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  CC2 - MSCC Tileset V2
Posted by: Flareon350 - 20-Mar-2018, 3:23 PM - Forum: Tilesets - No Replies

File category: Tilesets

An updated appearance to the MSCC tileset previous found here to use for your CC2 designing/playing experience. Slight smile

Various tiles have been recolored or changed out entirely to look smoother.

To use, simply place it in C:Program FilesSteamSteamAppscommonChip's Challenge 2datamp (The exact file path may vary depending on where you installed Steam, but you get the idea.) It is recommended to back up your original chips2.bmp first though.

When using this, keep in mind that the thieves are switched here; the cyan thieves are the actual boot stealing thieves like in the original CC game and likewise the red thieves steal your keys. Another thing is because of the lack of a upward facing teeth tile, when teeth chase you going north they will be facing downward. Walkers also do this for some reason. Not many of these tiles are animated, though some are still like the force floors and water.

I do not take complete full credit for this.


What's New in Version 1.0.2

Replaced the trap and pop-up wall tiles with their CC2 counterparts.



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.bmp   MS8bit.bmp (Size: 513.05 KB / Downloads: 329)
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  Chip's Challenge in FPGA?
Posted by: NiHaoMike - 19-Mar-2018, 10:21 PM - Forum: General Discussion - Replies (3)

More for the fun of it than anything else, has anyone ever implemented Chip's Challenge or a similar tile-based game on a FPGA? (For those who don't know, a FPGA is a chip that can be programmed to run your own custom logic. They're actually very commonly used in retro gaming.)

At the least, it would be interesting to see how much faster it would be compared to the usual CPU implementation, although that sort of speed improvement would only be useful for automated solution finding/optimization. There are some who think it's cool to implement video games as state machines with no CPU.

I have a Spartan 6 LX45 on a Digilent Atlys that is my general purpose FPGA experimentation board (and is the one I will use for this if I get around to it) and an Artix 7 A35T board with USB3 for stuff that really needs bandwidth. (The latter is currently cranking out crypto nonces for my best friend Naomi Wu, using the attached PC to feed it data over USB because the algorithm needs a lot more RAM than is on the board itself.)

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  CCLP4-Lynx.dac.tws
Posted by: Syzygy - 18-Mar-2018, 5:01 PM - Forum: CC Zone Meta - No Replies

CCLP4-Lynx.dac.tws


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My save file for CCLP4 Lynx - Score now @ 6,073,480

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Submitter

Syzygy

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Submitted


10/11/2017

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Category


TWS files

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</ul>

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  Circle Swivel
Posted by: AdrenalinDragon - 18-Mar-2018, 4:04 PM - Forum: CC2 Level Packs - No Replies

File category: CC2 Levelsets

A less offensive level I previously made in Chip's Challenge 2.

Open the "CircleSwivel" ZIP file and extract the "CircleSwivel" folder into the "games" folder of Chip's Challenge 2.

Confirmed solvable? Yes



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.zip   CircleSwivel.zip (Size: 1.25 MB / Downloads: 289)
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  The Return of Jessi™
Posted by: ElaineSpencer - 16-Mar-2018, 9:39 PM - Forum: CC Zone Meta - No Replies

The Return of Jessi™


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Did you absolutely LOVE Jessi.dat? I know, I know; you couldn't get enough of it. Well, say no more! The Return of Jessi™ is the answer to your prayers!


Featuring some "Walls of" levels, heckling, and... well, Jessi™ shenanigans, brace yourself for approximately one hour or less of entertainment across twenty six levels!

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Submitter

ElaineSpencer

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Submitted


03/16/2018

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Category


CC1 Levelsets

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  The Return of Jessi™
Posted by: ElaineSpencer - 16-Mar-2018, 9:39 PM - Forum: CC1 Level Packs - No Replies

File category: CC1 Levelsets


Did you absolutely LOVE Jessi.dat? I know, I know; you couldn't get enough of it. Well, say no more! The Return of Jessi™ is the answer to your prayers!


Featuring some "Walls of" levels, heckling, and... well, Jessi™ shenanigans, brace yourself for approximately one hour or less of entertainment across twenty six levels!


