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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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#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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#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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#33683 Stupid deaths.

Posted by quiznos00 on 29 May 2015 - 03:44 AM




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#2714 Most difficult levels in existence?

Posted by pieguy on 14 January 2012 - 10:32 PM

Oh man, my question is why make a level if only to say "ha, I made the hardest level ever, no one's ever gonna solve it"

Seriously, I think it blows and has absolutely no other purpose than just showing off.

I enjoy designing hard levels in the same manner that I enjoy solving hard levels. And as long as people keep solving them, I'll keep making them. Sometimes it's possible to create a very difficult level without even realizing it. I didn't think "crash and burn" was a very difficult level when I released it, but it's currently my longest-running unsolved level (5+ years).

Some of my difficult levels were born out of curiosity more than anything else, such as my computer.dat levels, and minustwo.dat #8. My goal was to create a level so hard that even I couldn't solve it, and with minustwo.dat #8 I finally succeeded. In the same manner, with the end-of-all-time levels I was curious to see just how long of a level could be made (and I've now pushed the limit well past a googol years). They're obviously impractical, but still interesting nonetheless.

The bottom line for me is that the harder a level is, the more satisfying it is to solve (usually). I say usually because one needs to contrast "real" difficulty with "fake" difficulty (see http://tvtropes.org/.../FakeDifficulty).
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#26033 Tile World 2.1

Posted by Eric119 on 27 March 2014 - 09:11 PM

Tile World 2.1 has been released. This release was created by Eric Schmidt (me), with assistance from Madhav Shanbhag.


From the Changelog:

* Main window layout changed; in particular, passwords are visible.
* Fixed Lynx toggle wall bug: if a level stopped running the instant a toggle button was pressed, the walls would toggle the next time play started.
* When selecting a level set, the game now tries to start on the level the player left off from, rather than the earliest unsolved level.
* MS mouse emulation bug fixed. (report and fix from David Stolp)
* Some "stuck key" problems fixed, such as Alt-Tab on Windows 7.
* The fileio.c patch, which fixes a .tws corruption problem on 64-bit Linux, has been applied.
* Added the ability to disable the display of CCX text when visiting or completing a level.
* Added ability to view CCX text via menu options.
* Messages displayed when winning, dying, or running out of time are now customizable via external file.
* When playback of the solution to the last level in the set finishes, the congratulatory message box wouldn't appear. Now it does.
* In Lynx mode, it is now possible to select the starting direction for the "random" force floors, by using the "f" key.
* Added settings file. There are currently two settings: (i) whether to display CCX text, and (ii) sound volume.
* Debug/cheat keys completely disabled for releases.
* In pedantic Lynx mode, when an entity attempts to leave the map, rather than play being halted, a warning is printed on stderr, and play continues as in non-pedantic mode.
* "Goto" menu item renamed "Enter Password", and greyed out during play. (Before, it could be selected, but it would not do anything.)
* Miscellaneous code changes not visible to users, to eliminate compiler warnings and for other reasons.

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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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#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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