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  Not_CCLP4
Posted by: Flareon350 - 02-Apr-2016, 4:33 AM - Forum: CC1 Level Packs - Replies (1)

File category: CC1 Levelsets

Grandiosely envisioned and hastily constructed by the CCLP4 staff as our April Fools 2016 joke. This set is intended to be awfully bad. Likewise this is not CCLP4 and definitely will not be like the real thing. First, last, and only version released April 1, 2016.



Attached Files
.dat   Not_CCLP4.dat (Size: 105.38 KB / Downloads: 496)
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  Creating a Level Pack?
Posted by: Oldcpv3 - 01-Apr-2016, 7:03 PM - Forum: General Discussion - Replies (1)

How do i create a LP (Level Pack) for the game?

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  BeOS Tile World
Posted by: chipster1059 - 01-Apr-2016, 11:44 AM - Forum: Programs and Editors - Replies (1)

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)

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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  CCLP3 Lynx
Posted by: chipster1059 - 26-Mar-2016, 1:39 PM - Forum: Tile World Save Files - No Replies

File category: TWS Files

This is a TWS solution file for CCLP3 in Lynx. All levels have been solved, but there are no bolds.


What's New in Version 1.0
  • 1.0: Original upload on 26 March 2016.



Attached Files
.tws   CCLP3-Lynx.dac.tws (Size: 98.56 KB / Downloads: 210)
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  Lounge Act
Posted by: chipster1059 - 26-Mar-2016, 1:38 PM - Forum: Tile World Save Files - No Replies

File category: TWS Files

This is a TS0 TWS solution, but the only level solved is Lounge Act.


What's New in Version 1.0
  • 1.0: Original upload on 26 March 2016.



Attached Files
.tws   TS0.dac.tws (Size: 1.78 KB / Downloads: 223)
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  Bad news for the newsgroup
Posted by: chipster1059 - 25-Mar-2016, 6:43 PM - Forum: General Discussion - Replies (3)

http://chips.kaseorg.com/newsgroup/artic...e.announce

Quote:<pre>This is to serve as notice that, due to a need to cut costs, we will be decommissioning the server that runs Annexcafe on April 15, 2016.</pre>


Clapping (clap) Clapping

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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)

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]


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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  CCLP4: Starting Difficulty
Posted by: Flareon350 - 22-Mar-2016, 7:30 PM - Forum: CCLP Discussions - Replies (4)

Hey everyone. With submissions closed, testing still underway and the fact there aren't many CCLP4 topics here, let's get a topic started!

While it's been unofficially established that CCLP4's difficulty would not surpass CCLP3's and would instead be a mix of it's predecessors, it would be helpful to know what exact other community members expect out of this project, in terms of difficulty.

Recently, the staff and I have discussed topics in regards to the difficulty of CCLP4 and how it should start off, preferably with it's first 10 levels. We arguably focused on what a potential level 1 would consist of, but the first 10 levels of any set really show it's starting difficulty.

Every official community pack has started off in a different way - CCLP1 with it's tutorial levels, CCLP2 with it's busted and short levels that required little to no effort to solve, and CCLP3 with it's direct jump into challenging yet still moderate* levels. While nothing is official, I am curious to know other people's opinions and maybe this will shed some light on what the community expects out of CCLP4.

Me personally... I'd like to see the start of CCLP4 ease into levels that are challenging - basically levels that I wouldn't expect to solve on the first try. Stuff like tutorial levels I feel are unnecessary for this set's start as well.

So what are your views? Comment below! Slight smile

*this is obviously debatable

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  wwcclp3
Posted by: starfishgurl1984 - 17-Mar-2016, 3:43 PM - Forum: Other - No Replies

I finally officially beat cclp3 in its entirety, something I thought that I had already done, whoops! (I only had four unsolved levels left in wills world that I had figured out the solutions to but never actually made it to the exit in to call them officially solved because I kept making dumb mistakes on the way there and never went back to finish them, as for tileworld I have some here and there solved but I only had time to play cclp3 in wills world at the time that it came out because of my schedule)...



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