Comments by BobGreenwade
While I personally prefer the Newton Kangaroo, the Almay Kangaroo does have a couple of other things in its favor:
- There's no other name for that particular move. The Newton Kangaroo is also called a Hospitaller (and occasionally Princess).
- The Hospitaller's rotary counterpart (ND to its NA) is the Templar. The Kangaroo's is the Carpenter (with other names including Scribe, Ouroboros, and Doughnut). In a game with both pieces, Hospitaller and Templar makes the most sense.
But... the Newton Kangaroo has an easy Betza notation (NA). The Almay Kangaroo's move is interesting, but I'm not even sure how it can be notated.
PS: Am I the only one who finds the picture of the tailless Kangaroo disturbing? It looks like some other animal trying to do what a bear does in the woods.
Yeah, the ID has a lot of screwy stuff, and needs a good bit of fixing. Whatever has Pawns morphing to Queens should be edited out. (Should that line be just "promoChoice=" with nothing?)
I'll see what happens when I convert the ID with the new applet before I go about doing a lot of editing.
When I do get into the heavy editing: Do you think it'd matter whether the #victim test or the Helepolis test is done first?
(Personally, I like to call that a "juggernaut capture," but I can switch to "bulldozer capture" if that's an established term.)
Oh, and my apologies for not including the link. (D'oh! once again!)
OK, I have the pawn promotions fixed on both diagrams.
I'll start looking at the other two things (probably royal promotions) later today.
Thanks for the help!
I presume that the capitalized counterpart would go into the Post-Move 2 section, and both would also need the q/pc (Q/PC) conversion as well.
These do indeed look fantastic.
The XBetza for this Kangaroo is easy enough: two sliding hop legs followed by a final step. So pafpyafQ, or [pQ-pQ-K] in bracket notation.
Easy for you, maybe.... :P
OK, fine, then. Now Post-Move 1 is:
gosub HandleMove false;
if == k #victim:
set brd $space;
set p search pr #brd;
add k #p;
endif;
if == q #victim:
set brd $space;
set p search pc #brd;
add q #p;
endif;
if == q #vic2:
set brd $space;
set p search pr #brd;
add k #p;
endif;
While Post-Move 2 is:
gosub HandleMove true;
if == K #victim:
set brd $space;
set p search PR #brd;
add K #p;
endif;
if == Q #victim:
set brd $space;
set p search PC #brd;
add Q #p;
endif;
if == Q #vic2:
set brd $space;
set p search PC #brd;
add Q #p;
endif;
If I got that part right (I felt that vic2 was a better mnemonic than v2
; in any event, I feel like I misread something), all that's left to worry about right now is the really hard part: the Helepolis.
I still had the Helepolis on the old RcamfRidaufmRsb(caf)14R move code when I built the initial GAME code; I hope I don't need to fix that and regenerate the code when I turn to that part (though it's probably not a huge problem if I do). If there's a simpler way to go about it, I'll take it!
Then I can start poking around with Inkscape, Paint, and/or GIMP to see if anything decent comes out, in between developing text.
Hey, you're being seen, Lev.
Approval for submissions just takes a very long time.
Actually, I had a little time before going on to something else, so I fiddled around and found better pics already in the array for the Prince, Princess, and Chancellor (these are already updated both here and in the GCP), and tentatively generated pieces for:
- Berserker
- Bowman
If these are deemed good, then I can see what I can figure out for the Soldier (the current Soldier can become the new Sergeant) and the Spy.
Addendum: Well, they at least appear to be working OK on the Interactive Diagram.
I agree with Aurelian. This is funny in its description, and could be a real hoot to play.
I'd tend to go with a version where the new Pawn (or even a Mann, promotable to Prince) is left behind in the space where the Queen just left. But that's just me. :)
So now I have the Post-Move 1 looking like:
gosub HandleMove false;
set vic2 #victim;
if == k #victim:
set brd $space;
set p search pr #brd;
if #p:
add k #p;
endif;
endif;
if == q #vic2:
set brd $space;
set p search pc #brd;
if #p:
add q #p;
endif;
endif;
And Post-Move 2:
gosub HandleMove true;
set vic2 #victim;
if == K #victim:
set brd $space;
set p search PR #brd;
if #p:
add K #p;
endif;
endif;
if == Q #vic2:
set brd $space;
set p search PC #brd;
if #p:
add Q #p;
endif;
endif;
I'll get on that Helepolis move in a wee bit....
