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  1. 6 points
    Hi, chipsters! My name is Patrik Nilsson and I used to play Chip's Challenge as a young kid. I struggled to get past level 61. Now, nearly 25 years later, I decided to return to the game and finally finish all the 149 levels without solutions. Afterward, I began to pursue some of the easier bold times (according to the CC1 MS Easiest Bolds list) and found it rewarding. I have accumulated numerous bold times over the last couple of weeks and I thought I would play the game casually until I had bolded half of the levels. So without further ado, I would like to submit my full set of bold times (75 to be exact): #1 (LESSON 1): 83 #2 (LESSON 2): 90 #3 (LESSON 3): 89 #4 (LESSON 4): 116 #5 (LESSON 5): 85 #6 (LESSON 6): 94 #7 (LESSON 7): 139 #8 (LESSON 8): 96 #9 (NUTS AND BOLTS): 306 #10 (BRUSHFIRE): 51 #12 (HUNT): 270 #13 (SOUTHPOLE): [982] #15 (ELEMENTARY): 89 #16 (CELLBLOCKED): [971] #17 (NICE DAY): 83 #18 (CASTLE MOAT): 553 #19 (DIGGER): 171 #20 (TOSSED SALAD): 340 #21 (ICEBERG): 119 #26 (CHCHCHIPS): 254 #27 (GO WITH THE FLOW): 147 #28 (PING PONG): 239 #30 (MISHMESH): 454 #31 (KNOT): 6 #34 (CYPHER): 297 #36 (LADDER): 232 #38 (SAMPLER): 462 #39 (GLUT): 17 #42 (BEWARE OF BUG): 187 #43 (LOCK BLOCK): 126 #44 (REFRACTION): 146 #46 (THREE DOORS): 222 #49 (PROBLEMS): 162 #50 (DIGDIRT): 318 #51 (I SLIDE): 655 #52 (THE LAST LAUGH): 382 #53 (TRAFFIC COP): 478 #57 (STRANGE MAZE): 229 #58 (LOOP AROUND): 550 #59 (HIDDEN DANGER): 368 #60 (SCOUNDREL): 288 #62 (SLO MO): 282 #66 (VICTIM): 292 #67 (CHIPMINE): 518 #69 (BOUNCE CITY): 229 #70 (NIGHTMARE): 136 #71 (CORRIDOR): 355 #75 (STEAM): 479 #77 (INVINCIBLE CHAMPION): 481 #79 (DRAWN AND QUARTERED): 220 #80 (VANISHING ACT): 733 #82 (SOCIALIST ACTION): 969 #84 (WARS): 580 #86 (SUICIDE): 381 #88 (SPIRALS): 317 #90 (PLAYHOUSE): 318 #92 (VORTEX): 444 #95 (FOUR SQUARE): 335 #96 (PARANOIA): 320 #97 (METASTABLE TO CHAOS): 290 #98 (SHRINKING): 338 #101 (APARTMENT): 240 #102 (ICEHOUSE): 177 #103 (MEMORY): 488 #105 (SHORT CIRCUIT): 255 #107 (BALLS O FIRE): 260 #113 (OPEN QUESTION): 462 #114 (DECEPTION): 172 #118 (MISS DIRECTION): 260 #122 (TOTALLY FAIR): 272 #128 (ALL FULL): 315 #129 (LOBSTER TRAP): 286 #131 (TOTALLY UNFAIR): 26 #135 (TRUST ME): 293 #149 (SPECIAL): 955
  2. 6 points
    CC MS: #146 (CAKE WALK): 724 (+7, b+1) 5977780
  3. 6 points
    Download Hello Chipsters! I am currently working on making a TASing emulator for CC! With this emulator hope to emulate Chips challenge accurately and provide many useful features for routing and even casual playing. Features Rewinding Savestates Frame-by-frame playing TWS Playback Continue recording from playback Easy solution sharing View the monster list, slip list, button connections and chip's move history as you play Record gifs Cheats And much, much more to come! Issues Sliding blocks leaving traps onto sliding tiles cause slide delay when they shouldn't TWS files may end a move early TWS files with clicks may not play back correctly Some unknown issues Currently, 588/596 official levels play correctly. See all known issues. Github repository Feel free to request any features in this thread or by messaging markus#1180 on discord.
