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Comments by adella hardy

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Morphomania. (Updated!) Morphing wherever you look. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
adella hardy wrote on Sat, May 4 10:42 AM UTC in reply to H. G. Muller from 07:20 AM:

@Mr. H.G.Muller,

   Thanks very much.  my gratitude for your  brilliant reply. 

sincerely, Adella


adella hardy wrote on Fri, May 3 07:56 PM UTC in reply to H. G. Muller from 05:37 PM:

=== @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.


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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Lumberjack. Pieces move depending on the column they are on. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
adella hardy wrote on Sat, Mar 9 04:19 AM UTC:

==== @ H.G.Muller,

       dear respected  h.g..muller,   you can't imagine how 

much fun i it is to let the horse to follow a checker track

to fast move to enemy to checkmate. And you could pre-draw your checker ckm-line, for the horse to trot on, to enemy camp, to checkmate. so pleasant.

              Try it , hope you like it. 
         multi_jump-  knight checker----  (pa)4  mfF   sN
           Thanks so much  for your advice in coding.  

sincerely, Adella.


adella hardy wrote on Sat, Mar 9 03:58 AM UTC in reply to H. G. Muller from Fri Mar 8 08:20 AM:

===== @ Mr. H.G.Muller,

       Dear respected H.G.Muller,  Thanks for your 

quick reply. Your advice is great and the checker

works well.

   ___ checker_multiple-Jump----    (pa)4 mfF 
   ____checker_multiple-capture--  -    c(pa)4  

mfF

        ....Thanks so much for your advice, best 

wishes. sincerely, Adella.


adella hardy wrote on Fri, Mar 8 08:07 AM UTC in reply to H. G. Muller from 06:40 AM:

=== @Mr. H.G.Muller,

      Dear respected  H.G.Muller,  how to write:   multiple jumps of checker, mv only?  

     I designed this for checker variants.   For one- turn checker jump,  could write:  __  mpW,   or _  mpF

    But, for multiple, continuous, jumps of checker, how to express that?

Thanks so much, respected Mr. muller.
sincerely, Adella.


Play-test applet for chess variants. Applet you can play your own variant against.[All Comments] [Add Comment or Rating]
adella hardy wrote on Mon, Mar 4 01:33 AM UTC in reply to HaruN Y from 01:05 AM:

HaruN Y, Thank you so much. you are great nice person. best wishes to you. . sincerely, Adella.


adella hardy wrote on Mon, Mar 4 12:56 AM UTC in reply to H. G. Muller from Sat Mar 2 09:49 PM:

_____ @ H.G.Muller, Could you keep both the previous version, and the new

version ( if you like it), on Playtest Applet page? Could you

show two links: Functional efficiency previous version, and 2.0 version? That will be wonderful. Keeping previous version's fast efficiency and great functionality and beauty. Meanwhile, use new version to do some testing.
_____ Thamks again, respected h.g.muller. sincerely,

Adella.


adella hardy wrote on Mon, Mar 4 12:42 AM UTC in reply to H. G. Muller from Sat Mar 2 09:49 PM:

================== @H.G.Muller,

Respected H.G.Muller, Your Playtet Applet new version is

not working well, or if I could modestly say, it destroys a lot of

stuff, which took me so much time to compose and attention on

it.

       Could you do me a favor, by reverting to the previous    

PlayTest applet version, which is fast, efficient, and functioning

stable?

 Thanks so much.   Thanks for your contribution to  the  

playtest applet work. Could you write the link or applet page to me , that will be

greatly helpful.

Thank you. sincerely, Adella


Constabulary Chess. Chess on an 8x10 board with compound piece types added. (8x10, Cells: 80) [All Comments] [Add Comment or Rating]
adella hardy wrote on Mon, Mar 4 12:38 AM UTC:

================== @H.G.Muller,

Respected H.G.Muller, Your Playtet Applet new version is

not working well, or if I could modestly say, it destroys a lot of

stuff, which took me so much time to compose and attention on

it.

