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Nisage

[XP] Chess

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I'm taking a break from my VX game (for now :P ) and decided to work on a small XP project. So I thought I'd try and see how tough a chess game would be. It's very tough to set up......... I only have one field set up, well one to play chess on anyway. I'm using the ZTBS (Zenith Tactical Battle System) so I need to give credit.....

 

Credits:

Zenith for the ZTBS,

Tomo2000 for the Chess Board,

Polraudio for Title Screen and Script(s),

Ccoa for his/her Weather Script,

 

 

Screenshots:

-Will put some up soon. Please be patient-

 

Demo Download Link (Updated Link, it's no longer dead.... For now :P ):

http://www.filefront.com/17251609/Nisages-Chess.zip/

 

I should mention a few things about the chess game. I made it a bit more interesting, hopefully :P

 

Practice Field:

 

 

Pawns: They can move only one square. They have no skills, but can attack normally.

 

Rooks: They can move up to two squares. They have no skills, but high defense, only a Knight, Bishop and Queen can kill them (I might make the King be able to kill them, if needed).

 

Knights: They can move up to two squares. They have a skill that attacks all enemies around them, a 360 degree attack. they can only use it once, so use it wisely.

 

Bishops: They can move up to two squares. Since they have spears, they can attack from one square away from a safe distance. They also have a skill that pierces defense, useful against a Rook.

 

WARNING, the Blob Bishops you'll go up against can go through any chess piece. So they might, or will, go straight to your King.

 

Queen: They can move up to two squares and has the Knights' 360 and Bishops' Piercing skills. But they only have enough SP to use one skill. So think before acting.

 

King: Same as a Pawn for movement and power, sadly :(

 

NOTE: The Vampire King cannot move at all in the map. So if you can get a clear opening at the King, you can win.

 

 

 

 

Forest Field:

 

 

Pawns: They can move only one square. They have no skills, but can attack normally.

 

Rooks: They can move up to two squares. They have high defense, only a Knight, Bishop and Queen can kill them. They have a skill like the Knight's 360 Slash, but it poisons you. Luckily they can only use it once.

 

Knights: They can move up to two squares. They have a skill that attacks all enemies around them, a 360 degree attack. they can only use it once, so use it wisely.

 

Bishops: They can move up to two squares. Since they have spears, they can attack from one square away from a safe distance. They also have a skill that poisons you, killing in one hit. They can use the skill twice, remember that.

 

Queen: They can move up to two squares and has the Knights' 360 and Bishops' Poison Sting, luckily not the Rooks' Poison Spore. But they only have enough SP to use one skill. So think before acting.

 

King: Same as a Pawn for movement and power, sadly :(

 

NOTE: The Chicken King (haha)cannot move at all in the map. So if you can get a clear opening at the King, you can win.

 

Also, In the Forest Field, the enemies will go first, just to makes things more interesting.

 

 

 

 

 

I going to have more Rooks, Knights and Bishops have unique things about them depending on the sprites I use.. Like how the Blobs can go through anything and how the Knights with swords have that 360 degree slash. But it really depends if the game will have a story, if everyone will like it (if I want to get a group for this) and all that. For now, it's fun to play this one field. I couldn't find a way to move only one piece a turn, so don't complain about that. Also, I getting a once in a while problem where if you attack an enemy piece, there's a small chance you might miss them, I'm working on that little detail.

 

Am I forgetting anything? Credits, Screenshots (maybe when there's more then one map), Demo Link, some information on the demo.......... I think that's it. Oh right, if there are any errors with the game, please let me know.

So have fun with the first (working) Chess game for RMXP.

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I've played a bit, and i liked it ;)

Good job, i bet that was hard to do! :)

I'm going to play more later, if i find any error, i'll let you know.

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Can you upload it somewhere else? I cannot find the damned download button on FF. :(

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@Miguel1: Thanks :) and yeah, it was hard to set up. Hope it wasn't to tough to play.

 

@Kiriashi: Ok :) Will 2shared.com work?

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Well Nisage its as good as i remember it. Cant wait to see it finished.