78. Moonrider. I only recently discovered this piece, created by Mark Hedden for his variant Ganymede Chess. It's an extension of the Nightrider, adding a Zebra's (2,3) leap to its reportoire. (NNZ)
In Ganymede, the Nightrider promotes to Moonrider by making a capture, but to my mind it could also be part of the starting army in a high-powered, big-board game.
I'm not sure why adding a Zebra move turns a Nightrider into a Moonrider, so I probably won't be adding that crescent to many (if any) other pieces.
PS @ Jean-Louis:
I've gone ahead and created designs for the Simurgh (L) and Indrik (R), and I'll be using them to replace the Ancress and Metropolitan where I've used them (because I like your ideas better than Mr. Gilman's for this).
I'm sure you could do better on both, but at least they're here.
Pursuant to creating an Interactive Diagram, here are some test images for pieces used here:
- Malkia (zebraqueen)
- Mtawala (zebrarook)
- Bodyguard
Just offhand, I think the first two could be added to the official list (as could the Bowman I made for Vanguard Chess), but the Bodyguard needs work on several things, including the size, the transparency of the background, and the black side's color.
I don't see a lot of pieces with both Threeleaper and Tripper moves; I think the Cheetah, the Sabertooth, and your Troll are about it. And after looking up the calugo, I think that's a perfect name for the WGH regardless of what anyone else calls it -- though of course, it needs a good FGH to go with it. (I'd recommend the Draco.)
Yeah, I did notice that. It's not quite up to asking Fergus to add it to the official set, but it'll do for now (and I'll probably fix that outline before all is done).
And congratulations on the Nobel thing. :)
I extend that group even further in Short Sliders with the Crusader (KDNH), Healer (KANG), Bongo (AGZNY), and Serval (DCHFX), as well as of course the Thaumaturge (KCZ).
(I still could use a better name for the Healer, though.)
Thanks for writing that out; I'd been using the "eyedrop" function to copy the color, but having it written out is much easier (for me, anyway).
Attempted improvements:
While I have some ideas brewing for most of the Leader group, I'm still feeling a bit out of my depth when it comes to the Healer, Crusader, Bongo, Serval, Dolphin, Walrus, and Turtle.
OK, I got all of those 2
's converted into 16
's.
I assume I don't need to worry about the ones that end in 4198464
, and that the Post-Move codes that I posted earlier are OK.
I think (unless my brain is glitching something) all that's left is getting the code in to clear out the juggernaut's path, and mark whether the victims include the King and/or Queen.
After that, it's mostly just text and graphics (the latter consisting of redoing the Berserker with 2-pixel lines, and trying to figure out a Soldier and a Spy that don't look pathetic.)
Testing some more icons:
- Berserker (take 2)
- Soldier
- Spy
I may want to workshop the Spy a little, but on the whole I think they look satisfactory.
Testing a few other icons:
- Crusader
- Hospitaller
- Turtle
- Zebrarider
(The Zebrarider isn't used in this game, but I like it so I thought I'd test it.)
I think I screwed up the color for black again (I thought it was set to the right one until I saw these all together; I'll fix them later) but other than that I think these are acceptable.
Here we go, with the color-corrected black Crusader, Hospitaller, and Zebrarider:
I'm not sure why the size discrepancy (other than it has to do with the tiles I used for source material), but I still think they look just like what I was trying for -- even though it's probably hard to tell the Zebrarider from a regular Zebra.
As for the animal pieces... the Turtle below is merely "acceptable" (for this game, anyway), but my efforts thus far at any of the others I listed have been pitiful.
I adjusted the ID to include the graphics below, and I think it looks good.
OK, I'll work on replacing all of those 16
's with 4194306
, and then insert that code. But there's a possible snag: the Helepolis's juggernaut move should be stopped by the presence of a friendly piece. Is this accounted for there?
Edit: Never mind the question. Upon re-reading, I see that it's accounted for.
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OK, I have the basics of the GC preset in place. I was able to figure out the worst problems on my own (all it took was making sure the two-letter piece codes were in all caps). Things I still need to figure out how to do (that I can identify right away) and/or get help with:
Once those are done, I can: