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how do you program a non-capture move[Subject Thread] [Add Response]
🕸Fergus Duniho wrote on Sat, Jul 20 01:35 PM UTC in reply to wdtr2 from 09:48 AM:

For potential moves, you need to check whether the space is empty, and for actual moves you need to check whether a capture has been made. See my code for the Cannon for an example of how to do this.


Daniel Zacharias wrote on Sat, Jul 20 02:55 PM UTC in reply to wdtr2 from 09:48 AM:

Does this work?

def White_Elephant checkleap #0 #1 2 2 or and checkaleap #0 #1 0 -1 empty where #0 0 -1; 
def White_Elephant-Range mergeall leaps #0 2 2 where #0 0 -1;

def Black_Elephant checkleap #0 #1 2 2 or and checkaleap #0 #1 0 1 empty where #0 0 1; 
def Black_Elephant-Range mergeall leaps #0 2 2 where #0 0 1;

🕸Fergus Duniho wrote on Sat, Jul 20 05:14 PM UTC in reply to Daniel Zacharias from 02:55 PM:

No, this may work for potential moves, but it will not work for actual moves. I believe you should replace "empty where #0 0 -1" with "cond empty #0 capture empty #1". Also, the function would be better optimized for most legal moves, as well as for testing for check on the King, if you reversed its two parts. This will also allow you to use breaking logic all the way through.

def White_Elephant checkaleap #0 #1 0 -1 and cond empty #0 capture empty #1 or checkleap #0 #1 2 2;

def Black_Elephant checkaleap #0 #1 0 1 and cond empty #0 capture empty #1 or checkleap #0 #1 2 2;

FOOD FIGHT!!!. Game Courier preset for FOOD FIGHT!!! (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
H. G. Muller wrote on Sat, Jul 20 05:16 PM UTC in reply to Bob Greenwade from Fri Jul 19 03:52 PM:

The I.D. handles z and q moves through a special mechanism, and for no real reason the routine detrmining the trajectory also strips the and j flags from the mode. I think otherwise these would be obeyed.

I will fix it when I return from Berlin. (No ftp access now...)


🕸Fergus Duniho wrote on Sat, Jul 20 05:18 PM UTC in reply to Bob Greenwade from Sat Mar 30 08:10 PM:

needing to figure out how to make some of the icons (Chef, Pie, and Fish Pawn) into compounds using either showpiece or fen2

I have not added this feature to showpiece.php, because I believe it is better to make individual images for each piece you may need.


Little Rider Reef. Overcome the reef. (11x11, Cells: 110) [All Comments] [Add Comment or Rating]
🔔Notification on Sun, Jul 21 06:23 AM UTC:

The author, Gerd Degens, has updated this page.


Great Rider Reef. Cross the border. (11x13, Cells: 132) [All Comments] [Add Comment or Rating]
🔔Notification on Sun, Jul 21 06:29 AM UTC:

The author, Gerd Degens, has updated this page.


FOOD FIGHT!!!. Game Courier preset for FOOD FIGHT!!! (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
H. G. Muller wrote on Sun, Jul 21 03:45 PM UTC in reply to Fergus Duniho from Sat Jul 20 05:18 PM:

That would indeed be better, but not everyone has the ability to do it. The feature in fen2.php was mainly intended as a solution for those who cannot. And a cleverly designed piece set, such as Bob's, can exploit the feature through having separate background and foreground symbols, which are intended to  be combined. That could save an enormous number of images.


Shahrady. Chess with "passes". (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Mon, Jul 22 09:29 AM UTC:Excellent ★★★★★

What a fine concept. A new way of using reserves that makes for a different game from Chess but has a good Chess-like feel. The adjacent kings rule sets a trap for the unwary. Hold that Queen in reserve and when the opponent moves his king next to yours, you have 9 less points to count.

Rules question: does the requirement to evade check have priority over ending the game by moving next to the enemy king? I would think yes, but I'm not certain from the rules on this page.

I'd love to program this game for Zillions, but I have no idea how to implement the win condition for adjacent kings.


Retreating Chess. Pieces must fall back one square after each move. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
HaruN Y wrote on Mon, Jul 22 12:58 PM UTC:

Is null move legal?


Ladder Chess. Chess variant on a `skewed' board with 40 squares. (Cells: 40) [All Comments] [Add Comment or Rating]
HaruN Y wrote on Mon, Jul 22 01:41 PM UTC:Good ★★★★
files=5 ranks=8 promoZone=1 promoChoice=NBRQ graphicsDir=/cgi-bin/fen2.php?s=53&t=atlantic&p= squareSize=50 graphicsType= symmetry=none royal=K borders=0 firstRank=1 rimColor=#48484b darkShade=#6d6d6f oddShade=#919193 lightShade=#b6b6b7 coordColor=#dadadb Sirotpawn:P:ifmnDfmWrceWlfceN:p:a2,b2,c2,d2,e2,,a7,b7,c7,d7,e7 Sirotknight:N:frblFbrflNlfrbClfrbZ:n:d1,,b8 Sirotbishop:B:sRlfrbNN:b:c1,,c8 Zag-Zig:R:vRflbrB:r:e1,,a8 Sirotqueen:Q:RflbrBlfrbNN:q:b1,,d8 Sirotking:K:WflbrFlfrbN:k:a1,,e8

@ Lev Grigoriev[All Comments] [Add Comment or Rating]
Lev Grigoriev wrote on Tue, Jul 23 08:23 AM UTC:

INFO

Pages considered as ready:

Pages with undefined readiness:

  • Modern Republican Chess (general page readiness to be defined; currently no setup picture but is it needed?);
  • Regenerative Chess (writing and phrasing to be defined, because currently there’s no images, but some of them are doable).

