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  Things in Chip's Challenge that does not makes sense.
Posted by: JDGP030302 - 02-Jul-2020, 7:13 AM - Forum: General Discussion - No Replies

# Important! # This is about having fun, so don't hesitate to post your own "solutions" or "problem".

1  Chip explodes when he touch a hazard, dissapearing without a trace. Why?
2  Are teeths, clones, floor mimics, turtles and ghosts alive or just well done robots?
3  How do the gender only signs stops one character from going trough it and let the other go?
4  How do the railroads enforces to go in a single direction?  What does the RR sign actually does? Does it "cancel" a property of the tracks?
5  Suction shoes (MS) don't make sense since they would attach Chip to the force floor instead of allowing him to cancel their effect. A magnet that makes Chip hover over them makes more sense.
6  Graphics only depict one shoe, not two. Plus, they appear to be as large as Chip (The chips count, too).
7  Are the bugs and paramecium as large as Chip? Paramecia are microscopic, but how are these so big? 
8  Do the directional blocks have small wheels under them with brakes that determine in wich direction can go?
9  Is the Lynx only Water "Shield" an excuse to not make sprites of Chip swimming?
10  In-universe, how does the exit works? Is it an door to an elevator? Why the "portal to another world" look?
11 How does the spy\thief tile works? Just a fancy technology that automatically takes the tools or a real person? Because it is possible to destroy them with a time bomb...
12  The force floors makes everything in it go at double speed, yet their animation go at the same speed of Chip.
13 Why Melinda can walk freely on ice but not on gravel or dirt? It is implied that she played in the original clubhouse and had her own score, but with those restrictions she would be unable to move right in the start of Lesson 8 and some levels would be completely busted with the "free skates". Did Vladimir impose those rules?
14  Tanks, why? They don't shoot.
15 Chip can only carry 4 "tools" but way more keys. Oh yes, and only 256 of each color.
16 Why does keys instantly dissappear after being used? Where the door goes? Why does Chip can use a green key an infinite amount of time and Melinda can use yellow keys also an infinite amount of time?
17  The bowling ball explodes in contact with a creature or wall, are they filled with explosives? Why they can use items?
18  From where are the materials for making all those levels? Oh yes, and the floor space!
19  The reason that paramecia are replaced with centipedes in the sequel is because the Puzzle Masters could not replicate Melinda's experiments and had to come with their own solution! As for the blobs, i don't know.
20  How does Vladimir Gerajkee looks like? Melinda in CC1 Lynx was only mentioned in text until her appearance in the animated ending. Vladimir is almost like this, except CC2 don't have animated cutscenes. Oh yes, where does that last name comes from!?
21 In what country the games action develop? Does CC2 takes place in another country?

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  Chip's Challenge 2 default music improvements (Mod)
Posted by: JDGP030302 - 26-Jun-2020, 2:10 AM - Forum: Chip's Challenge 2 - Replies (2)

(First post, don't mess it...)
 Well, hello. When playing Chip's Challenge 2, it is easy to notice that the music is not original compositions like in the Lynx game. Would not be a problem if the music tunes where as loud as the sound effects or did not have those lengthy (2~ seconds) silences at the start and end. It is not MIDI, it gives me the impression of being recorded. Due to this, i barely noticed the music and it also won't play at all in the text cutscenes most of the time due to me reading them fast. 
 Well, i fixed these annoying errors of sorts, and after that i found the ragtime music very, very catchy. I leaved a single second of silence at the end to not make it loop abruptly. 
 88 MB, slightly less than the originals. I also tagged them to show more information in a music player. I hope you now enjoy this improved edition. I almost got an ear worm from them like the CC1 music!
 If you want to share this zip, great! Simply don't take credit for doing this. If you want to upload to Steam Workshop, i will be more than happy since this is only a Google Drive link, so share, share, share and share!

Opinion: Unlike LX Rudis, i have no idea who is Warren Trachtman, the one that is credited as performer. Since the entire soundtrack is in the public domain, and also simple piano versions of them, (not remixes) it gives me the impression that good old Chuck Sommerville did this game on its own with almost no budget. What do you think?
 Edit: I discovered who was Warren Trachtman and the fact that the source files are indeed MIDI files. Read more here. However, take into account that they don't sound the same as the MP3 ones with the default soundfont of Windows.

https://drive.google.com/file/d/1xM0QoNh...p=drivesdk

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  Forgive my incompetence, but where do I find..
Posted by: GavinD - 25-Jun-2020, 10:55 AM - Forum: Feedback - Replies (2)

..the settings page to change my signature etc?

