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Ihavenoname248

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Everything posted by Ihavenoname248

  1. Count to 1,000

    Except that's actually 926. A better 927 is my score on the busted version of Repair the Automatic (Caution) Doors, with 928 being the bold time on the same level
  2. My official level pack!

    Yes, that's because the downloads section is only accessible to members- so anyone logged out wouldn't have permissions to get there. Further, you kept linking to embeds instead of the download page itself. To protect against malicious uploads, only the uploader has permission to download an embed like that. The download page that I linked can be used by anyone, and is what you should link.
  3. My official level pack!

    Try this link instead.
  4. April 2018 Create Competition - Pushing New Ideas

    Thanks again for everyone who entered this competition, the average level of quality here was incredibly high and ranking these came down to the slimmest of margins. Literally any of the levels in the top half could easily have been the winner, and very minor changes to levels could also have resulted in several place changes. Onwards to the results! 12th place: 11th place: 10th place: 9th place: 8th place: 7th place: 6th place: 5th place: 4th place: 3rd place: 2nd place: 1st place: Thanks again to everyone who entered, I know I'm looking forward to seeing what's on offer for Tyler's Create! Final results:
  5. Hellllllo everyone, it's time for another Create Competition! Like the last one I ran where I wanted a maze, this time your prompt is also just a type of level. I want a block themed level! There are a lot of interesting things you can do with blocks and many tiles also complement blocks well, so hopefully we get some interesting puzzles out of this. Guidelines: 1. The level should be new, at the very least I shouldn't have seen it before. 2. Other sections are okay, but the focus should be on blocks. 3. The level can be large, or long, but I value compact clever puzzles highly over an overly drawn out level. If it has a reason to fill the whole map or take up many minutes, that's fine, but don't feel compelled to fill up the entire map. 4. I'd like to see a sokoban (push blocks to destination tiles) in each entry that uses a mechanic that makes the puzzle only* work in CC. As a guideline, if you could make the puzzle in YASC, it probably won't do well here. This isn't a requirement, but it'd have to be a very good level to win without one of these. 5. The level can be made in CC1 or CC2, and if CC1, it must be solvable in MS and/or Lynx. I'm aware that CC2 has multiple different kinds of blocks and many other interacting tiles that allows for a lot more potential here, but levels in both games will have a good chance. Recall that the winning maze level was CC2 but almost 100% transferable to Lynx, and second place was MS+Lynx. 6. The deadline is May 3rd, 11:59 PM or whenever I post the submitted levels, whichever is later. I'll give feedback on any obvious busts or flaws I see when submitted, but otherwise won't be giving thoughts until judging. 7. Submit your levels (limit 3) to either my Discord (IHNN#3459) or email ( jbardonjr [at] charter [dot] net). For an example of the sort of level that would do well here, Construct-a-Sokoban uses chips and sockets to make a novel sardine can, while Same Game uses CC elements sparingly to craft a masterful puzzle. Josh's Trick or Trap uses recessed walls to up the difficulty of an otherwise simple puzzle, and his Prison Hall uses force floors to create an elegant puzzle. Block Plaza (in WoCCLP4) uses blue walls to make a guiding puzzle, to use one of my own levels. For a level that wouldn't do so well, pick anything in SokobanCCLP for not using CC mechanics, or Traps II from CCLP2, or pretty much any of Tyler's adapted sokobans (MSI excepted for using toggle walls), and so on. And most importantly, have fun with it!
  6. April 2018 Create Competition - Pushing New Ideas

    No results, but here's the first impressions stream! https://www.twitch.tv/videos/258248563
  7. April 2018 Create Competition - Pushing New Ideas

    Submissions are now officially closed, with the release of the submitted levels. Fixes are still allowed until I post results. As for the judging... I'll be starting a stream within about 10 minutes here showing my first impressions of the levels. I will be trying to solve all of them, but I make no promises about actually doing so on-stream (though I will before posting results).
  8. April 2018 Create Levels - Pushing New Ideas View File For more details and the eventual rankings, check the competition thread! http://cczone.invisionzone.com/topic/1467-april-2018-create-competition-pushing-new-ideas Submitter Ihavenoname248 Submitted 05/05/2018 Category Competitions  
  9. Version 2

