Chip's Challenge 2

Chip's Challenge 2

View Stats:
Gavross Apr 24, 2015 @ 1:27pm
Level editor please!
I am so excited that CC is coming to steam, chucks challenge renewed the fire, this is the original fire! But I really hope that they include a level editor for both games, who's with me?!
< >
Showing 1-15 of 17 comments
StingCleavage Apr 24, 2015 @ 2:59pm 
and workshop is meant to work
random 8 Apr 25, 2015 @ 5:58pm 
But will there be an editor for CC1?
StingCleavage Apr 26, 2015 @ 12:12am 
I do not think so.
Gavross Apr 28, 2015 @ 8:03pm 
yayyyy ty sting
mrrogers Apr 30, 2015 @ 5:38pm 
There is something to be said for clean simple 2d artwork of an older game like this.
mjsommerville May 21, 2015 @ 8:40pm 
You don't really need a level editor for the first game, since the second one has all the same elements, and a whole lot more.
kilicool64 May 22, 2015 @ 2:28am 
Originally posted by mjsommerville:
You don't really need a level editor for the first game, since the second one has all the same elements, and a whole lot more.
The second game adds the ability to drop power ups though, which could break a lot of levels not made with it in mind.
Surreal Canine May 22, 2015 @ 11:29am 
If you're looking for a CC1 editor there are a number of things already out. Chip's Controls, Chip's Workshop, ChipEdit, and CCEdit, just to name a few. Of course, they don't work with the c2m files used by CC2, only the .dat and .ccl files used by the Windows 3.1 port of CC1.
Allack  [developer] May 22, 2015 @ 1:22pm 
Chip's Challenge 2 does have an Editor, that includes a flag that lets you set the logic to CC1 or CC2 in the properties.

Also CC1, CC2 & CC2 Editor are available in a bundle for $4.99. As the games are not out yet it's hidden by Steam but it will be here hopefully:

http://store.steampowered.com/sub/64119/
Last edited by Allack; May 22, 2015 @ 1:23pm
Surreal Canine May 22, 2015 @ 3:08pm 
Oh, neat. So that means we might just have people porting the CCLPs over to the official version of the game!
The only problem would be a few CCLP2 levels with wonky tile combinations that didn't work in Lynx. ^^;
Pilosus May 22, 2015 @ 3:27pm 
Originally posted by Surreal Canine:
Oh, neat. So that means we might just have people porting the CCLPs over to the official version of the game!
The only problem would be a few CCLP2 levels with wonky tile combinations that didn't work in Lynx. ^^;
Yeah, CCLP2 was mainly made with the Microsoft port in mind, so I guess quite a few levels will be incompatible, or at least broken.

It will be interesting to see how CC2 compares to TileWorld with the Lynx ruleset in terms of bold-times.
Last edited by Pilosus; May 22, 2015 @ 3:28pm
kilicool64 May 22, 2015 @ 3:47pm 
Originally posted by Surreal Canine:
Oh, neat. So that means we might just have people porting the CCLPs over to the official version of the game!
The only problem would be a few CCLP2 levels with wonky tile combinations that didn't work in Lynx. ^^;
I just remembered that unlike Tile World (even in Lynx mode) and the Windows port of Chip's Challenge, the Lynx version of CC doesn't allow brown buttons and teleporters to be freely connected to traps and other teleporters respectively. Rather, it determines their connections through some complicated logic. I heard it's the same here as far as teleporters are concerned, so the same probably applies to the brown buttons as well. Such a major change to the game's logic will unfortunately break quite a few levels.
Last edited by kilicool64; May 22, 2015 @ 3:47pm
Allack  [developer] May 22, 2015 @ 3:49pm 
Originally posted by kilicool64:
Originally posted by Surreal Canine:
Oh, neat. So that means we might just have people porting the CCLPs over to the official version of the game!
The only problem would be a few CCLP2 levels with wonky tile combinations that didn't work in Lynx. ^^;
I just remembered that unlike Tile World (even in Lynx mode) and the Windows port of Chip's Challenge, the Lynx version of CC doesn't allow brown buttons and teleporters to be freely connected to traps and other teleporters respectively. Rather, it determines their connections through some complicated logic. I heard it's the same here as far as teleporters are concerned, so the same probably applies to the brown buttons as well. Such a major change to the game's logic will unfortunately break quite a few levels.
I suggest you look at the CC2 video carefully, as you'll see something that might help with that ;)
kilicool64 May 22, 2015 @ 4:05pm 
Originally posted by Allack:
Originally posted by kilicool64:
I just remembered that unlike Tile World (even in Lynx mode) and the Windows port of Chip's Challenge, the Lynx version of CC doesn't allow brown buttons and teleporters to be freely connected to traps and other teleporters respectively. Rather, it determines their connections through some complicated logic. I heard it's the same here as far as teleporters are concerned, so the same probably applies to the brown buttons as well. Such a major change to the game's logic will unfortunately break quite a few levels.
I suggest you look at the CC2 video carefully, as you'll see something that might help with that ;)
Are you talking about the wire element that was added in CC2? I suppose that could help if it can be used for brown buttons and for networks of more than just two teleporters. (I already heard you can connect two blue teleporters with wires to connect them.) It would openly expose the connections to the players though which could spoil the solutions to a few levels, though this shouldn't be a problem most of the time.
< >
Showing 1-15 of 17 comments
Per page: 1530 50