  4. 6 points
    Well, I never would have thought I'd ever be making this post, but here it is...I have made the difficult decision to begin the process of shutting down my website. Over the last few years I had already begun to explain my diminished presence in the CC world as due to real life, and there were moments here and there where I did manage to carve out time for certain projects (level set page changes, playing through CC2/CCLP1, designing a few new levels). But they were few and far between, and I was always just assuming that "down the road" things would slow down and I would get into a routine where I could make "real life" and "CC life" coexist. But here we are, a few years later, and I find myself with a full-time job, a wife, a house to take care of, changing interests and priorities, and it is just seeming less and less likely that I can make that happen. Even when I do find myself with some CC time, I feel oddly divided. On the one hand, I feel like it is never enough - I get a chunk of time to solve two CCLP4 levels and wish I had more time to better optimize my scores or to continue playing. On the other hand, after playing I see household chores piling up that I should have been taking care of, and feel guilty that I even took the time that I did to play CC. Either way I look at it results in an unsatisfying feeling. I'm not at all saying it's not fun anymore - it is - and this is not a goodbye post. However, I might be less active than before and will not be able to keep on maintaining my site any longer. I am open to a bankruptcy buyout if anyone would like to keep certain aspects of my site going, especially: - the Tile World 2 homepage - the Chip's Challenge Creator homepage - the level set pages and if someone really desires: - the AVI archives - MikeL2/3/4 scoreboards - the page with the latest 64-bit CC options - my listings of links Whoever would like to take over hosting any of these pages, I will send them (and the database) to you to officially become "yours". (For Chip's Controls I plan on re-uploading the latest version here with all the HTML pages included.) Hope everyone is doing well - thanks for reading, and now back to your regularly scheduled Chipping. Mike Lask
  5. 6 points
    CCLP4 MS: #83 (Frozen Over): 465 (b+2)
  6. 6 points
    cclp2: #149 (Key Color 2.0): 424 (+16) 6051140
  7. 6 points
    It's been a long time since I had news, so here's an informational update! I've added a control+click feature to insert a terrain without erasing the rest of the cell contents. Also, I'm working on dialogs to edit the properties of individual tiles. Here's a preview: I hope to be able to release a program update with these features in the next couple weeks, so stay tuned.
  8. 5 points
    CC1: (MS) 146: 721 (+9, b+4) [Cake Walk] (joint bold with James Anderson) 5,977,680 (143 bolds) We now live in a world where J.B. is 4th. What a world.
  9. 5 points
    Speaking of raising the bar, that was quite a find you made recently! I do have hopes to give CCLP1+4 a go some day, but I have a couple of other projects I want to be finished (or at least reasonably finished) first. You're the second person to ask me about SuperCC. I haven't checked it out, but based on the description it seems similar to the tool I use. Went ahead and joined Discord. And, um... cclp3 #71 (How to Get Around in Venice): 431 (+25, b+1) 6093980
  10. 5 points
    sorry everyone but i accidentally deleted tile world
  11. 5 points
    CCLP1 (MS) #79 (ELEVATORS): [958] (b+1) CCLP1 (Lynx) #79 (ELEVATORS): [958] (b+1) I can't believe that just happened. Thanks to cowman for playing through CCLP1, and thanks Markus for making SuCC. My first ever b+1 in CC1, and my second b+1 ever. Absolutely insane.
