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Pit of 100 Tiles Developer's Commentary, Part 9 (Levels 81-90) |
Posted by: ajmiam - 17-Dec-2016, 4:58 PM - Forum: Blog Station
- No Replies
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Level 81
"Follow the Leader"
This is inspired by Socialist Action from CC1, which includes a line of bugs marching around a bank of invisible walls. I'd also seen similar concepts in a few custom sets, where you had to join a line of monsters that are walking a path through a maze of invisible walls. Follow them exactly, or you'll fall behind and get run over. My one complaint with many of those levels was that the monsters tended to be placed unreasonably close together, so one or two mistakes was all it took to die. Thus, I made sure to spread the monsters out here, and include plenty of chips that act as safe spots where you can wait for a monster to pass if it's getting too close to you.
Originally there were no visible-by-default walls in the starting area, but I added them to make for a more gentle introduction. Also, in the set's first update after release, I added a bit to the hint explaining how to beat the fireball-cloning section.
I think the level may have been slightly too large and didn't necessarily need to fill the whole map. The top-right section seems like the most redundant part.
Level 82
"Automatic (Caution) Doors"
(CCLP1 Level 140!!)
YES! This level. I had the idea for this concept for a while as I was building Po100T, but didn't know how exactly I would execute it. I kind of improvised it, but nevertheless I'm extremely pleased by the result. It was fun for me--the designer--to play, and also for a lot of other people judging by the reviews of my set. Anyway, I started off making the beginning room--requiring a little dodging in order to reach the doors from the button--and then thought of a few ways to make paths from a button to a set of doors, such that the paths are completely walkable but are too long for you to make it in time unless you find a shortcut. These paths include the twisty floor path through the water west of the start, the path around the blue lock east of the start, and the path parallel to the water-guarded ice slide north of the start. I then built the level in pretty much the order you solve it, but not necessarily decidng how things would be unlocked until later (like the green doors or the aforementioned water path). I believe a lot of the enjoyability of this level comes from seeing these inaccessible paths, the suspense and uncertainty in how to unlock them, and the realization upon acquiring the proper tools to do so. Also, it's relatively safe to explore and try things without cooking the level. (The fireball stream in the northeast is a potential exception to this, though you can see from a safe space that their path passes through the fire before you head past the point of no return.)
One unusual aspect of this level is the chip placement. All the chips and the chip socket are contained in the first 1/3 of the level or so. The reason for this was to encourage the player to explore the starting area and see all the places they'd be able to get to later, and what they'd need to get to those places. I did something similar for a later level (#98 Rube Goldberg).
The means of exit (opening a seemingly-useless red door to lure an unseen Teeth into hitting a red button for you) was an accidental innovation. In a test run, I'd just solved the Teeth section and headed back to the starting area, only for the Teeth to trigger the doors, something I didn't realize would happen. I decided that could be made into an intended level mechanic. It's not something the player will likely think of; it's more that they'll just try unlocking that door and it'll happen. In the more confusing original version of the level, the final locked door led to the sprialing exit path instead, and the player had to step into a pointless-looking alcove to lure the Teeth south and trigger the toggling.
The exit path is a bit awkward, as the buttons will occasionally clone a ball when the previous one hasn't died yet, stopping the doors for a second or so. Oh well, it's a minor annoyance and not life-threatening.
EDIT: Oh, I suppose I should explain the title. It's based on those yellow-and-black signs you often see on automatic doors in the real world, e.g. at your local supermarket if it has them. Like this:
Level 83
"Chip Compactor"
Another where I thought of the core concept (a ball is controlling tanks and you have to unlock doors to increase the time between switches) before the actual layout. The chip at the beginning is tough to snatch right away, but it's possible, and you can always come back later if it's too hard for you. After that, the only really tricky part of this level is the top-left, especially in Lynx, but there are more blocks than you need. I do kind of like the atmosphere of the giant crusher you have to run through to exit once the tank cycle has been extended to its maximum length.