Confirmed solvable? MS Only


What's New in Version 1.0.1c

Fixed a busted level again



Attached Files Thumbnail(s)
   

.dat   The Return of Jessi Alt 0153.dat (Size: 10.69 KB / Downloads: 328)
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  The Other 100 Tiles Developer's Commentary, Part 2 (Levels 11-20)
Posted by: ajmiam - 07-Mar-2018, 2:28 PM - Forum: Blog Station - No Replies

Level 11

"Bodyguards"

(CCLP4 Level 22?!?!)


The idea was to make a level where thieves are helpful sometimes and harmful other times. That's about it. I guess some of the monsters are kind of interesting to dodge, like maybe the bugs near the top-left, since this somehow got into CCLP4. And it's not like we were reaching deep down to fill a slot--this was just a few places outside of the Top 149 in voting! It's an OK level, but it's messy and all over the place and I didn't really do much planning while designing this and I think I had much better levels that could've gotten in instead.

Level 12

"Halving"

I had a few ideas for a maze whose walls change scale as you travel through it, and this is one I ended up building. The first part is a little bit inspired by a custom level called "Two by Two" which is like Chip's Challenge meets World 4 (Giant Land) from Super Mario Bros. 3. It's most evident with the squares of 4 chips.

Level 13

"Journey to the Center of the Earth"

One level I made way back in Levelset 1.ccl was called "Perish Twice" (name taken from a book I saw in my parents' room, which had a poem by Robert Frost on the back about fire and ice). The level had...fire and ice. Specifically, you had to avoid sliding into the fire, but you could see it ahead of time. Then, eventually, you'd get fire boots and not have to worry about it. Anyway, I made an ice maze with a similar concept here, but used water instead of fire. It's fairly simple to avoid dying; on a floor tile, you can always see the ends of all of its paths that lead to water, and any paths whose ends you can't see lead to safe ground. There's only one exception to that rule, which is the floor at (23, 17) having an up path that leads to water at (28, 18), but there the level layout ensures you will see the deadly path before you get to the floor tile it originates from. (Hence the wording of the hint.) I'm pretty pleased with how the ice maze portion turned out. The rest (some thicker water to represent ocean, dirt to represent crust, fire to represent the mantle/outer core, and gravel/chips to represent the inner core of the Earth) was added at the last minute to take up the remaining space and give it a more unique aesthetic. All that led to a title that makes the level sound much more epic than it really is. Tongue

Level 14

"Cross Back"

(CCLP4 Level 15!)


I came up with third room first--a block puzzle that must be solved in two directions and requires you to set up the second trip during your first. (I remember that the idea came to me when I was waiting for my college piano class to start, for some reason--no idea why.) Then I built the rest of the level around that concept of crossing back through rooms. I'm happy with how the first room turned out; there are two distinct solutions, one of which leaves a recessed wall unused. The middle room turned out a little simpler than I'd hoped...it's inspired by a section of Jeffrey's level "Guiding Light" where you have to clone lines of tanks (that cannot be reversed) to direct a fireball. The title is a small callback to Cross Over from Po100T.

Level 15

"Elemental Park"

(CCLP1 Level 128!)


There have been plenty of elemental-themed mazes, but not a lot of 4-part overlapping mazes, so I built one. I definitely like how I was able to make the path of each element mostly contiguous, which sets it apart from something like Triple Maze, while still creating an interesting maze. Fun fact: The original version of this level, which I released in my 13-level preview set for CCLP1 consideration, had some chips on the edges of the level, so J.B. edited the level for CCLP1 to move the chips inward and prevent the player from touching the border. The change was so smooth that I didn't notice until he pointed it out later...so I decided to include the CCLP1 version in the final version of To100T.

Level 16

"Parallel Problems"

A very simple level that I originally built in Levelset 1.ccl, long long ago. The concept is the exact same; only some minor details like the frequency of the fireball cloning and the number of columns changed, and those only because I lost the original level.

Level 17

"Excuse Me"

(CCLP4 Level 64!)


This level was inspired by two things: 1) the section in Think Tank where you have to use blocks to force intermittently-flipping tanks down onto brown buttons; and 2) the section in Choose Your Own Adventure from Po100T where you have to use a block to force an intermittently-flipping tank into a bomb. I thought, what if I made a whole level about that, and made the tank flipping constant to make the theme stand out more? It turned out pretty well, as it got into CCLP4. I'm not sure how fair the lower-right section is with the block-pushing based on what you can see, but at least I gave you an extra block.

