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ajmiam

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Everything posted by ajmiam

  1. I can't seem to access any of the posts in the Chuck's Challenge subforum. If I click to go to the subforum itself, I get a message saying that there are no topics in it. If I try to click on the latest post for the subforum, I instead get the following error: [#103137] You do not have permission to view this topic. It seems at least some other members are able to view and post in the subforum, because new posts are showing up as the latest post.. I have tried Firefox, Internet Explorer, and Google Chrome, and the problem persists with all three browsers. Is anyone else having this problem?
  2. I have a score now (the ones digit is a 9), but the run is by no means perfect...though I did collect everything. This level gave me a much-needed chance to "brush up" on my Teeth dodging skills. Just to clarify--When you say "due 0:00 April 15th", do you mean in 10 minutes, or in 24 hours and 10 minutes from the time I posted this? I'm guessing you mean the former, just want to know for sure.
  3. 137438953472 hours in the stocks. Not much too interesting about this number other than the ...743...347... bit. Oh, and BitBuster, you are so ubiquitous on these forums that your avatar change made me think I was on a completely different site!
  4. Well, as a CS geek, I know that 2^31-1=2147483647 is the largest number that an int can hold in Java, so I know 2147483648=2^31 is a power of 2. The number 2123507648, is not a power of 2, so someone must have messed up along the way... Perhaps I can restore the correct sequence... 2147483648*2=4294967296. A 10-digit number with only 5 distinct digits (2, 4, 6, 7, 9)! Also, each block of 2 digits in the first number (21, 47, 48, 36, and 48) got perfectly doubled (to 42, 94, 96, 72, and 96) without any carry from the previous block messing them up! What are the odds of that?
  5. ajmiam

    The sleep thread

    I know that feeling...But conversely, when I wake up earlier than usual (like 8-9am) I end up being amazed at how much I can get done during the day. I usually (try to) go to bed at 1, wake up at 10 (classes start at noon most days for me this semester). For some reason, before college, I found it easier to wake up early on the weekends than the weekdays, but now, the reverse is true.
  6. Whoops! One of those gravel tiles in the top left corner was SUPPOSED to be a wall... Can't believe I missed that...looks like I'll be uploading another new version today! EDIT: Done! Updated! Thanks for pointing that out, quiznos00 and Lessinath.
  7. Looking through Version 1.003 of the set again, I found another unintentional BUST, this time in #82. Did anyone else happen to find it? I've now updated the set to Version 1.004 to fix the bust.
  8. Hmmm... Blue walls, hidden walls, and invisible walls can be a bit frustrating sometimes, but each type has its own uses and they can make for interesting levels. Also, it can feel somewhat satisfying to clear away fake blue walls and thereby literally see progress being made. Hints are useful for explaining unusual design concepts and some level mechanics that may be difficult for the player to figure out on his/her own (such as trap/clone connections). Without two different types of toggle walls, we wouldn't have Oorto Geld! Actually, toggle walls in general would be much less of an obstacle with only one type. (Think about how the east side of Lesson 4 would work with only one type of toggle wall.) My vote for the tile to remove goes to, as so many others have chosen before me, random force floors. They're definitely the (valid) tile I use the least. For the most part, they just annoy the player; they don't properly provide the functions of directional force floors, which include the ability to make one-way passages and seal off areas until Chip has suction boots. Also, they make going for bold times luck-dependent and create problems with compatibility between rulesets (not only blocking monsters in MS but also not being truly random in Lynx).
  9. Version 1.003 is out now. This should be the last update for a while. Changes: I think I figured out why the Boss Glitch was still causing problems in Level 30 and came up with a fix that should end those problems once and for all. (The "fix" is actually the same mechanism I used in Level 94.) I also made a couple of cosmetic changes here and there, applied a fix to #93 to remove the chance of an extremely unlikely, unlucky cook, and moved #91's hint to make its meaning clearer.
  10. This one deserves another MS Paint-aided explanation: Yay, I got all the chips! Unfortunately as I did so, the last cloned teeth ran into a bomb and blew it up, leaving the other bomb (the one that wasn't drawn in Paint) there with no way for me to get rid of it! And I came into the last chip's area through a recessed wall! Hooray!
  11. ajmiam

