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Chu Seireigi. Variant of Chu Shogi playable with drops. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
François Houdebert wrote on Wed, Apr 24 09:15 PM UTC in reply to H. G. Muller from 05:59 PM:

I gave it a try here. I think It looks better this way.
@Adam: apart from the adjustments linked to the changes, what do you think?


@ Bob Greenwade[All Comments] [Add Comment or Rating]
Lev Grigoriev wrote on Wed, Apr 24 07:36 PM UTC:

I still have Astra (Rosetta) on your queue, but also I’ve recently created Astromech (even squares diagonally or odd ones orthogonally, AA[W?DD]). Try to guess who is Astromech)


Seireigi. Variant of standard Shogi with promotable Gold Generals, as well as more varied and animalistic promotions. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
🔔Notification on Wed, Apr 24 06:12 PM UTC:

The author, A. M. DeWitt, has updated this page.


Chu Seireigi. Variant of Chu Shogi playable with drops. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
🔔Notification on Wed, Apr 24 06:11 PM UTC:

The author, A. M. DeWitt, has updated this page.


H. G. Muller wrote on Wed, Apr 24 05:59 PM UTC in reply to François Houdebert from 04:18 PM:

No, you have to write something like

Model.Game.handLayout[1] = [0,2,4,6,8,10,12,14,30,46,62,...];

if you want the first 8 'hand squares' for white to be at the bottom, and the rest along the right edge.


@ Bob Greenwade[All Comments] [Add Comment or Rating]
Bob Greenwade wrote on Wed, Apr 24 05:01 PM UTC:

The issues that the Tinkercad website is having recently may lead me to take a break after this weekend. Since the problem mainly affects new uploads, I may continue for a short while, but otherwise I'll just wait for the problem to be fixed.

I had already planned on only going to #366 (I'm running out of possible pieces to post), posting only occasionally afterward for extensions of sets, missed rotary counterparts, special requests, new discoveries, and so forth. I also had planned, if I hadn't done this already by then, to take the time to create an index of sorts that I could post as an article.


Bob Greenwade wrote on Wed, Apr 24 04:43 PM UTC:

281. Mei (Chinese Rose). If a Nao is a Chinese Nightrider, then could there be a Chinese Rose? Well, of course there could! Like the Nao, the Mei (the best translation into Chinese for the word "rose" that I could find*) moves without capture normally, but must jump over a hurdle to capture. It's just that the Mei moves like a Rose. (mqNcqpN)

I don't think a move diagram is needed in this case, since most of us here knows how the Rose moves. I can vouch that the above XBetza does work; I tried it out in the XBetza Sandbox, and it behaves just as intended.

Creating this led me to discover some serious design flaws with my original Rose piece, which I've now corrected on my own system and will upload some time soon (Thingiverse is still having problems.)

*I have no doubt -- and, in fact, much hope -- that someone well-versed in the language will correct me if I got it wrong.


Electro Chess. Members-Only Every piece has a charge, every square is an electric field. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]

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Chu Seireigi. Variant of Chu Shogi playable with drops. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
François Houdebert wrote on Wed, Apr 24 04:18 PM UTC in reply to H. G. Muller from 01:51 PM:

It's good to know that you can use the bottom squares for that. Does it mean that we have to specify something like Model.Game.handLayout[1][{2:18,4:17}]; // eg : square 2, hand 18 for the white for each piecetype?


@ Bob Greenwade[All Comments] [Add Comment or Rating]
Bob Greenwade wrote on Wed, Apr 24 02:37 PM UTC in reply to HaruN Y from 06:31 AM:

Thanks for the catch. I only just recently realized my error there. I'll go fix that, both here and in my games where it appears, today and tomorrow.


Chu Seireigi. Variant of Chu Shogi playable with drops. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
H. G. Muller wrote on Wed, Apr 24 01:51 PM UTC:

Note that it is possible to control the way the captured pieces are placed next to the board by defining arrays Model.Game.handLayout[color][handIndex]. This array should contain the square numbers where you want the first captured piece of the given color (1 or -1) and hand value to be placed. (A second piece will be placed at sqr+color, and after that counters will appear between the two shown pieces.)

