Comments by arx
How much have you played this? I like the general idea, but wonder how good the bishop move is. They can't do anything a rook couldn't do.
What if the bishops could jump over same colored spaces?

Is it possible for a single piece to have multiple spells? I've been trying to come up with an ultima variant, and I had a few ideas that might be good as spells.
- unfreeze - unfreezes frozen friends
- neutralize - disables spells of affected enemy pieces (two overlapping neutralizers would have no affect on anything but each other)
- empower - enables affected friendly pieces to capture protected enemies

The sandbox doesn't seem to work with moves that involve three separate intputs, such as cabaubQ
I mean, they could jump over every space they cannot land on, so they'd still change colors but have something else to differentiate them. Not sure how well it would actually work.

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what about having ii mean up to the same distance in continuations, and iii meaning at least the same distance
it would make the bishops stronger

It seems to me it can already be expressed by inserting an extra slider leg in the same direction for making up the difference.
I don't see how you can express a shorter leg like that. I was thinking of something like dabaubR where each successive leg should not be longer than the previous. The only way that seems possible now is to do every possible combination of different numbers of W steps. But you understand it all better than I do
Another idea that's probably also too unusual to matter is to allow repeated p modifiers in a single leg so i could be applied to a move that hops over multiple pieces.

Could you add images for CW and CF? And maybe a catapult and javelin?
I don't know how to do the combining stuff. Thanks for whatever.

pictograms 18 1.831 kanji tiles 17 17.078
It feels like it's easier to spot orientation when all the pieces have the wedge shape than if they're all differently shaped pictures. Couldn't a similar point be made regarding 3D piece descriptions (which jocly uses) as opposed to the 2D alternatives?
I meant the 3D pieces for other games. Flat pictographic boards feel generally easier than any alternative.

This might never be possible, but I wonder if there could be a way to specify a piece that captures like a cannon, but both parts of the move—before and after the mount—must be the same distance, and there can be any number of other pieces jumped over on the either leg.

When my browser sets the preferred color scheme to dark, this site ends up looking horrible due to some areas having dark backgrounds and some light, some text being too light, and some too dark.
I don't see anything unusual on these pages.
go to any active game courier game and look at the top menus

So, it made me wonder if there could be a way to mark a point in a move, either replaccing or supplementing u, as a point that the piece later comes back to.
I wonder if that could be done by having something to indicate self-capture. That could also be used for pieces that self-destruct without unloading.
A "Rifle Rose" may be as simple as qcaibN -- I honestly don't know, or have time to check it out right now -- but I'd prefer caibÞ
Here's an idea [c[qN]-ib[qN]]
or even [c[qN]-ib[]] with the empty brackets applying the ib modifiers to the previous bracketed path.
Maybe you should also have a condensed version on a 12x12 board with 2 6x6 continents and 2 oceans.

It would still be nice to keep a global light/dark option in the tools menu
Now some pages are showing visited links as bright red in the light theme.
Some text on the What's New page and the Game Courier logs page still doesn't work with the dark theme.
One other thing I see now, the highlight colors on game courier logs seem wrong. It's too dark on light, and too light on dark.

When using the table rendering method, highlighted squares don't stay the same size as unhighlighted squares so the board ends up shifting around a lot when looking at move options. Is this fixable? At least the css rendering doesn't have this problem
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