Ratings & Comments
I notice that Lev nominated Seireigi, so in addition to my nomination of its larger cousin (Dai Seireigi) I'll throw in a second for Seireigi for future features.
You must really like Dai Seireigi...I'm honestly quite surprised. Sure, I consider the Seireigi family my best set of works so far, but I didn't think anyone would be so quick to nominate Dai Seireigi. If anything, I thought Chu Seireigi would be nominated faster (second to normal Seireigi of course). That being said, I can definitely see the appeal, with the homages to the large historical Shogi variants and all.
Note to (other) Editors: While Dai Seireigi hasn't been played in its current, final form on Game Courier yet, it does have a recorded history of development versions being played on Game Courier. Whether this would make it eligible to be featured is up for debate.
I second Glinski's Hexagonal Chess. It is the textbook example of a hexagonal chess variant. If you want to learn how to play a hexagonal chess game, Glinski's Hexagonal Chess is a great place to start.
Looks like it. I have uploaded the new version to the site and have adapted them so the implementation will work properly with the CVP files.
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It should be ok now
The two rooks, bishops and knights do not differ and can no longer be distinguished in the course of the game. How is a strategic game supposed to come about then?
You can differ them:
- in offline play by sticky markers;
- in online by notation used.
BTW I have recently done the rules page.
282. Sandworm. This spawned from a recent comment on this list, like a throwaway line in a movie that becomes a classic.* This is inspired by the creatures from well-known desert planets in the Star Wars and Dune franchises (Tattooine and Arrakis, respectively), but it's not the full-sized version (which probably would be something to go into a four-square space, though with rather similar moves). This can be thought of as a "Juvenile Sandworm."
A main feature of the fictional sandworms is that they burrow underground, so as a piece the Sandworm simulates that by jumping others. At its basic, it slides in any radial direction, like a Queen. In the interest of game balance, I limit that to two pieces that it can burrow under, though in games with particularly large armies that may increase. If there are no pieces to burrow under and the Sandworm moves no more than 4 spaces to capture, it may continue to capture another piece in the next square. ((paf)2QcyafQ4)
In this (hopefully not overly confusing) diagram, the White Sandworm is able to capture any of the Black pices on the board. The only two that it can capture in a single move, however, are the Knight (i9) and Queen (j10), since the Knight is only 3 spaces away, the Queen is in the next adjacent space, and there are no intervening obstacles.
I probably could've posted this much earlier, but (aside from the previously-mentioned issues at Thingiverse) the shape kept coming out so that Thingiverse's sample-graphic (above) made it look like... well, something that probably shouldn't be shown on this site. It still kinda does, but I think it reads OK. (I might see about making the teeth large enough to be visible in the image.)
*It's even happened to my own comments, at the Super-Team Family: the Lost Issues blog. I was only kidding when I mentioned Snow White and the Seven Soldiers of Victory -- which became my first idea to be published there -- and my remark about Bugs Bunny vs. Doctor Doom was supposed to be an example of things we probably wouldn't see done!
Looks good, save for a few errors:
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Setup Errors
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White Kirin and Phoenix are swapped from where they should be in the initial setup
Black King and Great Elephant are swapped from where they should be in the initial setup
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Promotion/Drop Errors
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Lance, Running Rabbit, Knight, Gold General, and Great Elephant are currently allowed to promote immediately if they are dropped into the promotion zone (this should not be the case)
Both Pawns in the hand spaces can be selected when multiple Pawns are in the hand)
I stumbled across 'GC Preset for Reche's Super Faceoff Masquerade' again, and I'm wondering again how to recognize in the course of the game how an a-Rook takes as Knight, h-Rook as Bishop; b-Knight takes as Bishop, g-Knight as Rook; c-Bishop as Rook, f-Bishop as Knight (according to the description). The two rooks, bishops and knights do not differ and can no longer be distinguished in the course of the game. How is a strategic game supposed to come about then?
thanks for the advice.
I have modified accordingly
An army with your pieces. What'd you call this army?
If it's a CwDA set, probably "Mad Movers."
By the way, Chinoise Rose in problemist language is called Rao.
I should've suspected that it would be something that rhymed with the others.
Should I add : Should I add " ##############" before and after?
Indeed, you should, because you want the extra hand ranks to be colored black as well.
Random Pocket Omega Chess
19 is the size of handLayout
boardLayout :
0: "##............##"
1: "##............##"
2: "##............##"
3: "##............##"
4: "##............##"
5: "##............##"
6: "##............##"
7: "##............##"
8: "##............##"
9: "##............##"
10: "##............##"
11: "##............##"
length: 12
Should I add : Should I add " ##############" before and after?
Strange. 13 should be a valid index for an array of length 19. That means the array should have some internal elements that are undefined. What happens if you print
console.log(
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the array length is 19
NBROWS-row-1,row: 13, 0
This sounds like an out-of-bounds access on boardLayout. Are you sure you defined that array with sufficiently many ranks? To further diagnose the problem you could add console.log(NBROWS-row-1); just before the access to boardLayout in paintCells; then you could see in the console what the offending value is.
If you'd like to make an implementation of wa shogi, here are some unused jocly-compatible sprites that might come in handy.
To be seen if useful
In that case : I get in 2d with pictos
Would this come from using the draw function wrongly in my view : chu-seireigi-view.js ?
Note that I have the impression that with the modified version the result is satisfactory with or without extra hand ranks.
That's why I'd like your opinion on grid-board-view.js, because I thought it would be useful to transfer this modification to the pullreq branch for jocly.
I think that all that is needed is to make the 'row' loop run from 0 to NBROWS, and remove the -NBVHND from
this.cbView.boardLayout[NBROWS-NBVHND-row-1][col]
And then putting the extra hand ranks in the boardLayout defined in the game's view file. I don't think there are any other games yet that use extra hand ranks. I implemented that feature with Wa Shogi in mind.
The paintCells function is not involved in drawing the grid.
I had already looked at the sources, by looking at the chu-seireigi-view.js of the compiled version. Since you build Jocly without uglification all used source files are in there unmodified.
Your current setup for this game looks way better, but I did notice a few errors were made while making the new version. I also noticed a bug in the Hectochess implementation.
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Chu Seireigi Setup Errors
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White Kirin and Phoenix are swapped from where they should be in the initial setup
Black King and Great Elephant are swapped from where they should be in the initial setup
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Chu Seireigi Promotion/Drop Errors
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Pawn, Lance, Running Rabbit, Knight, Gold General, and Great Elephant are currently allowed to promote immediately if they are dropped into the promotion zone (this should not be the case)
White Copper General is put in same place as Black Lion in hand spaces, resulting in the hand space setup looking asymmetrical (White Copper General should be placed between the Great Elephant and Running Wolf)
(Also, because of this bug, a "King" may sometimes appear in current hand space of extra White Copper Generals/Black Lions for some reason...though this thankfully doesn't affect anything)
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Hectochess Castling Error
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When attempting to castle, the Champion's starting squares (b2/b9 and i2/i9) and queenside Knight starting squares (c2/c9) are not checked to see whether a piece is occupying them or not.
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@François Houdebert,
I noticed a bug in the Hectochess implementation. When castling, the starting squares of the Champions and queenside Knights (b2/b9, c2/c9, and i2/i9) are not being checked to see if a piece is occupying them or not, allowing castling when it should not be possible to do so.