In the title, I mean "Chip" in both senses of the word
Level 84
"Tangled Web"
This level is based on the "path tracing puzzle" you often see in children's activity books, where there are a bunch of criscrossing overlapping lines and you have to determine which line leads from the start to the goal, sort of like this:
In this case, since you don't have full view of the map normally, I had to add a couple of vantage points on the ice at the start of the level so you could see the full paths, and therefore know which starting point leads to which obstacle. You can always go back to those vantage points as you're solving the level. When making the paths, I of course had to be careful that the ice corners for one path wouldn't get in the way of another, but that wasn't too difficult.
Level 85
"Disappearing Mazes"
This level is super easy! What's it doing in the #85 slot? It's meant to be a relaxing level to give the player some relief after the challenges they've just been through, as well as before the upcoming one. See http://tvtropes.org/pmwiki/pmwiki.php/Ma...atherLevel. The whole concept of the level (including, naturally, the last room with all the sockets) is inspired by being able to eat through all the chip sockets in Strange Maze from CC1 once you get all the chips.
Level 86
"Laser Refraction"
Oh dear. This level is probably the hardest in the entire set, even harder than #98 and arguably #99. The concept, inspired by the Thermal Discouragement Beams and Discouragement Redirection Cubes from Portal 2, is about pushing blocks to deflect "lasers" (streams of fireballs spaced 1 apart) into bombs, allowing you to get red keys. The problem is that once a block is in the path of a laser, you can't move it out unless you succeed at a "50/50 timing" challenge, which I HATE. So why's the level in the set? Because if you think through your moves VERY carefully, you can solve the level without ever having to extract a block from a laser stream. I know because I managed it once. Once.
This is notable for being one of the only untimed levels in this set that doesn't involve luck, just because it's THAT complicated. I believe the time it took me to solve this without any 50/50 timing is comparable to my casual first-time solve of On the Rocks.
Level 87
"(Ir)reversible"
(CCLP1 Level 134!)
Just as the title and hint suggests, it's all about choosing two paths, one of which lets you go back after getting the chip and one that doesn't. I think the decision I like the most is the block-sliding section (the 2nd decision point in the level). Note that at the tank part, it turns it's possible to take the "wrong" path first and still get back (the right side), but it requires good timing.
One funny-looking mechanic is the pair of teleporters you see at (29, 20) and (31, 20). Each one leads to the other, as Rockdet discovered to his surprise and amusement when he played this level for the first time. So why are they there? It's because it's actually very tricky to make "one-way" teleporters in this game. Just putting a force floor before or after a teleport doesn't do the trick since backwards force floor boosting exists in MS. So, having the teleport pair there ensures that the other horizontal teleports in the level send the player on a one-way trip to that pair. I would go on to reuse the concept in Level 82 of To100T (but vertical this time!)....
Level 88
"Outwit"
A very bare-bones dodging challenge. Well, 4 challenges. Actually fairly difficult for this set. There isn't much rhyme or reason to the thin wall placements; I just tried to make sure there'd be plenty of obstacles to get the Teeth stuck on. The teleports are there for easy movement around the level--as well as making sure the Teeth can't trap you in the gravel strip between the two rooms on the left or the two rooms on the right. The border with the thin walls and walkers are just decoration, both a homage to Level 88 from CC1 (Spirals) and a way of saying, "Aren't you glad you don't have to deal with this?"
Level 89
"Memory Test"
I just wanted to make a level with long paths of many chips. The recessed walls add a way to fail, and the monsters on traps, as the hint says, are just there to make it easier to tell where you are. In the first release, the level didn't have the monsters, and therefore looked very bland. I added them in the set's first update after its initial release.
Level 90
"Water Slide"
This is the penultimate action level, and it pulls precisely zero punches. It is, like "Three Strikes You're Out!", inspired by the Joyride series from CCLP2.
This level is way harder than the norm for this set, but on the plus side, it's short, and there is a shortcut that you can use to skip a lot of it. I think the way I handled the 90-degree "curves" in the slide (each lane before the curve leads to the corresponding lane after the curve) may have been a mistake. It makes it very awkward to tell where you're going to end up, especially right when you get out of the shortcut. The "Joyride" system (where all 3 lanes before the curve lead into the near lane after the curve) is probably easier to grasp when you're zipping along at 10 tiles per second. As you might imagine, I died a couple dozen times before clearing this for the first time, and even nowadays I don't generally solve it on my first try.
