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The Architect

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Everything posted by The Architect

  1. My New Project

    It affects every tile in the map, not just in a specific region. Thanks, that's a great amount of info! I already have a suspicion I know what the problem is.
  2. My New Project

    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!
  3. My New Project

    Thanks for the positive feedback! It's definitely helpful, plus I'm always happy to hear my work has been of benefit to someone. I'd like to address some of your comments in more detail: I've debated adding the "random tile", but it's really just a glitch, not even as "real" a tile as the invalid tiles from CC1, so I'm hesitant about officially supporting it. Are there many people interested in actually using it? And I have no idea what you mean by "voodoo tiles". Another CC2 invalid tile thing? I'm curious: by "fill" do you mean the "box draw" tool, or the "flood fill" tool? The "flood fill" tool is one I'm particularly proud of, as I can see many potential uses for it and it's something none of the previous editors have offered. I'd forgotten how CCEdit treats force floor path crossovers. That would definitely be a good feature for CC Creator to have, and I'll look into adding it. Regarding train track crossovers, I'm aware of the awkwardness, but was limited by how I designed the path mechanism. There might be something I can do about it, though, and I'll look at it at the same time I look at the force floor pathing issue. Yeah, this was just reported in the Skype chat and I added it to the Known Issues list. I was certain I had designed a whole mechanism to avoid that possible problem, but it turns out I only designed it in my head. Anyway, the issue is now fixed in my alpha code, but I don't know when/if I'll release another beta update (I'd really like to be releasing the production version Soon!). It's supposed to be enabled by default, but I set it to default-disabled in my alpha version and apparently forgot to set it back for beta release. I just checked, though, and update 0.2 has it working properly. (Leaving the image in the quote 'cause it's hilarious.... ) Unfortunately I couldn't think of any better way to draw green teleport connections, that accurately conveys the manner in which any green teleport in the level targets every single other green teleport in the level. I'm just hoping people don't make too many levels like the one depicted, where the super-connectivity is an issue. And of course, you have the option of making the connection metagraphics show only on mouseover. But I'm open to alternate suggestions if anyone has any. This is largely correct, though I was concerned that it might be a little too weird for people to figure out without the still-under-construction help manual. I'm glad to see that's not the case. I say "largely correct" because it's not actually necessary to save to the native format before doing an export: you can export from an unsaved project just as well, it just doesn't mark the project as saved (because most of the export options only export part of the project). Yeah, those are two probable uses. The main point of the "import" feature is that it adds to the current project, whereas the "open" feature replaces the current project, losing any unsaved work in the process (and resetting the edit history). CC Creator supports the full possible range of time limits, common to MSCC, Tile World and CC2, which is 0-65535 seconds. Once compatibility testing is enabled, it will give a warning when an "undisplayable" time limit is set. Locks on top of chips is not a valid combination in C2M; the file physically can't handle it, so the buried chips are ignored. Once compatibility testing is enabled, it will warn you that that's going to happen. Shift+click puts the tile in the "buried" layer, which is not supported by C2M (nor Lynx-mode Tile World). You need to place the floor first, then the monster on top of it, just like in the original CC2 editor. I've considered adding a separate input sequence, such as control+click, to place a tile in the "terrain" layer while preserving the creatures and objects on top of it. Would people find this feature useful? That's really weird. It sounds like the program is throwing an exception (that's what causes the message to be printed to the command line), but I have no idea why that would be happening. If it happens again, can you copy the message for me?
  4. My New Project

    An update is now available, with some major bugfixes and a bunch of new features! You can get it here. Some notable changes: The CCX format is now fully supported for both importing and exporting Teleport connections now show direction using arrows, and blue teleports show wiring-dependent connections Elements are now laid out properly in the palette Map editor tabbing has been added The program now saves its settings between exiting and relaunching See the Changelog.txt file for the complete list of changes.
  5. new tile ideas

    Yes to this!
  6. new tile ideas

    Agreed. The helmet is really fun to play with. I disagree with this, though. In my opinion, one of the things that really sets Chip's Challenge apart as a game is that it is purely puzzle-driven, with nothing that even remotely resembles combat. A LOT of games have some kind of player-driven combat, and it gets really boring. I like how in Chip's Challenge, you instead simply use the environment against your enemies.
  7. new tile ideas

    I'll say in advance, most of these are great ideas that I'd love to see in a new version of the game. I like the idea of expanding on the types of keys/doors/teleports/etc., but I wish we could stop color-coding them. It's restrictive to artists designing new graphics. (I don't know if anyone noticed, but my new CC2 editor avoids color-based element names as much as is realistically possible.) Very interesting idea! Should probably be safe for both ghosts and gliders (since they have so many other concepts in common). I'd also call it something like "Bottomless Pit", since "black hole" implies a rather different type of structure. What about timid (blue) teeth? Do they stop running from Chip and move toward the bait? (And presumable the opposite is true for both types of teeth when the active player is Melinda.) This idea has a LOT of potential! Although this one might be a bit too much. Guardedly, this sounds like a pretty cool concept (depending on what sorts of changes are allowed). Definitely like the toggle doors and laser ideas.
  8. slide1.wav?

