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Rules for streaming |
Posted by: SuperChipster - 25-Aug-2021, 1:48 PM - Forum: General Discussion
- Replies (3)
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Hi, Everyone,
I am just getting into streaming on Twitch. I'm a huge fan of CC1 and CC2 and am considering streaming some CC content.
That leaves me in a slight situation, though. CHIPS.dat obviously has copyright associated with it. I would need to ask about the copyright permissions to use it in streams I'd imagine. But that's not really why I'm here asking.
The real reason I'm here asking is are there any rules about streaming or making YouTube content on any of the custom level sets I find here? Is it on a case by case basis, or is it generally considered fine to stream level sets I find posted here--even though they aren't mine?
Based on what I could find from past posts, this seems to be okay, but I can't find any official guidelines or anything for this. And I would prefer not to just assume.
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trynan_'s scores |
Posted by: trynan_ - 25-Jul-2021, 11:44 PM - Forum: High Scores
- Replies (3)
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Here are all of my CC1 (ms) times! Most are from a few months ago when I played a bunch. Also, maybe goes without saying, but I didn't come up with a lot of the routes I used on the levels that I went for good times on. Let me know if I need to add anything!
Green = bold.
Blue = I grinded it, or at least played it more than once, but didn't go for bold.
Plain black = beat it once, never played it again (or otherwise unoptimized).
#1 (LESSON 1): 83
#2 (LESSON 2): 90
#3 (LESSON 3): 89
#4 (LESSON 4): 116
#5 (LESSON 5): 85
#6 (LESSON 6): 94
#7 (LESSON 7): 139
#8 (LESSON 8): 96
#9 (NUTS AND BOLTS): 306
#10 (BRUSHFIRE): 51
#11 (TRINITY): 211
#12 (HUNT): 270
#13 (SOUTHPOLE): [982]
#14 (TELEBLOCK): 204
#15 (ELEMENTARY): 89
#16 (CELLBLOCKED): [971]
#17 (NICE DAY): 83
#18 (CASTLE MOAT): 553
#19 (DIGGER): 171
#20 (TOSSED SALAD): 340
#21 (ICEBERG): 119
#22 (FORCED ENTRY): 291
#23 (BLOBNET): 393
#24 (OORTO GELD): 430
#25 (BLINK): 435
#26 (CHCHCHIPS): 254
#27 (GO WITH THE FLOW): 147
#28 (PING PONG): 239
#29 (ARCTICFLOW): 300
#30 (MISHMESH): 299
#31 (KNOT): 6
#32 (SCAVENGER HUNT): 349
#33 (ON THE ROCKS): [160]
#34 (CYPHER): 297
#35 (LEMMINGS): 577
#36 (LADDER): 232
#37 (SEEING STARS): 513
#38 (SAMPLER): 462
#39 (GLUT): 17
#40 (FLOORGASBORG): 195
#41 (I.C. YOU): 154
#42 (BEWARE OF BUG): 187
#43 (LOCK BLOCK): 126
#44 (REFRACTION): 146
#45 (MONSTER LAB): 292
#46 (THREE DOORS): 222
#47 (PIER SEVEN): 221
#48 (MUGGER SQUARE): 259
#49 (PROBLEMS): 162
#50 (DIGDIRT): 318
#51 (I SLIDE): 655
#52 (THE LAST LAUGH): 382
#53 (TRAFFIC COP): 478
#54 (GRAIL): 289
#55 (POTPOURRI): 70
#56 (DEEPFREEZE): 106
#57 (STRANGE MAZE): 229
#58 (LOOP AROUND): 550
#59 (HIDDEN DANGER): 368
#60 (SCOUNDREL): 288
#61 (RINK): [28]
#62 (SLO MO): 282
#63 (BLOCK FACTORY): 477
#64 (SPOOKS): 548
#65 (AMSTERDAM): 357
#66 (VICTIM): 292
#67 (CHIPMINE): 363
#68 (EENY MINY MOE): 399
#69 (BOUNCE CITY): 229
#70 (NIGHTMARE): 136
#71 (CORRIDOR): 266
#72 (REVERSE ALLEY): [949]
#73 (MORTON): 291
#74 (PLAYTIME): 359
#75 (STEAM): 479
#76 (FOUR PLEX): 416
#77 (INVINCIBLE CHAMPION): 481
#78 (FORCE SQUARE): 474
#79 (DRAWN AND QUARTERED): 220
#80 (VANISHING ACT): 733
#81 (WRITERS BLOCK): [305]
#82 (SOCIALIST ACTION): 969
#83 (UP THE BLOCK): 298
#84 (WARS): 580
#85 (TELENET): 154
#86 (SUICIDE): 381
#87 (CITYBLOCK): [279]
#88 (SPIRALS): 317
#89 (BLOCK BUSTER): 276
#90 (PLAYHOUSE): 318
#91 (JUMPING SWARM): 367
#92 (VORTEX): 444
#93 (ROADSIGN): 429
#94 (NOW YOU SEE IT): [609]
#95 (FOUR SQUARE): 335
#96 (PARANOIA): 320
#97 (METASTABLE TO CHAOS): 290
#98 (SHRINKING): 338
#99 (CATACOMBS): 340
#100 (COLONY): [879]
#101 (APARTMENT): 240
#102 (ICEHOUSE): 177
#103 (MEMORY): 488
#104 (JAILER): 235
#105 (SHORT CIRCUIT): 255
#106 (KABLAM): [548]
#107 (BALLS O FIRE): 260
#108 (BLOCK OUT): 148
#109 (TORTURECHAMBER): 133
#110 (CHILLER): 276
#111 (TIME LAPSE): [931]
#112 (FORTUNE FAVOURS THE): [984]
#113 (OPEN QUESTION): 392
#114 (DECEPTION): 153
#115 (OVERSEA DELIVERY): [805]
#116 (BLOCK BUSTER II): 621
#117 (THE MARSH): [904]
#118 (MISS DIRECTION): 245
#119 (SLIDE STEP): 135
#120 (ALPHABET SOUP): [885]
#121 (PERFECT MATCH): [862]
#122 (TOTALLY FAIR): 272
#123 (THE PRISONER): 222
#124 (FIRETRAP): 604
#125 (MIXED NUTS): [680]
#126 (BLOCK N ROLL): 310
#127 (SKELZIE): 355
#128 (ALL FULL): 281
#129 (LOBSTER TRAP): 286
#130 (ICE CUBE): [718]
