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- SwoopyDoopy1
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Chess - Scratch Port! (Including variant Chess pieces, variations and PlunderChess alpha!) v1.8.0
This is an old, overgrown, dead project. I've since made SpaceChess, a Chess game with aliens, lasers, and more importantly, better underlying mechanics! It's a complete rewrite, scrapping the ‘Move Pieces’ function, separating the calculation of squares from the rendering, fixing several critical bugs! It allows for things like four-player mode, which we could only have dreamed of! Go here instead!
Hello! This is a forums entry containing the changelog of my Scratch port of Chess! (It's too big for the character limit in Scratch.) The default version is almost finished, (complete with En Passant), and I've now invented four variant versions, as well as porting Almost Chess by Ralph Betza, Omega Chess by Daniel MacDonald and Io Chess by Mark Hedden!
Changelog:
v1.8.0:
-A really huge internal update!
-Pieces can now move like other pieces which they aren't formally programmed to, but that's a bad explanation. Here's an example!
-The Friend (based loosely on the Fairy Chess piece): Moves either as a Guard, or any adjacent, friendly piece! Notice: It's different from the one it's based on, because that one worked with any piece defending it, and didn't have a Guard move by default. Thats because I am a visionary, definitely not because I'm bad at programming.
-New piece: The Extremely Crooked Knightrider: Really Crooked Knightrider+Regular Knightrider compound! That icon, though.
-You'll all be really happy to hear that these weeks of pain and toil and redesigning, to get it to visually make sense, have borne fruit! 64*64 MODE IS COMPLETE! Anyone for a 1v1?
-New piece: The Dynamic Querquisite: Moves as any friendly piece on it's file! This means that it can stack movements of multiple pieces, but can also be abandoned and immobilised.
-And last but not least, skimmed off 39 kilobytes, it should load noticeably faster!
v1.7.0:
-3 new pieces:
-The Querquisite! Can move as a piece determined by the file it's on! (Can move as Rook on files a or h, Knight on b or g, Bishop on c or f, etcetera.) It's really OP, and makes the game much more fun. Also comes with Querquisite Chess (a variant using Querquisites), which is in Beta because of how Pawns are supposed to promote. It will be fixed. If you want to play it yourself, use Mode 13!
-The Crooked Knightrider! Moves as a Knight, then again, so that it's on the same rank or file as it's starting location, then repeats. However, that's not a good explanation for it. Try playing with it for a bit. It was one of the two pieces I hadn't added into my port of Io Chess, the other one being the Wall, which I'm not adding, because I can't program a piece which takes two squares at once. But it's added now.
-Added my own variation of it: The Really Crooked Knightrider! It's… Like a wider version of the Crooked Knightrider. It's movement is easier to block, but I think that it would be stronger in the endgame.
v1.6.1:
-Added the Virus! Moves as King, but has a 1/2 chance each time it moves of creating another Virus in the square it left! It can grow very quickly.
-Added the Silent Knight! (That pun, though.) Moves and behaves as Knight, but can't be seen by the opponent. But they can tell if you haven't moved any pieces that you must have moved a Silent Knight, and can see that, as an example, their Rook's path is obstructed, there must be a Silent Knight there.
-The Knight's Tour now has Advanced options, so you can start at f5 or another square if you want, or even a different board size! But to become an official Knightmaster, you need to do it on a board with at least 64 squares.
-Something I found while looking at the Chess Variant Pages: Some people think that the Unicorn is a Knightrider+Bishop compound, which I saw first. But some other people think that it moves as a Knight, then (optionally) as a Bishop. So we have the regular Unicorn, but now also the True Unicorn.
-Made the giant behemoth that is Pawn Movement all beautiful and simple. The part for going one square forward (or two on their first go) is now only five lines long! And taking (non-En Passant) is only two lines long!
v1.6.0:
-A huge update!
-Added some more pieces!
-The President (a friend came up with this): Can either move as King, or launch a nuclear bomb onto any square, destroying whichever piece is on it! It can fire at it's own side, but has a one in two chance of accidentally launching the nuclear bomb vertically, destroying itself.
-The Laser Sniper: Can shoot in a Queen or Knightrider move, and can move like an Amazon restricted to two squares!
-The Touring Knight: Behaves like a normal Knight, but leaves unbreakable, unlandable barriers behind it!
-A new gamemode: The Knight's Tour! Played with one player. Starting at a1, move a Touring Knight to every square on the Chessboard once!
-Somehow managed to trim off 14 kilobytes of memory!
-Technical: You can now use more than four with the Turning Limit! For example, rather than using 2, 1 and 1, 2, both with a turn limit of four, a Knight just needs 2, 1 and a turn limit of eight!
-When you select a piece, you can see if it's moveable with the ‘Moveable’ variable!
v1.5.0:
-Now, boards wider or higher than 16 squares (previously 32) will use zooming and scrolling.
-Added 64*64 Chess Beta (Mode 10)! It's not finished yet.
-Added Maharaja and the Sepoys (Mode 11)! White only has a Maharaja (royal Amazon), while Black has all of the normal pieces. Unfortunately, Black, when playing perfectly, can always win.
-A technical change I've been meaning to make for a long time: There's a new tag, ‘Take’! If it's 0, a piece, can't take, if it's one it can, if it's two, it can only move by taking. This means that we can make some much more interesting pieces.
-The Rookrider (Rook+Knightrider compound) has been replaced by the Raven, which existed before it.
-I wanted to add the Albatross as the Rook+Knightrider+Guard compound, but then I realised that I'm bad at drawing pixel-art birds which have feet but aren't fat..
v1.4.1:
-Added X and Y moving, using my Mouse Drag Movement Engine! It only works if the board's wider or higher than 32 squares, but, when coupled with zooming, will allow for a 64*64 board!
v1.4.0:
-Added 5 new (unused) pieces!
-The Rookrider, a Rook+Knightrider compound! (We needed an equivalent to the Unicorn.) (Invented.)
-The Archchancellor, a Chancellor which can move one square diagonally! (Ported.)
-The Pope, a Cardinal that can also move one square orthogonally, or a Cardinal+Guard compound! (The only position in the Catholic monastery above the Cardinal.) (Invented, but has probably been thought of elsewhere.)
-The Archchancellorrider, an Archchancellor+Rookrider compound! (Probably invented.)
-The Jesus, a Pope+Unicorn compound! It's really OP. (I spent a while looking at the Catholic monastery, then gave up.) (Invented.)
v1.3.0:
-Io Chess is out! All pieces can promote upon reaching the opponent's pieces' file (or the central two lines for the Knight)!
-Hotfix: Pawns no longer magically disappear upon being moved twice!
