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H2O

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Everything posted by H2O

  1. Count to 1,000

    io.write(950)
  2. Count to 1,000

    Which language is used to calculate 943 and 945? > flip runReader language $ asks id "Haskell" pack [label .l -text 948]
  3. 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.
  4. 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))
  5. 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))]))
  6. Count to 1,000

    √(215²+912²)
  7. TSα Discussion

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

    9²+29²
  9. 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
  10. 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  
  11. Version 1.0.1

    3 downloads

    Make automatic backups of your save files while playing to avoid any data loss and keep track of your progress.
  12. 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.
  13. 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.
  14. 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
  15. 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.
  16. The Walls of CCLP2

    You could e.g. put some bonus flags on the small island separated my the river / the water tiles at the start, this way the block is needed to obtain them, which means, it isn't available to block the ball
  17. Count to 1,000

    2*22²-2*22-2*2²
  18. The Walls of CCLP2

    I don't saw any bust in this regard in this level when playing it And again nice levels with good ideas
  19. 500

    Thank you for your feedback Yeah, multiple characters in a level is one of my favorite cc2 mechanic as well
  20. 500

    This is the feedback thread for the level set 500 Any feedback or review would be appreciated.
  21. Count to 1,000

    11*11+11*11+11*11+11*11+11*11+11*11+11*11+11+11+11+11+11+11
  22. 500

    Thank you for the comments In Lofty Castle having essentially a five times five room with five revolving doors to guide a fire box may sound easy in the first moment, yet it is indeed the trickiest room in this level, and you have to think everything through thoroughly before releasing the fireball from the trap
  23. The Walls of CCLP2

    Really cool designs Can't wait to see your new ones...
  24. 500

    Version 2.0 is finally here
  25. Count to 1,000

    2*5*7*13
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