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  Steam TileWorld Android and Ubuntu
Posted by: geodave - 07-Aug-2015, 2:48 PM - Forum: Programs and Editors - Replies (12)

So, I'm about to start on a grand adventure. Seeing how it's me, this may take a long time.

However, I could use some input. I have an Android table (a couple years old) that I plan to root, then load Ubuntu onto. With luck (and time) I should have a working instance of Ubuntu. Then (according to various sources) I should be able to run Tile World and Steam on it.

And voila! I can play CC on my tablet!!!!!

So, the things that I have yet to figure out:

1. Can I find a root kit?

2. Is my tablet good enough to handle this?

3. Does Ubuntu have a virtual keyboard?

4. There is no four, but, you know (if you don't know then you haven't known me long enough).

So, any info?

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  CC2 Level Manager
Posted by: Nickcc - 31-Jul-2015, 9:14 PM - Forum: Chip's Challenge 2 - Replies (4)

I included the link because for some reason I can't link to the file normally.

http://cczone.invisionzone.com/index.php?/files/file/495-cc2-level-manager/

CC2 Level Manager is a program for creating c2g files. It allows you to select levels and music and add quotes.

Set directory button sets the default directory for the purpose of setting up the subdirectories properly if they are being used.
Always add music after adding the quote or level where music is desired, never before.
Quotes must be added as per the format in the c2g file with the exception of the word "script" which is added by the program. The format is something like 4 or 5 words per line to display right. Everything in quotes and and two quotes together for breaks.
Add return adds the colon ";" character which I noticed in c2g files.
Let me know of any bugs or problems that occure wiith usage.
The program is located in the dist folder.

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  I promise I will do better
Posted by: geodave - 31-Jul-2015, 11:50 AM - Forum: Blog Station - No Replies

Okay, so far I've only converted CC1-type levels and added some wiring and custom walls/floors.

HOWEVER

I am starting to warm to the new elements and I WILL be using them going forward.

SO

Keep your eyes open and I will put out some new levels

EVENTUALLY.

Meanwhile, I'm having fun figuring all this stuff out. I hope you are as well.

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  CC1 Lynx teleport stacking
Posted by: random 8 - 25-Jul-2015, 4:02 PM - Forum: Other - No Replies



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  Differences between Atari Lynx and CC2 engines
Posted by: Eric119 - 25-Jul-2015, 1:40 PM - Forum: Chip's Challenge 2 - Replies (21)

Brian Raiter suggested created a thread to discuss the differences between Atari Lynx behavior and the CC2 engine which is also used for the rerelease of CC1. He has written up some differences here:

http://www.muppetlabs.com/~breadbox/soft...comp2.html

random 8 has also posted some here:

http://cczone.invisionzone.com/index.php?/topic/1151-tile-world-131/?p=34076

Here are some more differences between Atari Lynx and Windows versions:

* You no longer get stuck in teleports if there is no available exit.

* Level borders consistently act as barriers.

* Pausing now hides the display (it shows entirely as floor tiles).

* When you have more than one key of a color, the number of keys is displayed. If the number is greater than 9 but less than 128, a + is displayed. For 128 or more there is neither a number nor a + displayed, just as for when you have one key.

* There can now be an unlimited number of creatures on the map, and clone machines cannot run out.

* The Melinda skip feature has been dropped; you can now skip levels at any time.

* You can freely navigate to different levels without resetting.

* You always get the full level bonus when completing a level.

* The timer is reset properly, so you always get the full first second. Also, there do not seem to be different "steppings" for the teeth movement.

* The initial direction for the directional force floors is now north.

* On Atari Lynx, if you start out on top of a collectable item you will collect it if you start the level without moving (not so in Tile World!!). You do not collect it in Windows.

* Clone machines behave differently. In particular the "release boosting" and "clone desynchronization" phenomena seem not to be present. (See thread http://cczone.invisionzone.com/index.php?/topic/167-possible-new-glitch-in-tile-world-lynx-clone-desynchronization/. Note that is is not, in fact, a glitch in Tile World.)

* In the editor, there are settings for three versions of blob movement, "Deterministic", "4 Patterns" (as in Atari Lynx), and "Extra random". (While we're on the subject, the Windows version appears to use the same PRNG as Atarl Lynx. How exactly this interacts with the different blob modes has not been determined.)

Some differences between Tile World's Lynx mode and Windows versions:

* The limitation to holding 255 keys of one color from the Atari Lynx is still present in Windows. Getting a 256th key of a color resets your key count to 0.

* If you are on top of a collectable item that blocks monster movement, you are safe from monsters in Tile World Lynx. Not so in Windows. (Note: in Atari Lynx, if a monster starts out adjacent to you, and you start without moving, the monster will bounce off as you simultaneously collect the item.)



The inconsistency between Tile World and Atari Lynx with regards to starting on top of an item surprised me, and I just discovered it today. I hope there are not too many custom levels that would be broken by this.

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  Tile World 1.3.1
Posted by: breadbox - 24-Jul-2015, 8:48 PM - Forum: Programs and Editors - Replies (7)

Hi everybody. It's been a while, hasn't it?

So, the exciting news of CC2's relesae naturally brought to mind thoughts of Tile World.

Back in 2006, I was getting ready to do one more release of Tile World before I started a new job. Unfortunately, as I was doing that I found that all of my recent save files were corrupted. I was terrified because I didn't know how it had happened. Obviously I couldn't release any new code until I understood what had caused it. And so my new job started before I had resolved the issue.