    13 downloads

    For more details and the eventual rankings, check the competition thread! http://cczone.invisionzone.com/topic/1467-april-2018-create-competition-pushing-new-ideas
  10. April 2018 Create Competition - Pushing New Ideas

    And submissions are now unofficially closed! I've received levels from twelve different participants, so I'd consider this competition a huge success! Now, I know I said I'd stream playing the levels today over on the Discord, but tomorrow evening just works better. So I'll be posting the submitted levels (11+2 CC1, 13 CC2) right before I start the playthrough stream, and you can still get in a last minute level or change before then
  11. IHNN's scores

    CC1 (MS) 064: 548 (+1, b) [Spooks] 133: [931] (+6, b-18) [Blobdance] 134: [218] (+72, b) [Pain] 136: [903] (+30, b-23) [Doublemaze] 5,977,530 (140 bolds) CCLP4 (MS) 033: 215 (+5, b) [Tool Shed] 6,088,350 (81 bolds) Block N Roll next I guess, that 437 I have is my worst level rank in CC1. edit: a couple more tries later...with 2 seconds lost in the 7 blob room O_O CC1 (MS) 133: [943] (+12, b-6) [Blobdance]
  12. IHNN's scores

    CCLP1 (MS) 120: [801] (+3, bc) [Metal Harbor] 6,005,830 (b-9) (143 bolds) Just reporting the confirm while it's a confirm.
  13. 3/28/2018: Walls of CCLP4 1.0 releases! 6/6/2017: UC6 version 0.60 launches! 4/30/2016: Have a "best of" set. 149 levels, mostly from UC4 and UC5 but some levels date back to around 2011, with the most recent being designed just yesterday. I hope you check it out, if only for the new levels http://cczone.invisionzone.com/index.php?/files/file/565-ihnn-ultimate/ As always, any and all feedback is appreciated! 2/14/2016: Two years. It's been two years since I first rejoined the CC community. Wow, have I done a lot in that time. Most recently released the probably final version of Ultimate Chip 5. Feel free to check it out. http://cczone.invisionzone.com/index.php?/files/file/494-ultimate-chip-5/ Original post: http://cczone.invisionzone.com/index.php?/files/file/366-ultimate-chip-2/ It's done, released and uploaded, ready to be played by anyone who cares to play it. Post any and all feedback/comments/questions you have on levels here.
  14. Unsolvable Level Reports

  15. IHNN's scores

    CCLP4 (MS) 062: 356 (+37, b) [Block Unpuzzle] tyJBintheLP 6,088,300 (80 bolds)
  16. IHNN's scores

    CC2 049: 163 (+34, b) | 26130 (+340, b) [CAITLYN'S MAZE] 100: 0 (N/A) | 154000 (+100000, b) [CRAZY] 181: 113 (+30, b) | 91630 (+300, b) [DEADMEAT] 14,333,074
  17. IHNN's levels feedback/discussion (New inside: Walls of CCLP4!)

    Blockslide knowledge tidbits: 1 ice tile: Death unless slide delay is involved. 2 ice tiles: Can step onto the block tile and step off safely. 3 ice tiles: Same as 2 ice tiles, but a half wait allows following the block and sidestepping. In Lynx, that just works. 4 ice tiles: Can follow the block, sidestep, and intercept the block as it returns. 5 ice tiles: Same as 4. 6+ ice tiles: Can loop around and push another block into the place the first block originally was.
  18. IHNN's scores

    CCLP1 (MS) 127: 421 (+1, b) [In the Pink] (FINALLY PUBLIC THANK YOU KACPER) 6,005,910 (143 bolds) (typed when J.B. got it but CCZone glitch, gg James) Also 873 (+8, b-53) on Doublemaze lol
  19. IHNN's levels feedback/discussion (New inside: Walls of CCLP4!)