    JoshL2

    EPIC FAIL! (No, there aren't any cloned teeth left to bust me out of here.)
  12. ajmiam

    JoshL2

    I've only played about a fifth of the levels. (I don't have a lot of free time, so I only played levels that looked easy and/or short.) I'll comment on some of my experiences with some of the more interesting levels, along with my times for them. #28 Secondary Shifting (351/650 seconds) -- A fun and different take on block pushing. This level forced me to suppress my instincts not to push blocks to locations where I can't retrieve them right away. #62 Closed Track (137/300 seconds) -- A good puzzle that wasn't too difficult. The end confused me, though, until I went into a teleport, found a force floor under the block, went back, and slid into the exit without even meaning to. #70 Frozen Labyrinth (336/600) -- A highly original concept for a maze. Made all the more interesting by the fact that there are a couple -- just a couple! -- of places where you actually can slide across the ice for a shortcut. I don't know if you intended these mini-shortcuts (one vertical one near the right side a bit less than halfway down and one tiny horizontal one 3-5 spaces left of the socket) but I think they actually add to the experience of playing the level (by rewarding alert and/or curious players) rather than take away from it. In any case, I would vote this level for CCLP1. #74 Explosives (684/800) -- This level was both shorter and more interesting than I expected. After playing it for awhile, I discovered that it has the surprising property that half of the bombs are impossible to destroy unless you visit the bottom-right corner and use a block from there to get them "started." Unfortunately, I was able to solve the level without visiting the bottom-right corner at all. I say "unfortunately" because I think it would have been a more enjoyable and challenging puzzle if you had required double-bridging to reach the exit, which would require the player to notice and take advantage of the property I described above. #83 No Turning Back (380/400) -- After the update--while I have never before seen the tile combination you used in this level, the concept of "no turning back" doesn't really exist anymore--if you take the wrong path, you can just turn around and try a different one. #95 Mega Blocks (389/900) -- Looks really hard, but is rather straightforward. I will admit to (ab)using block slapping to get rid of the bomb under the block because its presence was making me feel nervous. I also got pancaked at the one point in the fire/water/ice room where you have to push the block, follow it without being able to see where it landed, then instantly step out of the way after pushing it. On the other hand, I did have a moment of extreme skill: at the end, I accidentally cloned one too many s, yet I managed to snag the 3rd-to-last chip with perfect timing from the that was stuck in the little area next to it. #112 Ocean Currents (242/500) -- A challenging and original puzzle. The only things I didn't like about it were that it was hard to tell where to go next at some points and there was very little leeway with regard to stepping off the force floors at some points. #114 Jungle Rumble (290/450) -- A nice easy level for its location in the set. This was fun to play and seemed like it would go nicely into CCLP1. #123 Revisiting the Prison (232/300) -- This one took me a few tries and was harder than it looked. I got cornered a lot because the nine teeth kept splitting up when they encountered obstacles, coming at me from both directions. It was an enjoyable level, another worthy CCLP1 candidate. All in all, this set contains a large variety of creative ideas. The only issue I have with it is that about an eighth of the levels (6, 7, 15, 24, and 69, for instance) seem like they belong significantly later in the set, while others (70, 78, 113, 114, 117, 118, and 121, for example) seem like they belong much earlier based on their difficulty.
  13. ajmiam

