ID:194251
 
I thought there was a chess game made in BYOND. Where is it? And is it single player or multiplayer?
Would the maker be willing to make a multiplayer-chinese chess? I'll try to help with the icons...
On 6/27/01 3:33 am sunzoner wrote:
I thought there was a chess game made in BYOND. Where is it? And is it single player or multiplayer?
Would the maker be willing to make a multiplayer-chinese chess? I'll try to help with the icons...

http://www.byond.com/hub/hub.cgi?qd=hubIndex;hub=73

I'm assuming the maker is a little busy with other things right now...
In response to Air Mapster
On 6/27/01 4:50 am Air Mapster wrote:
On 6/27/01 3:33 am sunzoner wrote:
I thought there was a chess game made in BYOND. Where is it? And is it single player or multiplayer?
Would the maker be willing to make a multiplayer-chinese chess? I'll try to help with the icons...

http://www.byond.com/hub/hub.cgi?qd=hubIndex;hub=73

I'm assuming the maker is a little busy with other things right now...


you know. i was thinking of makeing an odd sort of chess game.. what it would be is a much bigger map with obsticals and stuff and a maximum of 4 players. i thought it might be cool.. but with 4 players i dont know how i would have it take turns and still be fast and fun....
In response to jobe
On 6/27/01 8:11 am jobe wrote:

you know. i was thinking of makeing an odd sort of chess game.. what it would be is a much bigger map with obsticals and stuff and a maximum of 4 players. i thought it might be cool.. but with 4 players i dont know how i would have it take turns and still be fast and fun....

Have everyone select thier move at the same time, then at the end of the turn the program moves the peices (so people that move quickly are not at a disadvantage.

The turns could be timed, so that if you do not choose an action by the end of the turn, you forfiet the action.

Not sure how well this would work out, but it's an intriguing idea. Let me know how it goes. How would multiple players effect how the pawn moves? The other peices could adapt well to a mutidirectional play, but not pawns...
In response to Shadowdarke
On 6/27/01 9:13 am Shadowdarke wrote:
On 6/27/01 8:11 am jobe wrote:

you know. i was thinking of makeing an odd sort of chess game.. what it would be is a much bigger map with obsticals and stuff and a maximum of 4 players. i thought it might be cool.. but with 4 players i dont know how i would have it take turns and still be fast and fun....

Have everyone select thier move at the same time, then at the end of the turn the program moves the peices (so people that move quickly are not at a disadvantage.

The turns could be timed, so that if you do not choose an action by the end of the turn, you forfiet the action.

Not sure how well this would work out, but it's an intriguing idea. Let me know how it goes. How would multiple players effect how the pawn moves? The other peices could adapt well to a mutidirectional play, but not pawns...

im thinking of haveing an area directly in the center that the pawns would move tward in order to get a peice back.. and im thinking of Mob pawn guards to gurad it on each side. there are going to be a normal amout of pawns and double everything else exept the king.

i am thinking of putting the king in a sort of castle thing with only a 2 square entrance. this will make fro an interesting game considering is the players block the king in he will be forced to "knight" a rook. so a secret passage will open to the right side of the castle walls and the king and the rook(if it hasent maoved) will switch places and the secret passage will stay open.

im also thinking of putting some sortof powerlevel for each peice. i think im going to use your idea of all the players moveing at once but the peice with the best power will move first making it so if a peice that is moveing out of the way of an aponent in the same move it attacks it will only get away if it has a better power.

im thinking pawns start with 2 and queens start with 6 and kings start with 10 and everything else starts with 4 and your peice gets half of the power of a peice it kills. this would also make it so if a pawn gose into the center the piece it gets back will only have half the power it did befor it died... well this is my idea..

i think i might start on this this week.....
In response to jobe
On 6/27/01 9:51 am jobe wrote:
On 6/27/01 9:13 am Shadowdarke wrote:
On 6/27/01 8:11 am jobe wrote:

you know. i was thinking of makeing an odd sort of chess game.. what it would be is a much bigger map with obsticals and stuff and a maximum of 4 players. i thought it might be cool.. but with 4 players i dont know how i would have it take turns and still be fast and fun....

Have everyone select thier move at the same time, then at the end of the turn the program moves the peices (so people that move quickly are not at a disadvantage.

The turns could be timed, so that if you do not choose an action by the end of the turn, you forfiet the action.

Not sure how well this would work out, but it's an intriguing idea. Let me know how it goes. How would multiple players effect how the pawn moves? The other peices could adapt well to a mutidirectional play, but not pawns...

im thinking of haveing an area directly in the center that the pawns would move tward in order to get a peice back.. and im thinking of Mob pawn guards to gurad it on each side. there are going to be a normal amout of pawns and double everything else exept the king.

i am thinking of putting the king in a sort of castle thing with only a 2 square entrance. this will make fro an interesting game considering is the players block the king in he will be forced to "knight" a rook. so a secret passage will open to the right side of the castle walls and the king and the rook(if it hasent maoved) will switch places and the secret passage will stay open.

im also thinking of putting some sortof powerlevel for each peice. i think im going to use your idea of all the players moveing at once but the peice with the best power will move first making it so if a peice that is moveing out of the way of an aponent in the same move it attacks it will only get away if it has a better power.

im thinking pawns start with 2 and queens start with 6 and kings start with 10 and everything else starts with 4 and your peice gets half of the power of a peice it kills. this would also make it so if a pawn gose into the center the piece it gets back will only have half the power it did befor it died... well this is my idea..

i think i might start on this this week.....

