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Bull's eye. Upgrading of the possibilities to move within the Bull's eye to make the game more dynamic. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
H. G. Muller wrote on Wed, Apr 12, 2023 04:49 PM UTC:

It is about a new proposal for a variant called 'Bull's eye', for which there is no subject thread yet. Then the only option is to create one. Or?

Or...

There already existed a comment thread for it, in which I am now posting. It was created as a side effect of creating the article. You could have posted in it by clicking the link "Add new comment or rating" at the bottom of the page that contains the submitted article.


Jean-Louis Cazaux wrote on Wed, Apr 12, 2023 06:58 PM UTC in reply to H. G. Muller from 04:49 PM:

Interesting concept. I would glad to test it.


H. G. Muller wrote on Thu, Apr 13, 2023 07:23 AM UTC in reply to Jean-Louis Cazaux from Wed Apr 12 06:58 PM:

This falls within the standard capabilities of the Interactive Diagram, so that it can be implemented without any programming. Just specify two versions of each piece, one for in the bull's eye, one for everywhere else. And then specify a morph board for each of those that makes them change into the version that belongs in the zone. The morph board for the 'eye pieces' can also be used to make the bull's eye inaccessible to them.

satellite=eye ranks=8 files=8 maxPromote=0 promoZone=1 promoChoice=QNBR graphicsDir=/graphics.dir/alfaeriePNG/ squareSize=50 symmetry=mirror firstRank=1 lightShade=#FFFFCF darkShade=#70B09F rimColor=#0F0F90 coordColor=#EFEF1F whitePrefix=w blackPrefix=b graphicsType=png useMarkers=1 borders=0 newClick=1 royal=6 royal=12 pawn::::a2-h2 morph=*///...PP.../"/ knight:N:::b1,g1 morph=///...NN.../"/ bishop::::c1,f1 morph=///...BB.../"/ rook::::a1,h1 morph=///...RR.../"/ queen::::d1 morph=///...QQ.../"/ king::KisO2::e1 morph=///...KK.../"/ pawn (eye)::QN:pawn: morph=*/P/P/PPP!!PPP/"/P/P/P knight (eye):N:QN:knight: morph=N/N/N/NNN!!NNN/"/N/N/N bishop (eye)::QN:bishop: morph=B/B/B/BBB!!BBB/"/B/B/B rook (eye)::QN:rook: morph=R/R/R/RRR!!RRR/"/R/R/R queen (eye)::QN:queen: morph=Q/Q/Q/QQQ!!QQQ/"/Q/Q/Q king (eye)::QN:king: morph=K/K/K/KKK!!KKK/"/K/K/K

[Edit] Refresh the cache for promotions to work; I had to fix a bug in the vetting of promotion choices in the new Diagram script that is under development.


Jean-Louis Cazaux wrote on Thu, Apr 13, 2023 07:04 PM UTC in reply to H. G. Muller from 07:23 AM:

Isn't possible to have a board with different color for the bull's eye?


H. G. Muller wrote on Thu, Apr 13, 2023 08:48 PM UTC in reply to Jean-Louis Cazaux from 07:04 PM:

Isn't possible to have a board with different color for the bull's eye?

It is. (And I did.) But not yet without adding some JavaScript. I suppose it would be easy to introduce a parameter checkering, to specify a value similar to that of the morph parameter, (it could even be parsed by the same routine), with squares marked L, S, O, or D. Where L would stand for the given lightShade, O for oddShade, S for startShade; all of those being parameters that already exist.

I didn't do that so far, because the Interactive Diagram was mainly designed for functionality rather than beauty.


HaruN Y wrote on Wed, Jul 10 03:40 AM UTC:Excellent ★★★★★

This gave me an idea for an army for CwDA.

Bullseye Buddies


💡📝Gerd Degens wrote on Wed, Jul 10 08:30 AM UTC in reply to HaruN Y from 03:40 AM:

Hi HaruN Y,

I can't see what your variants have to do with my idea of the bull's eye, which concern the central squares d4, d5, e4 and e5 and where the pieces are given move possibilities corresponding to those of the queen and knight in combination.

Otherwise, I think the possibility of offering various variants in one diagram is very effective.


HaruN Y wrote on Wed, Jul 10 08:45 AM UTC in reply to Gerd Degens from 08:30 AM:

Click the button that says "buddies".


H. G. Muller wrote on Wed, Jul 10 08:53 AM UTC in reply to Gerd Degens from 08:30 AM:

Otherwise, I think the possibility of offering various variants in one diagram is very effective.

It is especially effective for 'combinatorial cases'. With 8 armies you would need 64 Diagrams to provide all combinations. The number of buttons required is 4 times smaller, and buttons are again much smaller than Diagrams. I suppose one could even do with 8 buttons here, using the convention that clicking the buttons alternately defines white and black.


💡📝Gerd Degens wrote on Wed, Jul 10 03:38 PM UTC in reply to H. G. Muller from 08:53 AM:

Okay, HaruN Y seems to have no problem with such a representation, which seems efficient. But we should be careful not to use this as a yardstick! Because then we can stamp 99 percent or something on new variants and no one will post anymore.


H. G. Muller wrote on Wed, Jul 10 04:46 PM UTC in reply to Gerd Degens from 03:38 PM:

Well, 99% of all variants do not offer a choice between all kinds of different material, and consequently would not need any buttons at all.


💡📝Gerd Degens wrote on Wed, Jul 10 05:56 PM UTC in reply to H. G. Muller from 04:46 PM:

Of course, I mean variants that build on each other. They are then obsolete.


H. G. Muller wrote on Wed, Jul 10 08:57 PM UTC in reply to Gerd Degens from 05:56 PM:

I don't think incorporating a new idea in another variant necessarily makes the variant that originally presented this idea obsolete. Combining too many independent ideas just gives a messy variant.


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