Currently the default assignment is used, which places the white pieces on the first 'file' on the right of the board, the hand number equal to the rank number (which starts at 0). By defining a handLayout you could also use the ranks under or above the board to place pieces, thus requiring fewer extra ranks.

E.g. with a single extra rank (instead of the 4 you have now) you could place 6 white pieces below the board, and 14 white pieces to the right of the board.


@ Mirko Mirko[All Comments] [Add Comment or Rating]
Mirko Mirko wrote on Wed, Apr 24 01:37 PM UTC:

Powerchess V.3 (also with random)

files=14 ranks=8 promoZone=1 shuffle=NBRQACZSLCWMHDS promoChoice=NBRQACZSLCWMHDS graphicsDir=/graphics.dir/alfaeriePNG/ squareSize=50 graphicsType=png symmetry=none royal=K pawn:P:ifmnDfmWfceF:pawn:a2,b2,c2,d2,e2,f2,g2,h2,i2,j2,k2,l2,m2,n2,,a7,b7,c7,d7,e7,f7,g7,h7,i7,j7,k7,l7,m7,n7 knight:N:N:knight:d1,k1 bishop:B:B:bishop:e1,j1 rook:R:R:rook:a1,n1 queen:Q:Q:queen:g1,,g8 archbishop:A:BN:cardinal:i1 chancellor:C:RN:chancellor:f1 amazon:Z:QN:amazon:,,f8 squirrel:S:NAD:squirrel:,,j8 lion:L:KNAD:lion:,,e8 champion:C:WAD:champion:c1,l1 wizard:W:FC:moon:b1,m1 mage:M:FDAC:mage:,,d8,k8 dragon horse:H:BW:promotedbishop:,,l8 dragon king:D:RF:promotedrook:,,c8 slidinggeneral:S:RBDNA:slidinggeneral:,,i8 king:K:KisO5:king:h1,,h8

Mirko Mirko wrote on Wed, Apr 24 12:42 PM UTC:

Powerchess V.2.5 (also with random)

files=10 ranks=8 promoZone=1 shuffle=RQACZLCWMHDK promoChoice=RQACZLCWMHD graphicsDir=/graphics.dir/alfaeriePNG/ squareSize=50 graphicsType=png symmetry=none royal=K pawn:P:ifmnDfmWfceF:pawn:a2,b2,c2,d2,e2,f2,g2,h2,i2,j2,,a7,b7,c7,d7,e7,f7,g7,h7,i7,j7 rook:R:R:rook:a1,j1 queen:Q:Q:queen:e1,,e8 archbishop:A:BN:cardinal:g1 chancellor:C:RN:chancellor:d1 amazon:Z:QN:amazon:,,g8 lion:L:KNAD:lion:,,d8 champion:C:WAD:champion:c1,h1 wizard:W:FC:moon:b1,i1 mage:M:FDAC:mage:,,c8,h8 dragon horse:H:BW:promotedbishop:,,i8 dragon king:D:RF:promotedrook:,,b8 king:K:KisO3:king:f1,,f8

Play Chess Variants with Jocly. Missing description[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Wed, Apr 24 11:30 AM UTC in reply to H. G. Muller from 08:33 AM:

Thanks.

Can you also do the same for normal Seireigi? It has the same problem with its 3d Kanji pieces.


H. G. Muller wrote on Wed, Apr 24 08:33 AM UTC in reply to A. M. DeWitt from Tue Apr 23 08:34 PM:

There appears to be a mismatch between the shogi graphics on CVP and that in the current source code. On CVP there are directories .../chessbase/res/shogi and .../chessbase/res/shogi2. The first contains the tile meshes and diffusemap for mini-Shogi, the second for Chu and Tenjiku Shogi. The current source code was derived from the latter, even though it reorganized the location where the diffusemaps are stored.