-Another hotfix: You only need to click a piece's square to get it to select!
v1.2.4:
-The Soldier is no longer an (n,n+1) leaper. It's now an (n,1) leaper, and the (n,n+1) is now for the Jumpy Spider.
-Begun work on Io (that is a capital ‘i’, not a lower case ‘L’) Chess by Mark Hedden! lt's a variant of Chess that can be found here, and has some nice ideas, such as making all pieces capable of promotion! But I had an idea: The Griffin looked like the (n,1) jumper I'd made, and the Spider (which, in the programming, is called the Spioder, to distinguish it from the Musketeer piece) like the (n,n+1) jumper. But that's only in unobstructed movement patterns, and Chess isn't normally unobstructed. (Well, at least not in the early game.) So, as alternative upgrades to the Hippogriff and Tarantula, you can have the Soldier (though I'm not sure how a Griffin could turn into a soldier) and Jumpy Spider (which visibly bounces up and down). These can jump over intervening pieces, though beware; This won't be as useful in the endgame, as most pieces would probably have been taken and it wouldn't be able to promote again, so if you want to carry it out, you'd have to use one of the standard ones.
-But there's no jumping option for the Supercomputer, as it's not a slider. But the Quantum Computer does look fancy.
-But Rooks and Knights can now turn into Fortresses and Gnus.
-The Bishop and Queen can also turn into the Cardinal and Empress.
-And remember, the Archbishop is a Reflecting Bishop restricted to one reflection. The Cardinal is the compound of the Bishop and Knight. Also remember that the correct name for the Rook+Knight compound is the Chancellor. The correct name for the Queen+Knight+Zebra compound is the Empress.
v1.2.3.2:
-Added zooming! This doesn't exist (to users) yet, but will be accompanied by the viewing X and Y positions, so that you could zoom in and move around with the mouse-pointer to remove the Scratch Pixel Limit which is holding us back from a 64*64 version of Chess! (This would be played on 64 Chess boards attached together, so that if you wanted to get a physical version of it, you'd have to look really strange at a shop.)
-This change only really works in Omega Chess (unless you're a l33t h4ck3r): Borders are now solid fills instead of stamps.
v1.2.3.1:
-Added the Soldier! (If there's another piece called the Soldier, tell me and I'll rename it.) It works as an (n,n+1) leaper, with n going up until it's certain it can't go any further. It's OP for ninjaing across the board while jumping over potentially infinite squares and taking pieces.
-I'm not sure about this one. When a piece is selected (or hovered over), it now shows a square behind it, which is black if the piece is white and vice versa. I added it because, when playing Overkill Chess with my friend, they moved their guard instead of their Sniper, allowing me to hardcore noscope them. This way, they could have seen that they had their guard selected and had misclicked (or on Phosphorus, mistapped) and could have held off my MLGness for a few more moves.
v1.2.3:
-Adding in the Builder and Breaker pieces!
-The Builder will be able to move like a Guard or place Barriers (see Omega Chess)!
-And the Breaker will be able to move like a Guard or break Barriers! So if you take your opponent's Breakers, you can build a giant wall around your King!
-Fixed the bugs in the Edgehog, which now works! (Stay away from the edges, or a cute hedgehog thing will EAT YOU…)
-Made an MLG version of Pawn Promotion. Pawns can either promote into a Rook, Knight, Bishop or Upside-down Pawn, which can turn into a Queen, Chancellor, Cardinal or Dapper Pawn, which can turn into an Amazon, Knightrider, King or Rather Dapper Pawn, which can turn into a Superamazon or MLG King. But it's recommended that you don't go past an Upside-down Pawn, because otherwise your opponent could Checkmate you while you're distracted.
v1.2.2:
-Optimised the engine I made for piece movements. It uses fewer calculations, and has a few more FPS when compounds or pieces with lots of possible moves are selected.
-Added some new pieces which aren't in any default games and have to be hacked in: The Elephant, Hawk and Spider from Musketeer Chess (though the Hawk also seems to be from Trappist-1) (as well as the Large Spider, a more powerful version of it), the Bee-Bee (made after one of my friend's soft toys they had as a child), which can move in the shape of a large version of itself and the Godly Bee-Bee, which I'm not sure about.
-Started the programming for a new piece: The Edgehog! It will move like a Queen, but can only move and take on the edges of the screen, making parts of the board more dangerous, giving the idea of a ‘structure’ like in Xiangqi Chess, in that it's an area where some pieces can move, making the game more dangerous.
v1.2.1:
-Added Grand Chess by Christian Freeling! He had a good idea, to give the Rooks their own row, allowing them to move quickly between it!
-Made the board all beautiful!
v1.2.0:
-Added the Unicorn! A compound of the Knightrider and Bishop! This makes it more OP than the Knightrider or Cardinal!
-Hotfix (I always wanted to say this): The Sniper now switches turn when it shoots another piece. It's the Sniper, not the Laser Drill!
-Why do you think I'm adding all of these new pieces, if not to use them in the most OP, complicated Chess variant yet? Introducing Mode 6: Overkill (32*32)! The order of pieces, up to the King and Queen, starting from the edge, is: Rook, Chancellor, Knight, Bishop, Cardinal, Knightrider, Camel, Zebra, Huygen, Huygen Bishop, Unicorn, Champion, Wizard, Guard, Sniper!
v1.0.1:
-Added a new piece in the programming: The Sniper! Moves as King, but can shoot an opponent's piece in a Queen move, without actually moving there, negating all defending pieces!
-Removed the infamous Teletake bug! It meant that, upon taking a piece, you'd actually teleport another piece to it instead of moving to it's former location! Sometimes it even brought a piece which could take you in the next move!
v1.0.0:
-Added a new variation of Chess, Omega Chess!
-This works like normal Chess, but has two extra pieces! (Three if you count the Barrier!)
-The Champion: Can jump one or two squares orthogonally, or two diagonally!
-The Wizard! Can move one square diagonally, or like a Camel (A Knight that goes 3,1 instead of 2,1)!
-Oh, and I also added in the Camel (the 3,1 version of a Knight) and the Zebra (the 3,2 version)! Excuse me being bad at drawing them, but I can now program things like these really easily.
-Technical: Added the Barrier of not passing! It functions as a border, but is recognised in the game as a piece, because it's easier. You don't need to specify it's side or datatags, just replace it's type with ‘Infinity’.
v0.9.9:
-Added in PlunderChess alpha! In this version, when pieces take other pieces, they can optionally turn them into a vest, which they wear, allowing them to use one move like that piece! They can also take it's vest, which is why they're optional (If you don't want your enemy to take a vest, you can decide not to ‘plunder’ it). It's nowhere near finished, and the known bugs and issues are listed below.