The space in the title is there to distinguish it from CCLP3's "Waterslide" (a Pieguy level that's easier than one of my levels, who'd imagine!)
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How can I start playing this game? |
Posted by: lythos - 03-Dec-2016, 8:11 AM - Forum: Chip's Challenge 2
- Replies (17)
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Hello everybody I'm new, I hope this is the right place to write.
I saw a video on youtube of this game (
) and I have no idea how can i start playing it. Is it free? I have to buy it? i saw that there is a CC1 and CC2 on steam but they don't seem like this of the video.
Thank you very much for the help
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December 2016 Time Trial |
Posted by: M11k4 - 02-Dec-2016, 4:54 AM - Forum: Competitions
- Replies (2)
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It's that time of year again, when, uhm, oh... we all get to participate in a Time Trial!
These two fun levels (Red, Brown and Red
and Demolitions Expert
) come from Ihavenoname248 (who is, in some corners of the universe, secretly known as Jeffrey Bardon). It's been some time since we've had a competition involving this sort of manipulation and here I think it's presented in a way that isn't chaotic or too daunting. If you didn't guess from the names, they are a couple of small cloning levels and I think it's the perfect theme to finish off the year.
http://cczone.invisionzone.com/index.php?/files/file/594-%7B?%7D/
We'd love to hear your comments on the levels even if you don't consider Time Trials your favorite cup of tea!
Enjoy!
-Miika
Technical notes:
[Click to Show Content]
- The person with the highest combined remaining time on the two levels wins! There may be a tie in overall score.
- This competition is primarily meant for MS rules. You may send in a Lynx solution too, but it will be judged separately, with the quickest solution possibly being awarded 5 Chip Cup points.
- Please send your solutions (either the tws file or avis) to my own email valeosote at hotmail dot com. I will strive to respond to your message by a confirmation that your score has been recorded.
- The levels aren't too hard to solve. Don't be afraid to send in your solutions even if you sense they aren't perfect, and simple casual solutions are also appreciated. You may enter if you solve at least one of the levels, but solving both will obviously place higher.
- Submission deadline is January 1st, 2017 where you live. I will judge the submissions without warning during the following days but will accept submissions until I do. If you need a more specific time, you can always ask. To avoid losing on time (it is a time trial after all), get your solutions in early rather than later! You can send in improvements while the competition is running, so there is no downside to sending in something you know might not be your best effort if you had forever to work on it.
- This is part of the 2016 season of the Chip Cup. Winner will be awarded 15 points, second place 12, third 10 points, and so on. If you win a competition here for the first time, you receive the "You're Winner!" award. All participants who haven't participated in a Time Trial earlier receive the "Run, Chip, Run" award.
- The designer of the levels and any others who have seen the levels in advance, may enter the competition. Please be fair and do not abuse this rule; it is meant to maximize the fun, not provide an advantage.
- The levels may receive an update within the first week of their release. This will only be done if there is some significant problem with the first versions of the levels. Please contact me if you suspect something is off.
- Do not post your solutions or solution times or share them with others before the competition results are announced. All times will be published at the same time, and the quickest solutions will eventually be released.
- As an exception to the above rule, a<span style="font-family:'Helvetica Neue', Arial, Verdana, sans-serif;"> participant may 'freeze' their scores at some point after submitting their own solutions. They will not be able to send in any more updates after this, but they may talk about the levels and their times with other people who have frozen their entry. I may update a public list of people who have frozen their score.
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December 2016 Create Competition - Movie Madness |
Posted by: M11k4 - 02-Dec-2016, 2:21 AM - Forum: Competitions
- Replies (1)
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It's that time of year again. You know, when we've all been playing through voting packs for the past few months forgoing all CC competitions, moving to another country, playing in the snow, enjoying going to the sauna, eating licorice, and getting ready for something to happen on CC Zone. Yes, now is exactly that time. And what better time to join a create competition can there be?
