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bobdabaron

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bobdabaron last won the day on October 29 2018

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About bobdabaron

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    BRUSHFIRE

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    CCLP1

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  1. new one works, many thanks :-D and yep, works on OS X!
  2. for some reason, as of this morning I'm getting an "out of date" message >_< OS is High Sierra (mac 10.13.6), I updated to latest version of Java (see screenshot below), updated to latest version of CCCreator (0.5), not sure why it's still whining at me, considering it literally worked yesterday :-/
  3. I'm on 10.13.6, which *is* 64 bit :-< Tile World sort of works, though sounds are disabled (only a problem on levels I can count on one hand) sucks how many programs 64-bit is breaking
  4. I recently migrated from an old laptop to new one (both Mac), and CCEdit no longer opening, I'm getting the attached - "Error: No tilesets found. Please check your CCTools installation." I try to reinstall from the package but get that installation warning which makes me nervous as hell about messing up my new system. I got a package manager to peek under the hood of what's IN the .pkg, and I see the contents - both the apps, which I have in the proper folder, and the other two files, which I placed in users/shared/cctools, but I'm still getting that "no tilesets found" message :-\ has anyone that's confined to the Mac run into this before, and does anyone know of some workaround? (i.e. which files have the tiles, and where to place them)
  5. I made some good progress with this set quite awhile back, but I was left stumped on a few so had to set them aside for awhile. I'm re-looking at them now that I have some free time, and I'm still baffled by Carousel. Most of the puzzles I've figured out the trick to, but still stuck on the blue button tank thing, the only solution I could think of would be if there were a blue button elsewhere to double-push (i.e. block-->chip) to get them to open up, but there isn't. Is someone willing to drop a hint on that bit? >_<
  6. I'd be willing to give CC2 a go but I'm stuck on a Mac at the moment >_< and there's no port of it *yet*. If it was available, I think my vote would change to what's currently the majority.
  7. It is indeed fun as all getout, but be forewarned there is a LOT of content - the box said over 1,000 levels and they weren't kidding, so if you want to 100% it it's a time investment. The help page that used to have clues as to where the hidden things were has since gone under, but can still be accessed with the Wayback machine, luckily I bookmarked it :-P http://web.archive.org/web/20070311174734/www.freewebs.com/suppremeplayersguide/
  8. Let me preface by saying I'm on an old version, 1.3, on Mac since the 2.x still feels kinda weird to me. Nothing critically broken, just something odd I noticed and I don't see any explanation or documentation anywhere: Verifying some old solutions in WoCCLP4, most shift-tabs will finish the level with a right arrow in the bottom right corner, signaling "go to next level", and indeed hitting enter proceeds to next level, but a couple levels finish the level with a solid circle, and hitting enter restarts the same level. It still shows as a valid solution, I'm just curious if that difference signifies something O.o
  9. Dr. Lunatic: Supreme with Cheese https://hamumu.itch.io/dr-lunatic-supreme-with-cheese I remember playing it as a kid, I bought the CD, the box was a pizza box, the CD had a pepperoni pizza skin, I just pulled it out to try again, and when I went to the site to re-locate the hints & tips, I discovered that it's now available for free download :-O walls are walls, enemies are enemies, but the open-endedness of the "special action" tool in the editor allows for INCREDIBLE flexibility/creativity in conditions for how & when things happen.
  10. bobdabaron

    edit.png

    hopefully an acceptable edit to JoshL3_92's bottom left corner, to make the fireball path escapable
  11. Steering back to UC6 briefly, I've managed to crack all of them except #57 Mystery Caves, and I've managed to crack most of that except for the blasted block/ice square (ghosted later sections), I can't for the life of me even CONCEIVE of how to extract any of those besides the obvious one... are there any hints on technique that wouldn't spoil it entirely? My only guess was push one onto gravel walls and bounce others off of it, but I don't see how that helps, as you can't move fast enough to catch them mid-bounce
  12. So apparently Ultimate Chip 5 wasn't *very* optimized, the old "perfect score" was 6,149,750, I managed to squeak by 6,153,840 very few of the runs are perfectly executed, there's minor mistakes in pretty much all of them, but I guess the "pro-tier" folks never got around to perfecting the stuff so come-from-behind sneak victory, woo! (undoubtedly temporary, this will probably spur the serious optimizers to reclaim the throne)
  13. Sure? I'll have to find the time to sit down and compare with what's there, might be a bit before I can find the time ^^ Tyler C is fine. I doubt any are the absolute bold, but I remember some of the Ultimate Chip individual times being the best (not yet) reported. The solutions definitely had room for improvement, so any serious optimizer could easily annihilate them, hopefully they might push someone to stretch even farther! (and currently going back through the UC's and JoshL's in MS, that was the initial plan to have done before dumping the rest)
  14. My weird OCD thing is "must get above a round number!" so if I was a bit sloppy and wound up with a 502 I'm okay with that, but if I was nearly perfect and wound up with a 498 that's NOT GOOD ENOUGH so I have to go back and make up at least 2 seconds, just because it's below 500 not because it's below whatever the bold is :-p
  15. oh jeez, it was MikeL2-fix in Lynx rules, not MS, my bad D-: updating initial listing RIGHT now, sorry bout that! *I guess that means technically I'm #1 on the Lynx scoreboard, if for no other reason than no one else played it in Lynx? :-p
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