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Messages - Zera

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331
TI Z80 / Re: Proposal for interested BASIC coders
« on: March 26, 2010, 10:43:04 pm »
Here is a great page detailing specific rules - captures, victory conditions, etc. It also has diagrams.

I should note that the game is very historic, and as such, there is not an official recollection of the rules. What we know about the game is mostly extrapolation. The above site says Hnefatafl is played on a 13x13 board, but this is actually debated. Most versions I've seen use 11x11. (including the one I'm planning) Some versions don't include the more advanced capture rules; like shieldwall. I'm trying to make a version that is as thorough as possible.

I don't have all the assets completed - just what you've seen in the thread so far. AP is currently looking into coding it, so I don't want to bring anyone else in on the project unless they consult with him, as well. It might be awkward if multiple people took a stab at it, and coded several versions at once. :P

Current shots:


332
TI Z80 / Re: Proposal for interested BASIC coders
« on: March 26, 2010, 09:43:45 pm »
Biggest trouble is representing the king's throne. This is the only board tile that needs to be emphasized in some way. It appears in the center, as well as each corner. The tile is important in determining both captures, and victory.

333
TI Z80 / Re: Proposal for interested BASIC coders
« on: March 26, 2010, 08:43:19 pm »
What do you think about this? (using 5x5)


334
TI Z80 / Re: Proposal for interested BASIC coders
« on: March 26, 2010, 08:16:47 pm »
Are tile resolutions like 5x5 feasible? I've always believed they had to be multiples of 4 or 8.

Is that last screenshot 4x4? It doesn't look it but I could be wrong, I don't know.

The pieces are. There is some border along the outside of the grid, as well as 4x8 text tiles.

335
TI Z80 / Re: Proposal for interested BASIC coders
« on: March 26, 2010, 08:12:03 pm »
An 8x8 version would be great, but the entire board wouldn't fit on a single screen. I'm not sure that would work too well. The player really needs the ability to ascetain the entire board at once.

The 4x4 idea I have so far seems okay. You can discern all the different pieces. The only trouble now is creating the unique board tiles. That's difficult in monochrome - even if I used 5x5 tiles.

336
TI Z80 / Re: Proposal for interested BASIC coders
« on: March 26, 2010, 08:00:30 pm »
This is a revised idea using monochrome and 4x4 tiles:



Off-topic @ above: Please don't hi-jack project threads into moral, philosophical or religious debates. It will most definitely derail the discussion, and I will have to go through the needless hassle of starting a new thread just to draw focus back to the original subject.

337
General Discussion / Re: Lol at thieves
« on: March 26, 2010, 07:24:24 pm »
I would give them a little more time to investigate it. They probably want to search for connections to your name and your works so they can verify your claims before taking action. If you can get in contact with the admins directly, (maybe the site has a "Contact Us" link somewhere) you can give them more detailed info: Your website URL, where your files are hosted, etc. Suggest they check the upload / modification dates on your copies of the files, and compare them to that of this user. Metadata is probably the most useful method of verifying the origin of a file; though even that can be manipulated...

Personally, plagiarism doesn't bother me so much. I make it a habit to release any of my works under a license allowing others to redistribute or modify the work. As long as people are able to enjoy my work in some shape, form or fashion, then I'm satisfied to have contributed something that will have influenced, entertained and / or inspired them - my reputation notwithstanding; though, I can understand how a reputation might be important to someone who wants to create an active fanbase, and reach out to many people at once. It guess it would be difficult to maintain a certain kind of profile when other people are usurping your aliases and passing your works off as their own.

You know, I don't think I have any kind of online reputation... I'm more of a "hit-and-run" kind of guy when it comes to my Internet activity.

338
General Discussion / Re: Lol at thieves
« on: March 26, 2010, 05:54:34 pm »
I think it's possible to define read-only tags in most media files. With that, you could include details like your site URL, and add a comment like, "This file may only be hosted at {site URL}" If the files get circulated beyond Omnimaga, that would at least let your fans know to watch out for unauthorized copies; though I guess that doesn't do much good if someone uploads it to a Flash container, (i.e., YouTube or Newgrounds media players) where metadata is stripped during the transcoding process.

I would think Newgrounds would do something about the user, if you report the account for fraudulent use of your name and your works. :-\

339
TI Z80 / Hnefatafl: The Viking Board Game (download on page 7)
« on: March 26, 2010, 05:39:26 pm »
I was thinking about an off-topic thread I started a short while back about A.I. cheating in computerized board games. The game in question was Hnefatafl. A lot of people showed interest in playing the game; although there really aren't many (maybe one or two) computer renditions of it available. Actual boards are also hard to find in this day and age, given the historic context of the game.

