This is awesome, something I always wanted to do but never could imagine how it would be possible.
oh you can wait for what I can give you know what I am so you know how I live try to look proud but you’re not in the slightest its happening now and it’s always been like this.
That AoM Guy Mortal
(id: aom expert)
posted 30 March 2011 04:48 PM
EDT (US)
7 / 44
Wait a second... no... this can't be!... IT IS!!! YOU DID IT! YOU MADE A LEGIT, REALISTIC CHESS GAME! DAMN it sucks my FRICKEN aom is down otherwise I would play this immediately! This is a HUGE BREAKTHROUGH! Congratulations on achieving this! This will be well remembered.
EDIT: Props to Mythic_Freak everyone, and don't you forget it!
[This message has been edited by Aom Expert (edited 03-30-2011 @ 04:50 PM).]
Eurotool Hero
posted 30 March 2011 06:09 PM
EDT (US)
8 / 44
Seems very awesome
Single or multiplayer?
Well duh
OMG I always wanted to make/play a game like this !
I guess EVERYONE here at least already tried to make a chess game... but got bored after, eh ? Samething for me XD
꧁ 𝓎𝑒𝓈, 𝒾 𝓁𝒾𝓀𝑒 𝓅𝑒𝓅𝑒 ꧂
Mythic_Freak Mortal
posted 31 March 2011 10:25 AM
EDT (US)
9 / 44
Single or multiplayer?
It could do both, but the way I uploaded it, it only works in multiplayer (because you don't get control over the other player's pieces in single player). It's a minor change (2 letters) in the script to switch it into single player mode though.
You actually made it!!! From what I saw (though I haven't played it yet) it looks very well done I'm also glad you used my icon.
Sort of. That day I quickly programmed chess in java and wrote the RMS code. Then I wrote some basic XS code to add/move/remove pieces from the board. But I somehow never properly finished it.
Some days ago my internet went down for a couple of hours (*horror*) so I needed something to keep me busy. I stumbled across this chess project and decided to finish it. Reloaded the old java project, wrote some stubs to emulate quest vars and rewrote it a bit so it looked 90% like XS code (Took out OO-concepts, !var changed to var == false, etc...). Then I could basically copy-paste those parts in XS scripts. Only thing I had to do was make a different user interface using AoM.
______________________________________Yeebaagooon______________________________________ ____________________AoMH Seraph____________________ "You can't trust yeebaagooon to lead a rebelion, He would send everyone to steal mirrors so he could bask in his own brilliance." - Out Reach "Yeebaagooon had never seen a more handsome man in all his life. He couldn't control himself, He needed to act. Gripping the mirror in his strong arms he kissed the figure before him..." - Out Reach AoMH:Unfinished Scenarios|Singleplayer: Codename Ripto|Multiplayer: Minigames Z|CSC 7 Ex Seraphs Dictator, Spore Heaven Seraph
Mythic_Freak Mortal
posted 01 April 2011 08:49 AM
EDT (US)
16 / 44
What does the space button do ?
It simply actives lure, so you don't have to go all the way to the top to grab it (lazy mode FTW ).
Very excellent Mythic_Freak! I can only attempt to imagine the triggering it would take for each chess move to work. *shudders*
I didn't make this in the editor, makes it so much easier.
[This message has been edited by Ranfeld (edited 04-01-2011 @ 09:52 PM).]
Mythic_Freak Mortal
posted 03 April 2011 09:51 AM
EDT (US)
19 / 44
Thanks
But has anyone actually tried it yet, I could use some feedback on the whole thing. Suggestions?
Also, I've managed to get it working on vanilla fairly easy. Just need to use the vanilla trigger loader, and disable the "Disable GP Blocking" trigger which apparently is unavailable there. :/ This means on AoM you shouldn't play isis, and on AoT you shouldn't use Gaia on the map!
I'll put the updated version for download after I get some more suggestions.
Wow, I never thought that I would actually know something before nottud did... it's actually not all that satisfying ~ Steak
Mythic_Freak Mortal
posted 15 April 2011 04:30 PM
EDT (US)
22 / 44
I've consolidated all triggers in 1 file, and put it in the rm2 folder. By adding an xml file I could trick AoM into thinking it was an RMS file too, so it can be transfered over ESO now. If you download the new version, you'll see 2 maps: Chess and Chess Engine. To play online, first put the Chess Engine (with the triggers inside) for download so all participants have it. Then host the actual Chess map.
This should make testing quite a bit easier. As always, suggestions are still welcome.
Some people have asked me to rename the pieces. I tried, but for some reason it won't work in RMS, so I can't help you there. If you play for a while you'll get used to the setup though.
Anyway, I managed to fix most of the bugs. The only problems left now are Gaia Lush in AoT and Isis monument blocking in AoM. I don't think there's a direct solution to this, so I'm considering choosing other unit types as pieces. Requirements: - vanilla units only => ensures compatibility - no monuments => no GP blocking - no buildings => no lush - preferably no embellishment => can't be picked up by unit queries - something that can't move => no running around
Or a workaround for the last requirement. I was thinking about using impassable terrain, but I can't invoke lure on that. Modify protounit to reduce speed won't work in AoM.