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  Anyone play I Wanna Maker? (level editor for "I wanna be the guy")?
Posted by: GavinD - 20-Jun-2020, 4:37 PM - Forum: General - Replies (2)

It's free on Steam, and lets you easily make and share levels online. It's a precision platformer (think of Super Meat Boy or the GameMaker game "Jumper", but not all levels are brutally difficult- it varies).

And it's popular so the community is huge with new levels made and played all day every day. This means there are lots of levels to play but on the downside means your own levels may receive little attention. It seems mostly people will only play your level when it's just been uploaded because it lists most recently created levels.

In recent weeks, I was on a roll making levels for Chuck's Challenge the ideas for that just keep coming, but unfortunately around this time the level making community for that games seems to be almost dead now.

In a way, I think the size of the CC level making community is a good one- it's active and alive with lots of content, but not so large your levels and your identity will be lost amongst thousands and thousands of others with all your hard work hardly being played at all.

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  CC2LP1 Voting Has Concluded
Posted by: quiznos00 - 07-Jun-2020, 9:51 PM - Forum: Chip's Challenge 2 - Replies (1)

Thank you to everyone who participated! Further updates for CC2LP1 will be posted here at CC Zone. A few stats:

Votes cast: 27057
Unique voters: 34
Voters who voted on every level: 15
Highest rated level's rating: 4.5263
Lowest rated level's rating: 1 (applies to two levels)

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  Ida's Official Set Scores
Posted by: Ida - 06-Jun-2020, 7:44 AM - Forum: High Scores - Replies (14)

My first score report here on CCZone (I think).
Obviously many of these times are just initial times.

CC1 MS

#1: 82 
#2: 90 (b)
#3: 89 (b)
#4: 114 
#5: 85 (b)
#6: 94 (b)
#7: 134 
#8: 96 (b)
#9: 291 
#10: 51 (b)
#11: 196 
#12: 270 (b)
#13: [982] (b)
#14: 162 
#15: 78 
#16: [968] 
#17: 82 
#18: 548 
#19: 94 
#20: 315 
#21: 115 
#22: 141 
#23: 313 
#24: 389 
#25: 410 
#26: 232 
#27: 121 
#28: 226 
#29: 282 
#30: 217 
#31: 3 

This should add up to a score of 301 200
Total score (as previously reported): 5 946 060

.................

CC1 Lynx

#1: 72 
#2: 86 
#3: 84 
#4: 105 
#5: 82 
#6: 92 
#7: 123 
#8: 95 
#9: 262 
#10: 46 
#11: 169 
#12: 246 
#13: [981] (b)
#14: 125 
#15: 35 
#16: [966] 
#17: 78 
#18: 541 
#19: 128 
#20: 303 
#21: 94 
#22: 86 

Total Score: 155 020

...................

CC1 Steam

#1: 78 
#2: 87 
#3: 87 
#4: 110 
#5: 83 
#6: 93 (b)
#7: 118 
#8: 96 (b)
#9: 269 
#10: 45 
#11: 162 
#12: 224 
#13: 0 
#14: 128 
#15: 43 
#16: 0 
#17: 79 
#18: 539 
#19: 130 
#20: 315 
#21: 101 
#22: 237 
#23: 291

Total Score: 171 150

....................

CCLP1 MS

#1: 168 (b)
#2: 176 (+2)
#3: 181 (+1)
#4: 200 (+6)
#5: 216 
#6: 173 
#7: 160 
#8: 220 
#9: 218 
#10: 297 
#11: 192 
#12: 231 
#13: 225 
#14: 187 
#15: 280 
#16: 251 
#17: [985] 
#18: 219 

Total Score: 121 460

...................

CCLP1 Lynx

#1: 160
#2: 167
#3: 170
#4: 185
#5: 209
#6: 164
#7: 161
#8: 221
#9: 215
#10: 269
#11: 200
#12: 238
#13: 199
#14: 143
#15: 263
#16: 233
#17: [984]

Total Score: 108 480

.................... 

CC2 Times

#1: 0
#2: 0
#3: 0
#4: 13
#5: 180
#6: 167
#7: 179
#8: 132
#9: 0
#10: 90
#11: 14
#12: 131
#13: 85
#14: 3 (b)
#15: 75
#16: 194
#17: 159
#18: 85
#19: 0
#20: 87
#21: 150
#22: 240
#23: 289
#24: 79 (b)
#25: 157
#26: 152
#27: 73
#28: 16
#29: 0
#30: 69
#31: 87
#32: 132
#33: 136
#34: 113
#35: 23
#36: 80
#37: 107
#38: 79
#39: 6
#40: 14 (b)
#41: 184
#42: 6
#43: 90
#44: 153
#45: 57
#46: 96
#47: 149
#48: 264
#49: 121
#50: 0
#51: 173

....................

