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#25532 Official CCLP1 Trailer

Posted by AdrenalinDragon on 23 March 2014 - 08:29 PM

For solving all puzzles related to CCLP1 over the last couple of weeks, the CCLP1 staff have decided to give you one last surprise before release.



Enjoy! :D

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#35821 My New Project

Posted by The Architect on 05 November 2016 - 10:44 PM

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.



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!  :chipwin:


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#31480 My CC Zone Resignation

Posted by AdrenalinDragon on 13 March 2015 - 12:47 AM

Hello Chipsters,
I've been heading down a slippery slope lately, and don't feel I am mentally "fit" enough to keep running CC Zone for much longer. My tenure for CC Zone has been 3 years, and I personally feel it is time for me to step down as Site Owner and Administrator. The site isn't going to close down. It will stay functional until I find a successor, but there seems to be a "demon" lurking inside me and the Tom who adored Chip's Challenge is no longer present.

I'm not a perfect creature. I've made mistakes, and have had a bit of a "dark" vibe inside me for quite a while. As the years have passed, the positives have diminished, which is ironic because I originally created CC Zone: The Next Level to give myself some purpose in life and cure my severe depression. It worked for the first year, but after that I haven't really been doing a good job with keeping the site functional and looking after the Chip's Challenge community effectively. I still haven't done all the "Level-Up" rankings and given out all the correct CC Zone awards to members for example.

I can't say I deserve to be forgiven for the many bad things I have done. I don't believe anyone starts evil though. I certainly didn't, but that's how I feel about things.

If you are interested in becoming the new CC Zone owner/administrator, just reply in this topic or PM me on CC Zone.

Tom P (AdrenalinDragon),
CC Zone Site Owner/Administrator
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#18085 Looking for feedback on SexyFrogs: levels 1 & 2

Posted by pieguy on 20 September 2013 - 05:49 AM

I'm afraid I don't have anything interesting to say about the level, but I just wanted to point out that from the main page, this topic is abbreviated as:


Looking for feedback on Sex...


Oh my

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#36228 Pieguy's scores

Posted by pieguy on 31 March 2017 - 05:07 PM

I recently realized that the point at which I became serious about CC was closer to my birth than to today.  In other words, for more than half my life this game has been a part of who I am.  There have of course been some lulls here and there, but in some ways those were just the times I was distracted.  And it's nice to know that I'll always have it to come back to.
Anyway, enough of me being sentimental, this is probably what you came here for:


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#26052 Official CCLP1 Trailer

Posted by quiznos00 on 28 March 2014 - 04:16 AM



Loving the CCLP1 trailer, guys!

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#17579 My highest CASTLE MOAT time

Posted by AdrenalinDragon on 22 August 2013 - 05:17 PM

Awesome! You should now try and get the bold time for Lead Us Not into Temptation in CCLP3. It's not that hard! (Y)
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#36233 My New Project

Posted by The Architect on 02 April 2017 - 03:12 AM

Well, I'm sorry, since I know you all really want this editor; but I'm afraid I'm going to have to put it on hold indefinitely. Life's just gotten too busy to make time for it.  :( I'm hoping I can get back to it sometime this year, but I can't make any promises.


Anyway, I had a few more screenshots lying around, so you can have a look at them. These are various dialogs that I had just started adding (warning: maximized images):


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#30048 MapMaker Deluxe

Posted by quiznos00 on 18 February 2015 - 10:19 PM

I've recently written a program to supplement the outdatedness of MapMaker (which is a 16-bit program) and be more automated than manually taking screenshots of editor windows or copy-and-pasting from Chip's Challenge Level Designer. It's called MapMaker Deluxe and can be downloaded here.


Current features in v0.1

  • Outputs maps as a PNG file for every level in a level set, or every level for every level set in the directory.
  • Support for any tile set of any size (which means Tile World's 48 x 48 tiles can be used to make a map). The MSCC and TW tilesets come packaged
  • Ability to print level info (level number, title, password, chips required, time limit, and hint) below the map.
  • Support for custom image dimensions (e.g. making thumbnails for levels).
  • Ability to show blue walls/invisible walls/hidden tiles.
  • Ability to show clone/trap connections.

Features to come

  • If supplied a TWS file, the ability to print the player's best time along with the other level info.
  • A replacement for the bitmap font used to print level info (I do admit it looks pretty awful).
  • There's currently a bug where the print entire directory feature finds most but not all level sets in a directory, which will be fixed.

Feedback is welcome. Bug reports are welcome. Feature requests are welcome. Enjoy.

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#27789 Skype quotes

Posted by quiznos00 on 01 August 2014 - 07:03 AM

[3:02:48 AM] James Anderson: I wish I had finished my a urinated system before cclp3 release
[3:02:54 AM] James Anderson: Automated what the f***

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#26368 CC sets in 1 word/phrase.

Posted by AdrenalinDragon on 07 April 2014 - 11:31 PM

CC1: Nostalgic

CCLP2: ****

CCLP3: Madness

CCLP1: Legit

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#19339 The Long Run Guess

Posted by IceyLava108 on 01 December 2013 - 06:21 AM

No. That'd be cheating. :/


there was no rule stating this 

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#18276 Hey people! Guess what time it is?

Posted by quiznos00 on 12 October 2013 - 10:28 PM

What is love? Baby don't hurt me, don't hurt me, no more.

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#10638 What is spam?

