Posted by: MilkyWayWishes - 09-Nov-2021, 9:01 PM - Forum: Other
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Its a 6 suit set of Chip's Challenge playing cards. The suits are: Chips, Water, Ice, Fire, Force Floors, Bombs (in that order for tiebreaks). There's 88 PNGs in the zip (13 * 6 + 6 alternate designs (one per suit) for the 8 card, 3 jokers, and the card back image). If you want to send this to some place that makes custom playing cards I recommend DMing me on Discord about it as I've already resized them myself for that. I hope you enjoy.
The CARDS.ZIP file contains the PNGs in their original resolution (128x179), the PRINTABLE.ZIP contains them in a larger resolution suitable for printing with a site like makeplayingcards.com (that's the site I used, its alright).
"License" junk: you're free to use this for whatever just credit me as 'A Sickly Silver Moon'. Thank you
Update (2023-04-05): Fixed up some issues (missing suit icons on J&Q of Ice, fixed the J of Force Floors as it was missing 5 pixels)
I've been working on a hobby CC emulator on and off for a little over a year and during this time I have been trying to mimic cloning machines so that all CCLPs are compatible. The one level that keeps haunting me - The Hungry Caterpillar!! (CCLP1 level 123)
Currently the cloning machines in my emulator mimic Lynx. However this does not work for this level, as my tile movement style is MS, which creates some sort of panic death run with no gaps between the chain of mobs.
So I downloaded SuperCC to take a closer look at how the vacant tiles between the mobs form. I noticed that red buttons are being pressed by mobs but do not always generate a new mob in the cloner. More specifically mob #2 and mob #6 both move to red buttons, but no new mob is generated in the clone machine. (See images below)
I've looked at all the wiki pages (maybe it could be that C&B glitch or something??). But otherwise I've been staring at this for too long and this one has me stumped. Can anyone give me a suggestion?
I happily present to you, possibly the greatest level set collaboration of all time and one you didn't know you need - TradingPlaces
This near 3-year project with Jeffrey (Ihavenoname248) started out as a "what if" thing. What if Jeffrey made levels using all the wall templates from JoshL7 (and some others), and I did the same with his Ultimate Chip 6 (and some others) and we combined them at the end? This.
We made it happen and we succeeded.
In this set, are a total of 150 levels, 75 designed by myself, 75 designed by Jeffrey. Can you figure out who made what and what templates they use?
Everything is solvable in both rulesets of course too. A ton of testing went into this!
This was a ton of fun to go through and experience with Jeffrey. I had a lot of fun with it and it was a great joy to work with another prominent and avid level designer :)
The sound of the gong ringing through CC Zone indicates that it's time for another create competition. Come one, come all to showcase your fabulous design skills.
This competition will be for cross-compatible CC1 and regular old CC2 levels and is based around these two (II) restrictions:
The level must be 11x11. If you're submitting a CC1 level, draw an impassible square border around the contents of your level such that the area inside the square is 11x11. Everything outside the border must be entirely composed of either floor tiles or the same tile type as the border. If you're submitting a CC2 level, set the map dimensions to 11x11.
The level must use exactly 11 tile types.Yellow character floor tiles (i.e. "B", "9", "$") are not allowed. Here are 11 arbitrary, non-obvious rulings I've made on what tile types do or don't count as separate tile types:
Chip, Melinda, floor, wall, hint, computer chip, socket, and exit tiles all contribute toward the tile type count. I figured they were worth mentioning because they are so fundamental that I suspect they would be easy to ignore when counting tile types.
If you're submitting a CC1 level, the tile type you use for the border must be on the list of tile types used within the border. For example, if your level uses blue walls instead of regular walls, the border of the level should be real blue walls.
Clone machines are separate tile types from the mobs cloned in those machines. For example, if you have a bug cloner in your level, your list of tile types would include a clone machine and a bug.
The same goes for "no signs": if you have a "no hiking boots" tile, the no sign and the hiking boots are considered two tile types.
Tiles with directional variants are not separate tile types for the purposes of this competition. Some examples: a north facing force floor is the same tile type as an east facing force floor or a random force floor; a south facing teeth is the same tile type as a west facing teeth; all 16 variants of directional blocks count together as one tile type; and all ice corners and ice tiles count together as one tile type.
If a tile has a fake/real variant or can otherwise have multiple states, those states do not count as separate tile types. Some examples: fake and real blue walls count together as one tile type; toggle chips and toggle bombs count as one tile type; every possible counter value counts together as one tile type; and all powered and unpowered railroad tiles count together as one tile type.
Each color of key and door all count as separate tile types.
Key thieves and tool thieves count as separate tile types.
