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Staredit Network -> UMS Production -> Chess - The board game
Report, edit, etc...Posted by Ice_Inferno_X3 on 2006-02-26 at 22:43:53
ive seen many chess maps on b net and most arent very good disgust.gif hopefully you make this one good biggrin.gif
Report, edit, etc...Posted by nimadude on 2006-03-14 at 15:52:24
Version 1.31 - 3/14/06

- Fixed a vertical alignment problem with the queen.

- Fixed a bug where a pawn could skip a unit in front of him using the double block jump he gets at the start.

- Unit sounds are now muted.

Version 1.32 - 3/14/06

- Quick additional bug fix to the pawn bug fix in 1.31

http://www.staredit.net/index.php?download=4870

Those who have missed my map here is your chance to see!

I recently discovered another bug which would not give victory/defeat triggers when you kill your opponent's king.. This is a problem related to the mini chess board at bottom right corner, not properly removing the king to successfully mimic the real chess board. Not a very big problem, as game mechanics are bug free as far as I'm aware.

1.4 will still be a long way away... I just don't have enough motivation to start triggering such complex triggers for the Check System. Keep in mind that in every version I am adding a little bit of check system work, but I have added "never" to the triggers to keep them disabled for now, so they are slowly developing. However the current method I will be using might not guarantee success and I cannot further develop it without fixing the current mini chess board bug (as the check system will rely mainly on that to check unit positions).

Feedback is greatly appreciated!
Report, edit, etc...Posted by Staredit.Net Essence on 2006-03-14 at 18:32:28
YOU DO NOT NO OF EN PASSENT??? ITS IN THE FRICKEN RULES.... dam farking chess newbs...
Hmm to keep it simple... you know when the pawn does the double jump and the a square he gets up to? well if a black (or white) gets to the oppisite sides square (on that line) and if white (or black) do a double jump to a square next to the black (or white pawn) then he can take that peace, go to that square and move forward one, that or its something else and i have forgot!
Report, edit, etc...Posted by nimadude on 2006-03-14 at 20:04:41
QUOTE(Voldamort101 @ Mar 14 2006, 03:32 PM)
YOU DO NOT NO OF EN PASSENT??? ITS IN THE FRICKEN RULES.... dam farking chess newbs...
Hmm to keep it simple... you know when the pawn does the double jump and the a square he gets up to? well if a black (or white) gets to the oppisite sides square (on that line) and if white (or black) do a double jump to a square next to the black (or white pawn) then he can take that peace, go to that square and move forward one, that or its something else and i have forgot!
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I am very aware of this move, however since I never play using these rules I did not implement them in the game. I said earlier in this thread, there are people who barely know how to play chess let alone know what each piece does, so to keep it simple is better.
Report, edit, etc...Posted by Staredit.Net Essence on 2006-03-15 at 02:44:06
Oh kk then
Report, edit, etc...Posted by Capt_Stiles on 2006-03-15 at 17:08:11
Looks good. I think in your briefing though you should say that people cannot castle or do an en passant just in case someone takes several moves to try and do that. That wouldnt happen so much with the en passant but I think I could see someone trying to castle and it not working.

Just a thought though.
Report, edit, etc...Posted by nimadude on 2006-03-16 at 02:05:56
QUOTE(Capt_Stiles @ Mar 15 2006, 02:07 PM)
Looks good. I think in your briefing though you should say that people cannot castle or do an en passant just in case someone takes several moves to try and do that. That wouldnt happen so much with the en passant but I think I could see someone trying to castle and it not working.

Just a thought though.
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I'm thinking about implementing castle into the game actually hehe smile.gif

By the way I think I may have fixed the mini chess bug by increasing the size of a location..however this could lead to side effects, so it has to be tested when I can be bothered lol.
Report, edit, etc...Posted by HeRtZ on 2006-03-16 at 02:21:09
This game is fun, i played it with some of my friends biggrin.gif
Report, edit, etc...Posted by nimadude on 2006-03-16 at 02:31:31
QUOTE(HeRtZ @ Mar 15 2006, 11:20 PM)
This game is fun, i played it with some of my friends biggrin.gif
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excellent man, keep up the good work and report those bugs lol
Report, edit, etc...Posted by XMercury on 2006-03-19 at 00:17:48
EXCELLENT IDEA!

But... How?

I assume you are already a very experienced map editor. I'd love to know how are getting on with this map, as I once attempted to make a game of poker, and the complexity was so difficult, that I got to the point where I couldn't add any more triggers, because the map editor was at its maximum capability.

1 more thing... If you want any advice, I have alot of experience. However, I'm sure you know what you are doing.

Thanks for reading,
BlueWire
Report, edit, etc...Posted by O)FaRTy1billion on 2006-03-19 at 00:51:40
Suggestion:
Use player color 146 instead of that ugly black you have now. (Red on minimap?! Wtf?!)
Report, edit, etc...Posted by nimadude on 2006-03-19 at 04:23:04
QUOTE(O)FaRTy1billion @ Mar 18 2006, 09:51 PM)
Suggestion:
Use player color 146 instead of that ugly black you have now. (Red on minimap?! Wtf?!)
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oh sweet I didnt know of this.. Lol i use GUIEDIT for my player colours.