    Hmmm, I haven't posted an update here in quite a while. Well, what better update than 149 new levels in the Walls of CCLP4!
  20. Walls of CCLP4

    Walls of CCLP4 View File Levels using the walls from: Block Parking, Lockdown, Mindless Self-Indulgence and Japanese Game Show were all created after after someone else (hi Josh) had posted a level using those walls. Any similar bits of design between levels using any levels not mentioned above entirely coincidental, and similarities with those levels are too- I was specifically trying to do something different. This is why I elected not to announce the project officially and instead just tease it- I didn't want to be influenced too much by seeing other people use those walls, as it's already difficult enough trying to make the new level feel distinct from the old, outside of certain throwbacks. Likewise, I didn't want to discourage others from playing in the same playground because "it'd already been done"! Having a decent amount of levels to point to using the same walls as a starting point but a completely different end result shows that even if one person has made a walls of level, there's still more that can be done. After all, just look at Cold Hard Chip and A Pressing Concern. And even with similarities in structure between Water is My Friend and Dilapidated Factory, the levels themselves are totally different. And those used the walls from Fire is My Enemy, which used the walls from Jumble I from CCLP3!!! Anyway, this project started back on August 6th, 2017, with Pixelated Fire. I was looking for a starting point for a level because I wanted to make one, and the inside/outside section caught my eye with an immediate idea to fill the outside with force floors. The level grew from there, but while I was building it, I had a nagging thought in the back of my mind. Joshua Bone has been doing Walls of CC1 for a while. Josh Lee started but aborted the same with CCLP1. Why shouldn't I try with CCLP4? So I looked through the set for some levels that would prove challenging to remake, and built Enemy Within, Enemy Without, Hallucinogenic Substance, and Orienteering early on, using Air Bubble, Suburban Legend, Shrub, and Keyboard Malfunction as bases. Once I had overcome a few of what I thought would be the biggest challenges, I had so many ideas for levels stemming from these! Back in September, I had the idea for a level that duplicated the top and bottom halves, but they would play out completely differently, and then spent 9 hours converting Monster Swapper into Another Perspective. In October, I built a Xenocide inspired level within Ruinous Plaza. November, a blob level in Sewerway. And so on, with some levels taking advantage of aesthetic choices in the original levels such as in Nectar Meadow and Antidisruptive Caves. I dared to step out of my comfort zone with some things and build in pointless rooms and areas, more aesthetic red herrings, and more complex ideas... sometimes. I was inspired by the strangest small comments sometimes as well, mostly while watching Josh's JoshL2 LP (Yet Another Joyride, Block Plaza) but from all sorts of random things, oftentimes giving an idea for a set of walls that I thought had promise but wasn't sure how to properly repurpose. I've poured so much into this project over the past 8 months (including test time: the last level. The Price of Freedom was made on March 17th) and feel like I've learned a lot from it, too. And so I hope you enjoy my take on the Walls of CCLP4. I enjoyed making these levels quite a bit, as my totally-for-real-this-time last MS and Lynx compatible CC1 set. I expect to still pull out CC1 for MS or Lynx only shenanigans, as there's still some interesting space to be explored with both, but I think it's finally about time to move onto CC2. As for the uploaded files, "1.0" is the CCLP4 ordered version of the set that has been uploaded to pieguy's site. There is no difficulty curve or content balancing here, and all untimed levels have been changed to have a time limit of 1000 seconds, to allow score reporting there. This version will also not be updated just so I don't have to update multiple sets- and it's interesting to be able to see a level before and after a fix is applied (I hope no fixes are necessary). The version with underscores is the one I have in my data folder and will receive updates as necessary, and is sorted roughly by difficulty order. This is the recommended one to play! Submitter Ihavenoname248 Submitted 03/28/2018 Category CC1 Levelsets  
  21. Walls of CCLP4

