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Comments by thomas

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Game Courier Developer's Guide. Learn how to design and program Chess variants for Game Courier.[All Comments] [Add Comment or Rating]
Thomas Marquardt wrote on Tue, Jan 27, 2009 01:37 PM UTC:
Hi, either I didn't get something, or I have found another bug.

I put the following code in the Pre-Game part:

set arr (x y);
sub test:
  local a2;
  set a2 ();
  for i var arr:  push a2 #i;  next;
  for i var a2:  echo #i;  next;
endsub;
gosub test;
gosub test;


I believe the output of this should be:

x
y
x
y

since test is called twice, and both times the content of arr is copied into a2 and then output. But the output is in fact:

x
y
x
y
x
y

In the second call of test, the old content of a2 is seemingly not deleted, and the 'x y' is appended to it.
If I make the variable a2 global (i.e. delete the line 'local a2;') then it works as it should.

Gess. A Chess variant played on a Go board where pieces are collections of go stones. (18x18, Cells: 324) [All Comments] [Add Comment or Rating]
thomas wrote on Thu, Jul 16, 2009 10:04 AM UTC:
Game Courier Preset with automation and rule-enforcement:

http://play.chessvariants.org/pbm/play.php?game%3DGess%26settings%3DGess+with+rules

Wildebeest Chess. Variant on an 10 by 11 board with extra jumping pieces. (11x10, Cells: 110) (Recognized!)[All Comments] [Add Comment or Rating]
Thomas wrote on Thu, Jul 16, 2009 10:06 AM UTC:
Game Courier Preset with automation and rule-enforcement:

http://play.chessvariants.org/pbm/play.php?game%3DWildebeest+Chess%26settings%3DWildebeest+Chess+with+rules

Magnetic Chess. Pieces that moved attract and repel pieces like magnets. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
Thomas wrote on Thu, Nov 12, 2009 01:54 AM UTC:Average ★★★
Nice variant indeed, but still you are obscure in the rules. You don't
explain what happens to a piece in case it should be repelled because of
the opposite charge and it is blocked by another piece. Let me modify your
example: 
   8 . . . b . . . .       . . . b . . . .
   7 . . . . . . . .       . . . . . . . .
   6 . . . K . . . .  Qd5  . . . K . . . .
   5 . q R . . r P .   =>  ? ? ? Q r . P .
   4 . . . Q . . . .       . . . b . . . .
   3 . . . . . . . .       . . . . . . . .
   2 . . . b . . . .       . . . . . . . .
   1 . . . . . . . .       . . . . . . . .
     a b c d e f g h       a b c d e f g h

What happens in that case ? cheers Thomas.

Game Courier Developer's Guide. Learn how to design and program Chess variants for Game Courier.[All Comments] [Add Comment or Rating]
Thomas Marquardt wrote on Fri, Jan 1, 2010 04:06 PM UTC:
Bug in the preset for Wildebeest Chess:

http://play.chessvariants.org/pbm/play.php?game%3DWildebeest+Chess%26settings%3DWildebeest+Chess+with+rules

Hi, I have written a preset for Wildebeest Chess some months ago. When I tested it (arount spring/summer of 2009) it seemed to work, but now it is no longer working. Before the first move it complained that the function definition of some function is wrong: the message was 'Function def requires more arguments than it has placeholders for.'. I fixed this by removing the function definitions, doing the calculation directly where the functions were previously called.

The function definition was:
def isKINGc == #2 K and == #0 f1  and match #1 a1 b1 c1 d1 h1 i1 j1 k1;

and it was called in post-move 1:
if fn isKINGc origin dest moved:
  ...


Now there is still another bug: when the rook castles onto the origin square of the king (entered as a rook's move, e.g. a1-f1) then the king dissapears.

I am sure that I had checked this after writing the preset and it worked, before Jeremy Good made the preset the official one (see the comments at http://www.chessvariants.com/large.dir/wildebeest.html).


-----------------------------------------------

Edit: I have found the bug and fixed it. I just forgot a ':' after the condition of an if-statement...

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