Steve Jackson games makes a game called Tile Chess that you might look at for ideas. I've never played it myself, but I gather it's a sort of abstract (board-less) chess game, with an unlimited "board" size.
In response to LexyBitch
On 6/27/01 12:43 pm LexyBitch wrote:
On 6/27/01 9:51 am jobe wrote:
On 6/27/01 9:13 am Shadowdarke wrote:
On 6/27/01 8:11 am jobe wrote:

you know. i was thinking of makeing an odd sort of chess game.. what it would be is a much bigger map with obsticals and stuff and a maximum of 4 players. i thought it might be cool.. but with 4 players i dont know how i would have it take turns and still be fast and fun....

Have everyone select thier move at the same time, then at the end of the turn the program moves the peices (so people that move quickly are not at a disadvantage.

The turns could be timed, so that if you do not choose an action by the end of the turn, you forfiet the action.

Not sure how well this would work out, but it's an intriguing idea. Let me know how it goes. How would multiple players effect how the pawn moves? The other peices could adapt well to a mutidirectional play, but not pawns...

im thinking of haveing an area directly in the center that the pawns would move tward in order to get a peice back.. and im thinking of Mob pawn guards to gurad it on each side. there are going to be a normal amout of pawns and double everything else exept the king.

i am thinking of putting the king in a sort of castle thing with only a 2 square entrance. this will make fro an interesting game considering is the players block the king in he will be forced to "knight" a rook. so a secret passage will open to the right side of the castle walls and the king and the rook(if it hasent maoved) will switch places and the secret passage will stay open.

im also thinking of putting some sortof powerlevel for each peice. i think im going to use your idea of all the players moveing at once but the peice with the best power will move first making it so if a peice that is moveing out of the way of an aponent in the same move it attacks it will only get away if it has a better power.

im thinking pawns start with 2 and queens start with 6 and kings start with 10 and everything else starts with 4 and your peice gets half of the power of a peice it kills. this would also make it so if a pawn gose into the center the piece it gets back will only have half the power it did befor it died... well this is my idea..

i think i might start on this this week.....

Steve Jackson games makes a game called Tile Chess that you might look at for ideas. I've never played it myself, but I gather it's a sort of abstract (board-less) chess game, with an unlimited "board" size.

naw... im going to do this directly from my head...

wasent it you who frowned opon my "stolen" ideas?
In response to jobe
naw... im going to do this directly from my head...

wasent it you who frowned opon my "stolen" ideas?

I frown upon anyone who steals ideas. There's nothing wrong with drawing from ideas, though. In making their admittedly different game, SJ Games may have had to overcome some of the same obstacles that you will face. If nothing else, seeing how someone else has overcome these obstacles could give you a place to start.
In response to LexyBitch
You might want to take a look at Dan's TakeTurns library. It could make your job a lot easier. I was going to use it for Duel, but I didn't for some reason (probably because I couldn't get it working the way I wanted it to).
In response to jobe
On 6/27/01 1:04 pm jobe wrote:
naw... im going to do this directly from my head...

wasent it you who frowned opon my "stolen" ideas?

Huge difference between inspiration and copyright infringement. Darke Dungeon was inspired by the old Gauntlet games, Rogue-like games, and just about any game that I ever liked. However, all the code, graphics, and rules of the game are original and the few sounds I have now are public domain.
In response to Shadowdarke
Huge difference between inspiration and copyright infringement. Darke Dungeon was inspired by the old Gauntlet games, Rogue-like games, and just about any game that I ever liked. However, all the code, graphics, and rules of the game are original and the few sounds I have now are public domain.

You know, I'm seriously debating whether or not I should revise my copyright statement on my libraries. Since while it's all fair and good giving away my source code for free, I'm a little annoyed that people aren't giving me due credit very often. I did make the request not to claim the code as your own, which should imply giving due credit, but apparently not...

Of course, a revised copyright statement is only legally binding to people AFTER the revision, since at the time of the deal the people were under the understanding that they were acting under the first statement. But, if BYOND keeps getting more and more folks, there's going to be more people using them.


A valuable lesson in public domain material...


It would be neat, though, if it were possible to include .dmbs in your project. I know, I know, that's less likely than winning the lottery and then dying in an air crash which causes a car accident, but think about it; rather than having to distribute source code, we can just distribute the compiled stuff, and then people would have access to the compiled information as if they did have access to the source code. It would protect code-makers' confidentiality with regards to libraries, if they so desired, but at the same time other people would still have the benefit of being able to use those functions.

