View Full Version : Yes, use F4F Chip's Challenge

08-27-2011, 08:14 PM
If anybody remembers this old computer game, I tried to recreate it. As of now, there are seven total levels. Each level has different puzzles and gameplay that require some strategic planning. I tried to make the difficulty increase as the levels progress. Level 8 is in the workshop right now and when it is released, it will be the most difficult level to complete by far. The menu that can be seen in the screenshot shows that you can click the level option if you want to choose a specific level.

- Now you have to hold L1 or R1 for 3 seconds to restart or skip a level. 9/27/11
- Added the ability to use the directional pad. 9/27/11
- Redesigned restart screens with retro font. 9/15/11
- Improved movement of Chip so he doesn't constantly get stuck near walls.
- Gave the title screens way more polish and a retro feel.
- Added help guide near a section in level 3 that people get confused at.

Screenshots below are out of date, and I will try to replace them ASAP.


Level 1

Level 2

Level 3

08-27-2011, 10:38 PM
Hey, got your level queued, if you would like, I am interested in some feedback on this level:


EDIT: Hey, I tried out this level, its great, I love the old school gamer feel to it. I hope to have more levels to play eventually though, because it felt like it ended to quickly. But good work, I enjoyed it

08-27-2011, 11:45 PM
Thank you for your comment. I hope to create more levels very soon. Now that I have an idea on how to create everything, the levels should be much quicker to make. I have your level queued. I'll play it right now.

08-28-2011, 10:25 PM
If anybody gets the chance to play my level, I'm very interested in your thoughts about level 3. It seems most people get stuck at a certain point on level 3 and give up. I just placed a helpful guide at that very location. I want to know if it helps. The part people get stuck at is really just a technicality, but it's in the original game and I wanted a sense of authenticity.

Also, I improved the movement of the main character in the level, so it's easier to move around the level.

08-29-2011, 06:30 AM
Hey, I'm playing this right now. Cool take on the original. I just finished it now. On level 3, when I push the first box to make a path, it disappears but leaves behind a piece of material. I don't know if this is intentional. Good job, overall :)

08-29-2011, 06:49 AM
Thanks MrTran. It is intentional. It's supposed to simulate somebody pushing a block into the water. and the block floats to the surface so you can walk across. Hard to simulate in a top-down view though lol.

08-29-2011, 09:41 PM
Cool level, liked & hearted.

Below stuff is not intended to mock or insult the creator, it's there to help improve the game.

Bar a couple of gripes it's a nice little game,

[Good things]
1. love the characters arms lol wiggly.
2. Like the intros.
3. Like how it get harder as you go on.
4. Nice ideas, look forward to more levels.

[Need improving]
1. Die down the selection hologram meterial on the main menu, maybe brightness 50%.
2. Make the keys/chips shrink instead of turning into a puff of smoke.
3. Make your background black or a darker colour, so it doesn't show through your blocks.
4. Disable the popit :)
5. Could be my fault but I couldn't workout the level selection area. (second time playing it, I did lol, though it would be nice if the button was more clearer)
6. Maybe make the HUD smaller? Or centre the character in the viewing window?

1. On level 2 at the start to the right, my HUD vanished when I went on the blue area.
2. On level 2 at the start to the left, the left & up arrow doesn't work, not sure if it's meant to.
3. On level 3 after I got killed I restarted (X) now when I die again it doesn't come up the death HUD.
4. On level 4 the far left wall at the start doesn't appear like it does on the right side.
5. Music broke on the level select area & explosions started lol

08-30-2011, 12:24 AM
Got it queued. F4F: Through A Nightmare, Darkly http://lbp.me/v/43s117 Thanks!

08-30-2011, 02:35 AM
Sure thing Infinite Twilight. I'll play your level right now. I'm still working on fixing things based on JCRocky's comments.

08-30-2011, 08:12 AM
very nice level. I really enjoy playing levels that are different. You did a good job of capturing the feel of a retro type game, and it was fun.

I did notice that on level 1 the indicator said I still needed 1 more chip, so I was looking all over for that last one. It was a bug though. Somehow the counter didn't increment properly.

The only other issue I saw is the chip count and keys not keeping sync with the display elements. It was a bit odd. Given the nature of the game, I wonder if moving the background with reversed controls would be an option. You may have to tweak a few animations onto chip to complete the illusion, but it would certainly keep the main display from bouncing.

I had a lot of fun playing it. It was a very enjoyable level. I look forward to seeing the full game. Nice work!!

08-30-2011, 08:13 PM
Thanks tdarb for your comments. You pointed out two things that I've been having trouble fixing since I first started making these levels. I never thought of moving the background. I'll have to look into that. Might work! As for the chips, I might have to redo my logic for collecting chips because I don't know why the display elements don't register sometimes.

08-30-2011, 11:05 PM
For your counting issue, you may want to try what i did to count the balls expanded on the chain reaction level. I put a tag on each ball and had tag sensors set up to monitor them.

Say I have 5 balls. I would then have tag sensors set up inverted. one would require 5 tags, one would require 4, then 3, 2, and 1.

As soon as ball 5 expands and loses the tag, that sensor becomes active. I can then set up the logic to update my counter on the fly by how many sensors are active.

In your case, since you are counting down, you may want to skip the inversion and start with 5 active tags.

It can take a little while to set up, but for tracking a known number of items it is very fast, and completely accurate. Plus it's easily scalable for any set of numbers.