This time we have a pretty open theme: MOVIES. Pick a movie, make a level based on that movie and send it in!
I'll judge the competition in January so I want to spell out a few thoughts on what I'm looking for. These aren't rules set in stone, but rather just things to consider in the design.
- Pick a well-known movie. If it's something nobody has ever heard of, the level won't resonate with its audience.
- You can tell the story or part of the story. This is hard to do in CC, but if you succeed, someone can guess the movie even without other hints than the game play.
- Or you can try to capture the theme or feel of the movie instead. How you do this and still make the source of inspiration recognizable is up to you.
- Or you can also pick a setting or picture from the movie and recreate it for Chip to explore. This time around I would prefer to see some sort of story or theme in the actual game play, but this is also a possibility if that proves out of grasp.
- Focus on something. You can't recreate a full movie in a 32x32 map and a few minutes of game play.
- Keep it simple; don't overthink it. I am not looking for great puzzles with this one, but an experience that talks to me in other ways.
- The little things make it work. Think of the name; it doesn't need to be the exact name of the movie, but obviously keep it related to the movie. Maybe include a hint that adds flavor.
- Ask. You can talk about your idea here in the thread or directly to me privately. I think discussion can lead to a better end product and create some fun expectation for what is to come.
- Finally, get it done. It's no good if you have a great grandiose plan and concept but never cut it down to something you manage to create before the year is over. Make me happy by sending in what you have, anything!
Email and attach your submissions to valeosote at hotmail dot com. I will strive to reply with a confirmation that I have received your entry. I prefer if you use your username and this competition in the subject. Keep it short and simple, something like: "December Create - DTrump"
I know it's the end of the year for now, but I hope this is the start of a good run of competitions again. Enjoy the season!
-Miika
And here are some more specifics if you need them:
[Click to Show Content]
-Submissions are open through January 1st 2017 where you live!
-The level must be solvable, but does not need to work in both MS and Lynx. You may even use invalid tiles if you wish. No CC2 this time around.
-The level must be new; it must not have been released earlier. Please don't share the level before the competition is over.-You may submit more than one entry, but please keep the levels distinct from each other. Your best two entries is recommended.
-Please give the level a cool name, time limit and set a password.
-Points may be deducted for late entries, but will be accepted until I judge the levels.
-Entrants receive the normal prizes: the "You're Winner!"-award, Chip Cup points, and "Tool Box"-award for first time entrants.
-Please ask about other unclear situations. Sometimes during a previous competition similar situations may have already been discussed.
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Cannot send PM |
Posted by: chipster1059 - 24-Nov-2016, 5:48 PM - Forum: Feedback
- Replies (4)
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I was trying to send Josh a PM, and got this error:
Quote:The following errors were found
The member Flareon350 cannot receive any new messages
This personal message has not been sent
I assume this means his inbox is full...
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Chip's Challenge Creator |
Posted by: The Architect - 05-Nov-2016, 5:44 PM - Forum: Programs and Editors
- Replies (51)
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The initial coding is sufficiently finished that I am finally ready to announce my new project: Chip's Challenge Creator (working title), the first unified editor for both Tile World and CC2, with script editing!
Below is a screenshot clip demonstrating my code's ability to load a familiar CC2 level and display it using the CC2 tileset:
The plan is to write the first version in Java, for ease and speed of development. The Java program should work on most people's systems, and I hope later to port the program to C++ for more power and versatility.
Below is a list of the planned features for the editor. I invite everyone to look over the list, and reply with any requests for additions or modifications.
[Click to Show Content]
Initial Release Features
- File Options<ul><li>
New - Starts a new project with an empty series.
- Load - Loads a project from a file, or imports data to a new project (see Import).
- Save/Save As - Saves a project to a file, prompting for a filename if necessary (always, for Save As).
- Restore - Restores the project from the last load/save point (unavailable for a new project).
- Import - Imports data into the project from a file (see Supported File Formats).<ul><li>
Import Level - Imports a single level from a level/levelset file.