-Vests aren't yet visible,
-You can plunder the vest of one of the plunderer's components (so a Queen could plunder a Rook vest, which isn't supposed to happen, as it wouldn't help the Queen).
-It's really unstable, so don't try to use it just yet.
v0.9.8:
-Added in the framework for… To avoid spoilers unless you want to have them, research PlunderChess!
v0.9.7:
-Added Huygens! They can move like Rooks, but only prime numbers of squares!
-Added Huygen Bishops! The Bishoppy versions of Huygens!
v0.9.6:
-Made Rooks, Bishops, Knights, Knightriders, Kings and Guards use the same function with different parameters with the Grand Unified Movement Script!
v0.9.5:
-The game now shows captured pieces on the sides of the board (work-in-progress).
v0.9.4:
-Added En Passant captures!
-Added another few functions to make it easier to mod, and reduced some scripts by a few lines.
v0.9.3.1:
-Pieces can now have datatags! This will allow me to store things on them that aren't their location, type and side! This means that I can introduce En Passant captures!
v0.9.3:
-Added a new Alien piece: The Alien Queen!* It works like an Alien Docking Bay, but looks fancier and creates two Alien UFOs in a line away from it.
-Added a little variable display showing you the Mouse Pointer's coordinates (in the correct notation, like ‘B 4’ instead of ‘2 4’).
*Not related to the normal Queen!
v0.9.2:
-Alien UFOs now wobble up and down in Sine waves!
v0.9.1:
-Added Mode 4: Alien Chess! You start with two Alien Docking Bays (with UFOs inside) per player! These can't move, but can release Alien UFOs, which move like Guards! They then become empty, ready to grow another one, consuming one move! Play this if you like (very slow) Alien invasions on your enemies!
-My friend was looking through this with me, we now have another rather interesting piece in the piece costumes.
v0.9.0:
-The biggest update ever!
-Added AI for King!
-Added a new Fairy Chess piece, the Guard! It moves like a King, but isn't royal.
-Added framework (still needs fixing) for the Rose, an OP Fairy Chess piece! Look at the Wikipedia article on Chess on a Really Big Board for more information!
-Added 16*16 mode! Instead of just 6 different pieces, we have 10! Look at them and their possible moves to see which ones they are.
-Added a new piece in the programming, just for fun. The God. A Queen (Rook+Bishop)+Knightrider+Rose compound! Also, when observed by another piece which can take it, it's like ‘Nope, m8.’ and teleports away!
v0.8.1:
-Added the Knightrider! It moves like a knight, but it can keep moving in the selected direction until it reaches a piece. If this doesn't make much sense, it is to a Knight what a Queen is to a King!
-But you all know the problem with that. A Knightrider can sneak up on a Queen, or indeed, <Gasp!>, an Amazon! My solution to that: The Superamazon! A compound of the Queen (Rook+Bishop) and the Knightrider!
v0.8.0:
-It's still very buggy, but I've finished the AI for Bishops! And, programmed but not used, there are now two more compound Fairy Chess pieces!
-The Cardinal! Also known as the Archbishop, this is a compound of the Knight and Bishop!
-The Amazon! This should be used on ridiculously large board sizes, for it's a compound of the Rook, Knight and Bishop! It looks like a horse with a crown though, which I find funny.
-And the Queen, which doesn't yet work completely.
v0.7.3:
-Added the first Fairy Chess piece, the Chancellor! It's not in the game yet, but can be added in by modders, by adding (now ) to the list ‘Pieces’! It's a compound of the Rook and Knight! (Because I've programmed both of them.)
v0.7.2:
-Begun introduction of the Rook. The black one has the right idea, but I still don't know what they're doing.
v0.7.1:
-Don't think I forgot about that little settings button sitting in the bottom left corner! It now has an extra option (now on by default), allowing you to rotate the board every time it switches! We're getting there!
v0.7.0:
-Fixed everything that I'd completely, definitely broken!
-Made knights work!
-Added some more functions! (, now uses a Piece ID, which should make more sense for modders.)
-I'm changing the white pieces first while optimising, the black ones act as a backup.
v0.6.1:
-Completely, definitely broken everything by attempting to allow the player to click a piece which is already selected to deselect it. Please bear with me while I fix everything.
v0.6.0:
-Optimised Pawns, also making it possible to detect if the mouse-pointer is in a selected square. This should speed up new content production from now on. I have a lot planned.
v0.5.0:
-Really, properly, truly fixed Pawns, which had a strange bug which made them take to the right when you didn't want them to.
-Made Black Pawns work.
-Published in the nooby state that it's in.
v0.4.0:
-Finished AI for white Pawns. They can move abiding by all rules, and can take pieces and everything.
v0.3.0:
-The background now signifies the current colour to move.
-Pieces can now only move if it's their turn.
v0.2.0:
-Pawns can now move forward by showing a box on the square they can move to, or two if they're on the second (or seventh, for the black side) row. They can't move off the edge of the screen.
v0.1.0:
-Added piece notation system.
-Added pieces which can't move.
v0.0.0:
-Created the grid.
For filling the squares in, I used a square filler, by @Zro716. Other than that, I credit myself entirely for the programming and piece art!
Hello! This is a forums entry containing the changelog of my Scratch port of Chess! (It's too big for the character limit in Scratch.) The default version is almost finished, (complete with En Passant), and I've now invented four variant versions, as well as porting Almost Chess by Ralph Betza, Omega Chess by Daniel MacDonald and Io Chess by Mark Hedden!
Changelog:
v1.8.0:
-A really huge internal update!
-Pieces can now move like other pieces which they aren't formally programmed to, but that's a bad explanation. Here's an example!
-The Friend (based loosely on the Fairy Chess piece): Moves either as a Guard, or any adjacent, friendly piece! Notice: It's different from the one it's based on, because that one worked with any piece defending it, and didn't have a Guard move by default. Thats because I am a visionary, definitely not because I'm bad at programming.
-New piece: The Extremely Crooked Knightrider: Really Crooked Knightrider+Regular Knightrider compound! That icon, though.
-You'll all be really happy to hear that these weeks of pain and toil and redesigning, to get it to visually make sense, have borne fruit! 64*64 MODE IS COMPLETE! Anyone for a 1v1?
-New piece: The Dynamic Querquisite: Moves as any friendly piece on it's file! This means that it can stack movements of multiple pieces, but can also be abandoned and immobilised.