  12. 4 points
    I don't really optimize that much, but I still try to get a reasonable score for the official levels. CC1 MS levels 1-30
  13. 4 points
    CCLP3 MS: #71 (How to Get Around in Venice): 432 (+1, jb w/ James+Jeffrey) Already on the scoreboard, but adding here for posterity. #134 (I guess I came right back): 220 (+24, b+11) 6094490
  14. 4 points
    CC1 MS #146 (Cake Walk): 721 (+9, b+4) joint bold with IHNN 5,977,680 - 142 b (Melinda >= 726)
  15. 4 points
    CCLP3 MS: #146 (Suspended Animation): [809] (b+64)
  16. 4 points
    Chip's Challenge 3 is apparently happening eventually. Here are some improvements from CC2 that I would like to see. Need-to-haves: A sand tile. This would block monsters and blocks but allow Chip and Melinda (with hiking boots?) to cross. There is no tile with these properties in CC2 while even Chuck's Challenge has one. Using fake green walls as a block blocker is awkward. A no-drop tile. An overlay tile that prevents boots from being dropped on it. Blank no signs and no signs with irrelevant tools technically do the job but they are unsightly and don't convey their intent as well as a dedicated tile would. Native support for zero-directional blocks. This is the most commonly used "hacked" tile and is a logical extension of the other directional blocks. Wiring on a separate layer. Wiring in CC2 is powerful, but still held back by their restriction to being placed on just floor and steel walls. The ideal solution is to combine the best of CC1's connection system and CC2's wiring system and allow wires to exist on a dedicated layer. Visibility while playing a level could be toggled by a key and they could appear as a transparent overlay. This would also fix the oddity of pink and black buttons not appearing when hide logic is on. More consistent monster behavior. Bugs and rovers should not avoid canopies. Fireballs and ghosts with flippers should not avoid turtles. Rovers with fire boots should not avoid fire. Support for bowling balls starting on clone machines. The ghost setup takes up an absurd amount of space for such a simple result. Allow blocked green teleports to be skipped over. Support for lowercase letters. Give teeth monsters north-facing tile, and give blue teeth the same number of animation frames as red teeth. Automatic recording while playing a level, like Tile World's. This should be easy to apply to normal play since it already exists in the editor. Higher res graphics, 64x64? No 3D graphics like Puzzle Studio or Chuck's Challenge please Extra green chip/bomb tiles. More diverse sound effects. CC2 has fewer sound effects than the original Lynx game despite the wealth of new elements. Important bug fixes: Disallow hooks from attempting to pull monsters. Disallow the player from being able to slap monsters. If blocks can be pushed consecutively on floor, allow them to be pushed consecutively on force floors. Trap logic fix, including multiple trap button problems and the issues with wired traps Consistent snatching and hook block slapping behavior (i.e. not monster order related) Flame jet max distance fix The two disappearing Chip glitches and the Waterbirth glitch Thin wall on closed side of railroad should not have any effect except when the RR sign is equipped Allow player to step off force floor if they start the level on them Allow key inventory to exceed 255. Want-to-have fun stuff: Allow blocks to be pushed at 2x speed when Chip has speed boots. Make blocks have no effect on recessed walls. This would revert their behavior back to CC1. Ice blocks and directional blocks would still be able to be pushed on them, and turtles could still retain the CC2 "flicking" behavior. More thin tiles: walls are the only tiles to have thin versions of them even though other tiles could be adapted to this concept. Puzzle Studio has thin toggle walls. Thin gravel, thin force floors, thin recessed walls, etc. have potential. Lasers: Puzzle Studio and Escape have these. A beam it shot in one (or more) directions until stopped by a wall and other elements like blocks and perhaps monsters. Chip dies when hit by the beam. Maybe a beam receiver that converts the beam to an electrical current. Reflectors: Chuck's Challenge has these, though they apply to the spitter enemy. Pushable block that reflects bowling balls and lasers 90 degrees. Could be rotated with train tracks. Logic gate enhancements: Add NOR and XNOR gate for completeness. Add diodes which allow current in only one direction, the ability to specify a delay in frames from 1-10, which will make synchronizing circuits easier and remove the need for chained OR gates (Circuit City contains an example of long OR gate chains) "Frictionless" blocks (don't have a better name): Copy of the yellow blocks from Escape. These are blocks, once pushed in some direction, that continue on a straight path until they hit an obstacle. Think of tanks but pushable in any direction by Chip. Score gate: Exists in Challengo, essentially a socket that the player can open if they have enough points but will deduct from their score.
  17. 3 points
    CCLP1 (MS) 026: 174 (+1, b+1) [Trafalgar Square] 6,006,050 (149 bolds)
  18. 3 points
    CC1: #136 (DOUBLEMAZE): [917] (b-9)
  19. 3 points
    You can get an "infinite" score in MSCC by opening two game windows, completing a level in one window, then switching to the other and pressing F2 for a new game, and then switching back to the first window. This will reset your best scores by level but not your overall score, meaning you can beat the same level more than once and receive score for it every time. In theory, this means the highest possible score is 2,147,483,647 assuming the total score is stored as a signed int, or 4,294,967,295 assuming an unsigned int.
  20. 3 points
    CCLP3: #102: 386 (+16, b+6, joint w/ JA, Triple Alarm) #147: 513 (+1, b+1, Avalanche) Happy birthday to myself.