QUOTE(XMercury @ 09:17 PM)
EXCELLENT IDEA!

But... How?

I assume you are already a very experienced map editor. I'd love to know how are getting on with this map, as I once attempted to make a game of poker, and the complexity was so difficult, that I got to the point where I couldn't add any more triggers, because the map editor was at its maximum capability.

1 more thing... If you want any advice, I have alot of experience. However, I'm sure you know what you are doing.

Thanks for reading,
BlueWire


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Thanks for comments. Yeah, I been map making since the year 2000 (although I have made progression in mapping at a slow rate since I'm a casual mapper). Recently, learning the art of mobile grids, I discovered the possibilities of creating a dynamic rule system without the need for creating triggers for every possible move in the map. If you play the map, you will notice the creation of observers (unprofessionally done as I made the first release of this game in 3 days) which guide the system in determining what position you are allowed to move to and so forth.

Poker might be more complex, as it isnt really a board game and cant make much use of a mobile grid system.

Currently I am trying to develop a feasible check system, which checks the position of the kings after each move to check for possible threats. I again want it to be a dynamic system and not a premade set of triggers for every possible move, so it is hard to create as you need a specific detection trigger for each type of chess piece.
Report, edit, etc...Posted by Staredit.Net Essence on 2006-03-19 at 06:10:35
Why would anybody use GUIEDIT nowadays when all the features are in SCMD and the protection sucks?
Report, edit, etc...Posted by XMercury on 2006-03-19 at 12:54:48
I'd love to play this map! I understand your explanation of how the chess pieces work, but I'm sure you are having trouble with the Knight.

I have been looking into this myself, as I always love a CHALLENGE! I found that the most effective way of working this system, is by using a Switch for each of the grid numbers...

For instance, a player wants to move a Rook verticaly... First of all, the player needs to select the Rook (Set the chess pieces to Neutral Players), using a "Give units to Player" trigger, so that the player can only select 1 unit at a time...

Obviously, you have your "Vertical" Location follow your Rook, and in that "Vertical" location, it sets the switches for the possible squares to move your Rook over. If the switch is "Active" (on the landed square), and the player ends his/her turn (seperate trigger for ending turn), then it either kills the unit currently on that square, or just ends the player's turn.

Also, you may have thought to yourself, "How can I make sure the mobile locations follow my left Bishop, and not my Right Bishop? Simple... Illusion is the answer. Make the Left Bishop the original unit, and the Right Biship the "hero" version of the original unit.

I'm sure you are having most trouble with the Knight.

Also, just 1 minor point... I noticed the preview pictures. It looks very flash! However, maybe the squares are a little too big? My reason is that you can't see the entire chess game, therefore its possible to miss the other player's action.

IF YOU GET TIME, CHECK OUT THE ATTATCHMENT WITH THIS MESSAGE. I've included location layers within this map. I'm not suggesting you should use it, but it always helps to see an alternative concept.

I'm sorry if I'm just stating the obvious here. I'd just like to see this map make a success.

BlueWire
Report, edit, etc...Posted by DaMiNaToR on 2006-03-19 at 12:59:22
Chess has already been done... it's in the DLDB. mellow.gif
Report, edit, etc...Posted by Staredit.Net Essence on 2006-03-19 at 18:17:11
Now wasnt that a waste of space? of course he knows what he is doing!
Report, edit, etc...Posted by nimadude on 2006-03-19 at 18:24:59
QUOTE(DaMiNaToR @ Mar 19 2006, 09:59 AM)
Chess has already been done... it's in the DLDB. mellow.gif
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If you care to look at my version, you will notice huge gameplay improvements.

By the way mercury, yeah I kind of understand your system however you cant place locations diagonally to determine where a diagonally moving unit can go.. Using vertical and horizontal locs and making it so that you can move your unit anywhere but vertical and horizontal wouldnt work cuz then you'd be able to move to a lot of places... but then again I'm probably not completely understanding what you meant, I will take a look at attachment.

Yeah, the chess board is big (since when I made this map I used mutas for the mobile grid and they need lots of room to operate. However, in version 1.3, I introduced a mini chess board which is at bottom right corner of map, and it allows you to see an overview of the entire chess board within nearly one screen of view. It mimics all the moves you make on the real board and helps with planning strategies and what not. A bug which I may have fixed with this board is that it sometimes bugs up in the mimicing process (when a killing move is made), I think its particularly when a large unit (eg tank) tries to kill a small unit (eg ghost) the small unit doesnt get removed and the large unit tries to move to the location but cant and so it bugs up. I think I have possibly fixed this for 1.33 with a minor location enlargement however, and it needs testing before I release it.

PS: The knight has actually been completely bug free and I am yet to find a bug with it, whereas other pieces have had at least 1 bug each!

ADDITION:
QUOTE(Kept_Wheat @ Mar 19 2006, 03:10 AM)
Why would anybody use GUIEDIT nowadays when all the features are in SCMD and the protection sucks?
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I dont use it for protection, and I have heard bad things about SCMD (screwing up your map and stuff), but GUIEDIT has always been reliable for me.
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