Comments by arx
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I'm somewhat bothered by the snakes and ships starting in the corners, where they are very unlikely to get out for a long time. If you swap the snakes and hawks, the snakes would be easier to develop and the hawks not much less easy than they are already, and it would be more like the Fantastic XIII setup.
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The newer images looks better to me. I don't know how you do these ai art things, but couldn't it be used to make 2d pieces for game courier?
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Have you thought about adding this to game courier?
The (slightly) improved version, with the bezel raised:
It wasn't immediately obvious to me what it was supposed to be, but my first guess was cicada.
Another way you could do it is with mandatory demotion upon capturing, or on entering some region of the board.
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Isn't it just the same as having two kings at once?
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I tried setting up morphs for pawns but it never used the pieces I chose. It would be good if there were a way to see the morph board for a piece after it has been set to confirm or change it.
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I think Shatranj of Troy would be good to feature.
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That raises the problem for how to indicate participating pieces that are not present in the initial setup. Perhaps I should add a button for that, "Starts off board", so that one could select a piece type in the table, and then press that button instead of selecting a board square. These piece types would then also be left in the table when you press the "Start position" button.
Would it be possible to have it so that you can switch back and forth between playtesting and editing?
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I'd guess the most recent is the immobilizer. For the others,
- King
- Chameleon
- Coordinator
- Long Leaper
- Pincer Pawn
- Withdrawer
The pincer pawn and withdrawer?
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you can use logleap to specify a series of lame leaps that must go by a certain path
This works, except that logleap doesn't seem to allow captures. Is that intended?
Yes. I've tested in in an empty preset to make sure it wasn't other code interfering.
I've had that first problem you mention too and I solved it by adding a subroutine for the piece that checks the move in reverse just for post move testing. I don't know what exactly is going on there, but I've seen it with other complex pieces too.
That seems to work
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I've been working on this game but something is wrong with the kings and I can't find the problem. Whenever I try to move a king I get an error like this.
There was no K on e1. The piece on e1 is a K.
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Why not make featuring last longer? Instead of 1 month, it could be 3 or 4.
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Is there a way to make stalemate a win for the stalemated player?
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I would like to also nominate Grant Acedrex.
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Is this needed?
Not really. I was just looking and thought it should have been there. I don't know of any games that actually use it though.
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it seems that the initial double step of the Pawn is not implemented. It should be corrected.
I was not aware of that. I was going by the rules you have written. I want to get it right so I'll try to fix it.
I don't think I can change the title though, someone else will have to.
The reason for the piece images is that I copied whatever was in the previous non-enforcing preset.
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The unicorn in your interactive diagram is not defined correctly. It should be mpyafsW or [N?fB]
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I like Cetran 3 more than the 8x8 versions. The piece variety makes it much more fun.
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I'll second Odin's Rune and Elven Chess.
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Thinking more, interpreting fQ as fBfR wouldn't match the use of fK to specify complex paths. I just noticed, [D?fsfQ] works as expected, but [N?fsfQ] does not. Another possibility is to allow multiple continuation options, as in [N-fBfR]