Ratings & Comments
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I am not aware of any such sources.
![A reference work](/index/reference.gif)
set all == mln $maxmln; // indicates last move
Note there is no $ there, so we might be talking about different things, and this one might be a legacy variable.
This operator just outputs the value of $mln.
I cannot image how this would work if mln was not the current move number.
It works because you are comparing mln with its maximum value. When there are comments, $maxmln will be greater than any move number, but it will be no higher than mln will eventually reach.
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I don't think there was any suggestion that the idea is no good, or the implementation was flawed. Just that the presentated explanation of it is very cumbersome.
I agree with Bn Em that it would be much better explained by not presenting this as pieces that change, but just stating that the orthodox pieces get some extra moves on some of the squares. And then show a table that mentions the extra moves for each piece, and on which squares it would get those.
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I am not familiar with this technique, but a problem could be that it is not just about positioning the images, but also about translating mouse clicks to cell coordinates. (Which must also work for empty cells, for entering non-captures.) In the table version I have attached event handlers to the cells for this.
With grid, you would use a <div>
tag instead of a <td>
tag for each space, and you could attach event handlers to it just as easily. What I have done in Game Courier, though, is place a transparent image over each empty space, as I have attached event handlers to the piece images.
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OK, so the betza.txt code, which thus aims to test for whether the move is the one that was just entered, would work fine even in the presence of comments?
And the code to test for whether we are in prelude should look like
if == 0 $mline[$mln]->movenum:
?
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Seems to be a matter of taste.
I have adjusted it and hope I am now right.
![A reference work](/index/reference.gif)
if == 0 $mline[$mln]->movenum:
That is mixing GAME Code with PHP. GAME Code does not support classes with properties or write out array elements with brackets, and it doesn't provide read access to $mline. But you can use the value of turn
with your knowledge of which side you're concerned with to determine where you are in a game.
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I'm actually starting to lean back towards the Bishop + Squirrel move for Chu Seireigi and Dai Seireigi, since in my test game of Chusei with you, if the Lion had the KNAD move you would be able to force mate in 3 with just the Lion, and I don't want one piece to steal all the show from the others.
Edit: Looking at the current position you can still force mate in 3, but you need to get more pieces involved.
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=== @Mr.H.G.Muller
Dear respected Mr.H.G.Muller,
Could you do me a favor by giving me a hint on the coding?
I want to write vertical high pole as: rfF rfN rfC rfFX .
I come across problems writing the next higher piece on the vertical pole. Is it possible that you might give me some hint?
Thanks a lot. I appreciate your aid.
sincerely, Adella.
![A game playable with Jocly](/index/jocly.gif)
I think I've mentioned in our game chat why I prefer KNAD (or, to me, KNS) for the Lion: it does at least have some history. I don't know of anywhere else where a Lion is BNS. (Even so, if it had an adjective on the name, reflected by a compound in the Greenwade graphic, I could deal with it.)
![A miscellaneous item](/index/misc.gif)
I have changed forpersonid to author in the link, and it now works.
The print color scheme now has its own small logo too. Since the big logo included 19th century black and white artwork of Chess pieces, I chose a more retro style that displays fairy pieces by changing the orientation of Chess piece images. According to a section of Anthony Dickins' A Guide to Fairy Chess, the inverted queen is the grasshopper, and the reclining bishop is the unicorn.
![One or more fairy chess problems](/index/problem.gif)
For this Fairy piece there is a forced mate (K+FP vs k) in 125 moves: rWbrFfDlfflNlA
Can anyone create a piece that can force a checkmate in more moves?
Circular Chess 2.0 by Green Lemon Games
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I made one last change to Chu Seireigi and Dai Seireigi, renaming the Lion to Lion Hawk to avoid confusion with the Chu Shogi Lion, while also keeping the Bishop + Squirrel move from before, whose Jocly code is shown below.
graph: this.cbDropGraph(geometry, [[-2,0],[-2,-1],[-2,-2],[-1,-2],[0,-2],[1,-2],[2,-2],[2,-1],[2,0],[2,1],[2,2],[1,2],[0,2],[-1,2],[-2,2],[-2,1]],[[1,1],[1,-1],[-1,1],[-1,-1]]),
(Keeping the Lion Hawk's value at 11 is reasonable, as it is basically equal in strength to a Queen, and may sometimes even have a light advantage)
In case you are wondering what a "Lion Hawk" is, I imagine it as a Japanese version of a griffin.
For the new diffusemap, simply use the Tenjiku Shogi Lion Hawk diffusemap.
For the 2D sprite, the best choice in my opinion for this piece may be the sprite two spaces to the left of the "gem" image in this spritesheet, as it resembles a griffin head with cat-like ears, at least to me. (If for some crazy reason you plan on implementing Dai Seireigi in Jocly, I would save the "falcon" image used for the griffin in other Jocly presets for the Flying Falcon or Cloud Eagle).
If you can implement these changes on the biscandine site that would be great.
P.S. Thanks for playing that test game with me. It helped me finalize the Lion Hawk's move.
![One or more fairy chess problems](/index/problem.gif)
Ferz/Hospitaler Hunter: 130
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This doesn't explain the fact that in Heian Shogi and Sho Shogi, the Knight has the same movement as in today's Shogi. My pet theory on this and the Lance's forward-only slide is that the Bushido Code has something to do with it. The Bushido code, which says surrender is the worst dishonor, and by proxy shames cowardice, may have been inprinted on the game by making certain pieces forward-only.
![One or more fairy chess problems](/index/problem.gif)
How this piece move?
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![One or more fairy chess problems](/index/problem.gif)
You are right. This piece: bFfhNfA mates in 130.
Can anybody top this?
Your bFfhNfA can be called a Double Sword Aborigine (or something other with understanding that it’s forward Kangaroo + backward Ferz), and your fWbrFfD7lfNfrblA as Right Gun-Layer (looks very similar to optical gun), and its mirror will be Left GL.
![A craft page](/index/craft.gif)
There are now svg files that can be printed on play mats, e.g. :
https://glyphobet.net/three-player-chess/svg/hexagonal_tiles.svg
https://commons.wikimedia.org/wiki/File:Hexagonal_chess_board.svg
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rfNX rfCX rfFXX rfNXX ...
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What can I say?
Variants are not always easy. The basic idea is there and must be realized. You can perhaps say that the basic idea is nonsense. But I believe that it has been implemented properly. After all, it's about switching between black and white - and it seems to be possible in this way. With a little getting used to, it's not difficult.