- Import Levelset - Imports a range of levels from a levelset file.
- Import Script - Imports level script data from a script file (does not import any levels).
- Import Series - Imports levels and level script data from a combination of level, levelset and script files.
</li>
[*]
Export - Exports data out of the project to a file (see Supported File Formats).
The Export options prompt for a target format, and require the exported data to be compatible with the selected format (see Compatibility Mode). - <li>
Export Level - Exports the selected level to a level/levelset file.
- Export Levelset - Exports the selected range of levels to a levelset file.
- Export Script - Exports the script data of the selected level(s) to a script file (does not export any levels).
- Export Series - Exports the selected level(s) and their script data to a combination of level, levelset and script files.
</li>
</ul></li>
[*]
Edit Options- <li>
Undo - Undoes the last edit action
- Redo - Redoes the last undone edit action
- Cut/Copy - Copies the selected text/level/map area to the system clipboard.
Levels and map areas are, if possible, presented in a format compatible with other CC editors, and additionally are presented as rendered images.
Cut additionally deletes the selected data.
- Paste - Pastes text/levels/map areas from the system clipboard into the current project.
Compatible with formats presented by other CC editors.
- Clear - Erases the selected text/level/map area.
- Select All - Selects the entire range of the active component, which can be a text field or the Map Editor.
- Select Type - Selects every cell in the Map Editor containing an element of the specified type.
- Fill - Places the current primary Drawing Element in every selected cell in the Map Editor.
- Rotate Element - Rotates the current primary or secondary Drawing Element clockwise or counterclockwise.
</li>
[*]
View Options- <li>
Zoom - Controls the magnification/minification of the image in the Map Editor.<ul><li>
Zoom In - Zooms in by a magnification factor of 2
- Zoom Out - Zooms out by a magnification factor of 2
- Zoom Normal - Zooms to 100% magnification
- Fit Window - Scales the map image small enough to show the whole map in the window.
- Custom Zoom - Opens a dialog with a box to enter a custom zoom factor.
</li>
[*]
Always Show Metagraphics - Selects whether enabled metagraphics are always visible, or visible only on mouseover.
[*]
Element Connections - Selects whether connection metagraphics are drawn in the Map Editor for elements like fire jets, traps, cloners, and teleports.
[*]
Logic Node Connections - Selects whether connection metagraphics are drawn in the Map Editor for logic nodes.
[*]
Effect Areas - Selects whether area-of-effect metagraphics are drawn in the Map Editor for elements like area controls.
[*]
Creature Order - Selects whether creature-order metagraphics are drawn in the Map Editor.
[*]
Creature Paths - Selects whether creature path metagraphics are drawn in the Map Editor.
[*]
Player Starting Position - Selects whether the player starting position is highlighted in the Map Editor.
[*]
Viewport - Selects whether the in-game viewport area is highlighted around the cursor position in the Map Editor.
[*]
Compatibility Errors - Selects whether compatibility errors are highlighted in the Map Editor.
[*]
In-game Graphics - Toggles between editor graphics and graphics as seen in-game (outside of wizard-eye mode).
</ul></li>
[*]
Series Options - Apply to all levels in the project series except where overridden in the Level Options. - <li>
Compatibility - Opens a window to select the compatibility mode(s) for the project series (see Compatibility Modes).
- Properties - Opens a window to edit the properties of the project series.
- Userdata - Opens a window to edit nonstandard userdata for the project series.
- Errors - Opens a window to view details of all reported compatibility errors for the project series.
</li>
[*]
Level Options - Apply specifically to the currently-selected level in the Level Selector. - <li>
Add Level - Adds a new level to the project series, in the position immediately following the current level.
- Delete Level - Deletes the current level from the project series (same action as Edit > Delete when the latter applies to the Level Selector).
- Move Level Up/Down - Shifts the current level up or down by one in the project series order.
- Move Level To - Prompts for a number and shifts the current level to the corresponding position in the project series order.
- Previous/Next Level - Selects the level immediately before or after the current level in the project series order, and opens it in the active tab of the Map Editor.
