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Messages - tifreak
Pages: 1 ... 8 9 [10] 11 12 ... 183
136
« on: April 26, 2013, 04:17:08 pm »
I'm definitely trying to help get people motivated on projects for it.
On an update kind of note:
With the help of Kerm, I was able to diagnose a lot of my issues with this game. I have to modify how I was doing the detections for movement and it should be right as rain.
137
« on: April 26, 2013, 04:16:06 pm »
Have to get on top of things now while the getting is good, before others go out and throw their versions down
138
« on: April 25, 2013, 09:33:37 am »
Thanks!  It plays faster than what the screenshot shows, as well!
139
« on: April 25, 2013, 09:32:58 am »
Thanks Stefan
140
« on: April 25, 2013, 04:35:51 am »
No, I forgot to shorten the line drawing there again. I had that fixed in a previous version, but I think I overwrote the code by accident with older code. I'll have to try to remember to fix that.
141
« on: April 25, 2013, 04:32:43 am »
Thanks DJ  I tried to make it the best it could be, without being ASM. I'd also still like to add AI at some point, it's just not on the top of the list of things to do, want to get other things done so I can get back to pokemon!
142
« on: April 24, 2013, 09:37:47 pm »
So, update. I've managed to make this move each player's checker once. To the right if you are player 1, or to the left if you are player 2. I'm not sure why you can only move once, but at least I'm finally moving this off in the right direction, after days of no progress.   I'm thinking it's some form of list issue, but I'm not sure. I'll do some more extensive testing tomorrow sometime.
143
« on: April 13, 2013, 01:32:01 pm »
I'll see what I can do, but sadly if I make it go with a thickness of 2, it botches it pretty badly.
144
« on: April 11, 2013, 09:32:59 am »
 This is just something I worked up to show how you will know when a checker is selected. I haven't implemented anything beyond that point, hence why you can select multiple. I'll probably use a variable to determine what player has their turn, a variable to tell whether a checker has been selected already, and I'll use a list to hold the coordinates of the stored checker, and after the checker is moved, it will be used to remember the last move made by that player. Then I also need to make it so you can cancel the selection. After I get that implemented, I have to make it work moving rules and such.  Thoughts?
145
« on: April 10, 2013, 01:55:05 pm »
Thanks!  And yeah, it was suggested that I make it this way in case someone wanted/needed to adjust the colors because it bothers their eyes.
146
« on: April 09, 2013, 01:52:41 pm »
 So, here I show on the left, you can change the color of the cursor. I haven't taken the time yet to fix it so the background of the cursor also updates when you update the other. I might mess with that later. The right side shows the cursor moving around on the board.  What do you think? I'm going to have to figure out how to check to see what square it is on, and make sure it only moves to the dark (square 2) squares. I haven't yet started working on those equations, so I'll get started on that shortly
147
« on: April 08, 2013, 09:33:04 pm »
Lol you would :p At least people can set up their own boards and such. I've also added the ability to change cursor colors. It displays the cursor box over the Square 2 item, so you can more easily compare how things are going to look  I'll post some more screenshots once I get it to where it shows up on the board and is movable.
148
« on: April 08, 2013, 07:37:56 pm »
I think you missed the first post of this thread  You can change the colors of all the pieces and board squares to fit whatever you want. I didn't, mainly because I was just trying to get the blasted thing to put pieces on the board. lol
149
« on: April 08, 2013, 04:23:42 pm »
 So, after thinking a lot about it, I decided to start over with this. I generated a single checker in the top left, and bottom left, to get myself some values to base things on. THEN I wrote out the For( loops. Should have done this from the beginning, was dumb to think I could simply modify code from Connect4 to immediately work in this. But, it now drops them checkers on the board exactly where they should be. Thoughts?
150
« on: April 05, 2013, 12:51:48 pm »
Trust me, I know :p I'm waiting on a few things to get ported over, hopefully when they do, I can see about releasing some other more intensive games.
As to Checkers, seems I've not been able to get checker generation quite right. Still working on it, though.
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