CC2 Scores

#1: 1102
#2: 1000 (b)
#3: 1500 (b)
#4: 2130
#5: 4300
#6: 4677
#7: 5290
#8: 5320
#9: 4500 (b)
#10: 5900
#11: 6730
#12: 7310
#13: 7350
#14: 7030 (b)
#15: 8250
#16: 9940
#17: 10090
#18: 9850
#19: 9500 (b)
#20: 10870
#21: 12000
#22: 13400
#23: 15390
#24: 13690
#25: 16370
#26: 14640
#27: 14230
#28: 15260
#29: 14500 (b)
#30: 15690
#31: 16370
#32: 17320
#33: 17860
#34: 18130
#35: 17730
#36: 18800
#37: 19570
#38: 19790
#39: 19560
#40: 20140 (b)
#41: 22340
#42: 21060
#43: 22400
#44: 23630
#45: 23070
#46: 23960
#47: 24990
#48: 26640
#49: 25710
#50: 25000 (b)
#51: 27230

Total Score: 719 109

......................

Also, I have a couple of ideas/wishes for the scoreboard.

#1 - In the player score cards, could we change the wording of "Worse than public" to something less intimidating? Happy  For example "Slower than public"...
#2 - It would be neat to have one more distinction (color code) of the scores. To me, as a casual player who likes to keep scores but can't even get bold time on Lesson 1, it feels like the first three (Bold, Better than public, and Public) are for the really skilled and competitive players, and for the rest of us (me) there's only the red color. Can we have an orange color that indicates that the player has at least tried to improve the score, and not only solved the level once? That would give more incentive to improve even if I know I'll never be able to reach bold time. The orange could be for example:
a) Score is within a certain percentage of bold time (for example 2%: This means that for levels with bold of >100, 1 second away would be orange. Bold 100-149 means 2 seconds away, bolds of 150-199 means 3 seconds from bold would give an orange score)
b) Even better, but more job to calculate, would be within a certain percentage (10%?) of the bold solving time of the level (time limit - bold time). That's more fair because the longer the level, the more seconds off are allowed.
c) Another option could be to indicate if you are in the top 20 or 50 or 100 or whatever of all players on that level.

Well, these requests are just ideas and nothing I'll pursue if the rest of you think it's just bs. Tongue

Over and out!

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  HASHLEVELS.ccl
Posted by: Hash1 - 04-Jun-2020, 11:57 PM - Forum: Level Discussion - Replies (2)

[Levelset availble at last post in this thread]




Hello everyone!



Here I am to announce my first ever levelset (it's a CC1 set). I've been in the community, since, 2010, I believe, and just now I release my first set. Even though I've always been talking about numerous levelset projects from me over the years, I never got around to making enough levels for them/completing them. Sorry for all the unnecessary hype. I guess, back then, I thought I had a greater interest in CC than I really had... Nowadays my interest is bigger (I guess CC resonates better with 20-something year old me than with 14-20 year old me).



Well, enough about me. Lets direct our attention back to the set.



The first thing I would like to point out is that it is MS + LYNX compatible.



I would like to keep a secret the number of levels, but I will say that it's more than 20 and less than 90.



Also, for a first levelset, I'd say it has plenty of variety, and that the amount of tedious levels is low and the guesswork is fair. Some of the older levels are a bit more on the unforgiving side, but, they're not many, and I edited some of them to reduce the unforgiving factor. I think that it has an okay difficulty curve, and that the level types are spread out (so that you don't get too many block pushing levels in a row, for example). As for the level sizes, they tend to fill up the entire map (although mostly with walled edges). Making smaller puzzles will be something worth improving on, on my part.



I guess the advantage of me taking so long to make/release my first set is that by the time I did, I've already read a lot from you guys about design-related things that aren't very welcomed. I remember my first few levels I ever made including a room full of hot blocks (except for one block, obviously), and teeth that clone every few seconds, just for the sake of adding difficulty.



In short, I think my set will be recieved well.



Another few things about it:



- The file is called HASHLEVELS_BETA.ccl. Feedback / bust reports / edit suggestions are welcome, and after some time, I'll release it in its final form as simply HASHLEVELS.ccl. There's just something that puts me off about releasing a levelset a bunch of times, with updates each time, but the file name stays the same, because maybe in several years you'll find 10 versions of a set, and forget which one is the real deal. Also, don't 100% expect me to edit my levels after your edit suggestions. I only will if I agree with you.