-And last but not least, skimmed off 39 kilobytes, it should load noticeably faster!
v1.7.0:
-3 new pieces:
-The Querquisite! Can move as a piece determined by the file it's on! (Can move as Rook on files a or h, Knight on b or g, Bishop on c or f, etcetera.) It's really OP, and makes the game much more fun. Also comes with Querquisite Chess (a variant using Querquisites), which is in Beta because of how Pawns are supposed to promote. It will be fixed. If you want to play it yourself, use Mode 13!
-The Crooked Knightrider! Moves as a Knight, then again, so that it's on the same rank or file as it's starting location, then repeats. However, that's not a good explanation for it. Try playing with it for a bit. It was one of the two pieces I hadn't added into my port of Io Chess, the other one being the Wall, which I'm not adding, because I can't program a piece which takes two squares at once. But it's added now.
-Added my own variation of it: The Really Crooked Knightrider! It's… Like a wider version of the Crooked Knightrider. It's movement is easier to block, but I think that it would be stronger in the endgame.
v1.6.1:
-Added the Virus! Moves as King, but has a 1/2 chance each time it moves of creating another Virus in the square it left! It can grow very quickly.
-Added the Silent Knight! (That pun, though.) Moves and behaves as Knight, but can't be seen by the opponent. But they can tell if you haven't moved any pieces that you must have moved a Silent Knight, and can see that, as an example, their Rook's path is obstructed, there must be a Silent Knight there.
-The Knight's Tour now has Advanced options, so you can start at f5 or another square if you want, or even a different board size! But to become an official Knightmaster, you need to do it on a board with at least 64 squares.
-Something I found while looking at the Chess Variant Pages: Some people think that the Unicorn is a Knightrider+Bishop compound, which I saw first. But some other people think that it moves as a Knight, then (optionally) as a Bishop. So we have the regular Unicorn, but now also the True Unicorn.
-Made the giant behemoth that is Pawn Movement all beautiful and simple. The part for going one square forward (or two on their first go) is now only five lines long! And taking (non-En Passant) is only two lines long!
v1.6.0:
-A huge update!
-Added some more pieces!
-The President (a friend came up with this): Can either move as King, or launch a nuclear bomb onto any square, destroying whichever piece is on it! It can fire at it's own side, but has a one in two chance of accidentally launching the nuclear bomb vertically, destroying itself.
-The Laser Sniper: Can shoot in a Queen or Knightrider move, and can move like an Amazon restricted to two squares!
-The Touring Knight: Behaves like a normal Knight, but leaves unbreakable, unlandable barriers behind it!
-A new gamemode: The Knight's Tour! Played with one player. Starting at a1, move a Touring Knight to every square on the Chessboard once!
-Somehow managed to trim off 14 kilobytes of memory!
-Technical: You can now use more than four with the Turning Limit! For example, rather than using 2, 1 and 1, 2, both with a turn limit of four, a Knight just needs 2, 1 and a turn limit of eight!
-When you select a piece, you can see if it's moveable with the ‘Moveable’ variable!
v1.5.0:
-Now, boards wider or higher than 16 squares (previously 32) will use zooming and scrolling.
-Added 64*64 Chess Beta (Mode 10)! It's not finished yet.
-Added Maharaja and the Sepoys (Mode 11)! White only has a Maharaja (royal Amazon), while Black has all of the normal pieces. Unfortunately, Black, when playing perfectly, can always win.
-A technical change I've been meaning to make for a long time: There's a new tag, ‘Take’! If it's 0, a piece, can't take, if it's one it can, if it's two, it can only move by taking. This means that we can make some much more interesting pieces.
-The Rookrider (Rook+Knightrider compound) has been replaced by the Raven, which existed before it.
-I wanted to add the Albatross as the Rook+Knightrider+Guard compound, but then I realised that I'm bad at drawing pixel-art birds which have feet but aren't fat..
v1.4.1:
-Added X and Y moving, using my Mouse Drag Movement Engine! It only works if the board's wider or higher than 32 squares, but, when coupled with zooming, will allow for a 64*64 board!
v1.4.0:
-Added 5 new (unused) pieces!
-The Rookrider, a Rook+Knightrider compound! (We needed an equivalent to the Unicorn.) (Invented.)
-The Archchancellor, a Chancellor which can move one square diagonally! (Ported.)
-The Pope, a Cardinal that can also move one square orthogonally, or a Cardinal+Guard compound! (The only position in the Catholic monastery above the Cardinal.) (Invented, but has probably been thought of elsewhere.)
-The Archchancellorrider, an Archchancellor+Rookrider compound! (Probably invented.)
-The Jesus, a Pope+Unicorn compound! It's really OP. (I spent a while looking at the Catholic monastery, then gave up.) (Invented.)
v1.3.0:
-Io Chess is out! All pieces can promote upon reaching the opponent's pieces' file (or the central two lines for the Knight)!
-Hotfix: Pawns no longer magically disappear upon being moved twice!
-Another hotfix: You only need to click a piece's square to get it to select!
v1.2.4:
-The Soldier is no longer an (n,n+1) leaper. It's now an (n,1) leaper, and the (n,n+1) is now for the Jumpy Spider.
-Begun work on Io (that is a capital ‘i’, not a lower case ‘L’) Chess by Mark Hedden! lt's a variant of Chess that can be found here, and has some nice ideas, such as making all pieces capable of promotion! But I had an idea: The Griffin looked like the (n,1) jumper I'd made, and the Spider (which, in the programming, is called the Spioder, to distinguish it from the Musketeer piece) like the (n,n+1) jumper. But that's only in unobstructed movement patterns, and Chess isn't normally unobstructed. (Well, at least not in the early game.) So, as alternative upgrades to the Hippogriff and Tarantula, you can have the Soldier (though I'm not sure how a Griffin could turn into a soldier) and Jumpy Spider (which visibly bounces up and down). These can jump over intervening pieces, though beware; This won't be as useful in the endgame, as most pieces would probably have been taken and it wouldn't be able to promote again, so if you want to carry it out, you'd have to use one of the standard ones.
-But there's no jumping option for the Supercomputer, as it's not a slider. But the Quantum Computer does look fancy.
-But Rooks and Knights can now turn into Fortresses and Gnus.
-The Bishop and Queen can also turn into the Cardinal and Empress.
-And remember, the Archbishop is a Reflecting Bishop restricted to one reflection. The Cardinal is the compound of the Bishop and Knight. Also remember that the correct name for the Rook+Knight compound is the Chancellor. The correct name for the Queen+Knight+Zebra compound is the Empress.
v1.2.3.2:
-Added zooming! This doesn't exist (to users) yet, but will be accompanied by the viewing X and Y positions, so that you could zoom in and move around with the mouse-pointer to remove the Scratch Pixel Limit which is holding us back from a 64*64 version of Chess! (This would be played on 64 Chess boards attached together, so that if you wanted to get a physical version of it, you'd have to look really strange at a shop.)