Custom wall and floor tiles are separate tile types from standard wall and floor tiles, but the different kinds of custom tiles are not separate tile types from each other.
Wire and wire tunnels count together as one tile type and all logic gates count as another tile type.
All bonus flags count together as one tile type, and time bonus, penalty, and toggle tiles count together as one tile type.
Submit no more than two (II) levels with a list of the tile types used in each submission to me via PM or Discord (snacksforsale#7212) by Tuesday, November 23 at noon UTC. That'll be 7am Eastern and 4am Pacific because DST will be over by then. I don't intend to grant extensions because I'd like to post the results before American Thanksgiving. This probably goes without saying, but unsolvable levels and levels which ignore the restrictions will not be considered in judging.
I don't have a hard and fast rubric for this competition, but I will be taking into account these three things (11 in binary) when judging your submissions:
How fun was the level? I will do my best to approach every level with an open mind, but I generally prefer clever puzzles over monster dodging challenges. Do with that information what you will.
How well does the level adhere to the spirit of the competition? As a counterexample, if your level only uses 7 or 8 tile types as part of the level and the rest are hidden away like the boots in Old Frog, that would not adhere to the spirit of the competition.
Does the level have a good aesthetic? I think this one is self-explanatory.
I tried to explain these rules as clearly as I could, but writing is hard. If you have any questions about the competition, feel free to reach out to me for clarification. Since I help moderate the bitbusters.club Discord server and never post here, I would prefer you ask your questions in #competitions on our Discord server or via DM if you're not on the server, but I will try to check this thread and my PMs regularly as well.
Hello chipsters! It's time for another CCLP5 announcement!
As you may all know, TWS solution files for both MS and Lynx rulesets are required this time around for submitted levels to be contenders for CCLP5 voting taking place next year. A lot of people have been wondering about this for a while now and the time has come to formally announce the close off date for those.
We have decided the close off date to be January 31st, 2022. If needed, we can consider an extension with enough demand.
This means you have a little over 3 months to get working TWS solution files made for your levels and submitted to a staff member. This is also considered the close off date for any minor level fixes/changes to any levels that have been submitted already. Unfortunately, no new levels will be considered.
If you submitted, I highly recommend using SuperCC to help you make your tws files, though you can of course do it traditionally by playing through your submitted set normally in Tile World. Here is the link to it for your needs:
That said, thank you to those who submitted your levels for CCLP5 consideration! With 3,651 levels submitted, we have our work cut out to making CCLP5 amazing. :)
Update: The deadline for TWS files has been extended by a week. The new deadline is now February 7th, 2022.
Please check the end of this thread for more information.
Posted by: hkn - 15-Oct-2021, 10:28 AM - Forum: CCLP Discussions
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I only played a few CCLP4 voting packs, but was especially impressed by The Day the World was Supposed to End (Pineapple #12), The Great Big Chip Heist (Inchworm #2) and a few Sokoban levels.
My submissions for CCLP5. Contains 100 levels. Most of these are from C1059-1 and C1059-2, but with minor changes to fix busts and other issues. Also contains a few new levels that were never seen before.
Unoptimized MS and Lynx TWS files are included. A few levels have several solutions, in which case the two TWS files display different ones.
Here is my official set submission for CCLP5.
Contains 250 levels that come from all kinds of different sets of mine, some of which have been adjusted to provide better playability.
For a long time, I had completed 138 out of the 149 levels in CCLP3. Recently solved 135, leaving ten: 134, 135, 137, 139, 140, 143, 144, 145, 146, 147, 149.
I insist on actually figuring out the puzzles (not copying solutions), but am not above asking for hints (which retains the fun).
Trying to determine which few to focus on for now. How would you rank them by difficulty? Of course, none are easy, but there are some where I cannot even make sense of what is going on (still do not quite get the mechanism for 139).
134: We'll Be Right Back
Correct or wrong?
1. Once the bug is left alone, it will close [20, 20], after which Chip cannot access the green button.
2. To prevent this, move the block to [23, 4] to make the bug change direction (placing the block at [20, 15] takes too long).
3. The solution cannot have the fireball enter via teleport at [18, 6] as Chip must place a block on fire, after which he cannot retrieve it (no fire boots).
137: Vulcan
I have two yellow keys. If I use them on [17, 14] to free green key and [18, 16] (after opening [20, 15] for keys on right) to access green button, I cannot access the left side of the level. I see no way to bring block at [7, 11] over or an extra block down from top section.
146: Suspended Animation
With the flippers and fire boots, I can build a bridge across the water area and collect all the chips, but seems like a large portion of the level lies after the socket.
149: Mr. McCallahan Presents
Yet to find a way through the pink balls in the bottom-left room (to get the blue key).