       Could you do me a favor, by reverting to the previous    

PlayTest applet version, which is fast, efficient, and functioning

stable?

 Thanks so much.   Thanks for your contribution to  the  

playtest applet work. Could you write the link or applet page to me , that will be

greatly helpful.

Thank you. sincerely, Adella


Variants playable against the diagram's AI. (Updated!) Index of variants that can be played against the interactive diagram.[All Comments] [Add Comment or Rating]
adella hardy wrote on Sun, Mar 3 06:44 PM UTC:

@ H.G.Muller,

        Dear respected H.G.Muller,  could you restore the 

previous version of Playtest Applet?

      The new version is not working and busted many 

times. Another reason is that: the previous version is fast,

efficient, and working great. Thanks so much for your contributions and my deep

gratitude to your aid.
Could you give me the link or webpage for your

playtest applet , in writings here? Thanks so much. --- sincerely, Adella.


adella hardy wrote on Sun, Jan 14 02:05 AM UTC:

@h.g.muller,

         Dear respected h.g.muller,   how to write code 

for move-codings for pao-F-based, with ramp 1, to

hit target 2?

       paf afF    :   pao-ramp-1, to hit target 2,  F-

based.

     But, how to depict the move-only codings for  

above pao-ramp-1, to hit target 2 ?

             I already built a lot of fun pao-cannon 

systems for many pieces. But I come across

problems in depicting Move-only-codings. They

are very practically useful move codings, yet

challenging to write codes.
I appreciate your help in giving me some hints. Thanks a lot.
Sincerely, Adella


adella hardy wrote on Thu, Nov 23, 2023 06:29 AM UTC:

@H.G.Muller, Dear respected h.g.muller, could you take a minute read my

following ideas? thanks.
=== Design accurate counting chess new variants

1aaa. E.g., elephant -- A sW. H.G.Muller, could you set

the limit on the number of [ A ] moves, such as 10 moves, or

12 mvs, etc. . Then all the other moves for this elephant piece

will be sW.

1aab. E.g., for self pieces, could you set the overal limit on

the number of A moves, such as 30 moves ( or 31 mvs , etc. )

for self side?

If you could set up this algorithm by limiting the number of

certain piece moves, then Accurate Counting will be carried on

into the chess playing and brain will be forced to be accurately

attentive in counting and searching useful info. accurately.
What you do will contribute a lot to chess brain play, and

greatly enhance logical/mathematical chess tactics pinpointed.

         Thanks so much.   
Sincerely, Adella.   

adella hardy wrote on Thu, Nov 23, 2023 04:59 AM UTC in reply to H. G. Muller from Wed Nov 22 09:32 PM:

@h.g.muller,

Thanks so much. sincerely, adella.


adella hardy wrote on Wed, Nov 22, 2023 09:12 PM UTC:

@H.G.Muller,

Dear respected h.g.muller, could you, for initial move, add initial 2-moves, or, initial 3-moves, or initial multiple--moves?

For example, i4D fW -------- initial 4--moves could use D.

h.g.m., your contribution to make this initial multiple--move feasible will greatly enhances chess play tactics, and new thinking of design chess variants for fun.

Thanks a lot. sincerely, adella.


adella hardy wrote on Wed, Nov 15, 2023 09:46 PM UTC:

@H.G.Muller,

thanks a lot, H.G., jA works great. it's like a streamlined stitch-thrower. that's cool. with jA, could create some amusing chess variants. Or, could create more board shape-puzzles for each board location, or each groupings of different piece sets. By adding jA ( several jA pieces) pieces-group-module, something new in thinking or tactics could arise. again, thanks so much for what you have done, dear respected h.g.muller. --- adella.


adella hardy wrote on Wed, Oct 25, 2023 05:47 AM UTC in reply to H. G. Muller from Mon Oct 23 06:37 AM:

@H.G.Muller, +++++ adding afterthought to my previous long

post, Dear respected H.G.Muller,
Besides, laming, could also try using move

[[ Combinations ]], to jump ( j ), or un-

jump. Thanks a lot. What you have done is cool.