-This change only really works in Omega Chess (unless you're a l33t h4ck3r): Borders are now solid fills instead of stamps.
v1.2.3.1:
-Added the Soldier! (If there's another piece called the Soldier, tell me and I'll rename it.) It works as an (n,n+1) leaper, with n going up until it's certain it can't go any further. It's OP for ninjaing across the board while jumping over potentially infinite squares and taking pieces.
-I'm not sure about this one. When a piece is selected (or hovered over), it now shows a square behind it, which is black if the piece is white and vice versa. I added it because, when playing Overkill Chess with my friend, they moved their guard instead of their Sniper, allowing me to hardcore noscope them. This way, they could have seen that they had their guard selected and had misclicked (or on Phosphorus, mistapped) and could have held off my MLGness for a few more moves.
v1.2.3:
-Adding in the Builder and Breaker pieces!
-The Builder will be able to move like a Guard or place Barriers (see Omega Chess)!
-And the Breaker will be able to move like a Guard or break Barriers! So if you take your opponent's Breakers, you can build a giant wall around your King!
-Fixed the bugs in the Edgehog, which now works! (Stay away from the edges, or a cute hedgehog thing will EAT YOU…)
-Made an MLG version of Pawn Promotion. Pawns can either promote into a Rook, Knight, Bishop or Upside-down Pawn, which can turn into a Queen, Chancellor, Cardinal or Dapper Pawn, which can turn into an Amazon, Knightrider, King or Rather Dapper Pawn, which can turn into a Superamazon or MLG King. But it's recommended that you don't go past an Upside-down Pawn, because otherwise your opponent could Checkmate you while you're distracted.
v1.2.2:
-Optimised the engine I made for piece movements. It uses fewer calculations, and has a few more FPS when compounds or pieces with lots of possible moves are selected.
-Added some new pieces which aren't in any default games and have to be hacked in: The Elephant, Hawk and Spider from Musketeer Chess (though the Hawk also seems to be from Trappist-1) (as well as the Large Spider, a more powerful version of it), the Bee-Bee (made after one of my friend's soft toys they had as a child), which can move in the shape of a large version of itself and the Godly Bee-Bee, which I'm not sure about.
-Started the programming for a new piece: The Edgehog! It will move like a Queen, but can only move and take on the edges of the screen, making parts of the board more dangerous, giving the idea of a ‘structure’ like in Xiangqi Chess, in that it's an area where some pieces can move, making the game more dangerous.
v1.2.1:
-Added Grand Chess by Christian Freeling! He had a good idea, to give the Rooks their own row, allowing them to move quickly between it!
-Made the board all beautiful!
v1.2.0:
-Added the Unicorn! A compound of the Knightrider and Bishop! This makes it more OP than the Knightrider or Cardinal!
-Hotfix (I always wanted to say this): The Sniper now switches turn when it shoots another piece. It's the Sniper, not the Laser Drill!
-Why do you think I'm adding all of these new pieces, if not to use them in the most OP, complicated Chess variant yet? Introducing Mode 6: Overkill (32*32)! The order of pieces, up to the King and Queen, starting from the edge, is: Rook, Chancellor, Knight, Bishop, Cardinal, Knightrider, Camel, Zebra, Huygen, Huygen Bishop, Unicorn, Champion, Wizard, Guard, Sniper!
v1.0.1:
-Added a new piece in the programming: The Sniper! Moves as King, but can shoot an opponent's piece in a Queen move, without actually moving there, negating all defending pieces!
-Removed the infamous Teletake bug! It meant that, upon taking a piece, you'd actually teleport another piece to it instead of moving to it's former location! Sometimes it even brought a piece which could take you in the next move!
v1.0.0:
-Added a new variation of Chess, Omega Chess!
-This works like normal Chess, but has two extra pieces! (Three if you count the Barrier!)
-The Champion: Can jump one or two squares orthogonally, or two diagonally!
-The Wizard! Can move one square diagonally, or like a Camel (A Knight that goes 3,1 instead of 2,1)!
-Oh, and I also added in the Camel (the 3,1 version of a Knight) and the Zebra (the 3,2 version)! Excuse me being bad at drawing them, but I can now program things like these really easily.
-Technical: Added the Barrier of not passing! It functions as a border, but is recognised in the game as a piece, because it's easier. You don't need to specify it's side or datatags, just replace it's type with ‘Infinity’.
v0.9.9:
-Added in PlunderChess alpha! In this version, when pieces take other pieces, they can optionally turn them into a vest, which they wear, allowing them to use one move like that piece! They can also take it's vest, which is why they're optional (If you don't want your enemy to take a vest, you can decide not to ‘plunder’ it). It's nowhere near finished, and the known bugs and issues are listed below.
-Vests aren't yet visible,
-You can plunder the vest of one of the plunderer's components (so a Queen could plunder a Rook vest, which isn't supposed to happen, as it wouldn't help the Queen).
-It's really unstable, so don't try to use it just yet.
v0.9.8:
-Added in the framework for… To avoid spoilers unless you want to have them, research PlunderChess!
v0.9.7:
-Added Huygens! They can move like Rooks, but only prime numbers of squares!
-Added Huygen Bishops! The Bishoppy versions of Huygens!
v0.9.6:
-Made Rooks, Bishops, Knights, Knightriders, Kings and Guards use the same function with different parameters with the Grand Unified Movement Script!
v0.9.5:
-The game now shows captured pieces on the sides of the board (work-in-progress).
v0.9.4:
-Added En Passant captures!
-Added another few functions to make it easier to mod, and reduced some scripts by a few lines.
v0.9.3.1:
-Pieces can now have datatags! This will allow me to store things on them that aren't their location, type and side! This means that I can introduce En Passant captures!
v0.9.3:
-Added a new Alien piece: The Alien Queen!* It works like an Alien Docking Bay, but looks fancier and creates two Alien UFOs in a line away from it.
-Added a little variable display showing you the Mouse Pointer's coordinates (in the correct notation, like ‘B 4’ instead of ‘2 4’).
*Not related to the normal Queen!
v0.9.2:
-Alien UFOs now wobble up and down in Sine waves!
v0.9.1:
-Added Mode 4: Alien Chess! You start with two Alien Docking Bays (with UFOs inside) per player! These can't move, but can release Alien UFOs, which move like Guards! They then become empty, ready to grow another one, consuming one move! Play this if you like (very slow) Alien invasions on your enemies!
-My friend was looking through this with me, we now have another rather interesting piece in the piece costumes.
v0.9.0:
-The biggest update ever!
-Added AI for King!