  21. 3 points
    CCLP3 MS: #72 (Fireball Tourism): 132 (+5, nr) #107 (Lazy Hourglass): 553 (+1, b) 6094160
  22. 3 points
    CCLP3 (MS) 082: 506 (+2, b+2) [Mediterranean] 6,052,880 (112 bolds)
  23. 3 points
    CCLP1 MS #61 (Highways): 425 (+1, b+1) 6,006,010 - 144 b CCLP1 Lynx #61 (Highways): 413 (b+1)
  24. 3 points
    CCLP1 MS #68 (Flames and Ashes): [949] (b+2)
  25. 3 points
    CC MS #116 (BLOCK BUSTER II): 716 (+2, nr) 5977700
  26. 3 points
    CCLP3 MS #71 (How to Get Around in Venice): 429 (+23, b+23) 6,070,020 - 113 b
  27. 3 points
    CCLP1 MS #47 (Bombs Away): [956] (+1, bc)
  28. 3 points
    It makes me happy to see you're still here from time to time, raising the bar for the rest of us to aspire to reach. Do you have any plans to look at CCLP1 or CCLP4 ever? (CCLP1 in particular would probably take you no time at all to blaze through.) Have you checked out Markus' SuperCC optimization tool; if so how does it compare to your own programs that you no doubt have made? Is there any chance of you ever gracing us with your presence in the Discord server? Hopefully your life is going well; when you achieve world domination please treat us kindly
  29. 3 points
    CCLP3 #149: 810 (+13, bc, Mr. McCallahan Presents) CCLP3 #117: 642 (+22, bc, Mice Are Good for Something) CCLP3 L #117: 628 L (+12, b+10, Mice Are Good for Something)
  30. 3 points
    CC1 (MS) #136 (HUNT BOLD): [926] (b, p+0.6) https://www.youtube.com/watch?v=PBHntAKQ_go Reveal video of the incredible hunt bold
  31. 3 points
    CC1 (MS) #41 (I.C. YOU): 172 (b) #56 (DEEPFREEZE): 162 (b) #69 (BOUNCE CITY): 229 (b) #70 (NIGHTMARE): 136 (b) #79 (DRAW AND QUARTERED): 220 (b) #88 (SPIRALS): 317 (b) #90 (PLAYHOUSE): 318 (b) #92 (VORTEX): 444 (b) #96 (PARANOIA): 320 (b) #100 (COLONY): [911] (b) #104 (JAILER): 235 (b) #105 (SHORT CIRCUIT): 255 (b) #106 (KABLAM): [907] (b) #108 (BLOCK OUT): 278 (b) #130 (ICE CUBE): [933] (b) #137 (GOLDKEY): 392 (b) #139 (YORKHOUSE): [920] (b) CC1 (Lynx) #39 (GLUT): 17 (b) CC1 (Steam) #72 (REVERSE ALLEY): [0] (b) CCLP1 (MS) #25 (MIND LOCK): 139 (b) CCLP1 (Lynx) #25 (MIND LOCK): 138 (b) CCLP2 (MS) #98 (LOOP): 38 (bc) CCLP2 (Lynx) #5 (SUCTION RIDE): 371 (b) CCLP3 (MS) #37 (BLUE MOON): 135 (b) CCLP3 (Lynx) #37 (BLUE MOON): 129 (b) CCLP4 (MS) #91 (HOW TO RETUNE YOUR HARP): 472 (b) CCLP4 (Lynx) #19 (CONSERVATION OF KEYS): 186 (b) CC2 #146 (BARRICADE BRIGADE): 34 (+2,b) 73340 (+20,b) 16 CC1 bolds (Completing "The James List"), 1 CC1 lynx bolds, 1 CC1 steam bold, 1 CCLP1 ms bold, 1 CCLP1 lynx bold, 1 CCLP2 bold confirm, 1 CCLXP2 bold, 1 CCLP3 MS bold, 1 CCLP3 Lynx bold, 1 CCLP4 MS bold, 1 CCLP4 Lynx bold, 1 CC2 bold. 27 bolds on report Reason for reporting: Sick loop confirm.