The problem occurs because the newly made Seireigi diffusemaps are made according to the Tenjiku design, (and placed so the view files can find them), but use the mini-Shogi tile mesh files. And it appears that these mesh files specify the use of a different part of the diffusemap for painting the top face: the mini-Shogi tiles use the top-left quarter, while the Chu-Shogi tiles use the bottom-left quarter of the maps.

I fixed the problem by editing the chu-seireigi-view.js file, to make it use the mesh files from the shogi2 folder. The kanji then appear. But apparently not all mesh files used by seireigi are there, as some of the pieces now disappear completely.

[Edit] The problem was in the map files: some Seireigi pieces use the diffusemap of Chu-Shogi pieces, and these are in a different location on CVP from where they are in the current source code (and have different filenames too). I adapted the path for the diffusemaps of Copper, Kirin, Phoenix, Lion and Queen to where these images are on CVP, and now the initial position of Chu Seireigi is correctly displayed.


Stairchess. (Updated!) Chess on a ladder-alike tilted board. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
HaruN Y wrote on Wed, Apr 24 07:48 AM UTC in reply to H. G. Muller from 07:02 AM:

Talking about the background it doesn't seem to work on my device even though it used to work. Interactive Diagrams that use backgrounds like Eurasian Chess, Chak, VaoQi don't seem to have backgrounds on my device.


H. G. Muller wrote on Wed, Apr 24 07:02 AM UTC in reply to HaruN Y from 06:49 AM:

I beat you by 4 minutes! :-)

It is interesting how we both chose a different rectification of the board; mine spoils the coordinates, yours spoils the moves of the pieces. In your representation it would in principle be possible to use a whole-board image as background that has the original diamond-shaped cells.

I tried using the Atlantic SVG set through fen2.php, but this set is not suitable for use on a black-and-white board. (Alfaerie doesn't do so well either, on the dark squares...)

[Edit] Concerning Pawn: Ah yes, I had overlooked that detail in the description. Thanks!


HaruN Y wrote on Wed, Apr 24 06:49 AM UTC:

Stairchess960

files=8 ranks=8 promoZone=1 promoChoice=NBRQ graphicsDir=/graphics.dir/ squareSize=50 graphicsType=gif symmetry=rotate royal=K whitePrefix=magnetic/W blackPrefix=magnetic/B firstRank=1 rimColor=#13131c darkShade=#424249 oddShade=#717177 lightShade=#a1a1a4 coordColor=#d0d0d2 borders=0 shuffle=N!BRQK Koval Pawn:P:frlmK*fceW:Pawn:a2,b2,c2,d2,e2,f2,g2,h2,,a7,b7,c7,d7,e7,f7,g7,h7 Kovalry:N:flbrFrflbNfrblCfrblZ:Knight:b1,g1,,b8,g8 Koval Bishop:B:vRfrblNN:Bishop:c1,f1,,c8,f8 Zig-Zag:R:frblsQ:Rook:a1,h1,,a8,h8 Koval Queen:Q:RfrblBfrblNN:Queen:d1,,e8 Koval King:K:WfrblFfrblNisO2:King:e1,,d8

To BenR: Maybe this can be both?

To David mRcpR: Why is that a problem? What about Pawn on h-file which cannot move forward?

Edit: I didn't see HGM's Interactive Diagram when I was creating an Interactive Diagram for this.

To HGM: Shouldn't the pawn be iiflmnDflmWflceF?


