ForumsGamesCrush the Castle 2 - Custom Castles

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Trismegistus23
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Trismegistus23
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Nomad

Post your playable Crush the Castle 2 maps. There are other threads for talking about CtC2. If it's not good for shooting at or interesting to look at don't put it here: NO castles that fall apart by themselves, NO random junk piles.

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SSTG
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SSTG
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Treasurer

OCEAN CASTLE
The Portuguese King SSTGia had a castle built on the cliffs overlooking the Atlantic Ocean.

Ernie15
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Ernie15
13,344 posts
Bard

Deathly Hallows Cave

Except in my version, Harry must kill Lord Voldemort from beyond the grave. Also, Harry is an engineering genius and has come up with a somewhat convoluted plan to kill Voldemort using fire and electricity instead of magic.

CourtJester
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CourtJester
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Peasant

Deathly Hallows Cave

Ernie15 - you sneaky f'n schtick! ha ha ha

I got it but it probably took me 20 shots - I gave up counting after 10!
CourtJester
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CourtJester
6,158 posts
Peasant

Deathly Hallows Cave

I got it down to 10 shots!
Ernie15
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Ernie15
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Bard

The gold medal in this case is more of a guideline than a goal. It tells you how many shots are needed to complete the level, but it doesn't mean you can't take more shots. I don't think I was able to do it in under 5...

On a side note, this is the 8,888th post in this thread.

Ernie15
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Ernie15
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Bard

i dont really get what youre supposed to do with which projectile in which sequence


When your logic skills get back to normal, it won't be hard to figure out. The jar of eels should be pretty obvious, as there is only one tunnel that leads to an iron bar. That's all I'm going to tell you.
CourtJester
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CourtJester
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Peasant

Deathly Hallows Cave - i dont really get what youre supposed to do with which projectile in which sequence


Figure it out Retro! The rest of us did! 3 shots is possible but not probable.

Are we having the OFFICE competition on Wednesday? I think mine is ready! 7PM GMT
Ernie15
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Ernie15
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Bard

That isn't a link to a castle, or to anything for that matter. It's just "http:///".

joeybetz
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joeybetz
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Shepherd

I have a question for you guys. About how many blocks can you get on screen before the lag/framerate is noticeable? I need a benchmark to aim for.

Ernie15
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Ernie15
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Bard

About how many blocks can you get on screen before the lag/framerate is noticeable?


I placed 128 tiny steel cubes on the screen and the trebuchet worked fine. At 160, however, I did notice some lag. So roughly 160 would probably be a reasonable benchmark.
CourtJester
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CourtJester
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Peasant

Joey, one of the biggest problems is the square dynamite blocks as they are not exactly 20x20, they are a fraction less probably due to their shape. The other problem is small elements that we tend to make on this thread - sometimes smaller than you allow but we do it anyways.

To get the detail we need, the smaller blocks are necessary. Many of us use the "copy and paste" method which does not work that well because, the editor does not lock onto the items we select but moves them inconsistently and individually and some shift out of position creating lag because they are out of position. If you can put all the items we select into a single block such that we can move them consistently and equally, lag will reduce as the pieces will not be misaligned.

I built a level almost completely outside the editor in notepad, I will try to find the base code and post it here tomorrow as the base code text file is on my office computer. When I played it from import, it didn't lag but when I exported it and imported it again, it lagged. When I exported it again, things had moved!

My understanding (although very basic) of flash is that it reads the file from top to bottom and tries to process this. If things are moving because they are out of alignment, this process gets messed up due to computer lag/paging etc etc.

If you want to see huge castles that don't lag too much, look at some of SSTG's large creations. He is meticulous and almost **** but, his stuff includes huge amounts of small elements perfectly placed. Timestables (although he is the master of disguise and subsequent lag) uses the cut and paste method and lag is prevalent.

I also understand that the more pieces you put in the game, it is inherent that lag will occur. Some lag is tolerable but most is not, so, I suggest to the Master Builders of CTC, that NEXT WEDNESDAY, a competition level shall be proclaimed by the mighty Court Jester, Master of all things, minion to others but, I have fun playing this game albeit, Trimegistus is a longer termed member.