- After some time (a few weeks or a month probably), I'd like to propose a challenge/contest involving one of my levels in which the winners get their names written in the level's hint. More about that when the time comes.



That is all.



Hope you enjoy!






Edit (a few minutes after original post)



- There's a .ccx file that'll go with it (yes, a .ccx file). It belongs in the data folder of Tile World 2, if you care to install it. I do recon, however, that not 100% of chipsters use Tile World 2, but hey, I tried. If you don't/can't install it, don't worry, you won't miss any crucial information. You may be wondering why I decided to include this obscure file along with the set. I have my reasons. Here I'll summarize them:



1. It makes the levelset stand out more.



2. It allows you to state your set's compatibility. I believe every set should have this information available, even if the compatibility is obvious. It'll make lists of levels (where compatibility is also mentioned) more easy to make (for example, the one Mike L made for his site).



3. Last, and most importantly, even if your set doesn't have a storyline, sometimes you want to make a comment about your level, within the level, and sometimes a hint tile is just not enough.



I have edited my post because I tried attaching the .ccx file directly, but .ccx is so obscure that it won't even let me, so I posted without it, while I find ways to get around this. I did, in the form of .zip. So, my levelset will be posted as a .zip file with both the .ccl and the .ccx inside. To avoid confusion with a CC2 set, [CC1] is included in the .zip's name.



That is all.



Hope you enjoy!






Edit (15th of June, 2020)



I realize this thread would've been better in the CC1 sets subforum. I uploaded my demo version there, but the full set here. I thought it was more of an archive than a discussion place. Oh, well.



I have decided to separate the .ccx (.zip file) and the .ccl. This is because CCZone is probably the only place I'll be uploading the .ccx file, and if I decide to upload my set somewhere else CC related, I'll only be uploading the .ccl, so it'll be best to keep the two files separate.



Levelset changes:



- [31] FLIES IN SOUP: Minor edits. Made it possible to avoid one extra glider reaching the exit area. Removed the hint that suggests to have all the chips before entering the following room. Made it so that the hint is not even needed.



- [33] ABANDONED SUBWAY STATION: OLD SUBWAY STATION has been redesigned! For both gameplay and aesthetic improvements.



- [44] EIGHTEEN ROOMS MANAGEMENT: Minor edits. Blob room has slightly more force floors so that there's only one space between force floor slides.

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  CC Level packs through Steam
Posted by: Geni44 - 20-May-2020, 6:46 AM - Forum: General Discussion - Replies (2)

Hey all,

I was hoping someone might be able to give me some instructions on how to run CC level packs (such as CCLP1, CCLP2, etc.) through the Steam version of CC or CC2? 

I played the original game on a windows 98 as a kid, then more recently played the level packs through Wills World on an old phone. Now I do not have access to either of these. I have really enjoyed getting back into CC recently with the release of CC2 and the voting for CC2LP1, but now I am hoping I will be able to relive these official sets and play some other community members' sets through the Steam version.  Happy

Thanks in advance,
G

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  CC2LP1 Has Reopened (Will Close June 6th)
Posted by: quiznos00 - 13-May-2020, 6:57 PM - Forum: Chip's Challenge 2 - No Replies

Vote here:
https://bitbusters.club/cc2lp1

The voting server is back on bitbusters.club. If you contacted me to transfer your voters (as detailed in this thread), your votes will be present on the new site. If not, your votes have still been preserved in our votes history table. Contact me if you have any questions.

Voting will end on June 6th, 2020 (specific end date is June 7th, 08:00 UTC, you can view a countdown clock here)

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  Ida's new blog
Posted by: Ida - 12-May-2020, 6:14 AM - Forum: Blog Station - Replies (1)

I liked the blog feature that was on the old CCZone. At first, I thought it was a bit of a strange thing to have, and I didn’t really know that the blogs existed until I stumbled on one, I think it was on Miika’s page. But then I really liked to read them. And I started on a blog series of my own, but it ended sort of abruptly. Now it’s about time for an update from me. This is only for those of you that are interested enough to read it ? I’ve been away from Chip's Challenge and the community for several years now. I’ve been checking out the forum and the wiki every now and then, but not much more than that. I’ve really missed it but there hasn’t been time. Now I’m back in the game since about a month – I still don’t have time really but I try to find it.

