09-03-2022, 08:08 AM
This is a chess variant that is played on the intersections.
The script seems to work, but the move counting function is probably all messed up....
Please see how you like the game.
Also, I was able to isolate one of the bugs that I worked around.
Please note the difference when loading the trial using the correct NodalChess.lud or using NodalChess1.lud
The only script difference is in the later version, I have the default (to...) for the slide scripted explicitly - which causes strange behavior in this particular case.
(try backing up a couple moves and relocating the queen one space in the buggy game-over version... - The trial shouldn't be checkmate...)
I also had difficulty with using "Forwards" for diagonal + straight forward on this board, among other direction problems.
On the ai - in the end game the king should be moving aggressively, not running away if it has the advantage. how could that behavior be encouraged (in other parts of the game as well, the AI sometimes seems to be simply trying to mark time.)
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And a different version where I defined the board by adding diagonal edges, didn't allow for the suppression of diagonals in display simultaneously with showing colors on the board. In that version Orthogonal direction using vertices included the diagonals = adjacent, and (difference Adjacent Diagonal) and Forwards didn't behave well. I might be able to find it if you want to look at those issues, but not with the bugs.
The script seems to work, but the move counting function is probably all messed up....
Please see how you like the game.
Also, I was able to isolate one of the bugs that I worked around.
Please note the difference when loading the trial using the correct NodalChess.lud or using NodalChess1.lud
The only script difference is in the later version, I have the default (to...) for the slide scripted explicitly - which causes strange behavior in this particular case.
(try backing up a couple moves and relocating the queen one space in the buggy game-over version... - The trial shouldn't be checkmate...)
I also had difficulty with using "Forwards" for diagonal + straight forward on this board, among other direction problems.
On the ai - in the end game the king should be moving aggressively, not running away if it has the advantage. how could that behavior be encouraged (in other parts of the game as well, the AI sometimes seems to be simply trying to mark time.)
-------------------------
And a different version where I defined the board by adding diagonal edges, didn't allow for the suppression of diagonals in display simultaneously with showing colors on the board. In that version Orthogonal direction using vertices included the diagonals = adjacent, and (difference Adjacent Diagonal) and Forwards didn't behave well. I might be able to find it if you want to look at those issues, but not with the bugs.