- Go To Level - Prompts for a level number, title, or password, locates a matching level in the project series, and if found selects it and opens it in the active tab of the Map Editor.
- Compatibility - Opens a window to select the compatibility mode(s) for the current level (see Compatibility Modes).
- Properties - Opens a window to edit the properties of the current level.
- Hints - Opens a window to edit the hints for the current level.
- Button Connections - Opens a window to edit the button connections for the current level.
- Creatures - Opens a window to edit the creature order for the current level.
- Scripts - Opens a window to edit the script data for the current level.
- Userdata - Opens a window to edit nonstandard userdata for the current level.
- Errors - Opens a window to view details of all reported compatibility errors for the current level.
</li>
[*]
Help Options- <li>
Editor Reference - Documentation for the program features.
- Element Reference - A complete, detailed description of the CC element set.
- About - Technical info about the program.
</li>
[*]
Tools - The built-in set of map editing tools.
For all tools that place elements, the primary mouse button places the primary Drawing Element, while the secondary mouse button places the secondary drawing element. - <li>
Draw - Places an element under the cursor when the user clicks or drags the mouse.
Shift+click places the element in the overlay layer.
- Line - Draws a line of elements from where the user clicked to where the user released the mouse.
- Box - Draws a filled rectangle of elements with one corner where the user clicked and the diagonally opposite corner where the user released the mouse.
- Path - Like the Draw tool, but automatically rotates certain elements when the user changes direction, to make a continuous path.
- Flood - Flood-fills a region of the map composed of a single element.
- Wire - Lays wire between adjacent wirable elements.
- Connect - Adds a button connection between the first-clicked and second-clicked elements (only works between traps/cloners and their respective buttons).
- Toggle - Toggles all toggleable elements in the map.
- Select - Selects a rectangle of map cells with one corner where the user clicked and the diagonally opposite corner where the user released the mouse. Additional cells can be added/removed from the selection individually with Ctrl+click.
</li>
[*]
Palette - The set of available elements, organized into tabs, with an additional All tab displaying the full element set. - <li>
Drawing Element - One of the elements currently selected from the palette for drawing in the Map Editor. Two elements can be selected at once, the primary and the secondary.
- Cycle - A group of different entities of the same element (e.g. four different directions for a creature). When an element is selected as the primary Drawing Element, its cycle (if it has one) is displayed separately, and the user can select a specific entity within the cycle. The user can also rotate forward or backward in the cycle using the Rotate Element option.
</li>
[*]
Map Editor - Displays the map of the current level in a tabbed, scrollable, zoomable viewport with optional metagraphics (see View Options). Clicking on a cell within the viewport applies the current tool to that cell (see Tools). Multiple level maps can be open at once in separate tabs.
[*]
Level Selector - Lists the levels in the project series. Clicking a level selects it as the current level and opens its map in the active tab of the Map Editor.
[*]
Level Properties Editor - Allows the user to edit certain essential properties of the current level without bringing up a separate window (see Level Options > Properties).
[*]
Compatibility Mode - Represents the different versions of CC supported by this program. Elements and other data not compatible with the current mode(s) will be listed in the Compatibility Errors window (see Level Options > Errors), and highlighted in the Map Editor if View Options > Compatibility Errors is enabled.
Multiple modes can be selected simultaneously, and every edit is checked against all currently selected modes.
Additionally, when exporting data to a specific file format, the data is checked against the modes supported by that format (see Export, Supported File Formats). - <li>
MSCC - The classic port by Microsoft.
- TW:MS - The mode of Tile World that emulates MSCC.
- TW:Lynx - The mode of Tile World that loosely emulates the original Lynx version.
- TW:Pedantic Lynx - The mode of Tile World that pedantically emulates the original Lynx version.
- CC2 - The recently-released sequel.
Note: the ice block patches for MSCC and Tile World are not supported as full compatibility modes; however, the program will allow MSCC- and TW:MS-mode levels containing ice blocks to be exported with only a warning. Attempting to export a Lynx-mode level with an ice block will produce an error.</li>
[*]
Supported File Formats- <li>
Level Files - Contain a single level.<ul><li>
Chip's Challenge 2 Map - extension ".c2m"
Used by CC2.