It wasn't until years later that I finally convinced myself that the files had gotten corrupted up by another program entirely (a one-off script I had written to do some surgery on my save files while testing a feature), and that all the code in Tile World was blameless.

Because of that little scare, there were a handful of bug fixes that have been sitting on my hard drive all this time. It's way past time that I release this stuff.

So, welcome to Tile World 1.3.1:


http://www.muppetlabs.com/~breadbox/software/tworld/

The fixes to the MS game logic involve issues with blocks that start out on beartraps, and some interactions with blocks, creatures, and teleports. (One was a complicated bug reported by Evan Dummit which I no longer remember the details of.) The big one for me is a fix for a bug in the emulation of Chip turning a cloned block into a clone of himself while going through a teleport. You know, back in 2006 I once said "The day that Tile World correctly emulates level 9 of pi.dat all the way through, I'll be able to retire." Well ... I think Tile World 1.3.1 correctly emulates level 9 of pi.dat all the way through. (Unfortunately, I don't think I can actually retire. Too many other bugs.)

There were two notable bugs in the Lynx emulation: one with toggle walls not getting initialized correctly, and one that prevented BEWARE OF BUG working when pedantic mode is turned on. Those are now fixed.

I've also integrated the bug fixes that were released in TW2.1, including the one for the rather awful bug that failed to read save files correctly on 64-bit systems. A big thanks to Eric Schmidt, and Madhav Shanbhag (as well as Shmuel Siegel and Anders Kaseorg and everyone else who's worked to improve Tile World).

There's also some minor housekeeping work in various parts of the code and the documentation. Some of my stupid memory-management tricks are now being called out by the compiler, so I've rewritten that code to be more well-behaved.

Finally, there is one new feature. Tile World now stores the last level you visited in the save file, and by default it returns there when you next bring up that level set.


Hopefully, the bug fixes can also be integrated into TW2 without too much effort. (Though obviously not zero effort, as it appears there are going to be at least one or two merge conflicts.) I still haven't run TW2 myself -- I'm very curious to try it out, but I need to install like half a GB of Qt libraries first.

I've also started documenting some of the differences between the original Lynx game and the new version of CC1. This is just a quick list of first impressions; I haven't really dug into that subject yet.

And at some point I want to sit down and actually play CC2!

Free to reply here if you find a bug in the code or a mistake in the documentation. Or email still works, if you prefer that.

Share and Enjoy.

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  Ultimate Chip 5
Posted by: Ihavenoname248 - 22-Jul-2015, 5:43 PM - Forum: CC1 Level Packs - No Replies

File category: CC1 Levelsets

With CCLP4 on the horizon, I had a burst of new ideas. Rather than release another smaller set, I figured I'd go back and merge my new levels into UC5, as doing so would also be a convenient reason to fix many of its flaws. The difficulty curve should now be much smoother (though with some carefully placed spikes and valleys), the variety of gameplay should be larger and some of the less enjoyable levels have been subtly altered.

For a detailed level listing, see this pastebin: http://pastebin.com/9Sgk2dqs

Anyway, this was my last big CC1 set. Anything else will very likely be added to i^e or a set created purely to add on level ideas to. CC2 time!

Version 1.0 is included in the download but will not be updated further.

The 69 new levels are also included in their own set as well, for those who just want to play the new levels. This set will also not be updated further, and has the levels in the order they were designed, meaning there is no difficulty curve for just the new content.

All levels are guaranteed to work in both MS and Lynx.

As I said last year, if anyone still cares about CC1 sets, enjoy!

- IHNN
Chip Win



Original Description:

This was going to be another 149 level set, but with the release of CC2 it stalled out at 77 levels, with 10 of them unnamed. Today I went through, named them, and added 3 additional levels to round out gameplay types and make a difficulty curve a bit more gradual.

If anyone still cares about CC1 sets, enjoy!

Confirmed solvable? Yes


What's New in Version 2.00c
  • Fixed bust in Breeze Harbor, as discovered by Josh in his LP. It skipped a significant chunk of the puzzle, and my solutions not utilizing the bust (MS and Lynx) were unaffected.



Attached Files Thumbnail(s)
                   
                   


.dat   UC5 new content.dat (Size: 52.91 KB / Downloads: 677)
.dat   Ultimate_Chip_5.dat (Size: 112.47 KB / Downloads: 675)
.dat   UC5 original.dat (Size: 58.98 KB / Downloads: 664)
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  OracleOfLight Feedback thread
Posted by: geodave - 21-Jul-2015, 5:37 PM - Forum: Under Construction - Replies (1)

OK so now it's time -- what can be improved on these levels so far?

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  Oracle Of Light
Posted by: geodave - 16-Jul-2015, 6:45 PM - Forum: CC2 Level Packs - No Replies

File category: CC2 Levelsets

This is a CC2 levelset. Enjoy!


What's New in Version 0.5.5
  • Two new levels, plus music reference file.



Attached Files Thumbnail(s)
   

.zip   OracleOfLight.zip (Size: 10.79 KB / Downloads: 405)
.zip   OOL.zip (Size: 13.54 KB / Downloads: 437)
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  CC1 Links
Posted by: RB3ProKeys - 15-Jul-2015, 4:59 PM - Forum: Tile World Save Files - No Replies

File category: TWS Files

I beat CC1 in Tile World Lynx, and that's as much as I know



Attached Files
.tws   cc-lynx.dac.tws (Size: 60.07 KB / Downloads: 189)
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