    JoshL2

    Playing this set and stumbled upon a problem in #78 Vatfilter: In Lynx Mode, Chip cannot escape the room with the 6 traps and chip to the left of the green lock once he enters because he always slides over all the traps and past the door. Replacing the fire below the trap line with a wall would allow him to stop and turn, fixing this problem. Other than that, you've got a lot of neat levels and concepts there! Some look to be pretty difficult, though.
  14. You know, you can skip the ball slide on your 2nd trip through that section (when all the blocks are bouncing around causing slide delay)...just take the recessed wall SE of the teleport instead. Also, thanks for not taking Level 99 too seriously/getting mad at it. Did you figure out how to solve it without looking in the editor?
  15. Are you using the newest version of the set (1.002)? I noticed that problem and updated it this afternoon.
  16. Hmmm...I've tried testing the updated version of Level 30 in both Tile World and Tile World 2's MS mode. I've tried cloning a single teeth and leading it into bombs/water, cloning multiple teeth and letting them all die, and doing both of these things with anywhere from 0 to 5 teeth stuck in the "goal" areas, including with 2 teeth stuck in the same goal. I still haven't run into any problems. Can you explain what happened in greater detail, please? Oh, and BigOto2, I would be honored if you would LP my set! Hopefully you wouldn't find it too frustrating, as the levels with the hardest dodging are very short and/or have the hardest dodging close to the beginning. All dodging has at least some margin for error, with the exception of the very start of level 83 and partway through 87. There are some puzzles and plenty of "mixed" levels, too. On the other hand, I know rockdet is busy, but from what I've seen of his videos, he likes more action-based levels, so maybe he would be a good match for my set...? EDIT: There's going to be another update coming out soon (probably this afternoon). This will fix the Controller Glitch in #76, add a chip back to #78 to maintain the design pattern, make #79 a bit easier, and fix a minor MS bust in #91. EDIT 2: The update will also fix an error in #98 in MS (Controller Glitch for the teeth in the trap). EDIT 3: Done! Updated to version 1.002. Note: I also decided to remove Level 99 from CCLP1 submission. You'll see why when you get there. It's meant to be a half-experimental, half-joke level (sort of like a milder version of Final Destination), and I don't think anyone should ever be required to clear it to complete an official levelset. I still submit the other 98 levels (all except 50 and 99) for CCLP1, and I will not be removing any of them from submission unless I have an extremely good reason to.
  17. Actually, that "bust" is what was meant to make the level stand out. It rewards players who keep their ultimate objective in mind rather than just forging on ahead. (Am I the only one who likes to add shortcuts to levels?) Also, if you are in the process of playing the set, please don't play past level 80 until I put an update up tonight. I realize now that some of the later levels are probably a bit harder than I intended and I will be making them easier (as well as making 46 and 64 less frustrating, and fixing 24 and 30.) I'm glad you liked 70! Based on your previous comments, I wasn't sure whether you would love it or hate it. Did you ever play (or see) the level I based it on (which is from another videogame)? Oh, and as for 61, you may have been (sub)consciously influenced by...something to do with the level. (Icedeath is not an acronym, hint, hint.) EDIT: Updated the set as of 8:10 this evening (2/13/12). The following levels were changed: 24, 30, 46, 53, 64, 78, 79, 81, 82, 84, 89, 96, and 97. The first two were bug fixes; the last was fixing a typo; the rest were to reduce frustration.
  18. A lot of examples of what seem to be lucky timing in my set might not be because either: 1) You can observe the timing event from a safe point and figure out what times obstacles will be in the way, which usually ends up happening at regular intervals. #51 is an example--the three enemy groups are spaced evenly apart (36 tiles), you can see the whole group go by at once, and you have enough time to only slide across once or twice before waiting for the next group to go by. As you discovered, the clone machines in #58 work similarly. Some more examples of this type of timing are in one room of #64, #79 after you get a ways into it, most of #80, and one part of #96. or 2) You can't see the timing event coming when you head toward it, but you have a chance to save yourself once you can see whether you'll be safe or not. Just a heads-up--there are a couple of examples of this in #80. By the way, are you playing this set in Tile World or Chip's Challenge? If the latter, do all of my hints you've seen so far fit in the hint box? Are any really close to not fitting? I can't tell because I don't have Chip's Challenge, and Tile World's hint box fits WAY more text than CC's hint box.
  19. Wow, that was fast! Thanks for all the feedback! Uh, yeah...Actually, you can reach the exit with any item. I kind of meant for it to be a place for new players to experiment and learn what the items do. *goes back and hastily inserts some recessed walls* It's amazing what you won't even think of trying to do in levels you designed yourself but will notice instantly when playing someone else's levels. Oooooooops! I should know better! *inserts boss* Sorry! I hoped the level title would have been enough warning for the player to look for things like that. Hint: You're not in checkmate. Look for a safe place to stand where the fireballs will never get you. I'll have an update fixing what you've pointed out so far up sometime soon (probably not tonight, though).
  20. ajmiam