Supports CC2 Compatibility Mode.
</li>
[*]
Levelset Files - Contain a series' levels without its script data. - <li>
Chip's Challenge Levelset - extensions ".ccl", ".dat"
Used by MSCC, Tile World, and other CC editors.
Supports MSCC, TW:MS, TW:Lynx, and TW:Pedantic Lynx Compatibility Modes.
</li>
[*]
Script Files - Contain a series' script data without its levels. - <li>
Chip's Challenge 2 Game - extension ".c2g"
Used by CC2.
Supports CC2 Compatibility Mode.
Associates with multiple Chip's Challenge 2 Map files.
- Chip's Challenge Extension - extension ".ccx"
Used by Tile World (version 2).
Supports TW:MS, TW:Lynx, and TW:Pedantic Lynx Compatibility Modes.
Associates with a single Chip's Challenge Levelset file.
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Project Files - The program's internal format for saving a whole project, including all levels and script data.
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Possible Future Update Features
- Edit Options<ul><li>
Edit History - Displays the user's entire edit history back to program startup, enabling selective undo.
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View Options- <li>
Load Tileset - Prompts for the name of an image file to use as the program tileset. (Undecided whether this feature will allow custom tileset formatting or simply expect the same format as the CC2 tileset.)
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Level Options- <li>
Generate Random - Generates an empty level consisting of just floors and walls arranged in randomized rooms. (Possibly with a later update adding options to add shapes of various elements like water.)
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Test Options - Options related to playtesting the current level in some version of CC. (Undecided how to support the various different versions in a homogenous style. Need to explore whether external playtesting works in CC2.)
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Tools- <li>
Auto-wire - Attempts to connect two wireable elements by automatically pathing the wire across the level.
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Palette- <li>
Custom Palette - Allows the user to create a custom organization for the palette by adding, removing and editing tabs.
- Mode-specific Palette - The palette only shows elements that are supported by the current Compatibility Mode.
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Map Editor- <li>
Layers - Selects whether to show the upper or lower layer of the current level map, or both, in the Map Editor.
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Solvability Test - Tests for basic problems that make a level unsolvable (too few chips, inaccessible exit, door with no matching key that has to be opened, etc.).
Will not be able to find routes, or dynamically simulate movement or logic.
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With the heavy coding out of the way, I may have the project finished in a month or two. Hopefully the community will find it useful for creating the next generation of awesome Chip's Challenge levels!
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SO that's done |
Posted by: geodave - 04-Nov-2016, 12:29 PM - Forum: Blog Station
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Just finished voting on CCLP4. And by "finished" I mean finished with the first round. I intend to go back and update.
Some basics:
1. I don't have to finish a level to rate it. This explains why I finished first. Finishing levels can be very time consuming. If I can't figure out what the level is about in a few tries, I mark it with 3s and move on.
2. Any level I've played before may not get played at all before voting. I probably already know how I feel about it.
3. A level ending in ing is scored with great skepticism. If you don't know why...lucky you.
4. I didn't rate all of my own levels a 5...wait, maybe I did. I took care to submit only levels I personally thought were very fun this time around.
Given enough time, I'll go back and perhaps update my votes, but they are good enough if I don't.
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Expansion Pack - Discussion |
Posted by: Flareon350 - 03-Nov-2016, 3:00 AM - Forum: CCLP Discussions
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This is the official discussion thread for CCLP4 voting's Expansion Pack, which contains the third and final batch of nominated levels by the community and is also the shortest of the voting packs. Feel free to share your thoughts, opinions, and comments on the levels here!
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Pineapple Pack - Discussion |
Posted by: Flareon350 - 31-Oct-2016, 2:09 PM - Forum: CCLP Discussions
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This is the official discussion thread for CCLP4 voting's Pineapple Pack, which contains the second batch of nominated levels by the community. Feel free to share your thoughts, opinions, and comments on the levels here!
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