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Screenshots below are out of date, and I will try to replace them ASAP.
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Thread: Chip's Challenge
Last edited by Greensmurfy; 09-27-2011 at 08:13 AM.
- Join Date
- Jul 2011
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
Last edited by Alismadia; 08-27-2011 at 10:04 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.
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.
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
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.
- Join Date
- Jan 2009
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,
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.
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
Sure thing Infinite Twilight. I'll play your level right now. I'm still working on fixing things based on JCRocky's comments.
- Join Date
- Dec 2009
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!!
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.
- Join Date
- Dec 2009
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.
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.
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/sho...tdesk-Speedway
Last edited by Lyrikan; 09-17-2011 at 12:41 AM.Lyrikan - Apocalyptic Symphony