Rules needing to be fixed:


FOOD FIGHT!!!. Game Courier preset for FOOD FIGHT!!! (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
💡📝Bob Greenwade wrote on Tue, Jul 23 03:42 PM UTC in reply to H. G. Muller from Sat Jul 20 05:16 PM:

Thanks for this, H. G. How to fix it in the GC preset, though? Just do a new export?


H. G. Muller wrote on Tue, Jul 23 03:57 PM UTC in reply to Bob Greenwade from 03:42 PM:

That would probably be easiest. Otherwise you would have to add 128 to the mode of each leg of the znDD move. And it will have a lot of legs...

I am still in Berlin, though. I'll let you know when it is fixed.


💡📝Bob Greenwade wrote on Tue, Jul 23 04:07 PM UTC in reply to H. G. Muller from 03:57 PM:

I'll let you know when it is fixed.

Yeah, I kinda figured youi would. But now I know how much work to expect -- which, thankfully, appears to be rather little. Thanks!

And a cleverly designed piece set, such as Bob's, can exploit the feature through having separate background and foreground symbols, which are intended to  be combined.

And thanks for this remark as well.


Rules: Stalemating: Loss[All Comments] [Add Comment or Rating]
HaruN Y wrote on Tue, Jul 23 05:32 PM UTC in reply to H. G. Muller from Mon Dec 4 2023 06:45 AM:

Mansindam Definition For FSF variants.ini uses "stalemateValue = loss".


Grid Chess. Always move to a different 2 by 2 square part of the board. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
HaruN Y wrote on Tue, Jul 23 05:50 PM UTC:
files=8 ranks=8 promoZone=1 promoChoice=NBRQ graphicsDir=/graphics.dir/small/ squareSize=35.5 graphicsType=gif symmetry=none royal=K borders=0 background=https://www.chessvariants.com/boardrules.dir/grid.gif lightShade=# darkShade=# whitePrefix=W blackPrefix=B White pawn:↑:ifmnDfmWfceF:Pawn:a2,b2,c2,d2,e2,f2,g2,h2,,a7,b7,c7,d7,e7,f7,g7,h7 morph=/←→←→←→←→/↑/←→←→←→←→/↑/←→←→←→←→ White right pawn:→:cefrF:Pawn: morph=*/←→←→←→←→/↑/←→←→←→←→/↑/←→←→←→←→ White left pawn:←:celfF:Pawn: morph=*/←→←→←→←→/↑/←→←→←→←→/↑/←→←→←→←→ Black pawn:↓:ifmnDfmWfceF:Pawn:,,a7,b7,c7,d7,e7,f7,g7,h7 morph=/›‹›‹›‹›‹/↓/›‹›‹›‹›‹/↓/›‹›‹›‹›‹ Black right pawn:›:cefrF:Pawn: morph=*/›‹›‹›‹›‹/↓/›‹›‹›‹›‹/↓/›‹›‹›‹›‹ Black left pawn:‹:celfF:Pawn: morph=*/›‹›‹›‹›‹/↓/›‹›‹›‹›‹/↓/›‹›‹›‹›‹ knight:N:N:Knight:b1,g1,,b8,g8 bistead:B:yafFmpafoabmpafafsWmpafmpafoabmpafsWmpafmpafmpafoabmpafmpafmpafafsW:Bishop:c1,f1,,c8,f8 Walterook:R:yafWmpafoabmpafafWmpafmpafoabmpafWmpafmpafmpafoabmpafmpafmpafafW:Rook:a1,h1,,a8,h8 Stead queen:Q:mpafoabmpafafsWmpafmpafoabmpafsWmpafmpafmpafoabmpafmpafmpafafsWyafKmpafoabmpafafWmpafmpafoabmpafWmpafmpafmpafoabmpafmpafmpafafW:Queen:d1,,d8 Stead king:K:mpafoabmpafafsWmpafmpafoabmpafsWmpafmpafmpafoabmpafmpafmpafafsWmpafoabmpafafWmpafmpafoabmpafWmpafmpafmpafoabmpafmpafmpafafWisO2:King:e1,,e8

more testing. Private Missing description (8x8, Cells: 64) [All Comments] [Add Comment or Rating]

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Muje (Untitled). Members-Only Janggi + Chess + Drop rule of Shogi. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]

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Beautiful Beasts. A new team for Chess with Different Armies based on the Roc.[All Comments] [Add Comment or Rating]
HaruN Y wrote on Thu, Jul 25 12:13 AM UTC:

I nerfed this army.


Shahrady. Chess with "passes". (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Manuel Hohmann wrote on Thu, Jul 25 06:06 AM UTC in reply to Michael Nelson from Mon Jul 22 09:29 AM:

I'd love to program this game for Zillions, but I have no idea how to implement the win condition for adjacent kings.

Indeed, that's an interesting problem. My first thought was to use count-condition, but one somehow needs to implement the point values for the pieces...


Muje (Untitled). Members-Only Janggi + Chess + Drop rule of Shogi. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]

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