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andyrkki

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Everything posted by andyrkki

  1. I think you misread my post. I wasn't talking about solving levels - there's plenty of info out there for that anyways. I was talking about the history of CCLP2 itself, and how it was made. Not to mention the history of the CC community, which was very different back then... CCLP2 was just an example. Thanks for the link, but I was thinking more of whether a public archive of the messages would be available, whether at bitbusters.club or elsewhere. Some interesting facts: the earliest message was posted on the day the group was founded - February 28, 2000 - by Chuck Sommerville himself. (Would have been pretty cool if it were a day later...) And it seems to predate the newsgroup, as there's another message from Chuck announcing the creation of the newsgroup on March 1st, and suggesting the Yahoo! group be used for posting files and high scores, not discussion. Despite that, the Yahoo! group was used quite heavily for discussion through late 2003 according to the Message History calendar on the main page, which spans the entire period of CCLP2's creation and more considering the first mention of it was Chuck's suggestion to create a community-approved levelset on April 30, 2001, possibly using the group's own polling functionality. Though according to the official voting announcement on August 5, 2001, after a few false starts at the group, it looks like it was actually done on an external site. Posts to the group were all but terminated with Anders Kaseorg's announcement on November 10, 2003 that he was moderating them, and that further discussion belonged at the newsgroup, with the Yahoo! group only to be used for special announcements. Though I guess that eventually didn't apply to announcements of file uploads, as they resumed on a semi-regular basis in 2013 alongside sporadic "official" news, like the announcement of CCLP3 on September 2, 2006. What is presumably the final post ever made to the group was a file upload announcement on November 17, which is very strange because Yahoo! supposedly removed the ability to post new content on October 28. Also, I'm pretty sure this upload was NOT archived at the Bit Busters site because the entire archive is dated October 18/19. OK, I didn't intend for this post to become a semi-comprehensive history of the Yahoo! group, but... there you go CC historians. Enjoy. And after writing all of this, I see that the Bit Busters put up a message archive today. Well, at least the first post wasn't pointless... 😕
  2. First off, I'm pretty surprised nobody seems to have mentioned it here yet, even though the Bit Busters Club already grabbed the levelsets from there, but anyways: Yahoo! Groups is basically turning into an e-mail hub as of December 14, and losing everything else. This includes not just the levelsets, but features like the messages posted there going back years. It was a great resource when I wanted to research how CCLP2 came about way back at the turn of the century, for example. So I'm wondering: is anyone archiving these, or anything else from there besides levelsets?
  3. This is incredibly interesting - thank you so much for sharing! It's always so intriguing to read things like this from the early digital era, especially now that physical media is being eclipsed and a lot of the more recent, online-only stuff is therefore being lost over time. (Even if the Wayback Machine saves it, you still have to know it was there in the first place.) Anything else like this out there? (Speaking of which, you also posted that exclusive NES level - how do you even find this stuff!?)
  4. One by one, the old CC community sites have been shutting down. It's understandable, but regrettable. The end of an era, in a sense.
  5. So... Perfect Match? (Yet another reason CC1 is incredibly underrated.)
  6. I remember that game being mentioned on this CC site, along with Escape: https://web.archive.org/web/20141018142355/http://theodor.lauppert.ws/games/chip.htm But the thing about most of these games (also including MarbleZone, and other games like the suspiciously MSCC-looking LaserTank) is that they are generally static puzzles. CC has plenty of levels that don't require extreme monster dodging, but the ones that do break up the flow of the sokobans and other somewhat generic puzzle levels, no matter how creative they may be individually. It's one of the things that makes the game relatively unique. It's also a big part of why I'm so drawn to Reflexion: it has a very similar static/dynamic ratio, so to speak.
  7. Most of the special mechanisms aren't really that unique, and could be included as tiles in a hypothetical editor. Though there are a few levels with AI! Did either of you try the sequel, by the way? It's even more polished and professional, to the point that it could well be a modern commercial game.
  8. The keys and locks are largely the same, with minor differences that can easily be noted on a single page. Buttons and teleports of different colours are very different tiles. Each should have its own page.
  9. It doesn't have to be preinstalled - it simply has to be in C:\WINDOWS, the default directory MSCC looks in for that file. But you can change the location of any sound file the game uses in entpack.ini.
  10. MarbleZone is quite interesting, actually - thanks for the recommendation! But you conveniently left out the part about the demo version not allowing you to play any custom levels, to say nothing of most of the levels included with the game. As far as I'm aware, it is completely impossible to buy it now (even used like CC, since I'm pretty sure it was only ever sold online), so it's basically the ultimate form of abandonware. As such, I'll share this info: if you open up the main executable in a hex editor and change just one byte at a certain offset, the game will let you access all registered features without entering a key. See my signature for details.