Posted by James on 22 April 2012 - 05:27 AM

Spam is a canned precooked meat product made by the Hormel Foods Corporation.
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#35234 SGDQ 2016

Posted by pieguy on 04 July 2016 - 08:59 PM

For those not familiar, "Summer Games Done Quick" is the summer installment of "Awesome Games Done Quick", a speed-running marathon.  I just saw a run of Ape Escape by someone called Hornlitz, whom I didn't realize was the same Hornlitz until he mentioned "noname".  He's also running Jumper Two tomorrow, you can view the schedule at https://gamesdonequick.com/schedule

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#28460 Possible new glitch in Tile World Lynx -- Clone Desynchronization

Posted by Eric119 on 30 November 2014 - 03:51 AM

I have been doing some investigation of this. In brief, I have concluded that this is not a bug in Tile World. The same kind of "clone desynchronization" occurs on the Atari Lynx, and so far I have been able to observe, it works the same as in Tile World's Lynx mode. The question remains: why does this happen? (I haven't seen this discussed anywhere else.) Here is a description of how things are handled internally in Tile World. (The Lynx ROM presumably does something similar; in any case, the final result is the same.)


1. When a level is (re)started, the game builds a list of all creatures in reading order. Creatures include monsters, blocks, and Chip himself. The list includes monsters and blocks on top of clone machines. After this, if Chip is not in the first position in the list, he trades places with whatever creature is there. So, Chip is always at the beginning of the list.


2. Each game tick, the creature list is traversed in reverse order. Monsters move 1/4 of a tile when not slipping. Creatures on clone machines or traps don't move. (Things are actually more complicated. There are three traversals per tick. In the first, the creatures decide which direction they move when not in midmove. In the second, the move is executed. The third traversal handles teleporters. All this may be ignored for this discussion.)


3. When a creature dies, the creature's entry in the creature list is not removed. Instead, the entry is marked "hidden", which just means there is no longer any creature occupying that location in the list. Hidden entries in the list are ignored during the traversal.


4. When a clone button is pressed, the corresponding creature moves 1/4 of a tile off the clone machine, and a new creature is created on top of the clone machine. If there is a "hidden" slot available in the creature list, the new creature will be inserted into the earliest such slot. If there aren't any hidden slots, the creature is appended to the end of the list.


So, when a creature is cloned, if the creature appears later in the list than the creature that pushed the clone button, it initially moves 1/4th of a tile. However, if it appears earlier in the list, it moves 1/4 tile again on the same tick for a total of 1/2 tile.


Here is an example. It's pedantic Lynx compatible, so if you want you can try it on the Lynx ROM (using Brian Raiter's "c4" utility to patch the level in).




If you run the level in Lynx mode, every so often the fireball cloned on the second row will be slightly ahead of that on the first row. Here's how it works in detail:


The creature list initially looks like this:


C B1 F1 B2 F2


Here, C is Chip, B1 and F1 are the ball and fireball on the first row, and likewise for B2 and F2. At first, the fireballs don't move because they're on clone machines. Then the balls press the clone buttons. B2 acts first, causing F2 to leave the clone machine and another fireball to appear in its place. Likewise, F1 also leaves its clone machine on the same tick. Now there are more creatures on the list. We denote the extra creatures by an ellipsis since they're irrelevant to the example.


C B1 F1 B2 F2 ...


As time passes, more cloning occurs, without anything interesting happening until the fireballs start drowning. When the splash animations for F1 and F2 finish, their entries on the list are now marked hidden:


C B1 H B2 H ...


Later, the balls will push the clone buttons. First, when B2 presses its button, the fireball on row 2 is released from the clone machine. A new fireball, F2a is created on top of the machine, and placed into the first available slot:


C B1 F2a B2 H ...


Next, it is F2a's turn, but nothing happens since it's on a clone machine. Then B1 presses its button, and we have a new fireball F1a on the clone machine in the first row:


C B1 F2a B2 F1a ...


The next time the clone buttons are pressed is when it happens. F1a, on a clone machine, does nothing. Then B2 presses the clone button, causing F2a to leave the clone machine. F2a is processed next. Since it isn't on a clone machine anymore, it moves again. Then B1 releases F1a from the clone machine, but F1a was already processed, so it doesn't move again this tick. So F2a is now 1/4 tile ahead of F1a.


After this, the fireballs cloned will be synchronized until F1a and F2a drown, making their slots in the creature list available again, and the cycle repeats.


Some final notes:


The extra 1/4 move can occur even if there is only one clone machine in the level. It all depends on the relative order of the creature that presses the button and the creature on the clone machine in the creature list. For instance, it never happens when Chip presses a clone button since he is at the beginning of the list.


random 8 above mentioned that something similar happens with traps. The explanation is more or less the same. If the creature on the trap appears earlier in the list than the creature that pushed the button, it gets another move.


We should probably call this quirk/glitch something. Perhaps "release boosting"? Maybe someone will come up with another name.

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#21467 Pointless CC Trivia Thread

Posted by quiznos00 on 16 January 2014 - 02:36 AM

Chuck's Challenge 3D is a game by Chuck Sommerville. It is similar to Chip's Challenge, except its grid is 32 x 32 x 32. Chuck's Challenge 4D is expected to be announced soon.

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#35778 Just got an awesome bday present

Posted by FelixNemis on 09 October 2016 - 08:42 PM

A Lynx with Chip's Challenge :D
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