  32. 3 points

    Version 1.0.3

    37 downloads

    Sometime in 2016, I attempted at a project that would have been my ultimate CC1 set - Walls of CCLP1. I was inspired enough by Joshua Bone's Walls of CC1 to attempt it but as an actual CC1 set. It looked promising, I had built about 20 levels for it, but due to lack of ideas and just the overall thought I was probably trying too hard, I lost sight of the project and aborted it completely. What was made for it was savaged and placed into what some call "JoshL6-extended", but the thought of fully doing a walls of set remained in the back of my mind since then, just at that point in time, I wasn't ready. Maybe it was best to save it for another day. Then out comes Walls of CCLP4, which brought back an amazing amount of inspiration to try a walls of set again. But there was a problem now. I already tried with CCLP1 and didn't want to go at it again so I passed that up (Both J.B. and Isaac started up their own Walls of CCLP1 sets anyway!) As mentioned, CC1's were being done by Joshua Bone and likewise CCLP2's walls by mobius respectively as CC2 sets, though neither of them as CC1 walls of sets honestly didn't sound fun so I passed them up as well. CCLP4... I did consider and it was very tempting since Jeffrey and I are vastly different designers so there probably wouldn't have been overlap? But at the end of the day I didn't want to take from Jeffrey's set so that was passed up too. With that out of the way, what other official set was left? CCLP3. Boy was this an interesting set to use for a walls of set but a really fun and challenging one nonetheless. Not only that, but CCLP3 is what brought me into this community, so this set despite my feelings towards it, has some kind of meaning to me. This project started on March 27th, 2018, exactly 8 months ago, with Socket Shrine using Toggle Bust as the first designed level while Take a Bite of My Heart using Item Unlocker being the last designed on November 15th. Working on this set reminded me not to be afraid to design certain things and don't let others dislikes affect what you want to build. Compared to all my other sets, this set I've easily put the most amount of effort into. There's no questioning that. I explored and toyed with so many concepts and ideas for this set like you wouldn't believe. I went with ideas I thought I'd never use. I worked with walls configurations I thought I'd never hit an idea on and almost certainly would have never built outside of this project. Every level I've made here... I had so much fun making each and every one of them, even the ones that took forever to get an idea for. But that's the joy of building new levels out of predetermined wall patterns. There's always something new or different to build with them. Just look at Semi-Perfect Stronghold, Condemned Faculty, and Tank Game Reborn which all used wall patterns that have been used at least 3 times prior. Now about the files - there are three of them: Walls_of_CCLP3 is the difficulty ordered version and is the recommended/preferred one to play through. Walls of CCLP3-A is the CCLP3 ordered version. Walls of CCLP3-B is the order by how the levels were designed. The latter two versions are included mostly for fun and whether you play through them instead is up to you. But be warned - those don't include a difficulty curve or any kind of content balancing whatsoever. In case I missed something that needs fixing, which is sadly always a possibility, all versions will be updated as so none get left out. Every level has been tested and solved in both rulesets. Many thanks to the various people who have played through the iterative releases throughout the year and/or provided feedback! It was extremely appreciated and helpful in making this set as good as it can be. Will this be my last CC1 set? Honestly with how many times I've said that, I doubt it at this point. CC2 designing has been on the mind lately but I won't ever ditch CC1 designing for it. Call it a comfort thing, but I have more fun with it than probably ever will for CC2. However, with CC2LP1 happening soon, who knows? I'll design whatever I want at this point. I have a few CC1 projects in mind at this very moment... but that's for another time. And with that, I sincerely hope you enjoy my take on the Walls of CCLP3. -Josh Lee [Flareon350]
  33. 3 points
    CCLP4 (MS) 065: 624 (+4, b+2) [Duplex] 114: 524 (+64, b+2) ([December 19th, 5:16 PM] Jay Bee: I'm 99% sure Repugnant Nonsense will stand) 117: 269 (+1, bc) [Jessi Is the Blob Whisperer] 6,111,060 (145 bolds) (b)
  34. 3 points
    CCLP1 (MS) 093: 327 (+3, b+1) [Flame War] (joint bold with Kacper, set November 5th) So, this happened. I did say I was going to go for the rest of these if this happened... 