Trust me my friends, Joey has fixed the lag/clunk issue before on other CTC games but He needs to see the problem (which methinks is the editor a bit) BUT, we shall overcome! Ha ha - the challenge is out there.

You must fill most of the entire screen that is viewable when playing with all the elements involved. All the characters must be involved. It must take no longer to get back to the trebuchet than 4 seconds or you'll get penalised but, that is negotiable. The winner will get a cookie, Joey will decide! The one with the most elements and least lag - well, we should discuss this first.

In conclusion Sir Joey (as I have seen you have moved from serf to woody knight), CTC2PP has changed the CTC game into a creative artistic game which is why I gave it a 10/10 rating. Personally, I liked the physics of CTCPP and the original but, that is in the past. I have seen such artistic creations on this game it's amazing what people can create but sometimes they need to use smaller elements which causes the problems in the lag issue.

The limitations of Flash and the computer power to process these complicated code issues will be a huge challenge for you but, hopefully my friends will accommodate you with some samples next Wednesday with a follow-up on how it was programmed.

Tally-ho - let the challenge begin! PS - sometimes I use AutoCad and Excel to program the elements but sometimes that doesn't work because the elements are not the size that it says!

SSTG
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SSTG
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I have a question for you guys. About how many blocks can you get on screen before the lag/framerate is noticeable? I need a benchmark to aim for.

That's a hard question to answer because I use many small pieces mixed with very large or long ones. I don't think I can answer this one.
SSTG
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Here's an extremely laggy one on my computers. I used a ridiculous amount of small pieces.
Darth Vader

Ernie15
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Ernie15
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Bard

This is the laggiest castle I've ever released. Nothing smaller than TNT used. I used to be ashamed of it, but then I realized that the lag actually made it somewhat more difficult.

CourtJester
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CourtJester
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Peasant

This is the laggiest castle I've ever released.


That is not a laggy castle - but the shot is the true gamemanship you employ in your levels. If you are a gamer, you will play that until you win!

Darth Vader


A true piece of art SSTG with major lag.

What Joey is asking is not the question. The question is, in my opinion, how do we reduce lag?

IMO, much of the lag is caused by the interaction between our level production and the editor. If I see lag or some issues, I have to go outside the editor to change an element. In CTC and CTCPP, we could modify elements to any number of decimal places we wished.

Right now, to re-size some elements, it is in segments of 10 pixels. At least give us 5 pixels because that might be all it takes to make some angled element fit our map. Hell, I modified elements in CTC to 1000th to make them work because they were very very complicated. In order that we don't have to export our creations to notepad to modify them, give us a "radio box" to set the parameters of each element we create.

One of the masters of this game is Choisart. He only plays on CTC2 but I think he has quit. His stuff was amazing and, he designed them so he didn't settle! Settling sometimes moves the elements for some reason and I am sure it is the way the Flash processes the information otherwise, Choisart's stuff would probably fail it is so complicated.

You can find older Choisart's levels on Trismegistus's profile and they had little if no lag. However, they are CTC2 games. What is the difference between that and the PP? Different engine? As far as I know, Choisart has never produced a level on the PP. I have noticed differences as well between the two games in that some fail in the PP but work fine in CTC2.

Either way, we have been presented with a challenge by Joey Betz. Lag is easy. How many elements do you want to put on the screen and have less lag? Darth Vader was good. Total lag but were the components truly positioned?

We cannot defend against the idiots that use the duplicate button to make a mockery of the game killing people and lagging our computers but we can give him an idea of what we want. Retro and SSTG need more pieces - how many? Timestables needs a better copy and paste function as do we all.

As for the copy and paste function which I know we all use except the sire Ernie (who actually gives you a game to play), it needs to be refined in the editor such that the BLOCK that we want to copy, move coherently and without moving except for the block!

Anyways, OFFICE is the subject for this Wednesday - apparently, 12 PM PDT or 7 PM GMT. I guess that is 1 PM MDT so, hopefully, I will be around. I have my lame castle ready - my modified one failed so many times after leaving it to settle, I gave up! ha ha ha! Working with small elements is just a pain in the buttola.

Good luck! But half fun - ha ha ha - the CJ strikes again!
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