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CLCK 3.0
Posted: Thu Jul 12, 2007 1:48 pm
by CWS
I wonder if somebody here uses the new CLCK 3.0 for designing caves and making games?
I use CLCK 3.0 only. I really do not like the PLCK or any other similar editor. CLCK 3.0 is just the best - it has a great GUI and mouse support. And it does not crash.
Sure, it's not finished yet (beta for some years now), but as the editor itself ist complete, the cavepacker and linker is working ok and only the title editor is just 70 % finished so everbody can use it.
As the latest version of the CLCK can use a separate basic set for desiging caves it has the same functions as PLCK.
So the CLCK can make everbody happy...
I REALLY hope that Marek finishes his work soon!
Posted: Thu Jul 12, 2007 2:04 pm
by Sendy
I've made a caveset with the CL engine, it uses lots of the new elements but is still very much in the classical style in the sense that it's not overcomplicated with obscure new features and it has some consistency.
Anyway I've got 40 caves, Arno's played 'em but I don't know how to use that program's packer.
I have a soft spot for the original Kit, since I used it a lot as a child, but the idea of making more games with CLCK is a delicious thought, since even with traditional cavestyles it's handy to have the following features:
- More than 99 diamonds to complete level (great for those diamond-and-rock filled levels!)
- Choose starting direction of enemies as you place them - great for setting up cool formations
- Better scrolling in 'teamwork' levels with more than one Rockford. (Check out the teamwork levels in Sendydash 3 - it's a bugger designing them so the screen follows you reasonably well)
- More control over the amoeba. I even managed to stop the amoeba growing entirely on one cave by altering a couple of special parameters (I think I had to enable a feature where all amoeba is converted to amoeba when it grows bigger than 1 unit (I.e., when the cave starts!). The 'new' amoeba that appears in it's place doesn't grow. Setting the growth rate to 0 is similar but the amoeba still grows randomly a little bit before solidifying which might ruin puzzles.)
- Better GUI by miles (though I still find myself finishing caves quickly with the old Kit, some of it's bugs are LETHAL!)
- Some of the extra elements work well in 'classical' style levels, such as the vertically expanding walls, the acid, etc...
- Other stuff.
PLEASE TELL ME HOW TO COMPILE CAVESETS IN CLCK!

Posted: Thu Jul 12, 2007 3:52 pm
by CWS
It's very easy to make you own games with CLCK 3.0
1) Make your caves and save them to disk
2) Load "Cave Packer V3.0",8,1 : and load your caves (one after each other). After loading all caves, renaming that properly (if necessary) and bringing all to the correct order, save your cave pack.
3) Load "Link Game V3.0" and link the cave packs with the engine (and title, etc.).
4) Use Fast Crueler or Final Compressor to crunch your games.
Voila!

Posted: Thu Jul 12, 2007 4:17 pm
by Sendy
Wow, that simple? I'll have to have another try.
EDIT: Another advantage - having different graphics for Amoeba and Slime

Posted: Thu Jul 12, 2007 4:33 pm
by CWS
I just forgot to tell you this:
Load"Preferences V3.0",8,1:run
In the first line you can set the language of the CLCK 3.0 to english!!!
Have fun!
Posted: Thu Jul 12, 2007 4:35 pm
by CWS
Posted: Fri Jul 13, 2007 1:53 pm
by Sendy
Yeah I have the latest 3.0
I think I've sussed it out, now. It's not as difficult as I thought to guess what the foreign words mean. This is one neat package! I like the large lettering you can make in the titlescreen editor.