adella hardy wrote on Wed, Oct 25, 2023 05:32 AM UTC in reply to H. G. Muller from Mon Oct 23 06:37 AM:

@H.G.Muller,

Dear respected H.G.Muller,
I get an idea today as follows. Can horse( camel, zebra, A, and more piece

etc.) be lamed by multiple methods? Secondly,

can a general piece move (e.g., W) be lamed

by horse, or camel or other moves?
---------Laming multiple methods --- 1aaa. by fA, or bA, or A, or D, or, H, or

sD, ----- 1aab. by combination of mvs:
e.g., I. by fF And bW, or, by fF Or bW. I.I. by fC and fF, or, by fC Or fF I.I.I. by sWX and lW, or, by sWX Or lW.

-- laming pieces is fun and involving complicated

chesses playing process (good for brain exercise

and blood recovery). But, huge benefits could

arise. Most important, could create a large

number of new chesses variants. To spend

everyday long time more challengingly, much

more fun, and bring forth real scientific-

research values.

+++++++ Man, Be brave to try something new,

and valuable. -------- --------to be continued.

--- sincerly, adella


adella hardy wrote on Mon, Oct 23, 2023 08:16 AM UTC in reply to H. G. Muller from 06:37 AM:

@H.G.Muller.

Respected h.g.muller,

Thanks for your answer. The following are some findings:

1aa. [[[ jH -jumper -testing. : Self pieces (need 1st, Or,

2nd, support to jump) ---( However, Enemy piece can kill, not needing any support).

]]]

1ab. jD follows same situation as above, differentiating self and enemy pieces.

1ac. nD, nH, should also differentiate from enemy and self pieces.

--- regards, thanks.


adella hardy wrote on Mon, Oct 23, 2023 03:38 AM UTC in reply to H. G. Muller from Sun Oct 22 08:09 AM:

@H.G.Muller,

Thanks very much for the reply. It's cool. The following is the report on jD, jH, jsWX, jsDX,

jsHX, jsWXX, jsDXX, jsHXX, jsWXXX performance. [[[[ I would suggest you might try, for

different weeks, different blocking Methods, for the Collections Sets or Effect-Systems of j. ]] [

E.g., addition, subtraction, multiplication, division could be used. For e.g., sWX (5 = 1+4,

5=2+3)---- could use 1st, or 4th, neighbor(s) for blocking or SettingUp jumping effect system.

It's fun and scientifically valuable, and, to chesses and brain manipulating, and probability

control.

-------- Report on this week's j-Effect system setUp: --- jD works fine, if, 1st neightbor, is occupied. --- jH works fine, if: Either one, or, Both, of the starter's neighbors, is or are occupied. --- jsWX (4th row point) works fine, if, the starter's 2nd neighbor, is occupied. (e.g., 2nd

only, or, 2nd + 3rd, +1st , all fine. ) --- jsDX (5th row point) works fine, if, the starter's 2nd, Or, 3rd, neighbor is occupied. (e.g.,

2nd+ 1st , or, 2nd+4th, or, 3rd+1st, , or, 3rd+ 4th, all acceptable ).
--- jsHX (6th row point) works fine, if,, 2nd, Or, 4th, neighbor, is occupied. ( HInt on one of

the blocking methods, by using addition: 6 = 2 + 4. So, it follows. ) --- jsWXX (7th row point) works fine, if, the 3rd, Or, 4th, neighbor, is occupied. (HInt on one

of the blocking methods, by using addition: 7 = 3 + 4. Hence, it follows. )

--- To be continued. Thank you.


adella hardy wrote on Sun, Oct 22, 2023 01:49 AM UTC in reply to H. G. Muller from Sat Oct 21 07:51 PM:

@H.G.Muller,

Thanks for the answer.

In real life, when there are people or objects ahead

of me, then i'm blocked and cannot pass

through.

Currently, D, H, etc row points all pass through.

This is [[ Un-real-life. ]]

Real life- Non-passable D, H, WX, DX, HX, WXX,

DXX, etc. board row points, could contribute to

chess variants design and play tremendously.

