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Messages - notgreat

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Cogs Modding Forum / Re: My first levels
« on: July 31, 2011, 01:02:43 AM »
I've updated my mods as well.

Here are the levels from this topic.  I'll take them down if the author asks.

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Cogs Modding Forum / Re: My first levels
« on: June 23, 2010, 04:29:43 PM »
Nice job, I'm glad to see my editor get some use.  I was thinking I had spent all that effort on nothing!

Your first level is great, but your second is a little annoying because of how many moves you have to make when you want to rotate everything around the center, and how crowded it is.  It's really good for a start though.  I look forward to more :D

If you have any questions about the editor, feel free to ask.

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Cogs / Re: Solutions
« on: March 08, 2010, 04:34:38 PM »
Wow, that must have taken a while to get done...  Nice work!

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Cogs / Re: STOP
« on: February 14, 2010, 10:33:36 AM »
I didn't notice it until I saw it in the .puzzle file while I was looking at examples.  I wondered how you did it.
PS. here is where I first mentioned it.
Thanks again!
Interesting- you can use this to make 1-way pipes!

Just asking, for gears, what does
TYPE 1to1
do?  Or is it just a depricated feature.
Also, 2 bugs that slipped into of your puzzles:
1) on gears-stop.puzzle (stop), you don't really need to stop all of the gold gears- just make sure they are all going counter-clockwise ;D
2) on flywheel, the L-pipe the faces up and to the right spews steam out left and down!

edit: in animation, it seems that POSKEY goes x z y.
Also, in the rotate finish action, shouldn't rot0 and rot1 be more like rotx and roty?  just asking...

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Cogs / Re: STOP
« on: February 13, 2010, 05:19:56 PM »
Just asking, did you fix the bug with that level?  In the PC version, you don't actually need to solve it correctly. See the attached picture for an example.  You only actually need to get all of the sliding gold gears turning counter-clockwise.

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Cogs Modding Forum / Re: team-up level development?
« on: February 11, 2010, 09:37:33 PM »
A competition sounds great to me.  Feel free to do anything you want with the editor, I think I'll release the source code (well, game maker file) in case anybody wants to improve it.  I really need to comment it a bit more though.... don't count on it.

edit: By the way, I just timed myself again and made another unscrambled level in under 5 minutes.

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Cogs Modding Forum / Re: Additional asset requests and downloads
« on: February 11, 2010, 05:10:59 PM »
When making levels, I've noticed that I sometimes want a pipe that both connects to another layer and is a corner.  If it isn't too hard, I would like one of those.  It would basically be two L pipes layered together so that it only has 3 openings.

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Cogs Modding Forum / Re: First level mods (10 out so far!) & LEVEL EDITOR
« on: February 11, 2010, 04:24:57 PM »
I'm going to add a bit of a tutorial for making a level here:

1) start up the program
2) place the pieces by left clicking- just place the pieces that you want to be on the board
3) press Q.  this will set up most things automatically.
4) press 2 and then place the pieces you want by clicking on the squares
    4a) pressing T will bring up a menu to choose the pieces from
    4b) to rotate pieces, press and hold the mouse and move the mouse around
5) you may want to press 1 and change some white pieces to black so that they become metal squares
6) press S and input the file name.  Don't forget the .puzzle!
7) add it to your mod file and then start up cogs
8 ) go to the puzzle.  If all is well, open the puzzle in a text editor.  Otherwise, fix the problem in the editor and save over to old file.
9) In your text editor, add in the FINISHCONDITIONS needed LINK TO WIKI DEFINITION OF FINISHCONDITIONS.  Important pieces are usually marked, the tile ID is the number at the start of each tile definition in the comment
10) Check if it works and if so, scramble, showscramble, mark, copy, paste, remove extra lines, format correctly, and then test again.  If it all works, save and you're done!

also, F4 makes it fullscreen. F5 saves and F6 loads, but I do not suggest using them- they are built in game maker functions that could have some strange side effects if used.

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Cogs Modding Forum / team-up level development?
« on: February 11, 2010, 04:17:05 PM »
After releasing my editor, I was expecting a bit of an increase in the mods coming.  That did not happen.  I am thus trying to determine what to do now.  One idea that I had was that I'd design the solution and then somebody else could scramble it, since the scrambling and testing was taking up half the time for me.  If anyone wants to try it, I'll gladly pump out a series of levels to be scrambled.

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Cogs Modding Forum / Re: First level mods (10 out so far!) & LEVEL EDITOR
« on: January 29, 2010, 03:30:40 PM »
heh, I forgot to include the manual...
pressing Q will set up borders automatically
pressing A will shift all current pieces by the specified amount
pressing T will allow you to change the currently selected piece type
pressing S will save
pressing the numbers 1,2,3,etc will switch layers.
layer 1 is always the board, layer 0 is always for pegs.
left click does most things,
right click usually deletes, but opens a menu on engines and pipes.