#131 (TOTALLY UNFAIR): 26
#132 (MIX UP): 310
#133 (BLOBDANCE): [795]
#134 (PAIN): [-6]
#135 (TRUST ME): 293
#136 (DOUBLEMAZE): [-1540]
#137 (GOLDKEY): 299
#138 (PARTIAL POST): 97
#139 (YORKHOUSE): [893]
#140 (ICEDEATH): 263
#141 (UNDERGROUND): [952]
#142 (PENTAGRAM): [963]
#143 (STRIPES?): [-308]
#144 (FIREFLIES): [790]
#145 (Thanks to...): [981]
#146 (CAKE WALK): 534
#147 (FORCE FIELD): [-204]
#148 (MIND BLOCK): [429]
#149 (SPECIAL): 955
Total score (according to tileworld2): 5,947,000
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Did steam fix cc1? |
Posted by: geodave - 24-Jun-2021, 11:41 AM - Forum: Blog Station
- No Replies
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There's been a long debate about whether lynx or ms (and their various platforms) are better. Now we have a new platform (steam) and a THIRD version of cc1 behavior. Here's what I think about the differences:
- Animation. All ms-versions have step-animation, which I HATE. This is the main reason I've always been TW-lynx-leaning. Certainly others like step-animation (mainly because of its optimization possibilities) but seriously, it only exists because Windows 3 was lame. To help make my point -- steam has real animation.
- Keys. Ms-style keys are all the same. Where's the fun in that? Also, since the original Epyx version had differing keys, it makes sense. Just get that blue JAILER key early!
- Block-slapping and block-flicking. I am a fan of neither of these. I know that block-slapping is an original thing (LESSON 4 and SPECIAL) but you don't really need it. And flicking is just a stupid mistake in the ms code that somehow made a CCLP2 level unwinnable without it. I'd be happy if steam didn't have either (but it emulates lynx.)
- Dying in fire. I've always thought it was stupid that only bugs and walkers don't die in fire. The lynx way makes much more sense. (Steam matches lynx.)
- Player graphics. This is one where TW got it wrong. Agreed, they couldn't use existing graphics, but chip is so dark I can barely make out any features. Also CC is supposed to be a friendly game, not D&D. Thankfully, steam fixed this nicely.
- Random Force Floors. Honestly, I like the way ms did this -- actually random. The rotating floor idea is more annoying than helpful.
- Explosion Delay. Too long in lynx, but steam has shortened it. I like the steam version.
- Splash Delay. I dislike splash delay and would prefer the ms model. At least it's shorter in steam.
- Boosting. Boosting is like JOSHUA in War Games. It's a back door that shouldn't exist.
- Glitches. There are glitches in all the versions, but ms has the most "what the ??" glitches and I don't think they add anything to the game. And I'm tired of adding a ball on a force floor so my teeth will clone in the correct direction.
- Game interface. Tileworld did a really good job with the interface (in all the versions.) The steam interface doesn't seem to be as flexible and I can't seem to get the size I want.
- Walkers. SPIRALS was never meant to be so difficult. Lynx/steam is clearly the winner here.
- Blobs. I like the graphics of lynx where it moves between tiles, but frankly I stink at BLOBDANCE in any version.
- Death collisions. In ms I can see what I ran into. In lynx/steam it looks like I (and the creature) never actually made it to each other. Pretty annoying.
- Graphics. I admit to some nostalgia here. I like the pink rolling lynx ball over the purple bouncing ball (although I get it -- bowling ball was coming.) I like ms-style gliders. I like steam-style doors. So basically I'm all over the place.
- In general -- I still play in Lynx most of the time. I see that the CCLPs are being converted to steam, and I will play them.
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CCLP2 for Steam |
Posted by: Aetherstorm Roc - 08-Jun-2021, 9:25 AM - Forum: CCLP Discussions
- No Replies
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This summer I want to create a port of CCLP2 under the steam ruleset. My intent is to stay as true to the MS version as possible as this is how the levels were designed originally, and if this is not possible follow the best practices laid out in CCLXP2.
I've made a poll to gauge opinion on some of the details of this project and it should take less than a minute to complete.
It can be found here: https://forms.gle/ef7wx3bQBJFHdLvv5
If you have specific questions or would like to help please DM me here or on the Discord server.
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