You could use passing or unpassing row points as

tactics. Also, could design huge number of new

chess variants of high quality for everyday fun

brain exercise and real chess ability.

++++++++++++++++++++ ++++++++++++++++++++

Blocking Methods 1aaa.
A row point's immediate, First neighbor, if

occupied, then this point is non-passable, or

blocked.
--- (Note: indicate this blocking neighbor to

be on right or left side, or on either side of the

point. I would suggest, for this week, try on

either side, for next week, try left or right side. )

Blocking Methods 1aab.
A row point's immediate 1st , And, 2nd, neighbor,

if occupied, then this point is non-passable, or

blocked.

Blocking Methods 1aac.
A row point's immediate 1st , Or, 2nd, neighbor,

if occupied, then this point is non-passable, or

blocked.

Blocking Methods 1aad.
A row point's immediate 1st , And , 2nd, And,

3rd, neighbor, if occupied, then this point is

non-passable, or blocked.

Blocking Methods 1aae.
A row point's immediate 1st , Or, 2nd, And, 3rd,

neighbor, if occupied, then this point is non-

passable, or blocked.

Blocking Methods 1aaf.
A row point's immediate 1st , And, 2nd, Or, 3rd,

neighbor, if occupied, then this point is non-

passable, or blocked.

Blocking Methods 1aag.
A row point's immediate 1st , And , 2nd, And,

3rd, And, 4th, neighbor, if occupied, then this

point is non-passable, or blocked.

Blocking Methods 1aah.
A row point's immediate 1st , And , 2nd, And,

3rd, Or, 4th, neighbor, if occupied, then this

point is non-passable, or blocked.

Blocking Methods 1aai.
A row point's immediate 1st , And , 2nd, Or, 3rd,

Or, 4th, neighbor, if occupied, then this point is

non-passable, or blocked.

Blocking Methods 1aaj.
A row point's immediate 1st , And , 2nd, Or, 3rd,

And, 4th, neighbor, if occupied, then this point

is non-passable, or blocked.


Blocking Methods 1aak.
A row point's immediate 1st , Or , 2nd, And, 3rd,

And, 4th, neighbor, if occupied, then this point

is non-passable, or blocked.


Blocking Methods 1aal.
A row point's immediate 1st , Or , 2nd, Or, 3rd,

And, 4th, neighbor, if occupied, then this point

is non-passable, or blocked.


Blocking Methods 1aam.
A row point's immediate 1st , Or , 2nd, Or, 3rd,

Or, 4th, neighbor, if occupied, then this point is

non-passable, or blocked.


Blocking Methods 1aam.
A row point's immediate 1st , Or , 2nd, And, 3rd,

Or, 4th, neighbor, if occupied, then this point is

non-passable, or blocked.

----------To be continued. ..........


adella hardy wrote on Sat, Oct 21, 2023 07:27 PM UTC in reply to H. G. Muller from Tue May 2 05:59 AM:

@ H.G.Muller,

I do not think mr. hgm could answer my chess question in my precious posts.

so pass my previous question over.

i do not need answered by


Play-test applet for chess variants. Applet you can play your own variant against.[All Comments] [Add Comment or Rating]
adella hardy wrote on Thu, Oct 12, 2023 09:47 PM UTC in reply to H. G. Muller from Sun Oct 1 05:44 AM:

Dear respected Mr.muller,

How to express the 4th item of a row, but non-crossable? and how about 5, 6, 7, 8, 9, items, non-crossable? Thank you very much.


adella hardy wrote on Wed, May 31, 2023 11:03 PM UTC in reply to H. G. Muller from 07:33 PM:

Thank you very much! sincerely yours adella hardy


adella hardy wrote on Wed, May 31, 2023 06:10 PM UTC in reply to H. G. Muller from Mon May 29 08:26 AM:

Dear respected h.g.muller, how to express a non-crossing-pawns elephant? we

know "A " indicates the elephant that can reach pieces behind pawns. but how to express the same track, but not able to cross pawns? Thanks so much. sincerely yours adella.


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