    Version 1.06

    41 downloads

    Levels using the walls from: Block Parking, Lockdown, Mindless Self-Indulgence and Japanese Game Show were all created after after someone else (hi Josh) had posted a level using those walls. Any similar bits of design between levels using any levels not mentioned above entirely coincidental, and similarities with those levels are too- I was specifically trying to do something different. This is why I elected not to announce the project officially and instead just tease it- I didn't want to be influenced too much by seeing other people use those walls, as it's already difficult enough trying to make the new level feel distinct from the old, outside of certain throwbacks. Likewise, I didn't want to discourage others from playing in the same playground because "it'd already been done"! Having a decent amount of levels to point to using the same walls as a starting point but a completely different end result shows that even if one person has made a walls of level, there's still more that can be done. After all, just look at Cold Hard Chip and A Pressing Concern. And even with similarities in structure between Water is My Friend and Dilapidated Factory, the levels themselves are totally different. And those used the walls from Fire is My Enemy, which used the walls from Jumble I from CCLP3!!! Anyway, this project started back on August 6th, 2017, with Pixelated Fire. I was looking for a starting point for a level because I wanted to make one, and the inside/outside section caught my eye with an immediate idea to fill the outside with force floors. The level grew from there, but while I was building it, I had a nagging thought in the back of my mind. Joshua Bone has been doing Walls of CC1 for a while. Josh Lee started but aborted the same with CCLP1. Why shouldn't I try with CCLP4? So I looked through the set for some levels that would prove challenging to remake, and built Enemy Within, Enemy Without, Hallucinogenic Substance, and Orienteering early on, using Air Bubble, Suburban Legend, Shrub, and Keyboard Malfunction as bases. Once I had overcome a few of what I thought would be the biggest challenges, I had so many ideas for levels stemming from these! Back in September, I had the idea for a level that duplicated the top and bottom halves, but they would play out completely differently, and then spent 9 hours converting Monster Swapper into Another Perspective. In October, I built a Xenocide inspired level within Ruinous Plaza. November, a blob level in Sewerway. And so on, with some levels taking advantage of aesthetic choices in the original levels such as in Nectar Meadow and Antidisruptive Caves. I dared to step out of my comfort zone with some things and build in pointless rooms and areas, more aesthetic red herrings, and more complex ideas... sometimes. I was inspired by the strangest small comments sometimes as well, mostly while watching Josh's JoshL2 LP (Yet Another Joyride, Block Plaza) but from all sorts of random things, oftentimes giving an idea for a set of walls that I thought had promise but wasn't sure how to properly repurpose. I've poured so much into this project over the past 8 months (including test time: the last level. The Price of Freedom was made on March 17th) and feel like I've learned a lot from it, too. And so I hope you enjoy my take on the Walls of CCLP4. I enjoyed making these levels quite a bit, as my totally-for-real-this-time last MS and Lynx compatible CC1 set. I expect to still pull out CC1 for MS or Lynx only shenanigans, as there's still some interesting space to be explored with both, but I think it's finally about time to move onto CC2. As for the uploaded files, "1.0" is the CCLP4 ordered version of the set that has been uploaded to pieguy's site. There is no difficulty curve or content balancing here, and all untimed levels have been changed to have a time limit of 1000 seconds, to allow score reporting there. This version will also not be updated once scores are reported just so I don't have to update multiple sets- and it's interesting to be able to see a level before and after a fix is applied (I hope no fixes are necessary). The version with underscores is the one I have in my data folder and will receive updates as necessary, and is sorted roughly by difficulty order. This is the recommended one to play!
  22. IHNN's scores

    CCLP1 (MS) 127: 420 (+3, b-1) [In the Pink] (after a strange series of events, this is public and not bold. Hopefully 421 follows suit soon) 6,005,900 (142 bolds) Maybe I should look at Flame War again. CC1 (MS) 024: 428 (+2, b-2) [Oorto Geld] 5,977,520 (138 bolds) Oops I'm 4th here now
  23. February 2018 Create Competition - Walls of CCLP4

    (19, 20) and (19, 21) are walls in the original level, but not here. Tanks on top of a wall are still a wall! As always, some very nice levels submitted. And hey, I even managed to win It was quite the challenge to work on- I had a headache from trying to keep in mind both sides of the level while constructing (forgetting to eat due to not wanting to break the creative flow didn't help) and ultimately, I started building the level just to see if I could make a level that played out totally differently with the same layout, as a personal challenge. I'm very happy to see it getting some appreciation- and hopefully it makes it into an official set someday, even with the NW blockslide resetting being a bit of a hassle.
  24. February 2018 Time Trial

    I had a couple of 375-376 paced runs on the first level die to the block, and just never felt like pushing for just a little more time. With the blob level, well, I just wanted to complete it with a solid time, so I grinded for the start and then kept that for my submission (250) and then later got an extra second with a few extra tactics. I'm very glad to hear that Sludge Report was enjoyed! It helps that I stole concepts from every past official set, but I also spent a lot of time tweaking each area to make sure it was reasonable
  25. new tile ideas

    Multiple different colors of blocks and switches that require the color to be held down to open doors, exactly like in Chuck's Challenge. Block shuffling puzzles were interesting enough already with only needing to get blocks to buttons, imagine having to get specific blocks to specific buttons, too!
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