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Tron Chess. Every square passed by the queen creates a wall that hinders movement. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Adam Norberg wrote on Mon, Apr 8, 2002 03:38 PM UTC:
Author's note: I'd like to see this in Zillions.
--Adam Norberg

gnohmon wrote on Tue, Apr 9, 2002 02:00 AM UTC:Excellent ★★★★★
When Nemoroth finally appears, you will be amazed by the piece called the
Wounded Fiend, and the distant resemblance to the Tron Queen.

There must be something in the air that makes people come up with similar
ideas at nearly the same time.

Robert Price wrote on Wed, Apr 10, 2002 11:57 AM UTC:
The trouble with my Zillions implementation is, a piece that captures a
Wall disappears until you make the board redraw itself.  When the computer
plays against itself, it's not a problem.  But when a human captures a
Wall, he needs to hit Ctrl-F twice or something.  It would be an easy, easy
thing for Zillions Development to fix.

I guess it's my own fault for trying to make two boards, one on top of the
other.  I just thought it would be more elegant that way.

💡📝Adam Norberg wrote on Wed, Apr 10, 2002 12:08 PM UTC:
Don't use two boards... I suggest you download Rubble Chess (another one of
my inventions, Z'd by Peter Aronson) and take it apart to find out how it
worked. All you need to do is make variants of it where the <foo> leaves
behind Rubble Pieces, for <foo> being any chess piece. (I don't think pawns
would work very well, but...) You can also make special starts where the
board starts full of walls (rubble chess start), etc...

--Adam

Anonymous wrote on Wed, Apr 10, 2002 01:10 PM UTC:
Leaving rubble pieces behind as the TronQueen slides is the problematic
part, because (and I've run into this problem again and again) there's no
(direct) way to generate a move that creates more than one piece.

The solution that leaps to mind is to have so-called 'empty' squares be
dummy pieces with no images, and turn multiple ones into Walls at the
appropriate time (which is also problematic, but doable).  That's probably
what I'll have to do, but it means reimplementing all the Chess moves so
that chess pieces are trading places with dummy pieces instead of moving to
empty squares.  Capturing means trading places with the captured piece and
turning it into a dummy.  There are lots of things that could go wrong and
strange bugs that would surface.

The two-board approach meant that the dummies could cover the underboard
while the chess pieces moved about on the overboard.  When you play the
game, you only see one board.  The second board occupies the same pixels. 
It's just an implementation device.

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