge) 2. Clone Machines may clone items and keys and players. unfinished idea: a new way of changing what a clone machines creates. 3. Wires may be placed over plain walls and (over or under) most tiles. And TNT actually destroys wires (for those unaware this doesn't happen in CC2, even though it appears like it does}. unfinished ideas: 4. Transmogrifier: I'd like to somehow be able to turn Chip into an enemy or creature that is forced to behave like enemies (Fireballs etc). 5. Rover needs to follow a more reliable set of rules. Also: option to have the Rover follow a specific pre-programmed path. NEW ELEMENTS: INVINCEIBILITY STAR chip cannot die to enemies or hazards (walks over them) for several seconds, (similar to the Mario star) BLACK HOLE everything except ghosts are killed in black holes. All blocks disappear forever in them. Chip can only walk over black holes with the hover boots CRACKED FLOOR has up to four types: this floor can be walked on once, 2, 3 or 4 times until it breaks depending on how cracked it is. CRACKED ICE works similar to cracked floor but has same properties as ice and water is underneath SPIKES kills player, ants, centipedes, walkers, balls. Can be turned on and off with a button. Destroys ice and plastic blocks. Other blocks can be pushed over them. ELEVATOR (idea comes from a game Tyler Sontag made, talked about in discord recently) essentially allows chip to walk on top of walls and canopy. (But can't walk *through* walls like a ghost). HOVER CRAFT vehicle which works like a moving platform; chip can get on and ride on a predefined path (unless carying the license) while on the hover craft, player is protected from enemies and all hazards like water or black holes. Except it avoids train tracks. TRAIN vehicle that follows tracks. PLayer is protected from enemies while on the train. Cannot dictate where to go unless carrying the license. LAVA fire like substance that slowly spreads across floor on it's own. Is blocked by most other tiles like walls and gravel. If it encounters dirt; the dirt is turned into gravel. Dirt blocks pushed into lava turn to gravel. Ice blocks pushed into lava turn to water. TORTOISE a moving monster which is NOT an enemy; works like a moving turtle but never sinks. Chip can ride a tortoise across water WOODEN BLOCK is destroyed in water/fire/lava. Can only push one at a time. PLASTIC BLOCK floats in water (can be pushed over water like floor without turning water into floor). Can push multiple blocks at a time. STONE BLOCK Cannot not be destroyed by bowling ball or laser. turns to floor in water/lava. Can be pushed into enemies to kill them. LASER shoots deadly beam in one (of four) direction. Can be turned on and off and direction changed with buttons. Destroys chip and all enemies and dirt/ice/wooden/plastic blocks. RECEPTACLE catches a laser and if wired activates other objects (like a pink button does) MIRROR reflects a laser in different directions depending on how moved. Mirrors can be rotated on train tracks COIN SLOT DOOR toggle door that allows 1 player or enemy through per one coin. RICHOCHET BLOCK pushing on it (from opposite side) will push blocks and enemies adjacent to it away in the direction you pushed. If player is standing adjacent to one and an enemy hits it player will be pushed away. SWAP BLOCK Swaps places with adjacent (non enemy) tile when pushed on. Even walls for example can be moved with this block. TETRIS BLOCK blocks with different symbols that fit together and form bigger blocks. These larger "tetris" piece like blocks can be moved as one big unit. Can be broken apart with the hook or time bomb. MAIL SYSTEM items dropped into the mail tile get sent (with button press) to other mail station. Items must be picked up before placing more. NEW ITEMS: MAGIC SATCHEL adds new slots to inventory: when carrying the satchel up to 8 items can be held at once. BAIT when dropped: all teeth on the level will ignore chip and instead be attracted to the bait. If a teeth is able to move onto the tile the bait is on after several seconds the teeth will eat the bait then return to following Chip. HAZMAT SUIT allows player to walk across slime SOAP allows player to walk across slime and erase it. FIRE EXTINGUISHER erases fire and lava HOVER BOOTS allows player to walk across black hole and spikes SKELETON KEY opens any door once MAGIC KEY opens any door infinitely. MAGIC WAND can change walls and some tiles into different things when pressed on. (unfinished idea) HAMMER allows chip to destroy blocks (cannot move them while carrying hammer) LISCENCE lets player control hover craft and train -------------- there were some things in Puzzle Studio which intrigued me but it's been so long since I played that that I can't remember most of them. I remember a bowling ball that moved slowly but not exactly how it worked. Ideas I'm particularly fond of are the: bait, multiple colored toggle doors, laser and mail system.
  24. Played several of the new levels: Much more time on the Golden Key would really be appreciated; The third room with the centipede and many toggle doors takes a while; and after leaving that room every time I play there's barely enough time left to keep going. I haven't beaten it yet. Real Thinker: great level out of "Writer's Block" Treasure Collection: really nice & straightforward one
  25. Mobi's Challenge

    I am in the process of making a MAJOR update to this pack. In light of recent events I'll be releasing the pack here and on steam also. I'll be releasing 3 things: Mobi's Challenge, a reject levelset (which may be larger than the actual pack XD ), and a pack of only sokoban levels mostly adapted from another game.