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Cogs Modding Forum / Re: First level mods (10 out so far!) & LEVEL EDITOR
« on: January 29, 2010, 12:42:26 AM »
2 new levels: coolness (a 3x3) and pipe mania.

also, editor is out.

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Cogs Modding Forum / Re: First level mods (8 out so far!)
« on: January 27, 2010, 08:35:58 PM »
In case you didn't notice, the editor is the IT I was referring to in my previous posts.  The editor is almost complete, with just a few tweaks, error checks, and a couple more features I'd like to squeeze in.  Just one question, is the gauge supposed to not have the LAYERCONNECT attribute?  I have the following tile:


POSITION    12
LAYERCOUNT  3
GADGET geometry { # 11
  LAYER       0
  LIBMESH     meshTile
  LIBMATERIAL wood01
}
GADGET gauge
{  # ==================== Gauge ====================
  LAYER       1
  LIBMESH     meshPipeI
  LIBMATERIAL matCopper
  MATCHCOLOR 0
  RELEASE     0 .4 0 0 .2 0
  ROTATE      0.0 0.0 1.0 -1.5708
  LAYERCONNECT 1 3

  TRANSLATE   0.0 0.35 0.0
}
GADGET pipe
{
  LAYER       3
  LIBMESH     meshPipeL
  LIBMATERIAL matCopper
  ROTATE      1.0 0.0 0.0 -1.5708
  OPENING_U   0.0 0.0 0.4  0.0 0.0 0.15
  LAYERCONNECT 1 1
  ROTATE      0.0 1.0 0.0 -4.7124

  TRANSLATE   0.0 1.35 0.0
}

, but it complains:
Unrecognized gauge property, LAYERCONNECTExpected GADGET while loading Tile
Error loading puzzle file while reading gadgets, tile 11
Error loading puzzle data file

Aside from that, I'll be releasing tomorrow (unless something major pops up).
All of my puzzles since OO were made with the editor (that's why I swiched to gears then: that part of the editor was done first :D)

Things you can't do with the editor (right now):
1) 3D Boards (never going to happen, too many things I'd have to change)
2) Chimes & Hammers (this will be for the second release)
3) Large & Small Gears (again, 2nd release)
4) Pegs of adjustable height (no idea when I'll get to this, maybe never)
5) FIRE (2nd release)
6) IGNORELEAKS (2nd release)
7) FINISHCONDITIONS (no idea, just do them yourself ;))

Everything else should be fine.  Also, I've here's screenshot of the board-design stage, as well as what it compiles to.

(not an actual level, just an example)
See those pieces on the bottom loop's corner?  That shows how my editor fails when given an impossible problem: 3 of the 4 sides covered in pieces (the metal blocks count as standard blocks, just with no move pieces).

Remember: I will be releasing sometime tomorrow.  So, check friday and it will be up for certain

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Cogs Modding Forum / Re: First level mods (8 out so far!)
« on: January 24, 2010, 02:14:23 PM »
Two more puzzles!  One of them was a particularly unusual puzzle, the "double blank" puzzle.  It has two blank squares.  Good luck!

I am just now finishing development on my Cogs Mod Maker program.  It is a GUI for the level-making process, dropping the time it takes for me to make a level to well under an hour (the majority of the time is taken up with testing).  In fact, it takes less than 10 minutes if everything goes well.  The only thing you have to do is set up the FINISHCONDITIONS.  There are still a few bugs that I have to work out.  Some time this week, I will be releasing the editor.

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Cogs Modding Forum / Re: First level mods (6 out so far!)
« on: January 15, 2010, 05:09:55 PM »
Here's yet another puzzle.  Please reply, all 3 of you.  I really need some feedback if I want to improve.

Well, I think I'll add another teaser of what I'm developing.  OO, onion, and YAP were all influenced significantly by IT.  IT is a fake name that I'm using, though the current initials of the program are CMM.  IT is being developed in game maker, a rapid prototype tool.  IT is sadly limited to 2-D for now.  That is all, next week I'll fully disclose what IT is, followed by its release the next week (assuming I finish IT in time.)

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Cogs Modding Forum / Re: First level mods (5 out so far!)
« on: January 08, 2010, 09:12:02 PM »
Another one!  I've also changed the install style, tell if you like this way better.

Anyway, IT is nearing completion, should be out within a month or two.  What is IT you ask?  I'm not telling yet  ;)  To prepare for IT's release, I'm going to be releasing a new puzzle every week or so.  More information next week!

PS. to the developers: it would be nice to have a way to clear a single level's score data, as the 1-move 2 second wins I got from testing my FINISHCONDTIONS are a bit annoying, and I don't want to loose all my standard data.

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