 

Kiriashi i have a present for you under the spoiler. lol

 

downloadbuttont.png

 

Sorry if it scared you lol

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That might be a problem. I don't know any story lines that could work for a chess game. I mean, I could make this a game you play for fun and not have a story line, but would that really work? This will be tougher then I thought.

 

Edit: Found one error. I gave the enemy Rooks the attack range of the Bishops :P I'll fix that. So if anyone is downloading them and can't play the demo, then I must have deleted it during your download, and if so, sorry about that. I'll edit this post saying that I've updated the download links, ok?

 

Edit2: There, it finally uploaded onto Filefront. Wonder why it took 3 times to upload it?

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I found it really fun. You might want to put an anti-lag script into it because it becomes really laggy towards the middle of the game. This is the one I use for my game:

 

#==============================================================================
# ** Anti Event Lag Script
#==============================================================================
# Near Fantastica
# Version 3
# 29.11.05
#==============================================================================
# The Anti Event Lag Script reduces the Lag in RMXP cause by events dramatically
# It dose this by limiting process updating and graphic updating for events
# outside the view of the screen. Events that are parallel process or auto-start
# are not effected by this script.
#==============================================================================

class Game_Map
#--------------------------------------------------------------------------
def in_range?(object)
screne_x = $game_map.display_x
screne_x -= 256
screne_y = $game_map.display_y
screne_y -= 256
screne_width = $game_map.display_x
screne_width += 2816
screne_height = $game_map.display_y
screne_height += 2176
return false if object.real_x <= screne_x
return false if object.real_x >= screne_width
return false if object.real_y <= screne_y
return false if object.real_y >= screne_height
return true
end
#--------------------------------------------------------------------------
def update_events
for event in @events.values
if in_range?(event) or event.trigger == 3 or event.trigger == 4
event.update
end
end
end
end

#============================================================================
# ** Spriteset_Map
#============================================================================

class Spriteset_Map
#--------------------------------------------------------------------------
def in_range?(object)
screne_x = $game_map.display_x
screne_x -= 256
screne_y = $game_map.display_y
screne_y -= 256
screne_width = $game_map.display_x
screne_width += 2816
screne_height = $game_map.display_y
screne_height += 2176
return false if object.real_x <= screne_x
return false if object.real_x >= screne_width
return false if object.real_y <= screne_y
return false if object.real_y >= screne_height
return true
end
#--------------------------------------------------------------------------
def update_character_sprites
for sprite in @character_sprites
if sprite.character.is_a?(Game_Event)
if in_range?(sprite.character) or sprite.character.trigger == 3 or sprite.character.trigger == 4
sprite.update
end
else
sprite.update
end
end
end
end

 

And also, the AI values the Castle more than a bishop so while 2 castles are hitting 0's on eachover you can get your bishop up there and pierce the opponents castle. Also, maybe a new board is in order. I'd be glad to make one for you :D . After I finish it I'll PM it to you.

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I found it really fun. You might want to put an anti-lag script into it because it becomes really laggy towards the middle of the game. This is the one I use for my game:

 

 

#==============================================================================
# ** Anti Event Lag Script
#==============================================================================
# Near Fantastica
# Version 3
# 29.11.05
#==============================================================================
# The Anti Event Lag Script reduces the Lag in RMXP cause by events dramatically
# It dose this by limiting process updating and graphic updating for events
# outside the view of the screen. Events that are parallel process or auto-start
# are not effected by this script.
#==============================================================================

class Game_Map
#--------------------------------------------------------------------------
def in_range?(object)
screne_x = $game_map.display_x
screne_x -= 256
screne_y = $game_map.display_y
screne_y -= 256
screne_width = $game_map.display_x
screne_width += 2816
screne_height = $game_map.display_y
screne_height += 2176
return false if object.real_x <= screne_x
return false if object.real_x >= screne_width
return false if object.real_y <= screne_y
return false if object.real_y >= screne_height
return true
end
#--------------------------------------------------------------------------
def update_events
for event in @events.values
if in_range?(event) or event.trigger == 3 or event.trigger == 4
event.update
end
end
end
end

