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Walls of CC1 (CC1 Set)
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CCLP5 in MS
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Walls of CC1 MS tws
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Top 10 most difficult lev...
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CCLP5: A Review
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Best ways to play CC1 & C...
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Adding swimming animation...
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Bowman's Official Set Sco...
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Chip's Challenge 2: Speed Edition |
Posted by: random 8 - 30-Apr-2018, 2:54 AM - Forum: Level Discussion
- Replies (1)
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CC Zone File embed: https://cczone.invisionzone.com/files/fi.../?do=embed
This is a thing that now exists.
There were a few things i wasn't sure how to handle; feedback is appreciated.
Full patch notes for 1.0.0 (except for adding speed boots in every level):
[Click to Show Content]
006 (DOOR WAYS): bribes on tool thieves
025 (TRIATHLON): 2 bribes at start
050 (LESSON 5): extra speed boots for bowling balls (2)
058 (GOLD RUSH): extra speed boots for bowling balls (4)
060 (LESSON 6): floor mimic+trap on original speed boots cuz why not
061 (FEEDING TIME): x2 flag on blue door just left of exit
069 (LOOKALIKE): extra speed boots for Melinda mimics (like, a billion)
074 (MUSH): extra speed boots for bowling ball (1) (bowling ball can't use it though lol)
078 (STRICT PROCESS): extra speed boots for Chip mimic (1)
085 (SCRAMBLED EGGS): time penalty under player
091 (MONSTER RACE): extra speed boots under every monster at start (6)
097 (THINK FAST): bonus added for getting the chips + other bonus to disguise(?) that
098 (SIBLING RIVALRY): extra speed boots for Chip mimic (1)
100 (CRAZY): reduced bonus timer from 18000 to 14000
112 (BOWL TO FREEDOM): extra speed boots for bowling balls (1)
120 (FOURSOME): all dirt boots replaced by speed boots
123 (CHAOSLANDS): moved Chip 1 space left so player can grab speed boots immediately
126 (ICE THREAT): ball replaced by ghost with speed boots
140 (REBEL): bonus added for intended solution
144 (THE VILLAGE): extra speed boots for Chip mimics (5)
154 (PIGEON HOLES): increased bonus, reduced bonus timer from 238 to ~180, added second timer of ~148 for higher bonus
161 (DODGEBALL): bonus added for intended solution
171 (HAUNTED CASTLE): fixed mechanism so block is guaranteed to clone when it should
173 (CLEAR OUT): had to remove the chip under Chip to make room for the speed boots
180 (SMUGGLER): invisible wall under 1 speed boot, might revert; i didn't want to ruin the intended solution too much
200 (CRAZY II): reduced the longest bonus timer by 300 and the rest by 120 each
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mainstream video games becoming dumbed down |
Posted by: Gavin - 21-Apr-2018, 6:59 PM - Forum: General
- Replies (1)
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It's a trend that has pros and cons.
Take the Grand Theft Auto series for example. Think about how tricky and frustrating some of the missions from earlier games like Vice City and San Andreas were. Then think about how easy GTA5 is. GTA5's difficulty has definitely been dumbed down to appeal to a wider audience and there is a bit of "hand holding" at times that make some parts of the game so easy it ruins what should have felt like a challenge.
Which makes me wonder if I should make my levels easier to appeal to more players? My CheeseT1 set for CC1 had levels so difficult even I felt the difficulty actually ruined the fun and some levels in that pack I've only ever solved once because they just took so many attempts. But if a level is too easy and can be solved first attempt with little problem then it has little appeal and little replay value.
Getting the fun:difficulty ratio balance just right can take a lot of practice.
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Random Useful Stuff |
Posted by: H2O - 16-Apr-2018, 12:36 PM - Forum: Chip's Challenge 2
- No Replies
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Some useful circuits:
![[Image: edge3.png]](https://media.discordapp.net/attachments/350042613254062091/406661934457290753/edge3.png)
Convert c2g files with relative address to the mp3 files to the new music identifiers:
Code: local a = {
entrtanr = "Intro", EasyWin = "Outro",
Breezala = "Track01", Wallstrt = "Track02", sunflowr = "Track03",
Newrag = "Track04", Sugarcn = "Track05", Smthngdn = "Track06",
Silvrswn = "Track07", reflectn = "Track08", Ragdance = "Track09",
Pineapp = "Track10", Peachrne = "Track11", paragon = "Track12",
Palmleaf = "Track13", Original = "Track14", Nonparel = "Track15",
mapleaf = "Track16", Magnetic = "Track17", Kismet = "Track18",
Gladiols = "Track19", figleaf = "Track20", Favorite = "Track21",
Elitesyn = "Track22", Cascades = "Track23", Weepwilo = "Track24",
felicity = "Track25", Lilyquen = "Track26"}
local fh = assert(io.open(arg[1], "rb"))
local data = fh:read("*all")
assert(fh:close())
for old, new in pairs(a) do
data = string.gsub(data,"+..\\..\\music\\"..old..".mp3","+"..new)
end
local fh = assert(io.open(arg[2], "wb"))
fh:write(data)
assert(fh:close())
Code: prog.lua old.c2g new.c2g
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Autmatic save file backups |
Posted by: H2O - 16-Apr-2018, 11:07 AM - Forum: CC Zone Meta
- No Replies
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Autmatic save file backups
View File
<hr class='ipsHr'>
<div class='ipsType_normal ipsType_richText ipsContained ipsType_break'>
Make automatic backups of your save files while playing to avoid any data loss and keep track of your progress.
<hr class='ipsHr'>
<ul class='ipsDataList ipsDataList_reducedSpacing ipsDataList_collapsePhone'>
<li class='ipsDataItem'>
Submitter
H2O
</li>
<li class='ipsDataItem'>
Submitted
04/16/2018
</li>
<li class='ipsDataItem'>
Category
Programs and Editors
</li>
</ul>
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CCLP 1-4 In Steam |
Posted by: Vikus24 - 14-Apr-2018, 5:22 AM - Forum: General Discussion
- Replies (2)
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Been an avid CC1 fan for a long time but haven't gotten to play the level packs in any major capacity. I have all the .dat files and .dac's but I have been struggling for several hours to get these suckers to run in steam. Im using CC2 obviously and the datc2g converter to convert the dat files into CC2 Files. Unfortunately this renders warnings/errors on about 40% of the levels (Level 2 in CCLP4 is unplayable immediately) The warning files indicate it is almost all button breaks.
Does anyone know of any way to play the official level packs in CC2? I feel i have all the components and just can't make them work together. Any help would be appreciated!
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