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Chip's Challenge 2 goofy graphics gallery of goofs and remarks |
Posted by: JDGP030302 - 24-Jul-2020, 3:44 PM - Forum: Chip's Challenge 2
- Replies (1)
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It is not a secret that Chip's Challenge 2 was released with very little modifications to how it was originally designed, Steam integration notwithstanding. I spotted some inconsistencies in the graphics or simply some interesting tidbits. I have compiled them here. Enjoy!
Disclaimer: I am not mocking the graphics of the game, i like the new style, it is just that some goofs (If not all) could take less than a week to fix, not 15 years.
Centipede
Why they changed the paramecium of the original? Altough i liked that one, i am not irritated (or anoyed) by the change, it would be a mere confusion for me if it not were for the obvious goof for one of the East facing sprites lacking eyes. I miss the paramecium's wacky up and down movement.
Left: Original sprite
Center: How it should look.
Right: Equivalent west facing sprite, from wich i took the eyes.
Explosions
One of the biggest graphical letdowns of this game are the explosions: In Lynx they were 2x2 tiles (24x24 pixels) with 6 frames, but here they are a single tile (32x32 pixels) with 4 frames! Pathetic, explosions deserve respect! 6 entire rows dedicated to these graphics would have been better (2 per kind).
Top row: CC2
Bottom row: Lynx
Graphics unscaled here, Chip for comparison. Note that CC2 does not have an equivalent to Chip's "derez" (gray explosion) since it uses the regular explosion for that, also the water splash is just a recoloring of the other explosion and a random purple pixel in its first frame.
Boots
Comparision to MS:
Flippers: Basically is the same just with a better shading and more colors.
Fire B.: Rather different (the new hiking boots are a recolor of the new design)
Ice: The shape is basically the same, but they are now cleats like in Lynx and not skates (makes sense since they would allow for easier movements in real life).
F. Floors: The lower part looks identical in both games excluding shading. In game, they are now magnet shoes and not suction shoes.
Ice
It is good that the ice here is not a solid cyan color but a more pleasent blue. As a remark, i would have preferred that the ice corners to be a composite sprite like the tracks:
Top row: My "composite" solution
Middle row: How they would look with the composite way
Bottom row: How the corners look in the actual game. Notice the minor inconsistencies in most tiles with the exception of the _| (SE) corner wich look like they rotated the ice patch!
Teeth
In Lynx, the teeths had a tongue (graphic here upscaled). Just a remark, l like the new design's sharp, well teeth.
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However, i dislike the animation because it seems to show the teeth munching twice per move, when it should be only one. Plus, even if they were the same, why not add a separate space for an up or down facing sprite (probably a north facing sprite would have looked awkward with the new design, but still)? The new east and west facing sprites are an improvement from Lynx, but they have they still have the same number of frames (3).
Tank
The new design for the tanks and the glider are pretty good, detailed and now with a simple 2 frames animation! However, i noticed that there is a small detail missing on one of the frames of the yellow tank:
Left: Sprite with missing detail
Right: How it should look
Also, for some reason the tanks when facing east are one pixel up compared to the other sprites
Walker
I like the new more robotic design, but it happens that the shading is inconsistent, easier to note with the side moving sprites wich turns abruptly to their "neutral sprite". There is a mockup, however, notice that this is temporary and i plan to replace it:
Original - Mockup
Bowling Ball
This one is well shaded. However, it shakes horizontally when moving, wich can be jarring (specially when moving to the east or west):
Logic
One of the biggest additions to the games are the logic and wire tiles. However, i think that having one sprite for each direction for these is a rather ugly waste of space, until i noticed that it was to conserve the shading of the floor under it. However, the tiles happen to lack a single pixel detail in the top right corner compared to the regular floor:
Chips
In this game the chips are marked with the name of the game, said marking are also the only difference between the spritesheet of the CC1 re release and CC2 (the exclusive elements of the former are even in the last). That also means that the label of the toggle chip and chip + were changed even if the items are unused!
Playable characters
Compared to the other graphics, Chip or melinda don't have a lot of shading, but that is not a problem. However,
a big downgrade from Lynx is that the characters don't have sprites for walking while pushing, they just kind of slide! Horrible! There are some mockups for how i think those graphics should look, notice that i also gave the shoes in the background a slightly different color:
Notice that i made Melinda's arms one pixel longer and fixed some weird spots in her side facing sprites. On my ideal version of the game, the old sprites are used in situations that in MS triggers the "oof" clip. Also, likely due to sloppy copy and paste, Chip's hair have a weird rectangle sticking out of his hair:
Original - Fix
Blocks
Rather jarringly, blocks jitters while being pushed, why?. Also, the ice block is a recolor of the dirt one with a little more detail (not necessarily bad):
Things thay may need more animation frames:
Fire boxes, the exit, fire, water, teeths, teleports (?), bowling ball, transmogrifier(?), turtles.
Animations that are too fast:
Fire boxes, ant, centipede, teeths, force floors (the random one is dizziness inducing!), Chip and Melinda (walking).
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Sofie's scores |
Posted by: ruben - 18-Jul-2020, 7:09 AM - Forum: High Scores
- Replies (1)
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Here are some scores posted on behalf of my niece. Please use the name Sofie on the leaderboards.