028: 276 (+1, b) [The Last Starfighter] (1 hour of attempts, set November 6th) I went for BoaP first, immediately after. After a few hours I went to sleep for the night. When I got back from work (early, due to being sick) on the 6th I didn't want to continue that grind. So, I went for this one and miraculously got it. Probably around 7-8 hours total, +/- 2 hours counting my past attempts. I'm super glad I didn't choke the execution here. Then back on the BoaP grind. I ended up unable to go to work on the 7th due to this stupid cold. That just meant more blob time. 117: 255 (+2, b) [Blobs on a Plane] (8 hours of attempts, set November 7th) It's better to be lucky than good. I made a tactical mistake on the way back from the suction boots after a good thirty second think, with a blob 2 tiles up and another 2U2R. I had misjudged the second blob and thought it could interfere, and so elected to step LU instead of U, deliberately spending my 2 moves of buffer. In hindsight, this was a mistake given the probabilities of success for what I knew. U was more likely to work as LU given an L blob move would spell disaster. Except, I had misjudged the step AND U would have been immediate death, as the blob moved D, and so LU was actually the correct decision in a vacuum for survival! Though even given hindsight, a very difficult move to have to make. And so, the last of the random levels fell. (further analysis shows that some of that analysis could be wrong. Regardless, my mental picture and the actual level didn't mesh and I made a questionable decision that happened to be the absolute correct one) 051: 274 (+1, b) [H2O Below 273 K] (slightly earlier today) This one was inevitable. Still took 5 or 6 hours of attempts, but some heavy duty practice on the left half paid off. Dropped [1/2] in rooms 6 and 7 but hung on in the end. 6,006,000 (147 bolds) (b)
  35. 2 points
    Its been a bit since the last create contest we had and the community has been having some discussions lately and felt another one was in order and it ended up coming to me to host it. As the community (or at least the Discord server) seemed to want a CC2 based contest that's what I'm going with (CC1 levels are fine so long as they're ported, have a clear goal, and match the theme). Which brings us to this month's theme, a telephone game style level. You create a small level (no larger than 15x15, doesn't have to be square however, and wiring can be outside the area if needed), and then repeat it but change a small detail, and then you repeat that copy and make another small change. The idea is that overtime it goes from one small level to another entirely in gradual steps, or it starts as a simple idea that's built upon each time until it turns into a full blown level at the end, or something else entirely, it's up to you! Specifically you can rotate the area, mirror it, change where you enter and exit, and even have it so that you need to bring in something from previous areas, just so long as there's not too many changes in one step. Finally is that the level doesn't need to be beatable, just have a clear goal (you can use a hint tile), and most importantly, be a new level created for this contest. However seeing as we're already a third of the way through this month it would be cruel to have the deadline be the end of this month, instead the end date for level submission is December 8th, Sunday. This should give plenty of time for people to work on making quality telephone levels. Levels can be submitted to my Discord (A Sickly Silver Moon#4836) or DMd to me here on CCZone. I look forward to the levels people create for this! tl;dr guidelines: 1. New level created for this contest. 2. Small area (no larger than 15x15), that's repeated over the entire level with a small change each time. 3. Doesn't need to be solvable, just have a clear goal (and a way to get to the next area each time) 4. Deadline of 11:59PM December 8th. 5. Submit to me privately. 6. Thanks to CV (Craig) for the original idea that I altered slightly for this contest.
  36. 2 points
    CC1 (Lynx) #12 (HUNT): 269 #48 (MUGGER SQUARE): 271 #61 (RINK): [921] #65 (AMSTERDAM): 383 75 b CCLP3 (Lynx) #23 (Map the Path): 241 (b+1) 16 b
  37. 2 points
    CCLP3 (MS) 072: 127 (+1, b-5, pc) [Fireball Tourist Trap] 083: 231 (+3, bc) [Billiards] 6,057,330 (116 bolds) 699 lol
  38. 2 points
    CCLP1 MS #28 (The Last Starfighter): 277 ("+1", "b+1") (requires TSG) 6,006,010 + 10 - 143 b Route is 277.4 with 4 blob clones. SuCC will tell you that it's 277.6 (which would imply 278.0 with the 2 blob strategy) because it thinks you can make a keyboard walking move onto ice and then immediately TSG afterwards, but in MSCC you have to do the TSG click before the ice (which costs 0.1, which turns into a lost spring slide in the route.) Not sure how the TW TSG build handles this. There *is* another route that can give 278.0 - even without TSG! - but it's pretty insane. It requires the lucky 2 blob strategy found in the current bold *and* requires multiple blobs to stack upon each other on the force floors to create slide delay at the *exact* same instant that you try to sneak past an otherwise guaranteed-fatal block (at 7,4), *and* you have to survive the rest of the blocks which will have a randomized slide delay pattern. (You can TSG in one location if you want to help with that, but the others lose time.) SuCC found 2 seeds in the first 1,000,000 that would give 278, and that took into account extra survival chances that come from using TSG in one location; legal 278 odds would be even worse. You can simplify this 278.0 route in an attempt to get a legal 277 - you can drop [2] to clone 4 blobs instead of 2, and you can drop [2] to eliminate one of the blocks at the start to make you more likely to survive - but the odds still appear to be in the 1/80,000 - 1/120,000 range. The problem is that the blobs randomize the sliplist every single attempt due to sliding on the force floors, so you can't avoid playing dice with the blocks. This extra source of luck is too much of a multiplier to reasonably overcome.