Of course, there's the whole issue of optimisation and custom modification, but I'm avoiding that on purpose. =)
In response to Spuzzum
On 6/28/01 6:55 pm Spuzzum wrote:
Huge difference between inspiration and copyright infringement. Darke Dungeon was inspired by the old Gauntlet games, Rogue-like games, and just about any game that I ever liked. However, all the code, graphics, and rules of the game are original and the few sounds I have now are public domain.

You know, I'm seriously debating whether or not I should revise my copyright statement on my libraries. Since while it's all fair and good giving away my source code for free, I'm a little annoyed that people aren't giving me due credit very often. I did make the request not to claim the code as your own, which should imply giving due credit, but apparently not...

Of course, a revised copyright statement is only legally binding to people AFTER the revision, since at the time of the deal the people were under the understanding that they were acting under the first statement. But, if BYOND keeps getting more and more folks, there's going to be more people using them.


A valuable lesson in public domain material...


It would be neat, though, if it were possible to include .dmbs in your project. I know, I know, that's less likely than winning the lottery and then dying in an air crash which causes a car accident, but think about it; rather than having to distribute source code, we can just distribute the compiled stuff, and then people would have access to the compiled information as if they did have access to the source code. It would protect code-makers' confidentiality with regards to libraries, if they so desired, but at the same time other people would still have the benefit of being able to use those functions.

Of course, there's the whole issue of optimisation and custom modification, but I'm avoiding that on purpose. =)

Sorry Spuzzum. I didn't mean to claim your work. I do use your admin library and your bubble library. I even decided to use Deadron's save library since it has more functionality than the save system I had developed from his earlier demo.

I fully intend to give you and Deadron credit for your contributions to my game. I know it sounds lame, but it slipped my mind as I wrote that post. Again, I did not mean to claim your work as my own.

Guess I should also point out that when I said the graphics are original, I did not do them all. Dark Vulpine is assisting me with some of the icons.
In response to Shadowdarke
Guess I should also point out that when I said the graphics are original, I did not do them all. Dark Vulpine is assisting me with some of the icons.

Oh, heh, I wasn't directing that at you, SD! Actually, the fact that you used it didn't even cross my mind. =)

Though I do agree that you should give me at least a little credit, somewhere. ;-)


I was more or less trying to serve up a little warning to other folks who use my stuff and then ignore me. =|

(Oh, and I should thank Ebonshadow for being one of the very few people who did credit my work.)
In response to Spuzzum
On 6/29/01 2:55 pm Spuzzum wrote:
Guess I should also point out that when I said the graphics are original, I did not do them all. Dark Vulpine is assisting me with some of the icons.

Oh, heh, I wasn't directing that at you, SD! Actually, the fact that you used it didn't even cross my mind. =)

Though I do agree that you should give me at least a little credit, somewhere. ;-)


I was more or less trying to serve up a little warning to other folks who use my stuff and then ignore me. =|

(Oh, and I should thank Ebonshadow for being one of the very few people who did credit my work.)


oh, i wish i had the hitch hikers guide right now... there is a parigraph in there saying exactly where the credits are in my games... but the rewards for finding them are Great and best of all IC....


i think i remember it..

no.. it was too cool for me to give a half assed discription! if you want to know just go read the book!

"and so he entered that long dark teatime of the soul."

oh wait thats in a latter book.....
In response to jobe
oh, i wish i had the hitch hikers guide right now... there is a parigraph in there saying exactly where the credits are in my games... but the rewards for finding them are Great and best of all IC....

Unfortunately, credits need to be easily accessible... that's yet another of the legal issues that companies like to nitpick.
In response to Spuzzum
On 6/29/01 5:37 pm Spuzzum wrote:
oh, i wish i had the hitch hikers guide right now... there is a parigraph in there saying exactly where the credits are in my games... but the rewards for finding them are Great and best of all IC....

Unfortunately, credits need to be easily accessible... that's yet another of the legal issues that companies like to nitpick.

tell that to arther dent!

he had his house torn down without him knowing becase the papers were in acsessable.. then his planet distroyed without him knowing for the same reason!
In response to jobe
he had his house torn down without him knowing becase the papers were in acsessable.. then his planet distroyed without him knowing for the same reason!

Yes, but that was a joke, in a fictional novel, written by one Douglas Adams. Your game, while fictional, is based in reality, and because your game is a tangible item, tangible people want tangible information.
In response to Spuzzum
On 6/30/01 2:09 am Spuzzum wrote:

Yes, but that was a joke, in a fictional novel, written by one Douglas Adams. Your game, while fictional, is based in reality, and because your game is a tangible item, tangible people want tangible information.

Tanj!

(Hope I'm not the only one that reads Niven's stuff ;)
In response to Shadowdarke
(Hope I'm not the only one that reads Niven's stuff ;)

I lost my copy of Ringworld. >=P