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999318 Posts in 39213 Topics- by 30620 Members - Latest Member: blockerz

April 23, 2014, 05:14:58 AM
TIGSource ForumsCommunityCompetitionsSports2001: A Chess Odyssey [FIRST BUILD UP!!!]
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Author Topic: 2001: A Chess Odyssey [FIRST BUILD UP!!!]  (Read 3026 times)
J. R. Hill
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« Reply #15 on: November 01, 2012, 08:03:43 PM »

Yes.
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brog
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« Reply #16 on: November 02, 2012, 03:39:37 AM »

Those pixels are gorgeous.
This going to be 2-player or AIed?  Local/online?
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tzachs
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Look normal...


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« Reply #17 on: November 02, 2012, 05:13:20 AM »

Loved the reference!  Smiley
Funnily enough you're not the first tig compo game to make this reference..  Wink

Anyways, I like chess, I like robots, art looks good, looking forward to tha game.
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alphasmart
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« Reply #18 on: November 02, 2012, 07:16:30 AM »

It doesn't seem to have been pointed out yet, but on that screenshot, the board is only 7x8.  Bug or feature?

Otherwise, this sounds interesting!
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threesided
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« Reply #19 on: November 02, 2012, 08:03:39 AM »

It doesn't seem to have been pointed out yet, but on that screenshot, the board is only 7x8.  Bug or feature?

Otherwise, this sounds interesting!

Pure personal folly. I am bad at counting.

Also, this'll be strictly local PvP, since I can't program AI very well. Which means you'll have to find a friend to get the most out of this one!
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Destral
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« Reply #20 on: November 02, 2012, 12:04:20 PM »

Love the scourge art and colours!

I have high hopes that after the compo is over someone will step up and offer to collaborate with you on some AI for a single-player version, for those of us who are anti-social :D
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« Reply #21 on: November 02, 2012, 04:14:39 PM »

This sounds fun and looks great (I like all your color choices especially)!
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Ever Toward a Better Yesterday: music; more is on the way, but it must first complete an arduous journey fraught with peril.
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threesided
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« Reply #22 on: November 02, 2012, 10:54:11 PM »


UPDATE 04:
Movement has begun! The board and pieces is beng generated dynamically (not that it matters much here, but I feel accomplished in figuring out how to use arrays and for loops. Huzzah)

Right now the pawns move how they should in the game, however there is a bug when clicking on a new pawn while another is active. It's causing some warping pawns basically. Gonna look into fixing that tomorrow. But now I must sleep, because I am already up way too late working on this.

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threesided
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« Reply #23 on: November 03, 2012, 09:22:52 AM »

Fixed the bug that was happening on the pawns, and set up the attack logic for them as well. They ALMOST work correctly now.  I'm hoping that by figuring out how to make the movement logic for the pawns, doing so for the other pieces will be easier.
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Blademasterbobo
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« Reply #24 on: November 03, 2012, 03:18:16 PM »

don't forget about en passant  Waaagh!

also, you should try to make it with real multiplayer. shouldn't be too difficult for a turn based game. that goes for everyone who is currently doing a turn based "hotseat" multiplayer game!!!
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« Reply #25 on: November 03, 2012, 05:28:05 PM »

with people is real multiplayer.
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alastair
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« Reply #26 on: November 03, 2012, 06:16:22 PM »

looks cool, I hope you give the board a more interesting treatment though like you did the characters.
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Blademasterbobo
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« Reply #27 on: November 03, 2012, 06:30:17 PM »

yea, mp with networking involves people... what did you think i meant? without people? i don't get it
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threesided
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« Reply #28 on: November 03, 2012, 08:47:25 PM »

yea, mp with networking involves people... what did you think i meant? without people? i don't get it

I think he meant that calling over-network MP more real than hotseat multiplayer seemed odd.

As for actually doing that, I have nowhere near the capacity for such a thing for the purposes of this compo. But perhaps if I can get enough done to entice a proper programmer, we can make it happen.

Also, yes, the board is a placeholder, and I hope to give it a proper artsy treatment once more of the code is done. I have enough to work with, I can always go back and improve the graphics after the fact.
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threesided
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« Reply #29 on: November 04, 2012, 02:02:37 PM »

After what I thought was a good day, I've hit a snag: I can't for the life of me figure out how to do diagonal movement through an array. I'm going to have to figure out a better way to do it, because right now, it's fucked.

If anyone knows where I can look, or knows enough game maker to do it, let me know! This is pretty much the last thing I need to figure out before moving on to the Strategy stuff.
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