  39. 2 points
    So, I hadn't meant to let it slip quite yet that I'm in the early stages of working on a CC-like game which will eventually (hopefully on the scale of a few months) become an open source community project. I mean, we're talking very early stages. So far I can read in CC1 levelsets and convert them into an in-memory format. And there's a sweet random number generator. That's not much. That being said, however, I've spent thousands of hours working on stuff like this (Puzzle Studio in particular), and I'm pretty confident that this project will go somewhere. The project is unnamed so far. Every name so far doesn't seem to fit. It's not Super Tile World or Tile World 3 because Tile World is an emulation of Chip's Challenge, and this project has no intent of emulating a ruleset, but rather inventing a new one based on the best parts of old engines. It's not JBone's Challenge because I want this to be a community effort, and JBone's Challenge is really a different game I want to write (and which may eventually be branched from this). So it's just The Project or The Unity Project for now, name suggestions welcome. Is the Unity Project open source? The Unity Project is meant to be a community effort. I intend to release all of the C# code under an open source license of some sort, probably either the MIT or a Creative Commons license. HOWEVER, I have a set of criteria (Phase 1) that I want the project to meet before I open source it: The game has a new experimental ruleset which has received positive feedback from a large number of community members, particularly from the optimizer crowd. The game can open and play any Lynx-compatible CC1 levelset. All official levels in CCLP1, CCLXP2, CCLP3, and CCLP4 are solvable or at least are expected to be solvable (I'm certainly not going to solve all of them!) in the new ruleset. Depending on the engine it may be possible to apply an algorithm to the public TWS files to generate replays in the new engine, and then manually test the levels where that strategy doesn't work. The game uses a forward-thinking internal level format for things like button connections, global toggle state, level size, viewing window, controls, etc. which is expected to accommodate most of the CC2 gameplay. (I would like to be able to open CC2 files and use many of the elements, but I have no intention of ensuring that all CC2 levels are solvable under the new engine. The game has a robust testing framework. Unit tests for single elements (e.g. assert Player.testEnter(Wall) == false) Integration tests for as many gameplay situations as we can think of (e.g. make a 3x3 level with force floors, assert that after input "URDL" the player is on square X). Replay tests for a significant number of CCLP levels (e.g. if I apply this series of inputs to this level, gamestate == WIN_LEVEL). Why the emphasis on backwards compatibility? Lots of reasons! Might sound silly, but here's one of the biggest for me: We don't have to design a level editor until we get the core gameplay down!!! This is HUGE! I've probably started a half-dozen CC clones in my life, and none of them got very far. Part of the reason is I didn't become a software engineer until 2 years ago. But time and time again the part that I've gotten bogged down on is how to create a freaking editor and save and load my files. If we start by loading DAT files, we have tons of gameplay testing right out of the box. We don't have to decide on a save file format yet. Tons of world-class content available immediately for new people. Maximize engagement from existing community members. Level designers stay connected to their creations Familiarity of existing levels and gameplay. Spending time on CCLP5 submissions vs working on this doesn't have to be either/or. Best chance of moving future community level pack design efforts away from the two-ruleset tyranny. By setting clear definitions about what features the core gameplay must support, it allows the project to begin on a strong software engineering foundation, with a clear initial direction. How can I help during Phase 1? Get involved in the discussions. I'm going to have a lot of questions about things like boosting, spring step, trap behavior, etc. I'm trying to take the best parts of MS but I haven't spent a lot of time playing it. Even though the code isn't open source I do intend to share parts of it that I'm working on for feedback. Start learning C#. Unity tutorials will help a little bit, but I'm really just using Unity for the easy graphics and the cross platform support. Make animated game artwork! Make sound effects! Start designing the new features and tiles you want to implement. It's one thing to say we want lasers, it's another to specify what they will do and exactly how they should interact with other tiles. Playtest and aggressively look for bugs (as soon as there is something to playtest). Keep asking for progress and showing support. This is 100x more likely to happen if the community stays enthusiastic!
