So I'm not gonna hide it. Yes I do not know how any of the logic gates work, with the exception of the AND gate. The main CC2 game really didn't teach it well in all honesty (either that or I really just don't understand them).
Since I don't know how to use them, I won't be using them much in my CC2 levels unless I learn how. But due to the fact I can't learn anything through watching videos and reading up on stuff like that, I need some help learning. So could someone who does know what they all do teach me and maybe provide examples for me to understand? I really could use some guidance with these tiles.
The reason for this thread is because I may not be alone in not understanding how they work so anyone else in the future who doesn't know how to use logic gates can view this thread and maybe learn as well.
I'd appreciate it if someone could help me learn how to use these so I can maybe build a crazy logic level one day.
This about the CC2 game engine compared to CC1. Not the levels or game elements.
First of all, years ago; When I was first forced to start using tileworld [because MS chips challenge doesn’t work on 64 bit Operating systems] I used the MS rule set. That’s what I was used to and I liked it better. Lynx seemed very weird at first and I didn’t really like how a few amount of seemingly simple rule set changes really made for some major changes in level design.
After a while however I got used to Lynx and grew to like it better. Now, I pretty much prefer it and I can’t really stand MS anymore. The main reasons; smooth animations not only look nicer, they make it much easier to play, to see where monsters are going and easier to follow chip around as well. Now whenever I play MS it feels so choppy and annoying. Secondly the glitches in MS are a pretty big hassle. Most notably slide delay and the controller/boss glitch. So it’s really nice to not have to deal with that.
But now that CC2 has been released I must say that I like that so much better than either MS or tileworld’s Lynx. Not only because the game and the new features are awesome, but I like the game engine better. I feel like movements are slightly smoother and more fluid. It also feels like the hit-detection on enemies is friendlier than Lynx. So often when playing in tileworld I die while trying to step into a line of enemies or get caught by a monster when I wasn’t expecting it. I often misstep, either moving too far or not enough. If I’m really honest my playing experience with Tileworld’s lynx has been quite frustrating.
Since I started playing CC2 I haven’t found any of these frustrations, at least not nearly to the degree of tileworld. The hit detection is very nice imo, the controls are slightly easier and feel better. I like the ability to reveal walls while passing by them, and the “splash delay” is minimal too. This was another nuisance in Lynx.*
CC2 has its share of glitches too of course; some of which while I haven’t run into yet myself, I would image may be quite frustrating. But so far, nothing I’ve encountered has been as game-breaking as the MS glitches. Overall I really feel the improvements on CC2 far outweigh any negatives verses CC1. So for the most part I’ve stopped playing CC1, though I still play a level or two occasionally, I haven’t deleted the game forever or anything like that. But from now on it’s primarily CC2 for me. And any level sets I make will be for CC2.
What other people’s thoughts on this?
*this is a side point but that splash delay is weird imo. I recently saw a video of the Amiga version of chips challenge [which in graphical quality looks very similar to the Lynx] there is no splash delay at all!
These are the 200 levels that DIDN'T get chosen for the CC2 official set. All were made between September 1998 and April 1999 by the original design team.
I am releasing these with Chuck's permission.
Release Notes:
-I have not playtested this set. All of these levels were solvable when they were first released, however, there have been a few logic updates since then, so there could conceivably be some unsolvable levels in the mix. I doubt there are, but I can't guarantee it.
-I ordered these levels according to the final difficulty rating they received during the initial voting. This turns out to be not always very accurate! During the voting process many of the first levels to be released were voted as being very difficult, and then as more levels came along it turned out that what some people thought was a '10' at the beginning of the process was really more in line with a '6' at the end of the process. But I think that just makes for some nice variety with the difficulty curve.
-Seven levels were submitted late and were never voted on. I ordered them as I thought appropriate. (They are SWEET SIXTEEN, THAT FIGURES, CYCLE ME THROUGH, and SHORT HAND OPERATION by Joshua Bone and LITTLE BIRD, ALL ALIKE, and CENTER PEDE by Bill Darrah.
-I did not include a few levels which were minor variations of each other (such as 6 different versions of CHIP OFF THE BLOCK).
-I made no changes to levels or time limits, but I did make some minor edits to level titles and authors, mostly to fix typos. I also re-ordered some of the sequel levels because there were instances where the sequel was less difficult than the original.
-While the overall level quality is certainly worse than that of CC2, there are some very memorable levels in this mix! Towards the second half especially there are some very good levels that were rejected solely for being too difficult. But as should be expected, there are also some astonishingly terrible levels and quite a few examples of mediocre or abysmal level design. Feel free to skip as necessary.
since for some reason you can't comment on CC2 levelsets in the downloads section (you can comment on CC1 sets...) I'll ask this here cause I don't know where else to put it.
[feel free to move the topic to a better place]
Chuck Sommerville uploaded this level, demonstrating a "serial transmitter".
Can anyone explain this in detail? I don't really understand what this is, what it means, what it's implications are, or what exactly it's demonstrating. Or what uses this could have in a level perhaps.
Greetings to all you wonderful chipsters! This is yet another announcement regarding CCLP4!
Submissions have been closed for about three months now and we have been aiming to test every submitted level! We currently have less than 60 levels left to test! During this time of testing, we have also been allowing necessary changes to any levels designers have submitted that don't meet up to par with compatibility and/or are busted, so they can have a stronger chance to be considered. However, since it has been about three months, it is time to announce the close off date where this will no longer be allowed and that date is exactly one month of this post - June 16th, 2016.
The spreadsheet of all submitted levels can be found here. We the staff have listed to the best of our knowledge any problems that are with any levels that suffer from incompatibility or are busted. It is up to you whether you want to make the changes necessary to be considered for CCLP4. If you need any help with suggested fixes or are unsure on what an issue with your level consists of, don't hesitate to contact a staff member! We will be more than happy to help.
We do also ask that if any fixes are addressed, please let one of the staff members know so they can be looked over once again and retested. This is very important to let us know! You can find all the staff members here on CCZone and there is also a list of all staff members on the CCLP4 website here.
Once again, any levels that suffer with the following should be addressed if you wish for them to be stronger candidates for the final set:
Incompatible between rulesets
Unsolvable
Busted
Regarding difficulty/low time limits
All of the above
With that, please keep a look out for future updates! We hope to further progress with this project very soon!