H. G. Muller wrote on Wed, Apr 24 06:45 AM UTC:
files=15 ranks=8 promoZone=1 promoChoice=NBRQ graphicsDir=/graphics.dir/alfaeriePNG/ squareSize=50 graphicsType=png lightShade=#000000 darkShade=#ffffff firstRank=1 borders=0 useMarkers=1 rimColor=#c0c0c0 holeColor=#c0c0c0 symmetry=none royal=K hole::::a1-d4,l5-o8,e1-f2,a5-b6,n3-o4,j7-k8,a7,c5,e3,g1,i8,k6,m4,o2 pawn:P:iiflmnDflmWflceF:pawn:g2,h2,i2,j2,k2,l2,m2,n2,,b7,c7,d7,e7,f7,g7,h7,i7 knight:N:N:knight:i1,n1,,b8,g8 bishop:B:B:bishop:j1,m1,,c8,f8 rook:R:R:rook:h1,o1,,a8,h8 queen:Q:Q:queen:k1,,e8 king:K:KisO2:king:l1,,d8

@ Bob Greenwade[All Comments] [Add Comment or Rating]
HaruN Y wrote on Wed, Apr 24 06:31 AM UTC in reply to Bob Greenwade from Wed Aug 30 2023 03:42 PM:

Demiurge Turtle is mScK4 since it's based on Mock Turtle from Jupiter.


Territorial Chess (Go-King!). Members-Only "Territorial Chess," a revolutionary fusion of two timeless strategic games: Chess and Go. (21x21, Cells: 441) [All Comments] [Add Comment or Rating]

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Megalomachy. A huge game with 2x80 pieces, some able to jump over many others. (16x16, Cells: 256) [All Comments] [Add Comment or Rating]
Aurelian Florea wrote on Wed, Apr 24 05:06 AM UTC in reply to H. G. Muller from Tue Apr 23 03:53 PM:

Done!


Stairchess. (Updated!) Chess on a ladder-alike tilted board. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
David Cannon wrote on Wed, Apr 24 03:29 AM UTC:Good ★★★★

This is an excellent concept. There's just one tweak I'd like to see. Pawns on the a-file cannot move any further to the left, so that could be a problem. One way to remedy that might be to divide the board vertically down the middle, giving pawns on files A-D a move to the RIGHT, and on files E-H to the LEFT, as you have currently done for all pawns.


@ Bob Greenwade[All Comments] [Add Comment or Rating]
Bob Greenwade wrote on Wed, Apr 24 01:35 AM UTC:

280. Yak. No, this isn't another Tifinagh piece*; this is named for the animal.

It simply occurred to me recently that particularly large boards could use a piece that's the equivalent of a Buffalo (NCZ), extending one space further. I considered naming it for a pouncing predator, but besides most such creatures being already taken, it didn't seem to fit the established pattern. This piece combines the leaps of the Knight (horse), Camel, Zebra, Giraffe, and Antelope, and also includes many compound ungulates (Gnu, Bison, Okapi, Buffalo, and so forth), so an ungulate seemed fitting. After a little bit of research, the animal that stood out was the Yak. (NCZFXNY)

I deliberately excluded the (4,2) leap of the Hare/Stag/Lancer since it's just an extension of the Knight move; pieces that add the DY or N2 can be considered separately. As it is already, it can be a formidable and versatile piece.

*The two forms of the letter yak are ⴽ and (in Tuareg) ⴾ, neither of which (in my opinion) make particularly good chess pieces -- at least, not without some sort of mirror image.


@ HaruN Y[All Comments] [Add Comment or Rating]
HaruN Y wrote on Wed, Apr 24 01:04 AM UTC:Good ★★★★

Ishskwaday II by Stuart Spence, AKA Zulban

files=5 ranks=9 promoZone=1 promoChoice=N graphicsDir=/graphics.dir/alfaeriePNG/ squareSize=50 graphicsType=png royal=K borders=0 firstRank=1 rimColor=#ff0000 holeColor=#ff5a00 darkShade=#ff9a00 lightShade=#ffce00 coordColor=#ffe808 hole::::a4,b4,a5,b5,a6,b6 pawn:P:ifmnDfmWfceF:pawn:c1,d1,e1,c2,d2,e2,c3,d3,e3,,c7,d7,e7,c8,d8,e8,c9,d9,e9 knight:N:N:knight: bishop:B:B:bishop:b1,a2,b2,a3,b3,,a7,b7,a8,b8,b9 morph=////....Z amazon:Z:QN:amazon: king:K:K:king:a1,,a9

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