  40. 2 points
    CCLP1 MS: #113 (Teleport Trouble): [973] (b+1) CCLP2 MS: #133 (Block Maze): 834 (+2, b) #148 (Neptune): 550 (+2, b+1) 6051180
  41. 2 points
    CC MS #83 (UP THE BLOCK): 298 (+1, b) #93 (ROADSIGH): 651 (+1, b) 5977680 Both added to public TWS
  42. 2 points
    CCLP3 Lynx: #49 (All About Blocks): 292 (+2, b) #114 (Lead Us Not into Temptation): 515 (b+1) #117 (Mice Are Good for Something): 628 (bc) #126 (Marooned): 132 (b) #127 (Beat the Heat): 431 (bc) #132 (Commit Suicide?): 336 (b) #138 (Waterslide): 136 (b) #148 (Diabolical): 317 (b) 111 b
  43. 2 points
    CCLP3 MS #123 (type level name here): 737 (+419, b-2) #125 (Water Trap): 667 (+367, b+1) 6,069,780 - 112 b
  44. 2 points
  45. 2 points
    CCLP1 (MS) 2 (Slip and Slide) 180 3 (Present Company) 183 4 (Block Party) 205 5 (Facades) 232
  46. 2 points
    CC1 (MS) 127: 454 (+1, b) [Skelzie] 5,977,570 (142 bolds) Finally.
  47. 2 points
    Sup Chipsterz, There have been some short conversations about the first CC2 community pack on the Chip's Challenge Discord, mostly involving me complaining about how lackluster the main game is and how a community pack would be 10 times better. But before we even begin opening submissions, there are a few opinions I'd like to get from the community about the structure of the set and what should and shouldn't be allowed. Here are my questions, I'll post my own thoughts in a reply soon. What should the set be named? How many levels? Allow levels with CC1 boot rules? Consistent viewport size (9x9 or 10x10)? Map size limit? Namely, should the 40x40 limit from the CC2 main game be retained? Should any tiles or techniques be banned? Some "unsupported" tiles are innocuous, like the zero-directional block or the blank "no" sign, but hex editing can lead to weird and wild tiles, as seen in TSAlpha's Enter the Void. There also are some non-obvious techniques, like block slapping and the gimmicks in TSAlpha's Great Job CC2! levels, that may not be well-suited for an official pack. Any other standards that should be set in place?
  48. 2 points
    CCLP4 (MS) #3 (Fossilized Snow): 208 (+4) #5 (Non-Dimensional Layer): 253 (+19) #6 (Proving Grounds): 305 (+3) #13 (Encased in Carbonite): 198 (+3) #14 (Poly-Gone): 302 (+37) #32 (Blended Brussels Sprouts): 299 (+1) #45 (Seven-Layer Salad): 331 (+8) #46 (Exclusive Or): 239 (+1) #47 (Antidisruptive Caves): 337 (+9) #48 (Key Insight): 277 (+1) #49 (Block Parking): [893] (+15) #50 (Secret Underground Society): 292 (+25) #53 (Protect Your Fortress): 275 (+2) #54 (Split Path): 205 (+13) #62 (Block Unpuzzle): 283 (+46) #67 (Nuclear Energy for Dummies): 303 (+4) #68 (Cold Fusion Reactor): [935] (+1) #82 (Puzzle Box): [880] (+2) #83 (Frozen Over): 432 (+8) #84 (Forsythia): 387 (+1) #86 (Cyprus): 307 (+25) #89 (Diametric Opposition): 380 (+32) #97 (Lockdown): 264 (+1, b) #101 (Condo Management): 411 (+5) #102 (The Key Issue): 304 (+1) #105 (Living Things): 407 (+1) #109 (Shemozzle): 21 (+3) #116 (They're Not Called Blocks for Nothing): 267 (+2) #117 (Greenian Motion): 256 (+1) #118 (Chip Controls): 398 (+2) #128 (Mindless Self-Indulgence): 487 (+29) #138 (Zipper): 427 (+12) #144 (Paradigm Shift): 637 (+6) Total Score: 6,074,860 All these except Split Path and Lockdown were improvements made in my CCLP4 LP last year and just never got around to reporting them until now. I know a lot of them are dumb but oh well.
  49. 2 points
    CCLP1 MS #51 (H2O Below 273 K): 271 (+4, b-3) #93 (Flame War): 327 (+4, b+1) (joint with IHNN) CCLP4 MS #8 (The Fourth Dimension ): 333 (+1, b) #17 (The Three Trials): 254 (+1, b) #74 (Technopathic): 347 (+2, b)
  50. 2 points
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