    Very interesting. It's unused as far as I know. I wonder if maybe it's the master from which slide.wav was clipped?
  9. Ask a dumb question, get a dumb answer

    Because they didn't have percents when they invented alcohol. Why do people post in threads like this?
  10. CC2 editor Q

    OK, then, what H2O said. You can put a hint in the "Clue" box as well, and it will become the default hint for any extra hint tiles.
  11. CC2 editor Q

    Assuming you're asking about my editor specifically and not the built-in one.... The colorful floors and walls are called "Cosmetic Floor/Wall" in CC Creator, and are located under the "Miscellaneous" palette section. When you click one of these elements, a box will appear at the bottom of the palette containing the four different colors. You can also cycle through the colors using the [,]/[<] and [.]/[>] keys, exactly like in the built-in editor. For multiple hints: Place the hint tiles on the map. Go to the menu option Level > Hints to open the Hints tab of the Level Properties dialog. Add the same number of hints as you added hint tiles. Each hint you add will display a pair of coordinates corresponding to the hint tile it modifies. Simply edit the individual hint texts as appropriate. (The first hint in the list, displayed with the grayed-out title "Default", is the default hint that shows up for all extra hint tiles [all hint tiles, in CC1]. Extra hints that have no corresponding hint tile are displayed as "Unused".) (If you're using the built-in editor, I can explain for that instead.)
  12. I don't have this issue, and I think the reason is that I read a lot, especially fiction. One's imagination doesn't exist in a vacuum; it needs stimulation. And movies/TV shows aren't enough, because they don't engage one's mind in the same way books, or even some kinds of games, do. (And reading is especially good for stimulating one's language faculties, which would specifically help with finding the perfect level title!)
  13. My New Project

    Great, so that verifies that Java 8 is the minimum requirement. Looking forward to feedback!
  14. My New Project

    Most likely you do not have the latest version of Java (Java 8) installed. The easiest way to see what version you have installed is to go to the Java website and click the big red "Verify Java version" button. Unfortunately this doesn't work in all browsers (at least not in mine). If it can't detect your version, and if you're on Windows, you can do the following to check your version: Type Win+R to bring up the Run dialog Type "javacpl -tab about" in the box and click "Okay" A dialog should appear showing the version of Java installed on your system Assuming one of these methods works, let me know what version you have, and I can tell more about the problem.
  15. Facing the Future: What's Next for Official Sets?

    I think I understand where you're coming from; but I do not see CC2 as a "new standard", or even really a different game. I see it as "CC1 with more elements". From my perspective, we would not be ditching CC1 community sets; we would simply be expanding on what's possible in such sets. It's still Chip's Challenge, regardless of the number after the name.
  16. Facing the Future: What's Next for Official Sets?

    I would tend to agree with James: I would like to see a focus on CC2 packs going forward, with all the great, as-yet unused CC1 levels being ported* to CC2, and combined with great new ideas, some of which wouldn't even be possible in CC1. (*One of the goals of my editor is to make such porting as quick and painless as possible.)
  17. My New Project

    Announcing CC Creator Public Beta! The editor is finally sufficiently done for a public beta release! Get it here: http://www.pillowpc2001.net/CCCreator. (Thanks to Mike for hosting it!)
  18. CCLP4 not opening

    That's a good possibility, but from the description it sounded like he's having trouble with Tile World crashing, which missing files shouldn't cause. I was hoping to get hold of some kind of error message to clarify the situation.
  19. CCLP4 not opening

    Couldn't get either Command Prompt or PowerShell to work...? Or just couldn't get the ".\tworld2" command to work in either one? (You're in the folder containing Tile World, not the folder containing CCLP4?)
  20. CCLP4 not opening

    Then try this: Open the folder containing Tile World. Go to the File menu and there should be an option to open Command Prompt or PowerShell; open whichever is available and wait for the prompt to appear. Assuming you were able to complete the previous step, type .\tworld2 (where "\" is a backslash not a forward slash) and hit enter. When the error occurs, a message should hopefully appear in the console window, which you can copy here.
  21. CCLP4 not opening

    OK.... Are you using Windows + Tile World 2?
  22. CCLP4 not opening

    In that case, the first thing to try is to check the folder where Tile World is installed and see if there is a file named "stderr.txt" or "stdout.txt", and if so, open it and copy its contents here (if both files exist, go ahead and copy both).
  23. CCLP4 not opening

    Are you using the older Microsoft Chip's Challenge, or Tile World? (You need one or the other to play CCLP4.)
  24. Re: CC Zone board has been upgraded

    I think it'll be OK once I get used to the new look. Just went through all the available options, and it seems serviceable. Shame about the award system, though; hopefully eventually that can be restored (I'm still working toward the CCLP3/CCLP4 completion awards!) Two critiques, though: #1 - a number of notification options are set to email and "disabled by the administrator". Is that intentional? I really don't like getting notifications by email and would prefer to restrict them to this site. #2 - As a regular member, I seem to be unable to reply to threads in the Announcements forum, hence why I made this thread.
  25. Re: CC Zone board has been upgraded