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Messages - notgreat

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16
Cogs Modding Forum / Re: First level mods (very hard & medium & hardish)
« on: January 02, 2010, 04:54:37 PM »
Next level is (finally) out!  It's called OO, for reasons that should be apparent once played.  It is very easy (comparatively), and is my first puzzle with the modular pieces.  Just re-download the file attached to the first post.

17
Cogs Modding Forum / Re: First level mods (very hard & medium & hardish)
« on: November 05, 2009, 07:23:00 PM »
I updated the original post so that the attachment contains the new puzzle.

I haven't tested the laser-mirror idea yet, as it would require a lot of work to get going, but I'm planning on trying it out on a small level soon.  The basic idea is invisible I-pipes on every tile.

18
Cogs Modding Forum / Re: FINISHCONDITION doesn't work
« on: November 05, 2009, 05:39:28 PM »
You have one definite problem:
on your location FINISHCONDITIONs, you need to subtract tile by one- it is a 0-indexed list, meaning the first item is at 0.

Also, for some reason the powered FINISHCONDITION doesn't seem to be working: just replace it with a:

FINISHCONDITION speed {
tile 2
comparison greaterThan 0
}

and it works.

PS: your description for the puzzle is going off the edges of the viewing area for me.

19
Cogs Modding Forum / Re: First level mods (very hard & medium & hardish)
« on: October 30, 2009, 09:10:37 PM »
New puzzle out again!  This one is roughly half-way between the other  two.  Any and all constructive criticism would be useful.
Also, I'm wondering about the interest in a possible new type of gadget made by a strange combination of pipes.  A laser-mirror system, where the laser would bounce off the mirrors to be directed where it is needed.  Just asking if anyone here thinks I should do it.

20
Cogs Modding Forum / Re: First level mods (very hard & medium)
« on: August 05, 2009, 09:16:45 PM »
Just mentioning that an easier level is out :D
Constructive criticism would be appreciated on the colors level.

21
Cogs Modding Forum / Re: possible bug when mult-layering pipes?
« on: August 03, 2009, 10:32:14 AM »
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...

22
Cogs Modding Forum / Re: possible bug when mult-layering pipes?
« on: August 02, 2009, 05:51:14 PM »
Another bug that probably has to do with me missing something:

I have 2 pipes stacked on top of each other, with a LAYERCONNECT keyword connecting them.  However, they act as if they weren't connected.

Here is the entire tile:
Code: [Select]
POSITION    11
LAYERCOUNT  3
GADGET geometry { 
  LAYER       0
  LIBMESH     meshTile
  LIBMATERIAL wood01
}
GADGET pipe {
  LAYER       1
  LIBMESH     meshPipeL
  OPENING_R   0.4 0.0 0.0   0.15 0.0 0.0
  IGNORELEAKS
  LIBMATERIAL matCopper
  LAYERCONNECT 1 2
  ROTATE      1 0 0 1.5708
  ROTATE      0 1 0 3.1415
  TRANSLATE   0.0 0.45 0.0
}
GADGET pipe {
  LAYER       2
  LIBMESH     meshPipeL
  OPENING_D   0.0 0.0 -0.4  0.0 0.0 -0.15
  IGNORELEAKS
  LIBMATERIAL matCopper
  ROTATE      1 0 0 -1.5708
  ROTATE      0 1 0 -1.5708
  TRANSLATE   0.0 1.45 0.0
}


Thank you.

edit: also, the gear documentation is a little off.  It says
Quote
ENGINESPEED <speed>: If this gear should always be powered
but you also need that if it is a steam-powered gear.

Another documentation error: the pipe gadget has a COLORID field that really should be COLOR.

23
Cogs Modding Forum / First level mods (10 out so far!) & LEVEL EDITOR
« on: July 29, 2009, 03:18:27 PM »
Here are my first levels for cogs.  To install, just place the file and folder in the data folder in cog's directory.
The puzzles are as follows (from easiest to hardest, personal opinion): OO, colors, yap, Coolness, Window, Pipe Mania, Double Blank, onion, alarming news, leeks.

Any feedback is appreciated.  Have fun, and don't get too frustrated.  If you get a solution to leeks that is different from the standard (just put a # before the SCRAMBLE keyword at the bottom to see the standard solution), please let me know :D

I hereby claim puzzle ids 470-479.
link to editor
pressing Q will set up borders automatically
pressing A will shift all current pieces by the specified amount.  This is mainly useful for adjusting everything by .5 to center things
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.
pipes need an extra layer of separation.

24
Cogs Modding Forum / Re: possible bug when mult-layering pipes?
« on: July 29, 2009, 10:58:36 AM »
Yes, thank you.  You might want to update your documentation though, because it says
"leakCount: Check for no more than the given number of allowed leaks."
which makes you think that it is a maximum.

Again, thank you for your help and for this excellent game!

25
Cogs Modding Forum / possible bug when mult-layering pipes?
« on: July 28, 2009, 03:49:42 PM »
I'm making a puzzle where pipes are stacked on top of one another, but not connected.  However, the finishcondition that I have (maximum 3 leaks) is failing to trigger.  In the solution, I have a layer 1 pipe with steam but the layer 2 pipe without- is this causing a bug, or is there something else I'm missing.  Attached is the puzzle file that I'm working on- just move the pipes down to get 2 leaks, but nothing happens.  Any help would be appreciated.

26
Cogs Modding Forum / Re: layout question
« on: July 28, 2009, 03:43:46 PM »
Just don't place any gadgets on the position 8 tile to make it a blank space.

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