#============================================================================
# ** Spriteset_Map
#============================================================================

class Spriteset_Map
#--------------------------------------------------------------------------
def in_range?(object)
screne_x = $game_map.display_x
screne_x -= 256
screne_y = $game_map.display_y
screne_y -= 256
screne_width = $game_map.display_x
screne_width += 2816
screne_height = $game_map.display_y
screne_height += 2176
return false if object.real_x <= screne_x
return false if object.real_x >= screne_width
return false if object.real_y <= screne_y
return false if object.real_y >= screne_height
return true
end
#--------------------------------------------------------------------------
def update_character_sprites
for sprite in @character_sprites
if sprite.character.is_a?(Game_Event)
if in_range?(sprite.character) or sprite.character.trigger == 3 or sprite.character.trigger == 4
sprite.update
end
else
sprite.update
end
end
end
end

 

 

And also, the AI values the Castle more than a bishop so while 2 castles are hitting 0's on eachover you can get your bishop up there and pierce the opponents castle. Also, maybe a new board is in order. I'd be glad to make one for you :D . After I finish it I'll PM it to you.

Yeah it does start to lag somewhere in the middle, it might be from one to many events on Parallel Process, I'm going to try and fix that. Thanks for the script, I'm putting it in now. So the AI likes the Rook more then the Bishop? That's odd, I wonder if it's the Event IDs of the Rooks that it likes? Also, about the board, I just made that board for the practice map :P I was originally going to use those squares for an Event based chess game, but that would be way to much to do, so I'm using them for the field at the moment :P But the question is, how should the maps go/look? Once OverlordMao makes the field and takes a picture of it, I can explain it better.

 

Edit: The game has now been updated with a new chess board thanks to Tomo2000.

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Woah. My map looks awesome :D . Also, I think the Rook VS Rook glitch is fixed because the enemy Rook went for my Bishop. Anyway, I think you should have a record for how quickly people kill the enemy King. What do you think? Currently I've defeated the enemy King in 6 moves :D .

 

Also, I had an idea for the ability of the Rook. It's called "Charge". It has to be used before attacking (if you know how to do that; I don't), and its range is 3 squares from its location. And, basically, it kills anything :D . What do you think?

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Yeah, it does look great :) The glitched is fixed? I wonder what I did to fix that? I could set it up that it'll tell you how many turns it took to win, that's easy. I'm thinking of making 2 more fields, and if you beat them, you get a new type of Pawn. A Ghost Pawn, it's like the enemies Blob Bishop, it moves through everything and you can move through it. Maybe, I'm not 100% on this idea for the Ghost Pawn. So the skill attacks all enemies in one row? I'm unable to set up that kind of a skill :( I tried that idea with a laser skill, unless if the skill targets only one enemy and in a row of 3 squares from the caster, I can't make it. It's a good idea, just limited do to script limitations.

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@Darkcieran: It is an interesting game. Just needs a storyline, maybe, or more unique field to play on :P

 

@ShinyToyGuns: Thanks :) I hope to get some more maps in soon.

 

I'm working on a new map, a forest theme one, and I'm working on a few thing to make it a bit tougher. The only difference in this new field (other then enemies :P ) is that the enemy gets to go first. What? I don't think it's fair that the player always gets to go first, so I'm letting the enemy go first in the forest. It should be done soon after a few more tests. Also, I've made something like a Lounge Map, where you can choose what map to go to, and once I've added in some other features, a place to try and buy some new chess pieces. But I'm not sure if that will be done so easily as I think it might be, for the buying of chess pieces :( One more thing, I'm thinking of having the Rooks in the forest map have a skill, but will everyone like that?

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I had an awesome idea for a forest board :D . I'll try making it right away. Also, with the "Buying and Building Chess Pieces", I think I might be able to do that with eventing. Also, for the forest one, are you going to have new enemy pieces that relate to the forest? That would be awesome.

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I did find a script that could help with the buying chess. But the problem is how will you change the chess pieces before you play? As for the "new enemy pieces that relate to the field", that's a yes and no. It depends if I have any sprites that will match (and fit) on the field. But yes, new sprites for the forest, which is almost completed :)

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I just uploaded the newest version. There's a bit more to it, like a new map, and a shop (once I set it up). I also need some ideas for new fields, but I think that can be discussed in a new topic. Anyway, enjoy and please tell me if there's any problems with it.

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