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An Honest Review of CCLP1 |
Posted by: Markus - 11-Apr-2016, 4:13 PM - Forum: Blog Station
- Replies (3)
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Hi, I guess I'm momentarily back. Recently I was hungry for a new puzzle game and decided to play through CCLP1. I was heavily active in the months before CCLP1, but burnt out too early to really play through it. I beat about 25 levels when the set was released, but quickly lost motivation and quit CC. So this was, for the most part, blind. I played the game on tile world lynx (as opposed to the awful, buggy and somehow popular 5fps port) and beat all but one level in 4 days. This isn't my return to the community, I simply felt like playing CC recently. I feel like I have somewhat of an outsiders perspective and haven't really been influenced by the hype.
The set starts of exactly as you'd expect. However, after the well-picked lesson levels, CCLP1 presents a medley of about 80 levels which were all designed for the level 15 slot. No individual level was actually bad, however by level 100 I noticed that the set I was playing through hadn't reached Tossed Salad difficulty yet. Am I really not trusted to figure out how to dodge the enemies 2 seconds into Starry Night, or experiment on puzzles? I remembered back to the strategic dodging on Digger and Blobdance; the creative puzzles Four Square and Catacombs; and Blobdance and On The Rocks, which dared to be difficult. Due to an excessive focus on beginner-friendliness and "fair" design (can it be beaten it in 1 try), CCLP1 is simply boring. This is not a replacement for CC1.
I understand that this game was targeted at beginners, not me, so please don't get too offended by anything I say. I know I'm being harsh. But this is just how I personally felt about the set.
After the early-game snoozefest, however, the set becomes a lot better, and I enjoyed most of the triple digit levels. If only the set had reached this point sooner, and I see no reason why it didn't, I would've really like it overall. Thief, You've Taken All That Was Me was hands down my favourite level in the set. I guess that shows what kind of a game I was hoping for.
Will I come back for CCLP4? Perhaps. Right now I'm even entertaining the idea of LPing it, but who knows how many times I'll change my mind in the decade before it gets released. One thing's for sure: if I ever play that Chips Challenge set, it's because I want a challenge. Something with a difficulty peak that puts CCLP3 to shame. But that seems unlikely, since certain members of the community will denounce anything that takes them more than one attempt to beat. At the very least, I want that feeling of being stumped by a puzzle. And that feeling of solving it after so much time and thought. I only weakly felt that twice in the four days it took me to finish this set.
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BeOS Tile World |
Posted by: chipster1059 - 01-Apr-2016, 11:44 AM - Forum: Programs and Editors
- Replies (1)
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Tile World is open-source program, making it possible for third-party developers to make modifications to it. An older version (1.0) was ported to BeOS in 2002 and can be downloaded here:
http://pulkomandy.tk/~beosarchive/index....d-BeOS.zip
I decided to try it out to see if there was any hope of porting a more recent version to BeOS' successor Haiku, so I installed this version in a virtual machine, and found that it suffers from several bugs. One of them is especially weird.
the end of all time, by David Stolp, should take 3.14*(10^20) years to solve. However, for some reason, in this BeOS version of Tile World, the bomb blows up after only a few minutes. This does not occur in any Windows or Linux versions of Tile World, I tested it.
I have tried to investigate the reason why this happens, but unfortunately the source code for the BeOS version is not available since BeBits went down last year.
The only browser included with BeOS is called NetPositive, and its last version was released in 2001, so I can't access CCZone to upload my TWS file. I managed, however, to film this AVI from the host operating system, and here it is.
Does anyone have any idea why this happens? And do I qualify for the Armageddon award?
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CCLP4 Completed! |
Posted by: Flareon350 - 01-Apr-2016, 9:06 AM - Forum: CCLP Discussions
- Replies (4)
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Greetings Chipsters,
The CCLP4 staff is pleased to announce that CCLP4™ is COMPLETED and available for download right here:
http://cczone.invisionzone.com/index.php?/files/file/560-not-cclp4/
You may be thinking to yourself, "Hey, I don't remember getting to vote...". That would be correct! We in the CCLP4 staff have developed a completely new system of community pack development which streamlines the voting process. With this new system, we believe that we will be able to pump out a community level pack every year! Our system involves our dedicated staff members delicately hand-choosing levels of which they are personal fans. For this particular set, we aimed to create a set that would provoke a grand sense of nostalgia amongst its players, taking them back to the time when invisible wall mazes and dodging blobs were all the rage. We even considered levels from classic level packs that were not submitted for CCLP4™, like TCCLP.dat, JoshL.dat, and Ultimate Chip.dat; and to ensure the highest quality, we chose a diverse range of levels designed by our very own staff members. We are very proud of what we have created and hope to work with the community again soon!
-- The CCLP4 Staff
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Puzzle Game Engine WIP (like CC but not) |
Posted by: FelixNemis - 23-Mar-2016, 1:04 AM - Forum: Programs and Editors
- Replies (6)
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So here's a thing I've been working on lately.
EDIT: new video
https://www.youtube.com/watch?v=GzUHMf7wNeM
old video:
I know it looks like yet another CC clone, but my goal for the project is not to recreate CC (well, kind of).
The idea is to make a CC-like puzzle game engine where I could make tiles and objects as easily as I could make levels. So, while I could make a chip's challenge level with it, I could also make a different game entirely.
Or maybe something like chip's challenge, but with different objects or rules, for example a block that enemies could push, or enemies that only move when you move.
Currently there's not much to it, but it already works like I want it to. Every element (and it's behavior) in the video is defined outside of the game itself (currently in a json file, need some sort of editor eventually).
The map is also a json file, made with the Tiled map editor.
The only exception to this currently is the keyboard controls and the camera.
There's still a ton of work to do though, I'm implementing CC elements right now as a way of seeing what features need to be available to create elements, and to see what works good and what doesn't.
I also need to make stuff like the controls and camera also configurable, as well as make a way to define UI elements (like a timer and inventory).
Then I'll also need a way to handle multiple levels, moving between them and all that goes along with that.
If you're actually interested in how things are defined, here's the definition of the green block shown in the video (multiple green blocks can be pushed in a row which I show at the very end)
[Click to Show Content]
Code: "1": {
"name": "greenery-block",
"moveTime": 200,
"properties": {
"presence": true
},
"onMoveAttempt": {
"response": {
"action-result": {
"default": "allow",
"cases": [
{"ids": ["move"], "mode": "all-false", "result": "deny"}
]
}
},
"actions": [
{
"actionName": "moveEntity",
"actionParams": {"target": "self", "direction": "context"},
"id": "move"
}
]
},
"onEnterTile": {
"conditions": [
{
"id": 1,
"conditionFunction": "checkForTile",
"conditionParams": {"tileName": "water", "offset": {"x":0, "y":0}}
}
],
"actions": [
{
"ifCondition": 1,
"actionName": "changeTile",
"actionParams": {"type": "single", "changeTo": "greenery", "offset": {"x":0, "y":0}}
},
{
"ifCondition": 1,
"actionName": "killEntity",
"actionParams": {"target": "self"}
}
]
}
}
Anyway, just thought I'd share this here as somebody might be interested, and it helps to write out my progress on it anyways.
This is just a thing I'm doing in my spare time atm, but I'm quite enjoying it so I'll probably be posting more progress updates on it, if not I've either died or lost interest (or, more likely, I'm just too busy with "real" life to make much progress)
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