CC1 (Steam)
#1 (LESSON 1): 50
#2 (LESSON 2): 75
#3 (LESSON 3): 75
#4 (LESSON 4): 68
#5 (LESSON 5): 52
#6 (LESSON 6): 32
#8 (LESSON 8): 82
#12 (HUNT): 135
#13 (SOUTHPOLE): 0
CC2 (level - score - time)
#1 (LESSON 1): 950 | 0
#2 (ALL ICE): 1000 | 0
#3 (KEY MANIA): 1500 | 0
#4 (ALL SHOOK UP): 2150 | 15 (b)
#5 (DOWN AND OUT): 4350 | 185
#14 (RUN-AROUND): 7030 | 3 (b)
#23 (TRICKED YA!): 14750 | 225
#26 (CHAMBER BOMB): 14370 | 134
#27 (CLIMBING): 14090 | 59
#30 (INLAY): 15820 | 82
#34 (GLOBS): 17640 | 64
#38 (QUICK TIME): 19830 | 83
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Chips Challenge2 suggestion |
Posted by: GavinD - 15-Jul-2020, 1:15 PM - Forum: General Discussion
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If we create levels and want to share them with others, we have to upload them somewhere and then others have to then download them and then put them into the correct directory (deleting the existing files) then go to the game and add them. It seems a little much and it doesn't seem worth the effort downloading an updated level pack if it's only got say 5 new levels in it.
What if CC could have some sort of built-in system where you make your level pack then upload it to some sort of cloud, and if others want to play your levels they can then download them direct from the CC game. That would mean if I made one new level I could simply update my level pack on the cloud with one click and everyone who has my level pack could update theirs with just one click.
Also if I were to make new levels and then upload them on here I would have to make a thread to let everyone know my pack had been updated, and hope they would see my thread. But if there was a system from within CC itself everyone with my pack would upon browsing everyone's uploaded set see that my pack was updated.
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Hash1 reviews AndyT1.dat |
Posted by: Hash1 - 06-Jul-2020, 11:49 PM - Forum: Blog Station
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So.... erm .... uh..... welcome!
My first blog post ever, and it's about a levelset.
So I've decided to do written reviews of some levelsets.
The levelsets I choose will be chosen kind of at random... Whatever title catches my eye from a list of levelsets, or sometimes I'll have a theme in mind, or sometimes I'll choose a levelset that in the past I played, but haven't beat past a few levels in...
Anyways, this time, it'll be
AndyT1.dat ------------------------------------ [MS]
I wanted to start with a levelset whose designer has the same first name as me, just because.
[1] World Tour
Really well designed, I have greatly enjoyed the way the level looks like a map of the Earth, each continent containing a different puzzle element.
[2] Ice Patrol
This level was pretty good.
[3] Swim Meet
A nice, fast pace, small maze to warm up with. I'm 100% okay with the walls being Chips swimming E.
[4] Work Fast!
Another fast pace maze. Pretty fun.
[5] Island Puzzle
I don't get this level. It's solvable just by pressing the red button over and over again, then just uncover the hidden ice corners, and spam the button again, until one fireball eventually follows the ice and hits the last bomb. The design made it look more complex.
[6] External Clock
Took me a few tries before I thought of trying without the Suction Boots. Nice.
[7] Monster Machine
I consider this a "campaign" type level, and I had quite some fun with it, however, I would like to point out that pressing the button at (3, 20) is pointless. Again, I'm ok with the invalid combinations.
[8] Crazy Maze
A dodging level for sadists! Sure was hard, but I enjoyed it, and felt much satisfaction after beating it. It was a surprise to find it so early in the set.
[9] Time Capsul
This level has a peculiar layout, and it took me several tries, but it was pleasing.
[10] Key and Boot Puzzle
Somewhat short, yet it involves some thinking. It was enjoyable.
[11] Gold Mine
A level that involves collecting all the gold keys, which are a lot. I like the variety here, and the walker room reminds me of PROBLEMS from CC1. As for the four pink balls, however, their traps seem to be busted.
[12] Moon Landing
This level seems busted, after the bombs, push a block past the layer of water and bring a block through the gravel almost all the way to the right, you will find a red button a bug needs to press to start the "race". Just block the space in front of the button, making it inaccessible, and take your time finishing the level.
[13] Annoyance 1
This level took several tries, but it was a nice level of different elements.
[14] The Exile (A game by Broderbund)
I am unfamiliar with what game this is based off, but the goal here is to mess with the level so that you create a path for a fireball to go through and open the path for you to win. I had tons of fun with it.
[15] The Hour Glass
I liked this level; it's simple but tricky and reminded me again, of PROBLEMS from CC1.
[16] Pass a Bill Through Government
I didn't enjoy this one. I believed it is luck based and I got stuck on the area right after the (3, 22) bear trap. I didn't finish it.
[17] Annoyance 2
I tried this level four or five times. Its structure is almost the same as Annoyance 1 and some of the things are the same or similar. It's a fun level, I just find the invisible wall maze a bit too much and the bomb area right after it too tedious. I didn't finish it, although I came close on my last try. I found out how to finish it, even though I didn't. So I didn't beat it in my TWS, but I did in my mind.
[18 – 20]
These three I didn't finish 19 I only looked around, and 20 I haven't played. 18, which is External Clock 2 I wasn't down for trying to get a block in the NW room to kill the bomb. These are the last three, except for 21, the credits.
In conclusion, this levelset is pretty short; however, it’s filled with variety and has a couple of gems.
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