-Added a new Fairy Chess piece, the Guard! It moves like a King, but isn't royal.
-Added framework (still needs fixing) for the Rose, an OP Fairy Chess piece! Look at the Wikipedia article on Chess on a Really Big Board for more information!
-Added 16*16 mode! Instead of just 6 different pieces, we have 10! Look at them and their possible moves to see which ones they are.
-Added a new piece in the programming, just for fun. The God. A Queen (Rook+Bishop)+Knightrider+Rose compound! Also, when observed by another piece which can take it, it's like ‘Nope, m8.’ and teleports away!
v0.8.1:
-Added the Knightrider! It moves like a knight, but it can keep moving in the selected direction until it reaches a piece. If this doesn't make much sense, it is to a Knight what a Queen is to a King!
-But you all know the problem with that. A Knightrider can sneak up on a Queen, or indeed, <Gasp!>, an Amazon! My solution to that: The Superamazon! A compound of the Queen (Rook+Bishop) and the Knightrider!
v0.8.0:
-It's still very buggy, but I've finished the AI for Bishops! And, programmed but not used, there are now two more compound Fairy Chess pieces!
-The Cardinal! Also known as the Archbishop, this is a compound of the Knight and Bishop!
-The Amazon! This should be used on ridiculously large board sizes, for it's a compound of the Rook, Knight and Bishop! It looks like a horse with a crown though, which I find funny.
-And the Queen, which doesn't yet work completely.
v0.7.3:
-Added the first Fairy Chess piece, the Chancellor! It's not in the game yet, but can be added in by modders, by adding (now ) to the list ‘Pieces’! It's a compound of the Rook and Knight! (Because I've programmed both of them.)
v0.7.2:
-Begun introduction of the Rook. The black one has the right idea, but I still don't know what they're doing.
v0.7.1:
-Don't think I forgot about that little settings button sitting in the bottom left corner! It now has an extra option (now on by default), allowing you to rotate the board every time it switches! We're getting there!
v0.7.0:
-Fixed everything that I'd completely, definitely broken!
-Made knights work!
-Added some more functions! (, now uses a Piece ID, which should make more sense for modders.)
-I'm changing the white pieces first while optimising, the black ones act as a backup.
v0.6.1:
-Completely, definitely broken everything by attempting to allow the player to click a piece which is already selected to deselect it. Please bear with me while I fix everything.
v0.6.0:
-Optimised Pawns, also making it possible to detect if the mouse-pointer is in a selected square. This should speed up new content production from now on. I have a lot planned.
v0.5.0:
-Really, properly, truly fixed Pawns, which had a strange bug which made them take to the right when you didn't want them to.
-Made Black Pawns work.
-Published in the nooby state that it's in.
v0.4.0:
-Finished AI for white Pawns. They can move abiding by all rules, and can take pieces and everything.
v0.3.0:
-The background now signifies the current colour to move.
-Pieces can now only move if it's their turn.
v0.2.0:
-Pawns can now move forward by showing a box on the square they can move to, or two if they're on the second (or seventh, for the black side) row. They can't move off the edge of the screen.
v0.1.0:
-Added piece notation system.
-Added pieces which can't move.
v0.0.0:
-Created the grid.
For filling the squares in, I used a square filler, by @Zro716. Other than that, I credit myself entirely for the programming and piece art!
Last edited by SwoopyDoopy1 (Sept. 6, 2018 18:40:01)
- SwoopyDoopy1
-
100+ posts
Chess - Scratch Port! (Including variant Chess pieces, variations and PlunderChess alpha!) v1.8.0
I was looking at the Chess Variant Pages, and saw a rather interesting piece, called the Griffin, which can move away from itself like a rook, after moving one square diagonally. I'm going to add it.
Edit: I want to… rebalance… it. It's unobstructed movement pattern will be the same, but it will be able to either move one square diagonally or move away, starting in a Knight move. It's hard to explain, so I'll include a screenshot or diagram showing how it could move when it's finished.
Edit again: (The white squares are where it can move. Notice how it can start moving, able to jump over the pawns. This is completely intentional and balanced.)
Another edit: I'm now making the Soldier as an alternative to the Hippogriff (as a Griffin upgrade) in Io Chess! This means that you have the choice of getting a jumping one or a more able one. (And the Jumping Spider as an alternative to the Tarantula.) This means that you need to plan whether you want to upgrade to something that can jump over intervening pieces or one that can move in more ways. This gives your opponent an insight into whether you're planning on suffocating your opponent or prolonging their inevitable death.
Edit: I want to… rebalance… it. It's unobstructed movement pattern will be the same, but it will be able to either move one square diagonally or move away, starting in a Knight move. It's hard to explain, so I'll include a screenshot or diagram showing how it could move when it's finished.
Edit again: (The white squares are where it can move. Notice how it can start moving, able to jump over the pawns. This is completely intentional and balanced.)

Another edit: I'm now making the Soldier as an alternative to the Hippogriff (as a Griffin upgrade) in Io Chess! This means that you have the choice of getting a jumping one or a more able one. (And the Jumping Spider as an alternative to the Tarantula.) This means that you need to plan whether you want to upgrade to something that can jump over intervening pieces or one that can move in more ways. This gives your opponent an insight into whether you're planning on suffocating your opponent or prolonging their inevitable death.
Last edited by SwoopyDoopy1 (Jan. 1, 2018 18:33:13)
- coolcat98
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100+ posts
Chess - Scratch Port! (Including variant Chess pieces, variations and PlunderChess alpha!) v1.8.0
Sounds cool, but my Raspberry Pi can't load it. I'll have to try again later.
- SwoopyDoopy1
-
100+ posts
Chess - Scratch Port! (Including variant Chess pieces, variations and PlunderChess alpha!) v1.8.0
Wait. You run… Adobe Flash Player… On your… Raspberry Pi… That's not how it works. Raspberry Pis are meant to be low-power computers for when high-power ones aren't necessary. Not personal computers. Sounds cool, but my Raspberry Pi can't load it. I'll have to try again later.
There's a program called Phosphorus. It has a few bugs, but can run things in HTML5, which should be good for your puny computer. But Raspberry Pis are good. You can even run Minecraft servers on them, if you don't mind rubber banding. Anyway, Phosphorus is much better.
Edit: Use Sulfurous instead! It runs my Chess game faster!
Last edited by SwoopyDoopy1 (Sept. 7, 2018 17:13:05)
- ezfox17
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100+ posts
Chess - Scratch Port! (Including variant Chess pieces, variations and PlunderChess alpha!) v1.8.0
Add a piece that can move to any square of the board in one move.