I was curious if anyone might be interested in coding a fairly simple version for calulators using BASIC. (or possibly using xLib, Celtic, or even Axe) Since I know quite a lot about the game, I could put together the necessary assets, along with detailed descriptions of the rules and all available moves. As a basis for comparisson of coding difficulty: The game is not strategically as complex as Chess, but the logic in how the rules and moves would be coded could be a bit more difficult. Hnefatafl pieces have very basic movements, but there are so many different ways to capture a piece. This very often depends on the arrangement of several pieces relative to sections of the board itself. (with certain tiles of the board having special properties of their own) Secondly, there are two different objectives of play, depending on which side is played: One side is tasked with simply escaping the board, while the other is tasked with preventing escape, or capturing / cornering all opposing pieces. It's very different from games like Checkers or Chess, which provide you with similar pieces and equal forces. In Hnefatafl, the defending army is always outnumbered. Regardless of which objective is played, completely wiping out the opposing side will still result in victory either way.

I could also propose some strategies that the A.I. would use. Defining a flexible computer logic for this might not be possible. It would probably be necessary to define very deterministic strategies and moves the A.I. would deploy when it examines the placement of opponent pieces on the board. Randomized moves most certainly would not work. The A.I. would just be crushed.

It would be necessary to provide a text file with the game detailing these rules. I think trying to cram all the necessary text assets into the actual game would kill a lot of memory. I could draw-up a suitable document, along with images to show examples of movements and captures.

One other thing: Would it be possible to use any grays? This would make the board and piece designs vastly easier to draw. The board is not your standard checkered ordeal. I have to make several tiles look unique, as well as distinguishing both forces, and the king's piece. An 11x11 board is most certainly going to require that each tile be 4x4 px. (unless uncommon resolutions are allowed; like 5x5, 6x6, etc. - that would definitely help) In monochrome, there won't be eough leniency to distinguish everything.

Working concept: (still in progress)


340
General Discussion / Re: Lol at thieves
« on: March 26, 2010, 02:58:46 pm »
I was going to say - it looks like he's just trying to mirror your music downloads for other people to find; but one his responses to the comments makes it seem like he's trying to claim credit for the track:

Quote
Thanks lol
I try to get as many people as i can to view my songs.. so yea
They don't normally get let down

I will never understand why anyone bothers to blatantly plagiarize others. Do these people actually feel accomplished when they assume credit for someone else's work? :P

341
TI Z80 / Re: Monopoly v3.0 BETA
« on: March 25, 2010, 06:12:05 pm »
Most people I've played with did the "jackpot" Free Parking rule. It was a nightmare, because the game never ended. There were hotels popping up everywhere, people were being taxed an excess of $500+, and no one was going bankrupt because of the endless Free Parking jackpots.

About the only time the game ended was when the bank, itself, had gone bankrupt, and no additional assets were present. Whenever someone won something from Chance or Community Chest, they couldn't even get their pay-out. :P

342
TI Z80 / Re: Monopoly v3.0 BETA
« on: March 25, 2010, 01:56:32 pm »
Could I make a couple of suggestions regarding rules? Monopoly is actually one of my favorite board games, so I'm familiar with a lot of the computerized / console versions, and how they approach the official game rules, plus house rules.

Perhaps the main game could, of course, follow the official box rules. Optionally, the player could have the option of selecting options from a list of common house rules. These, most commonly, might consist of:

Free Parking rule - Player earns $250, $500, or all assets acquired by the bank up until that point. (a "jackpot" that accumulates as players are taxed against the bank itself) In my games, I usually opt for the $250 rule. Anything more just extends gameplay far too much for my taste.

Landing directly on Go, as opposed to passing it - Player earns double the amount they would for passing Go.

No forced auction rule - If a player lands on a property they do not wish to buy, they do not have to auction it. The official rule is that the property should be forced into an auction if the player can't afford it, or doesn't wish to buy it.

Quick-play - When the game comes down to two players, or the players can agree to end the game at a certain point, (since some games tend to go on for a while) the winner is determined by who holds the most assets at that time. This is calcuated by the value of all (non-mortaged) properties, houses, hotels, and current funds.

Turn-based play - Game ends after X number of turns, (30 would be a solid number) and the winner is determined by who holds the most assets.

Collect no taxes while in jail - If a player is jailed, all their properties are essentially considered to be mortaged.

343
TI Z80 / Re: Trominoes
« on: March 23, 2010, 01:53:58 am »
Could be because it sounds similar to "dominoes" - which, incidentally, are also polyominoes.

Kind of funny that I mentioned that, since I was recently learning how to play dominoes. ("All Fives") For some reason, that game seemed really complicated. Took me 40 minutes just to understand the mathematical parts. :-[

(then again, anything involving math tends to be my bane)

344
TI Z80 / Re: Trominoes
« on: March 23, 2010, 01:38:19 am »
Well, it *does* look strikingly similar to Tetris. I guess I was a little too close to Tetris with the graphic design.

345
TI Z80 / Re: Trominoes
« on: March 23, 2010, 01:35:08 am »
Oh, no. It's not a port of anything. It's based on some ideas from Tetris Flash, (in fact, some mechanics are also borrowed from Columns) but is otherwise an unrelated game. I can understand the confusion, since I compared it to Tetris about a hundred times. It's just easier to reference existing games as examples of specific gameplay mechanics, as opposed to explaining them in unique details.

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