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  Camden_2.dat
Posted by: CamdenT - 07-Feb-2012, 5:17 PM - Forum: CC1 Level Packs - No Replies

File category: CC1 Levelsets


***For my CCLP1 submissions, please refer to CamdenCCLP1.dat, which is available at this site as well as Pie Guy's Site.***

This is my second set. It is playable in MS. If you want to play my levels in Lynx, i suggest downloading CamdenCCLP1.dat, since all of these levels are (should be) Lynx compatable. It is also availabe at Pie Guy's site, so feel free to report your scores there! Enjoy!



What's New in Version 1.6
  • Version 1.6: New levels added.
  • Version 1.5: Fixed busts in levels 63 and 67. More levels added!
  • Version 1.4: New levels added.
  • Version 1.3: Fixed Level 53; Fixed Level 61; Fixed Spelling error in Level 72's title; Changed Level 74 to avoid C/B glitch; new levels added.
  • Version 1.2: Updated again to make level 42 unsolvable because it's not finished. Also added a time limit to level 58.
  • Version 1.1: Updated immediately after release to make Level 68 unsolvable, because this level is not finished.



Attached Files Thumbnail(s)
   

.ccl   Camden_2.ccl (Size: 81.26 KB / Downloads: 576)
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  MyBest37-Lynx.CCL
Posted by: thinker - 07-Feb-2012, 1:05 PM - Forum: CC1 Level Packs - No Replies

File category: CC1 Levelsets


Please consider this levelset for CCLP1 - CCLP4 , Thanks



All 37 levels are playable and tested in Lynx mode. MS should be OK, too



Most levels are in the higher range of difficulty. 5 levels have no time limit.



A prominent theme is the start up, where some situations are animated...you just have to experience it, to understand what I mean.



I have made the codes available in the “Hint tiles” of level 1 and level 13



My scores for all levels are on pieguy’s site (as proof of testing and playability)





What's New in Version Lynx
  • update fix: level 33 had Chip in wrong start position, Sorry!



Attached Files
.ccl   MyBest37-Lynx.CCL (Size: 39.37 KB / Downloads: 365)
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  Submission duration?
Posted by: M11k4 - 07-Feb-2012, 12:08 PM - Forum: CCLP Discussions - Replies (25)

Submissions opened in October. Ideas and discussion for what the set should look like are still ongoing. Is less than half a year enough to make 149 quality levels for this set? How many levels are now in the voting pool? Maybe there are enough decent ones in there, but I still can't help thinking this is a bit rushed. Why not an extra year even?

-Miika

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  Go to first unread post
Posted by: geodave - 06-Feb-2012, 10:12 PM - Forum: Feedback - No Replies

Sometimes this link goes too far and misses new posts.

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  Name that strategy
Posted by: thinker - 05-Feb-2012, 9:27 AM - Forum: General Discussion - Replies (19)

I was thinking that it would be great if we all could form a list of all the different kinds of stategies that are used in the various levels that we all play. Giving it a NAME -that actually describes the stategy -would be kind of a handle in out minds.

State a "NAME" and what it stands for. And then, add some description of how it is applied or used in a level.

I'll start off by naming the one (leaving room for others to add on to this) that I use a lot: "Sequential logic"

You have to get certain pieces before you can obtain other pieces of do certain things- obviously, you have to get the red key before you can go through a red door.

There are many strategies and many can be usesd in a single level. I think that it would be great to get a comprehensive list of this kind of thing.

Ian Wilson (thinker)

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  Michael-updated.ccl
Posted by: Michael - 04-Feb-2012, 10:46 PM - Forum: CC1 Level Packs - No Replies

File category: CC1 Levelsets

My first levelset



Attached Files
.ccl   Michael-updated.ccl (Size: 682 bytes / Downloads: 381)
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  Trouble with pictures
Posted by: geodave - 04-Feb-2012, 3:07 PM - Forum: Feedback - Replies (9)

Almost every picture that I post into a forum response disappears when I click submit. What's the deal? Clearly others can post pictures.

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  Submissions
Posted by: BitBuster - 04-Feb-2012, 11:08 AM - Forum: CCLP Discussions - Replies (13)

Sorry if this has already been discussed, but is there an option for designers to submit their levels with a tag along the lines of "please consider for CCLP1 and all future 'official' CCLP sets"? Also, are designers allowed to say "even if you can't get in contact with me, you can still use/edit my levels for the purposes of the set"? Looking forward to future level packs, it might be useful to have these sorts of permissions from level designers (and it would, of course, be wholly optional to grant such blanket permissions). This would avoid situations such as a good level being omitted from the set because the designer fell out of touch with the community.

Thoughts? Again, I think this should be optional, but I'm guessing that a number of level designers would be happy to have their levels automatically considered for future level packs.

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  The LUNIT bust
Posted by: BitBuster - 04-Feb-2012, 11:03 AM - Forum: Level Discussion - Replies (8)

How does it work, exactly? I'm a bit confused, because I'm under the impression that MS walkers *always* move (i.e. they can't get "stuck" in a corner the way Lynx walkers can), and so how can the walkers possibly stop cloning long enough for Chip to fill in the water spaces and double back through the toggle door?

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  Tile World 2 64-bit patch
Posted by: tensorpudding - 03-Feb-2012, 10:48 PM - Forum: Programs and Editors - Replies (22)

I recently tried looking at Tile World 2, and noticed that its 64-bit build would not handle TWS files properly. I tried to port a Tile World patch to fix this, because this bug was present in the last upstream Tile World release as well. I had been using the patch on TW 1 for a while and helped it get into the Debian Linux package for TW. My patched TW2 seems to handle TWS files fine now but has a lot of other problems including interface lockups that I'm not entirely sure is not due to the patch. I would suspect that it isn't though.

Another issue I had was a build failure on my system in one of the C++ files regarding a const cast. It compiled cleanly when I added the -fpermissive flag to g++ and the patch includes a change to add that flag to the build commands. I'm not entirely sure that this flag will work if you build using a different compiler or an old version of g++ though since I do not have an alternative to test it on.

Overall though, I do like the interface changes to Tile World 2 and would use it if the aforementioned bugs did not bedevil me. I am sure that once it has been fixed that it will be superior. Kudos to Madhav!

I'd include the patch in here but I'm not sure how to add an attachment...

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