Adventure Game Studio

Community => General Discussion => Topic started by: Icey on Thu 15/07/2010 02:47:06

Title: chess?
Post by: Icey on Thu 15/07/2010 02:47:06
Any one on here knows how to make simple chess battle for a room just asking?
Title: Re: chess?
Post by: LRH on Thu 15/07/2010 02:57:39
Don't know what you're asking...like...how to draw a chess board properly? Or how to design an entire battle system?
Title: Re: chess?
Post by: evenwolf on Thu 15/07/2010 03:29:09
All I can tell you is this:

I once coded a mod for GTA San Andreas.  I coded jobs, factions, a simulated economy.   Then one day I said "I'm going to make a little Texas Holdem' script so people can play cards."

And I quickly realized it was one of the most complex scripts to write.   Little minigames are NOT so mini afterall.
Title: Re: chess?
Post by: TerranRich on Thu 15/07/2010 03:47:05
If you want to create a minigame where two human players can go at it, that's actually relatively easy. It's all about restrictive movement, tracking whose turn it is, etc.

But if you want to introduce a computer AI? You'd have to literally be a major in computer science in order to even begin to grasp the concept of such a thing.
Title: Re: chess?
Post by: Ryan Timothy B on Thu 15/07/2010 04:02:46
I imagine there is source code all around the internet for such a thing.
Title: Re: chess?
Post by: JD on Thu 15/07/2010 11:32:46
Chess battle? Battle Chess!
(http://www.jmok.es/images/games/10battlechess.jpg)

I assume this is about the screenshot you posted in your 'pub master quest 2' GIP thread. It looked
interesting. Give us some information on how you want it to work and I'm sure people can give you
a few tips on how to approach it.
Title: Re: chess?
Post by: fred on Thu 15/07/2010 11:55:01
Battle Chess on the Amiga was epic!

AI for chess is a huge topic. After Kasparov was defeated, the new super computers now play against each other, so you might say chess algorithms are still pushing the boundaries of AI and computer science. It's quite impossible to write a program that solves chess on current hardware (in the sense that it always wins), but it's probably not that hard to write something that plays better than an average player.

The Wikipedia page on Computer Chess (http://en.wikipedia.org/wiki/Computer_chess) is rather good, and as Ryan Timothy said, there's probably tons of source code around.
Title: Re: chess?
Post by: Wyz on Thu 15/07/2010 13:27:45
no, no, I was more thinking of something like this:
(http://i725.photobucket.com/albums/ww251/FTUltra/chessbattle.png)
Title: Re: chess?
Post by: Icey on Thu 15/07/2010 20:37:49
Quote from: Wyz on Thu 15/07/2010 13:27:45
no, no, I was more thinking of something like this:
(http://i725.photobucket.com/albums/ww251/FTUltra/chessbattle.png)

something just like that but it would be easier if use the script close to what ocean sprite dennis is made out
Title: Re: chess?
Post by: ddq on Thu 15/07/2010 20:42:48
Unless I'm mistaken, is what you want just a normal turn-based battle system... only on a chess board? Are you wanting the characters to move from space to space and attack? If you could describe what you're wanting to do in relation to chess, my several chess trophies from 2002 and I could help.
Title: Re: chess?
Post by: Icey on Thu 15/07/2010 22:28:32
What I want is for there to be 1 player(christen) and the 'pond'.I want christen to be on one side and the pond on the other side. Now I want it to be like final fantasy tactic's were if there is a pond to the left,right,top,or bottom of chris I want him to attack(jump over) same as for the pond.it is also just like chess.now if you have magic instock I want I were if you are in a spot were you are far away from the pond I want you to be able to cast magic or use potions cause if you were to be neer the pond would then want to use an item when it could just jump you? Also you have 4 hp balls and for every jump you lose 1. Now I am about to realese the demo for ags and the beta for pubmembers starting in 1-2 weeks so If you can help me then just let me know :]
Title: Re: chess?
Post by: Victor6 on Thu 15/07/2010 23:11:24
Quote from: icey games on Thu 15/07/2010 22:28:32
What I want is for there to be 1 player(christen) and the 'pond'.I want christen to be on one side and the pond on the other side. Now I want it to be like final fantasy tactic's were if there is a pond to the left,right,top,or bottom of chris I want him to attack(jump over) same as for the pond.it is also just like chess.now if you have magic instock I want I were if you are in a spot were you are far away from the pond I want you to be able to cast magic or use potions cause if you were to be neer the pond would then want to use an item when it could just jump you? Also you have 4 hp balls and for every jump you lose 1. Now I am about to realese the demo for ags and the beta for pubmembers starting in 1-2 weeks so If you can help me then just let me know :]

Translation : A grid based tactics rpg battle system. With some obligatory stars \ orbs \ magic beans.
Title: Re: chess?
Post by: InCreator on Sun 18/07/2010 14:17:07
Quote from: Wyz on Thu 15/07/2010 13:27:45
no, no, I was more thinking of something like this:
(http://i725.photobucket.com/albums/ww251/FTUltra/chessbattle.png)

2-point perspective looks sometimes so awesome
Title: Re: chess?
Post by: DrewCCU on Sun 18/07/2010 18:17:12
Quote from: TerranRich on Thu 15/07/2010 03:47:05
If you want to create a minigame where two human players can go at it, that's actually relatively easy. It's all about restrictive movement, tracking whose turn it is, etc.

But if you want to introduce a computer AI? You'd have to literally be a major in computer science in order to even begin to grasp the concept of such a thing.

i actually disagree ... i believe you would need a lot of coding background yes - but more importantly you would need to be a chessmaster.
Title: Re: chess?
Post by: TerranRich on Sun 18/07/2010 18:23:25
You're absolutely right, DrewCCU. It dawned on me after I typed that reply, that you'd also need to be a chessmaster. And it's true; if you want to design an AI that's awesome at something, you yourself should be awesome at it, too.
Title: Re: chess?
Post by: Monsieur OUXX on Mon 19/07/2010 12:03:51
@Icey Games:
- Writing a super good chess AI is super hard.
- Writing a simple chess AI is averagely difficult, provided you can script : http://ai-depot.com/articles/minimax-explained/
- Writing a tile-based RPG-like battle system is simple, but I have no script resource for you. - there are plenty on the web , use Google to find one.
Title: Re: chess?
Post by: Icey on Fri 23/07/2010 04:13:12
beta battle look.
(http://sphotos.ak.fbcdn.net/hphotos-ak-snc4/hs163.snc4/37487_134961819877470_100000909585407_165097_8388422_n.jpg)