- SwoopyDoopy1
-
100+ posts
Chess - Scratch Port! (Including variant Chess pieces, variations and PlunderChess alpha!) v1.8.0
But… You could immediately take your opponent's King! White would always win! It would be a ‘soft solved’ game, I believe, where we know exactly what would happen, assuming both player played perfectly. Add a piece that can move to any square of the board in one move.
- NotAJumbleOfNumbers
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71 posts
Chess - Scratch Port! (Including variant Chess pieces, variations and PlunderChess alpha!) v1.8.0
But what if we made it unable to capture? Wouldn’t that be a usable piece?But… You could immediately take your opponent's King! White would always win! It would be a ‘soft solved’ game, I believe, where we know exactly what would happen, assuming both player played perfectly. Add a piece that can move to any square of the board in one move.
- SwoopyDoopy1
-
100+ posts
Chess - Scratch Port! (Including variant Chess pieces, variations and PlunderChess alpha!) v1.8.0
This is a really old project, and it's buggy and dead. I'm now working on a project called ‘SpaceChess’, which involves a much better internal engine behind everything, and a new space theme. I got it working properly, using what could be the most trigonometry ever seen in a Chess engine. It allows for much more flexibility, and instead of just a skeleton of things like hypothetical additional players, you can actually play four-player Chess on it, right now! You can play it here!But what if we made it unable to capture? Wouldn’t that be a usable piece?But… You could immediately take your opponent's King! White would always win! It would be a ‘soft solved’ game, I believe, where we know exactly what would happen, assuming both players played perfectly. Add a piece that can move to any square of the board in one move.
Regarding your idea, I heard of a Chess variant, where Black had a piece like this, in front of a Pawn (but not a Knight's Pawn), called the Ghost. It mostly acted as an end-game solver, but by it's very nature of being unable to take, it's extremely weak, normally worth less that a Pawn.
Also, 100th forum post! #SoProud!
- Firesoldier999
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28 posts
Chess - Scratch Port! (Including variant Chess pieces, variations and PlunderChess alpha!) v1.8.0
here instead!I just discovered this. I know this is old, but I'm a big fan of chess variants, so how did you do this? This is an old, overgrown, dead project. I've since made SpaceChess, a Chess game with aliens, lasers, and more importantly, better underlying mechanics! It's a complete rewrite, scrapping the ‘Move Pieces’ function, separating the calculation of squares from the rendering, fixing several critical bugs! It allows for things like four-player mode, which we could only have dreamed of! Go
Hello! This is a forums entry containing the changelog of my Scratch port of Chess! (It's too big for the character limit in Scratch.) The default version is almost finished, (complete with En Passant), and I've now invented four variant versions, as well as porting Almost Chess by Ralph Betza, Omega Chess by Daniel MacDonald and Io Chess by Mark Hedden!
Changelog:
v1.8.0:
-A really huge internal update!
-Pieces can now move like other pieces which they aren't formally programmed to, but that's a bad explanation. Here's an example!
-The Friend (based loosely on the Fairy Chess piece): Moves either as a Guard, or any adjacent, friendly piece! Notice: It's different from the one it's based on, because that one worked with any piece defending it, and didn't have a Guard move by default. Thats because I am a visionary, definitely not because I'm bad at programming.
-New piece: The Extremely Crooked Knightrider: Really Crooked Knightrider+Regular Knightrider compound! That icon, though.
-You'll all be really happy to hear that these weeks of pain and toil and redesigning, to get it to visually make sense, have borne fruit! 64*64 MODE IS COMPLETE! Anyone for a 1v1?
-New piece: The Dynamic Querquisite: Moves as any friendly piece on it's file! This means that it can stack movements of multiple pieces, but can also be abandoned and immobilised.
-And last but not least, skimmed off 39 kilobytes, it should load noticeably faster!
v1.7.0:
-3 new pieces:
-The Querquisite! Can move as a piece determined by the file it's on! (Can move as Rook on files a or h, Knight on b or g, Bishop on c or f, etcetera.) It's really OP, and makes the game much more fun. Also comes with Querquisite Chess (a variant using Querquisites), which is in Beta because of how Pawns are supposed to promote. It will be fixed. If you want to play it yourself, use Mode 13!
-The Crooked Knightrider! Moves as a Knight, then again, so that it's on the same rank or file as it's starting location, then repeats. However, that's not a good explanation for it. Try playing with it for a bit. It was one of the two pieces I hadn't added into my port of Io Chess, the other one being the Wall, which I'm not adding, because I can't program a piece which takes two squares at once. But it's added now.
-Added my own variation of it: The Really Crooked Knightrider! It's… Like a wider version of the Crooked Knightrider. It's movement is easier to block, but I think that it would be stronger in the endgame.
v1.6.1:
-Added the Virus! Moves as King, but has a 1/2 chance each time it moves of creating another Virus in the square it left! It can grow very quickly.
-Added the Silent Knight! (That pun, though.) Moves and behaves as Knight, but can't be seen by the opponent. But they can tell if you haven't moved any pieces that you must have moved a Silent Knight, and can see that, as an example, their Rook's path is obstructed, there must be a Silent Knight there.
-The Knight's Tour now has Advanced options, so you can start at f5 or another square if you want, or even a different board size! But to become an official Knightmaster, you need to do it on a board with at least 64 squares.
-Something I found while looking at the Chess Variant Pages: Some people think that the Unicorn is a Knightrider+Bishop compound, which I saw first. But some other people think that it moves as a Knight, then (optionally) as a Bishop. So we have the regular Unicorn, but now also the True Unicorn.
-Made the giant behemoth that is Pawn Movement all beautiful and simple. The part for going one square forward (or two on their first go) is now only five lines long! And taking (non-En Passant) is only two lines long!
v1.6.0:
-A huge update!
-Added some more pieces!
-The President (a friend came up with this): Can either move as King, or launch a nuclear bomb onto any square, destroying whichever piece is on it! It can fire at it's own side, but has a one in two chance of accidentally launching the nuclear bomb vertically, destroying itself.
-The Laser Sniper: Can shoot in a Queen or Knightrider move, and can move like an Amazon restricted to two squares!
-The Touring Knight: Behaves like a normal Knight, but leaves unbreakable, unlandable barriers behind it!
-A new gamemode: The Knight's Tour! Played with one player. Starting at a1, move a Touring Knight to every square on the Chessboard once!
-Somehow managed to trim off 14 kilobytes of memory!
-Technical: You can now use more than four with the Turning Limit! For example, rather than using 2, 1 and 1, 2, both with a turn limit of four, a Knight just needs 2, 1 and a turn limit of eight!
-When you select a piece, you can see if it's moveable with the ‘Moveable’ variable!
v1.5.0:
-Now, boards wider or higher than 16 squares (previously 32) will use zooming and scrolling.