08-31-2011, 01:25 AM
I have your level queued, if you could try my level and leave some feedback I'd preciate it,


09-16-2011, 10:46 PM
I've improved a lot of stuff in my Chips Challenge level. Also, I added 2 new levels (5 and 6). The interface and gameplay are more polished. I improved the restart screens by adding retro font. The HUD screen is far better than the previous version. The display elements now keep sync with everything else. I will gladly play anybody's level and leave feedback.

09-17-2011, 01:14 AM
Based on your description of the level, i understand the first six are only tutorials. While i have never actually played the original game, i can tell you the concept is fun, and in time the game will be a fun one. Does the game get any other tricky things throughout? like bosses or extra power-ups? from what I played, the game is actually really great! the only few things i would suggest being fixed is the reset button (maybe make it a hold for a few seconds so people don't accidentally bump it?) Putting a material tweaker on chip and setting it to frictionless (hopefully that will help with the walls which i kept getting stuck on). and lastly, (it's a bit of a pet peeve of mine), i would reccomend getting a photo for the level instead of a sticker. I did a quick google search, and i believe you shouldn't have too much of a problem remaking a circuitboard, adding a few wires, and using some stickers (on the circuit board (which i'm 95% sure is possible)). Overall, fun level, and I hope too play it again in the near future.

Please leave feedback for this level:

Queue - http://lbp.me/v/67exqg
Thread - http://www.lbpcentral.com/forums/showthread.php?63113-Craftdesk-Speedway

09-17-2011, 02:06 AM
I will absolutely queue this. Chip's Challenge was one of my childhood games!

09-19-2011, 03:15 AM
Thank you very much for your feedback Lyrikan. I set the material tweaker to 0 percent and bounciness to 6 percent. It works great, and chip doesn't get stuck on the walls as much. Good point about the reset button. I don't quite know how to have the player hold triangle before it resets. I'll try it out. If not, I have seen some levels have you press L1,L2,R1,R2 at the same time.

09-19-2011, 05:29 AM
For the hold to reset, i usually use the l1l2r1r2 (cause i fumble my controller or my buttons get stuck more than anyone i know), and use an And gate for them all, connect the output of the And gate to a timer (set to 5 seconds, and have it as a forward/backward option so it will fix itself), and then have the output of the timer set to whatever the thing you want is. In this case, it's what you connected triangle too. And i'm glad to see that chip moves much easier too!

09-22-2011, 04:59 AM
Really cool stuff here. The old school puzzler feel is great.

The only thing that gave me a problem was in level six when I had to move under those colored blocks. Since chip is a touch finicky when you change directions I died a few times right there. I understand though that getting something this complicated to do what you want is no easy task and I am actually really impressed that it works as well as it does. Good job. Looking forward to more levels.

09-22-2011, 05:47 AM
Thanks for letting me know about the colored blocks Kao. I put that section in to make the level more difficult to complete, but maybe it is too difficult. I know what you mean... Chip being finicky. I was wondering if you used the joystick or arrows. I found the directional pad to be a lot more easier to navigate in tight spots like that.

Thanks for the feedback and I enjoyed your level.

09-22-2011, 01:21 PM
Oh, right, I completely forgot you could use the arrows. That probably would have made it easier. I'll try that next time.

09-22-2011, 10:38 PM
that is what this level is all about. I played the original and this looked fairly close to the original. thank you for reminding me of this long lost gem. I don't think I ever got through all 169 levels of the game but it was quite awesome. I hope to see more quite soon. the only thing I would say would be to tweak the touchiness of of the blocks that are moveable. they are quite touchy.

09-22-2011, 11:53 PM
Thanks for your comments Babyface. I will definitely tweakthe blocks. I can see where they are touchy.

09-30-2011, 11:35 AM
so here my feedback ive never played the origanl before but i must say thats a cool puzzleformer starts easy with the design and puzzles but its get better and better with every lvl :) i think with more lvls and harder quests would that be an awesome choice for real puzzlefans ;)

just 1 point sucks for me if i die or restart comes every time the level * (*=any kind of number) loading screen and i hate too wait ^^ thats stop the fluid gameplay for me but anyway
thats a great puzzlegame ;)

09-30-2011, 08:12 PM
Thanks for the feedback Z10. You make a great point about the level screen popping up every time you die or restart. I have thought about that before, but have yet to find a solution for that. Right now I have a level link that is triggered when you die so it replays the same level. I have thought about respawning, but that gets pretty tricky. I'll think about it some more.

11-20-2011, 02:27 PM
Oh yeah, I remember this game. You've really captured the look and feel of it well. I played all 8 levels and had a great time. It looks simple, but I cna't begin to imagine the logic behind it. One bonus for me was that I unlocked the "Captured 25 links" pin while playing. Thanks!

Please give my F4F level, Are We There Yeti? (http://lbp.me/v/z5y83j), a try.

03-24-2012, 10:22 AM
Thank you very much CommToad. I just got back into little big planet after a little hiatus. Unfortunately, I never saw your post and got to play your level. I'll play it right away!

As for Chips Challenge, I redesigned the entire start-up menu to resemble a windows desktop screen. Now you can select any of the 8 levels on the menu without having to play each level in order.

Also, I changed lots of little things that don't drastically change the game, but make the game more enjoyable.

Feel free to post links to your games so i can play them and give feedback.