    Useful downloads

    Thanks for the Hypercam2 rec, BigOto2! I downloaded it a few days ago. For a free screen recorder, it works really well; the only (really minor) issue is that occasinoally it skips frames of TW Lynx mode animation. Hypercam2 is what I used to record the preview video for my new levelset! Oh, and geodave, I can concur that Notepad++ is useful. It certainly makes Java source code (for my programming classes) much more readable than plain ol' Notepad.
  21. Some of you may have already seen a small preview of this set. Well, here it is, finally available for download right here! This is my first levelset, which has been in the works for quite some time now. It contains 100 all-new levels which start out very easy but become harder over time, especially after level 70 (though there are still some easier levels mixed in after that). Watch a preview of the levelset here: http://www.youtube.com/watch?v=n5nTSyXrCWs&feature=youtu.be Author's notes: Every level has been tested in Lynx and should be MS-compatible as well. Every 10th level (except #50) is an "action" level--that is, a short level where speed, reflexes, and timing play a larger role than puzzle-solving. Don't worry, there are some puzzles and action both mixed into the other 90! I submit every level in this set for CCLP4, except #50 (which is just a "break" level) and the levels that are in CCLP1. Levels that contain random elements are, for the most part, untimed to avoid frustrating bold-seekers. #25 is an exception because randomness should not affect the best possible time. Two other levels are untimed because they have multiple solutions and I don't want people to stick to using only the fastest solution if they don't want to. One level (#18) is untimed because it is a sort-of unusual puzzle that could take new players a while to figure out. But hopefully it will be an educational experience for them. Fourteen levels are references to other games (not necessarily video games). One is a reference in title only; the rest are references in both title and concept. If you think you know all of them, post! I'd like to see who can get all of them first! Level 99 is completely, absolutely, totally unfair. This is done on purpose. Otherwise it wouldn't be a reference to the game it's referencing. It has no randomness or lucky timing, though, so once you figure out what to do, you should be able to solve it. The hint gives you the password to Level 100, though, if you want to skip it. This levelset is essentially complete now, barring bug fixes. I have another 100-level set currently in the works, and once I finish it, I will release it on its own and as a compilation with the levels from this set. In the compilation, I may reorder the levels. Anyone and everyone may download this set, play it with Chip's Challenge and Tile World, and redistribute this set as-is with credit given to me. You may NOT, however, redistribute this set as your own, or edit any level(s) and redistribute the result without my permission. Current version: 1.010 (as of 11/9/14)
  22. Version 1.009

    629 downloads

    This is my (ajmiam's) first levelset, which has been in the works for quite some time now. It contains 100 all-new levels which start out very easy but become harder over time, especially after level 70 (though there are still some easier levels mixed in after that). Some notes: Every level has been tested in Lynx and should be MS-compatible as well. Every 10th level (except #50) is an "action" level--that is, a short level where speed, reflexes, and timing play a larger role than puzzle-solving. Don't worry, there are some puzzles and action both mixed into the other 90! I submit every level in this set for all Chip's Challenge community level packs (CCLPs), except #50 (which is just a "break" level) and any levels that have appeared in a previous CCLP. Level 99 is completely, absolutely, totally unfair. This is done on purpose. Otherwise it wouldn't be a reference to the game it's referencing. It has no randomness, though, so once you figure out what to do, you should be able to solve it. The hint gives you the password to Level 100, though, if you want to skip it. Anyone and everyone may download this set, play it with Chip's Challenge and Tile World, and redistribute this set as-is with credit given to me. You may NOT, however, redistribute this set as your own, or edit any level(s) and redistribute the result without my permission.
  23. All right, I've made some improvements and now I might (might!) have scored optimal. I don't want to give too much away, but I will say that after my initial score of 60, I earned scores of 1?1, 1?4, 1?6, 1?7, and my current best, 1!1 (where ? and ! each represent a digit from 0 to 9). Also, in my best solution, Chip reached the exit with the bare minimum time left (1/5 of a second). I can say that this level, in which it's not even nearly possible to get everything in the time limit, was very challenging and fun to plan and play, and was a definite improvement from last month's level IMO. Thanks for making such an enjoyable level, rockdet!
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