Posted: Tue Oct 16, 2007 7:54 pm
by Dustin
Hi!
I've got a little question again. Since my own PC doesn't work properly, I always use the PC in my university, also for creating the caves for my planned own BD game. And here's the problem: On the university PC's it's forbidden to install any new programms, so I can't use the C64 emulator. So I make my caves here with the Boulderrush Cave Editor, which works without emus. I want to remake them with the CrazyLight CK when I#ve got a new PC or something.
My question is
1st whether the random seed works the same way in the CK, meaning :if I take the same probabilities and same random seed, will the cave look identically? Otherwise my random seed testing would be merely a waste of time...
2nd whether the CK supports also vertically growing walls and stone-butterflies (exploding into boulder instead of diamonds) and you can set the amoeba growth speed (e.g. I've made a cave including a non-growing amoeba).
I'd be very thankful for information!
Posted: Tue Oct 16, 2007 9:24 pm
by LogicDeLuxe
Dustin wrote:1st whether the random seed works the same way in the CK, meaning :if I take the same probabilities and same random seed, will the cave look identically? Otherwise my random seed testing would be merely a waste of time...
CLCK has no random seed (and the original PLCK hasn't either).
There is a random placement tool, but it is just that: completely random. If you want to rebuild a cave, you have to set every single element by hand.
Also keep in mind that there is no level feature, due to different cave formats.
2nd whether the CK supports also vertically growing walls and stone-butterflies (exploding into boulder instead of diamonds) and you can set the amoeba growth speed (e.g. I've made a cave including a non-growing amoeba).
- Vertically growing walls are there. Not along with horizontal ones in the same cave though, but the direction can be changed in game with a special switch you may place.
- Butterflies turning into Boulders is possible. But again, not along with regular Butterflies in the same cave.
- Amoeba speed can be set. A non growing Amoeba is possible as well. For that, you have to set the "maximum amoeba size" to 1 and in the "effect"-menu set the "too big amoeba" to "amoeba". This special amoeba will be silent, though.
And for your problem of not able to install software: You don't need to. Both VICE and CCS64 work without any installation. Just copy the folder to a USB-stick and start it from there.
Posted: Tue Oct 16, 2007 10:00 pm
by Dustin
Thanks for this info, LogicDeLuxe! But I think now that this CLCK is not really what I'm looking for. I do want the five-level-option! I made some caves which demand a completely new strategy from a certain amount of required diamonds, for example...
Do five-level-options exist at any other ck? Or can I create a game with boulder rush, too?
Posted: Tue Oct 16, 2007 10:45 pm
by RTADash
Dustin wrote:I do want the five-level-option!
I highly recommend using Boulder Remake for custom 5 level games; there's only a few small engine inaccuracies. It's what I use most of the time.
(Not to offend LogicDeluxe, of course - different tools just have different features.)
Posted: Wed Oct 17, 2007 8:25 am
by LogicDeLuxe
Dustin wrote:Do five-level-options exist at any other ck? Or can I create a game with boulder rush, too?
They do, but they are very basic. And as those are early engine, you're missing many features, ie. BD1 doesn't even have a growing wall.
One of those editors comes with the
Apollo 8502 games, which uses a modified BD1 engine. No levelpacker available, as the engine just let you pick a cave set file.
Another one is a BD2 editor, though no one seems to have the particular version of the game it is designed for.
Most editors are designed for the PLCK and more advanced engine versions, since there are just less restrictions and more features (but no levels).
RTADash wrote:there's only a few small engine inaccuracies.
It depends on which engine you are refering. Sure, most BD1, BD2 caves should work. But then, many PLCK caves with Dummies involved will fail. And eventhough, BR is supposed to be CLCK compatible, it is missing so many features that only very few CLCK caves might work.
Posted: Wed Oct 17, 2007 8:16 pm
by RTADash
LogicDeLuxe wrote:But then, many PLCK caves with Dummies involved will fail. And eventhough, BR is supposed to be CLCK compatible, it is missing so many features that only very few CLCK caves might work.
Oops - I guess I wasn't thinking oustide the classic BD box very well there.
But for Dustin's purposes it should be fine, at least. (Or, I hope so)
Posted: Wed Oct 17, 2007 9:02 pm
by LogicDeLuxe
RTADash wrote:But for Dustin's purposes it should be fine, at least. (Or, I hope so)
It sure supports the level idea well. However, I got the impression that he wanted to make his game for the C64, thus the question for a Boulderrush alternative in the first place.
Posted: Thu Oct 18, 2007 5:24 pm
by Dustin
Well, the C64 version is the only one I know

. But I've come to think about it; the levels aren't that important to me ... It would be nice, however.
There are caves where the level option is quite fine, since changing random seed can extremely change the difficulty, but in other caves I'm gonna make, there isn't anything random so you can just put the DR up and the time down...
Growing wall is very important, though, many of my ideas need it! The nongrowing amoeba , however, is just needed to blast some flies out of the way at the right time.