There is a room you can access once you get all the chips that consists of a small maze of flipping tanks, but there's nothing essential to get there. I just included it as an alternate way from the trap room to the exit room.

Level 18

"The Road Not Taken"

The level title and concept are based on a poem by Robert Frost. In 5th grade, we had to read and write about poetry, including some by Frost, and his name and some of his poems have always stuck in my head. (My most vivid memory of that class is the teacher praising me for what I'd written about "Stopping by Woods on a Snowy Evening" when it was pretty much just repeating her comments about the poem.) In any case, the poem is about a speaker deciding between taking a well-worn path through the woods or a more grassy, overgrown path that fewer people have taken. Regardless of the poem's metaphorical meaning, the level treats it pretty literally--at each fork you can choose between a monster-dodging challenge with no fake blue walls (the well-worn, popular path) or a blue wall maze (the overgrown, unpopular path). The hint also references the poem (using the phrase "the road less traveled by" and the word "divergence" for "fork").

The dodge required to get past the gliders (where you have to sidestep just as the glider makes a turn below you) is unusual...but not any more strict than dodging a single glider in a 2x2 space.

Level 19

"GULP"

Another extremely simple level from my Levelset 1.ccl days, basically Hunt condensed. (The old version was also named "GULP"--at that point I randomly capitalized some titles but not others; for example, the Levelset 1 version of Culprit was "CULPRIT".) At least in this version I made the chip path a coherent shape (a spiral) whereas in the original version, the path zigged and zagged all over the place. Not a spectacular level by any means, but I'm happy I had some easy and short ones to spread throughout the set.

Level 20

"Salmon"

This is the reverse Rat Race, which I'd been looking forward to building ever since I made Rat Race way back in Levelset 1. I just made it much more puzzle-y, since "hide in niches and go against the flow" isn't all that exciting for too long as a pure dodging concept, but there are lots of different ways to create said niches. It would have been Level 23 to match Rat Race, but since I put a secret hint, it had to be a multiple of 10, and 20 was the closest it could be (and also a good place in terms of difficulty). In retrospect, I like the normal ending with the tank puzzle enough that maybe I shouldn't have let you skip it when you find the secret hint...but on the other hand, aren't you glad you don't have to go all the way up the stream again after reading it?

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  CC Zone February 2018 Create Levels Packaged
Posted by: M11k4 - 07-Mar-2018, 6:36 AM - Forum: Competition Level Packs - No Replies

File category: Competitions

These are the levels submitted for the
February 2018 Create Competition - Walls of CCLP4

Check out the thread for more details, like list of levels and designers. Slight smile

Enjoy!



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.ccl   CCZoneFebruary2018CreateLevelsPackaged.ccl (Size: 13.15 KB / Downloads: 364)
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  CC Zone February 2018 Create Levels Packaged
Posted by: M11k4 - 07-Mar-2018, 6:36 AM - Forum: CC Zone Meta - No Replies

CC Zone February 2018 Create Levels Packaged


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These are the levels submitted for the
February 2018 Create Competition - Walls of CCLP4

Check out the thread for more details, like list of levels and designers. Slight smile

Enjoy!


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Submitter

M11k4

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Submitted


03/07/2018

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Category


Competitions

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  new tile ideas
Posted by: mobius - 03-Mar-2018, 3:35 PM - Forum: General Discussion - Replies (17)

someone in discord mentioned the idea of "Chips challenge 3" and it reminded me to post this list of new tile ideas I made long ago:

(some of these are based on CC1 and 2 elements while some are based/copied from concepts from another game called "Enigma". So this is my fantasy concept tile idea list for Chips Challenge 3. Tongue

Feel free to post your own ideas Smiley

changes to existing elements:

1. keys/doors, teleports, and toggle doors/bombs now all come in 9 varieties: red, blue, yellow, green, orange, purple, black, white, grey.

black white and grey keys can be dropped like items. If dropped into ice and FFs they move with them like an enemy would.

So you may have multiple types of toggle doors in one level working independently. [sort of like in Chuck's Challenge)

2. Clone Machines may clone items and keys and players.

unfinished idea: a new way of changing what a clone machines creates.

3. Wires may be placed over plain walls and (over or under) most tiles. And TNT actually destroys wires (for those unaware this doesn't happen in CC2, even though it appears like it does}.

unfinished ideas:

4. Transmogrifier: I'd like to somehow be able to turn Chip into an enemy or creature that is forced to behave like enemies (Fireballs etc).