  11. Just wondering: anyone here tried out the game I mentioned in the first post? I'd be very curious to hear what experienced CC players think of it in particular, and if it matches my view that it's just about the only puzzle game with fundamentally different gameplay from CC that has anywhere near the potential it did back in the day... or would if it had a level editor, that is. Also, a different version of the game was later released. Gameplay is much worse, but it has great graphics and amazing music: https://web.archive.org/web/20131104115142/apps.yoyogames.com/reflexions/play http://assets.yoyogames.com/apps/reflexions/1.0.1/html5game-1.0.1/mMusic.mp3
  12. I see - did you edit the first post here? Otherwise I must have missed that... Regardless, if what @Ihavenoname248 wrote in the other topic about the CC1 boots feature being added late is correct, we really should consider treating these two things the same way: either both CC1 boots and 9x9 viewports are allowed, or neither option is. (By the way, I apologize if I've taken this topic off track - I thought the decisions were final. Please feel free to split and/or merge posts as necessary.)
  13. Is there a list of CC2 level viewport sizes somewhere? The wiki doesn't seem to have that information. May I ask which ones?
  14. Just to clarify my view on the set name: remember that CCLP1 was made first and foremost as a replacement set for the freely licensed Tile World. So if the final name does turn out to be CC2LP1 it would seem to permanently close the door to a CCLP1-type set in the future, which may well be needed as the official CC2 levels are no less copyrighted than the CC1 ones were.
  15. @quiznos00 Why are 9x9 viewport levels allowed when there were numerous opinions against it in the feedback topic, and they clearly go against the spirit of a CC2 set? Yet at the same time you did decide to ban CC1 boots rules, which are not much more of a carryover from the original...
  16. The "UPDATED" in the topic title refers to a much bigger update than what the first post might previously have suggested. It's now been... updated.
  17. Mostly CC1, sometimes CC2 - but I would definitely play CC2 more if there were an option to buy it completely separate from Steam, even at a much higher price. It's ridiculous that the bloatware that is Steam needs to be installed to play a game from the late 90s...
  18. Did you use the setup method from this topic, so that you simply click on CHIPS.EXE and it runs without you doing anything else? Also, are you using the original files that come with MSCC, with the original filenames (and modification dates from the early 90s)?
  19. All of the files that come with MSCC should be in a single folder (i.e. the same one CHIPS.EXE is in).
  20. CC2LP2, not CC2LP1! 200 Absolutely not. 10x10 No limit, because this should be CC2LP2 and not CC2LP1. If a set like the latter is ever made, it should definitely have the 40x40 limit though. Anything that the official editor supports should be fair game. Anything that cannot be done with the official editor should be banned. There are some decent suggestions in this topic, but I've run out of patience with the quote handling mechanism here so I'll just leave this at that.
  21. You should be aware that most people don't have Flash in their browser anymore, and basically nobody will have it in just a couple of years. I suggest remaking any Flash games in something that is widely supported, preferably HTML5.
  22. Easiest way to get the path right: look at where the file "otvdmw.exe" ended up after you extracted everything. So, if "otvdmw.exe" sits under "C:\WineVDM" for example, both lines should read like this exactly: "MappedExeName"="C:\\WineVDM\\otvdmw.exe" Though I find it strange that you just say it doesn't work, instead of posting the error message (it's virtually guaranteed there is one). Please do so if you still have problems after this.
  23. Download the binary from that post (the link is at the bottom). Make sure you don't accidentally get the source code instead somehow. Unpack the archive into a folder of your choice. There is no installer, so this is where it will run from. Copy-and-paste this exact path. Open the file "install.reg" with a text editor (right-click -> Edit usually works) and replace the two obvious spots with the path you just copied. The only tricky part is that all backslashes in the path have to be doubled (just like in the examples you're overwriting), or it won't work. Open "install.reg" normally. Make sure it tells you the data actually got imported into the registry. From now on, 16-bit programs such as CHIPS.EXE should "just work", assuming you already have all the files they originally came with. (You'll notice a command prompt opening in the background - this is normal. You can minimize it, but if you close it the 16-bit program will close too.) Enjoy MSCC!
  24. I'm just not really sure how to simplify it even more than I already did in my previous post here. Which part are you having trouble with exactly?
  25. You should have downloaded the binary build at the bottom of the linked post... it doesn't need any "setup" to run MSCC, or anything else for that matter. You can unpack it and use it as-is if you want. But the readme file tells you how to make it so that 16-bit executables just work by clicking on them like any other program. After you unpack it, you edit the "install.reg" file - there are two spots where you need to put the path you unpacked the files to, using double backslashes like the example. After that you simply run the edited .reg file to import the changes into the system registry.
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