I saw that my last blog post here on CCZone was in March, 2014. It’s actually no wonder that it stopped there, considering that in May of that year my husband, who was my best friend in the world and the father of my then 1-year-old daughter, died in a car accident. We were both 29 years old and we’d been married since 19 and a couple since 15, and we were looking forward to being 90 together. So my life ended then and there, and all that really mattered was my daughter. Anyway, long story short, after a while I met a new man who sort of shared my story, his wife died also after 10 years of marriage, leaving him with two little kids. Eventually we got married and then got two more kids together so now we have five. I got life back, but one that is totally different from the one I had. Anyway, I moved to his place and then a little over a year ago we sold his house and got a new one together. Coming from two separate households, we have more stuff than we could ever want, and with 5 kids and work and all, we have virtually no spare time. It’s been a crazy time and still is.

So, real life events were the main reason why I’ve been absent for so long. But I also partly blame Apple and Microsoft for it. Apple because the iPhone and iPad removed the need for a computer in our home. I can handle online banking, e-mails, social media, looking up recipes, searching for phone numbers etc etc on either my mobile phone or one of the kids’ iPads. We really don't need our computer anymore, and since the move we haven’t even lifted it out of the moving box yet. And my old laptop where I had all CC stuff, I don’t even know where it is anymore. Fortunately, I use a computer at work, and fortunately, it’s a laptop that I take home with me every day, but, unfortunately, it’s a 64-bit-system. And that’s where Microsofts part in this comes in – that my computer wont play old 16-bit games. I know there are several ways round that, but the step to do so has been to big for me to take. However, I just recently found (on the wiki) that a couple of you guys discovered a tool and created a script that was a really easy fix to this, thank you!  Heart So now I finally have access again to both chips.exe and an editor, and, like I said, am back in the game again.

So, what am I up to now, CC wise?

• I’m playing through CC1 again from start, to get individual times for each level. I know what my total score was back in the days since it’s on the score board, but not the individual level scores. I do have them in an excel sheet which is probably backed up somewhere on a USB stick, but it will probably take years before I find that if ever so hopefully it will be faster (and more fun) to just play the set again. I’m currently on BLINK...

• I’m trying to convince a couple of my kids that CC is the best game ever. They both seem to like it actually, even if they are genrally more into Roblox and Minecraft and the like. My daughter who is now seven just designed her first few levels and they are not bad for a 7-year-old.

• I’m watching, or sometimes just listening to, CC let’s plays on youtube (currently JB’s playthrough of CCLP3). I really like watching playthroughs when there’s commentary so thanks to you guys who make them!

• I’ve created an account on Steam and bought the CC1 & CC2 bundle. I could only download CC1 though due to lack of disk space. I think I’ve only played Lesson 1 so far. Is there also community activity going on over there? That’s a new world for me to explore, and so is CC2. From what I’ve seen so far, I think I’m sticking to CC1 as that is the perfect game according to me Heart

• Of course, I’m also designing new levels, that’s what I’ve missed the most I think. Most of the time I get an idea first that would be a cool concept for a level, and then quickly write it down before I forget, and then I can hardly wait til I have time to implement it. As of now I have 20 new levels that I’ve made the last few weeks. If one of you would like to receive a copy of the set to playtest for me before I release it, that’d be great. I’ve solved them all myself, but it would be good to have some feedback on time limits & difficulty when playing without knowing the solution beforehand, and a second pair of eyes to look for busts. Also if you could confirm solveability in Lynx, that would be even better, as that is something I have yet to try. Send me a pm either here on CCZone or on Discord if you’d be interested in helping with that.

• I’m also trying to compile all my previously released levels plus the new ones into one big set. I was about to do this years ago. Back then I had a master set where I had ALL my released and unreleased and unfinished levels, and were picking levels from there. But then the editor I used (not sure which one) because of some bug overwrote that set with a blank set. I blame myself because I had actually seen it happen before and should have been more careful backing up my set. It wasn’t the end of the world though because I had most of the levels if not all stored in various other sets, but it kind of put me down. And then about the same time, life happened and the whole project was stalled. Anyway, now I have a set with some 100+ levels including those 20 new levels, but I want to do some thought through level arranging before publishing it, ensuring there is variety among the levels and a difficulty curve, and maybe make some really minor edits to some levels (like changing some titles).

So that’s an update from me. If I decide to continue 'blogging' I think I’ll add new posts to this thread instead of starting a new one. It would be great to read more blog entries from the rest of you as well, but I still have a lot of old posts to dig through that I haven’t read.

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