5. Rover needs to follow a more reliable set of rules. Also: option to have the Rover follow a specific pre-programmed path.


NEW ELEMENTS:

INVINCEIBILITY STAR

chip cannot die to enemies or hazards (walks over them) for several seconds, (similar to the Mario star)

BLACK HOLE

everything except ghosts are killed in black holes. All blocks disappear forever in them. Chip can only walk over black holes with the hover boots

CRACKED FLOOR

has up to four types: this floor can be walked on once, 2, 3 or 4 times until it breaks depending on how cracked it is.

CRACKED ICE

works similar to cracked floor but has same properties as ice and water is underneath

SPIKES

kills player, ants, centipedes, walkers, balls. Can be turned on and off with a button. Destroys ice and plastic blocks. Other blocks can be pushed over them.

ELEVATOR

(idea comes from a game Tyler Sontag made, talked about in discord recently)

essentially allows chip to walk on top of walls and canopy. (But can't walk *through* walls like a ghost).

HOVER CRAFT

vehicle which works like a moving platform; chip can get on and ride on a predefined path (unless carying the license) while on the hover craft, player is protected from enemies and all hazards like water or black holes.

Except it avoids train tracks.

TRAIN

vehicle that follows tracks. PLayer is protected from enemies while on the train. Cannot dictate where to go unless carrying the license.

LAVA

fire like substance that slowly spreads across floor on it's own. Is blocked by most other tiles like walls and gravel. If it encounters dirt; the dirt is turned into gravel.

Dirt blocks pushed into lava turn to gravel.

Ice blocks pushed into lava turn to water.

TORTOISE

a moving monster which is NOT an enemy; works like a moving turtle but never sinks. Chip can ride a tortoise across water

WOODEN BLOCK

is destroyed in water/fire/lava. Can only push one at a time.

PLASTIC BLOCK

floats in water (can be pushed over water like floor without turning water into floor). Can push multiple blocks at a time.

STONE BLOCK

Cannot not be destroyed by bowling ball or laser. turns to floor in water/lava. Can be pushed into enemies to kill them.

LASER

shoots deadly beam in one (of four) direction. Can be turned on and off and direction changed with buttons. Destroys chip and all enemies and dirt/ice/wooden/plastic blocks.

RECEPTACLE

catches a laser and if wired activates other objects (like a pink button does)

MIRROR

reflects a laser in different directions depending on how moved. Mirrors can be rotated on train tracks

COIN SLOT DOOR

toggle door that allows 1 player or enemy through per one coin.

RICHOCHET BLOCK

pushing on it (from opposite side) will push blocks and enemies adjacent to it away in the direction you pushed. If player is standing adjacent to one and an enemy hits it player will be pushed away.

SWAP BLOCK

Swaps places with adjacent (non enemy) tile when pushed on. Even walls for example can be moved with this block.

TETRIS BLOCK

blocks with different symbols that fit together and form bigger blocks. These larger "tetris" piece like blocks can be moved as one big unit. Can be broken apart with the hook or time bomb.

MAIL SYSTEM

items dropped into the mail tile get sent (with button press) to other mail station. Items must be picked up before placing more.

NEW ITEMS:

MAGIC SATCHEL

adds new slots to inventory: when carrying the satchel up to 8 items can be held at once.

BAIT

when dropped: all teeth on the level will ignore chip and instead be attracted to the bait. If a teeth is able to move onto the tile the bait is on after several seconds the teeth will eat the bait then return to following Chip.

HAZMAT SUIT

allows player to walk across slime

SOAP

allows player to walk across slime and erase it.

FIRE EXTINGUISHER

erases fire and lava

HOVER BOOTS

allows player to walk across black hole and spikes

SKELETON KEY

opens any door once

MAGIC KEY

opens any door infinitely.

MAGIC WAND

can change walls and some tiles into different things when pressed on. (unfinished idea)

HAMMER

allows chip to destroy blocks (cannot move them while carrying hammer)

LISCENCE

lets player control hover craft and train

--------------

there were some things in Puzzle Studio which intrigued me but it's been so long since I played that that I can't remember most of them. I remember a bowling ball that moved slowly but not exactly how it worked.

Ideas I'm particularly fond of are the: bait, multiple colored toggle doors, laser and mail system.

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