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Everything posted by H2O

  1. Count to 1,000

  2. Recording time probably isn't the culprit, just tested it with a roughly 10 minute solution (mainly randomly moving around for quite a while several times and standing next to the exit in between before finishing) and everything worked fine I never had problems as described by you recording any solutions, so not quite sure what could be responsible...
  3. Sorry to cause confusion already Yet I'm pretty sure there are just 122 levels in Mind Games ++ (or my program to extract them doesn't work properly ) even though there probably are zombie c2m files in the folders and the Relaxation Vault in Test Subject Chip and Melinda is just a gimmick together with the c2g script, which means as well here can just be found 4 instead of 5 levels... To avoid those problems I uploaded the 138 levels now including as well 4 new ones here on cczone in a proper way to be easier to work with:
  4. cc2lp1_submissions_H

    Version 0.145


    plain c2m files - not a set
  5. Count to 1,000

    12310_⁵⁄₁ = 210110001120101_³⁄₂ = 30997_¹²⁄₃ = 450339_¹¹⁄₄
  6. Double the Last Number

    Most of the time, Haskell, but pretty much everything will do GHCi: > 2^163 11692013098647223345629478661730264157247460343808 tclsh: % expr {2**163} 11692013098647223345629478661730264157247460343808 bc: 2^163 11692013098647223345629478661730264157247460343808 C: #include <stdio.h> #include <stdlib.h> #include <gmp.h> int main(int argc, char **argv){ if(argc!=2){ fprintf(stderr, "%s int\n", argv[0]); return EXIT_FAILURE;} unsigned long int e = strtoul(argv[1], NULL, 10); mpz_t r; mpz_init(r); mpz_ui_pow_ui(r,2ul,e); gmp_printf("%Zd\n",r); return EXIT_SUCCESS;} ./prog 163 11692013098647223345629478661730264157247460343808
  7. Double the Last Number

    2707685248164858261307045101702230179137145581421695874189921465443966120903931272499975005961073806735733604454495675614232576 -------------------------------------------------------------------------------------------------------------------------------------------------------------------- 463168356949264781694283940034751631413079938662562256157830336031652518559744
  8. CC2LP1 Project WIP

  9. Great to see CC2LP1 progressing and take shape I can help as far as far as my time allows it, if you want me to
  10. CC2 Community Pack Survey

    As far as I can see, nothing is expected to be patched at all yet especially nothing which will break existing levels - in your example a new button tile which is always visible or a new semi hidden logic mode could easily be introduced without breaking dozens of existing levels, otherwise we'll end in a catch-22, e.g. what if Chip in some version will be able to go on fire tiles without fire boots...
  11. Count to 1,000

  12. Count to 1,000

    Which language is used to calculate 943 and 945? > flip runReader language $ asks id "Haskell" pack [label .l -text 948]
  13. CC2 Community Pack Survey

    What should the set be named? A catchy name would be good (we can do better than CC2LPx). How many levels? 200 levels sounds fine, just include enough easy and short levels. Allow levels with CC1 boot rules? Mixing the boot rules could be confusing for players, so I tend to no, yet it might not be necessary to categorically exclude them. Consistent viewport size (9x9 or 10x10)? Probably it's preferable for all levels to use 10x10, but again, not sure if rules regarding this have to be made. Map size limit? No strict arbitrary limit is required. Should any tiles or techniques be banned? No haphazardly chosen global restrictions are needed, as long as a level is solvable in CC2 and can be made purely with the build in game editor things should be fine in general, everything else has to be judged on a case-by-case basis.
  14. Count to 1,000

    foldl1 (-) (ap map (ap ((:) . sum . ap map ((: [succ 1, 1, 1]) . succ . ($ succ 1))) (return . ($ succ 1))) (length . mapM id . replicate (succ 1) . enumFromTo 1))
  15. Count to 1,000

    liftM2 (*) ((succ (succ 0) +) . (`div` succ (succ 0))) pred (product (((:) =<< sum . (++ [succ (succ 0)])) [succ (succ 0), succ (succ (succ 0))]))
  16. Count to 1,000

  17. TSα Discussion

    Great to see new levels, I really like them
  18. Count to 1,000

  19. Some useful circuits: Convert c2g files with relative address to the mp3 files to the new music identifiers: local a = { entrtanr = "Intro", EasyWin = "Outro", Breezala = "Track01", Wallstrt = "Track02", sunflowr = "Track03", Newrag = "Track04", Sugarcn = "Track05", Smthngdn = "Track06", Silvrswn = "Track07", reflectn = "Track08", Ragdance = "Track09", Pineapp = "Track10", Peachrne = "Track11", paragon = "Track12", Palmleaf = "Track13", Original = "Track14", Nonparel = "Track15", mapleaf = "Track16", Magnetic = "Track17", Kismet = "Track18", Gladiols = "Track19", figleaf = "Track20", Favorite = "Track21", Elitesyn = "Track22", Cascades = "Track23", Weepwilo = "Track24", felicity = "Track25", Lilyquen = "Track26"} local fh = assert(io.open(arg[1], "rb")) local data = fh:read("*all") assert(fh:close()) for old, new in pairs(a) do data = string.gsub(data,"+..\\..\\music\\"..old..".mp3","+"..new) end local fh = assert(io.open(arg[2], "wb")) fh:write(data) assert(fh:close()) prog.lua old.c2g new.c2g
  20. Autmatic save file backups View File Make automatic backups of your save files while playing to avoid any data loss and keep track of your progress. Submitter H2O Submitted 04/16/2018 Category Programs and Editors  
  21. Version 1.0.1


    Make automatic backups of your save files while playing to avoid any data loss and keep track of your progress.
  22. The music will work again in the next update (currently in the alpha and beta) which will come soon mp3 is the format used in the steam version of the game though, not sure if midi worked at any point, in the current and upcoming versions it doesn't.
  23. You can share an existing levelset You can use Level Set -> Edit to add a preview image to it, as well as add or change levels in an existing set (as long as it doesn't contains advanced scripting options). Just make sure that each level itself has a valid recorded solution, as described above, otherwise you can't upload the set to the workshop.
  24. Since Version 2.0 of Chip's Challenge 2 this is possible No extra program/editor is necessary any longer to create a basic set, everything can be done from within the game: Open CC2 Menu: File -> Editor Open your level and make sure to record a solution, if you have already done so, press F3 to watch the full solution, and save the level. Menu: Level Set -> New Create a set by giving it a name an add your level to it, if you want to share it in the workshop, you need to add a preview image for the set in the dialog as well. Share your level set
  25. Really cool levelset I especially like all the shorter / smaller levels in the set some levels are probably intended to be puzzles like e.g. Keygrid, Mind Lock,... yet might be a bit easier than intended, based on the fact that you can skip a lot / get a lot of extra keys and items in other levels, but this actually makes nice easy levels and breather levels between some tougher levels later on Some of your longer levels include a melee/timing elements even deep into the levels, I know there are players who like those action based elements, personally those are not really my favorite, especially when the stakes of having to replay quite a bit are high.