-Added 64*64 Chess Beta (Mode 10)! It's not finished yet.
-Added Maharaja and the Sepoys (Mode 11)! White only has a Maharaja (royal Amazon), while Black has all of the normal pieces. Unfortunately, Black, when playing perfectly, can always win.
-A technical change I've been meaning to make for a long time: There's a new tag, ‘Take’! If it's 0, a piece, can't take, if it's one it can, if it's two, it can only move by taking. This means that we can make some much more interesting pieces.
-The Rookrider (Rook+Knightrider compound) has been replaced by the Raven, which existed before it.
-I wanted to add the Albatross as the Rook+Knightrider+Guard compound, but then I realised that I'm bad at drawing pixel-art birds which have feet but aren't fat..
v1.4.1:
-Added X and Y moving, using my Mouse Drag Movement Engine! It only works if the board's wider or higher than 32 squares, but, when coupled with zooming, will allow for a 64*64 board!
v1.4.0:
-Added 5 new (unused) pieces!
-The Rookrider, a Rook+Knightrider compound! (We needed an equivalent to the Unicorn.) (Invented.)
-The Archchancellor, a Chancellor which can move one square diagonally! (Ported.)
-The Pope, a Cardinal that can also move one square orthogonally, or a Cardinal+Guard compound! (The only position in the Catholic monastery above the Cardinal.) (Invented, but has probably been thought of elsewhere.)
-The Archchancellorrider, an Archchancellor+Rookrider compound! (Probably invented.)
-The Jesus, a Pope+Unicorn compound! It's really OP. (I spent a while looking at the Catholic monastery, then gave up.) (Invented.)
v1.3.0:
-Io Chess is out! All pieces can promote upon reaching the opponent's pieces' file (or the central two lines for the Knight)!
-Hotfix: Pawns no longer magically disappear upon being moved twice!
-Another hotfix: You only need to click a piece's square to get it to select!
v1.2.4:
-The Soldier is no longer an (n,n+1) leaper. It's now an (n,1) leaper, and the (n,n+1) is now for the Jumpy Spider.
-Begun work on Io (that is a capital ‘i’, not a lower case ‘L’) Chess by Mark Hedden! lt's a variant of Chess that can be found here, and has some nice ideas, such as making all pieces capable of promotion! But I had an idea: The Griffin looked like the (n,1) jumper I'd made, and the Spider (which, in the programming, is called the Spioder, to distinguish it from the Musketeer piece) like the (n,n+1) jumper. But that's only in unobstructed movement patterns, and Chess isn't normally unobstructed. (Well, at least not in the early game.) So, as alternative upgrades to the Hippogriff and Tarantula, you can have the Soldier (though I'm not sure how a Griffin could turn into a soldier) and Jumpy Spider (which visibly bounces up and down). These can jump over intervening pieces, though beware; This won't be as useful in the endgame, as most pieces would probably have been taken and it wouldn't be able to promote again, so if you want to carry it out, you'd have to use one of the standard ones.
-But there's no jumping option for the Supercomputer, as it's not a slider. But the Quantum Computer does look fancy.
-But Rooks and Knights can now turn into Fortresses and Gnus.
-The Bishop and Queen can also turn into the Cardinal and Empress.
-And remember, the Archbishop is a Reflecting Bishop restricted to one reflection. The Cardinal is the compound of the Bishop and Knight. Also remember that the correct name for the Rook+Knight compound is the Chancellor. The correct name for the Queen+Knight+Zebra compound is the Empress.
v1.2.3.2:
-Added zooming! This doesn't exist (to users) yet, but will be accompanied by the viewing X and Y positions, so that you could zoom in and move around with the mouse-pointer to remove the Scratch Pixel Limit which is holding us back from a 64*64 version of Chess! (This would be played on 64 Chess boards attached together, so that if you wanted to get a physical version of it, you'd have to look really strange at a shop.)
-This change only really works in Omega Chess (unless you're a l33t h4ck3r): Borders are now solid fills instead of stamps.
v1.2.3.1:
-Added the Soldier! (If there's another piece called the Soldier, tell me and I'll rename it.) It works as an (n,n+1) leaper, with n going up until it's certain it can't go any further. It's OP for ninjaing across the board while jumping over potentially infinite squares and taking pieces.
-I'm not sure about this one. When a piece is selected (or hovered over), it now shows a square behind it, which is black if the piece is white and vice versa. I added it because, when playing Overkill Chess with my friend, they moved their guard instead of their Sniper, allowing me to hardcore noscope them. This way, they could have seen that they had their guard selected and had misclicked (or on Phosphorus, mistapped) and could have held off my MLGness for a few more moves.
v1.2.3:
-Adding in the Builder and Breaker pieces!
-The Builder will be able to move like a Guard or place Barriers (see Omega Chess)!
-And the Breaker will be able to move like a Guard or break Barriers! So if you take your opponent's Breakers, you can build a giant wall around your King!
-Fixed the bugs in the Edgehog, which now works! (Stay away from the edges, or a cute hedgehog thing will EAT YOU…)
-Made an MLG version of Pawn Promotion. Pawns can either promote into a Rook, Knight, Bishop or Upside-down Pawn, which can turn into a Queen, Chancellor, Cardinal or Dapper Pawn, which can turn into an Amazon, Knightrider, King or Rather Dapper Pawn, which can turn into a Superamazon or MLG King. But it's recommended that you don't go past an Upside-down Pawn, because otherwise your opponent could Checkmate you while you're distracted.
v1.2.2:
-Optimised the engine I made for piece movements. It uses fewer calculations, and has a few more FPS when compounds or pieces with lots of possible moves are selected.
-Added some new pieces which aren't in any default games and have to be hacked in: The Elephant, Hawk and Spider from Musketeer Chess (though the Hawk also seems to be from Trappist-1) (as well as the Large Spider, a more powerful version of it), the Bee-Bee (made after one of my friend's soft toys they had as a child), which can move in the shape of a large version of itself and the Godly Bee-Bee, which I'm not sure about.
-Started the programming for a new piece: The Edgehog! It will move like a Queen, but can only move and take on the edges of the screen, making parts of the board more dangerous, giving the idea of a ‘structure’ like in Xiangqi Chess, in that it's an area where some pieces can move, making the game more dangerous.
v1.2.1:
-Added Grand Chess by Christian Freeling! He had a good idea, to give the Rooks their own row, allowing them to move quickly between it!
-Made the board all beautiful!
v1.2.0:
-Added the Unicorn! A compound of the Knightrider and Bishop! This makes it more OP than the Knightrider or Cardinal!
-Hotfix (I always wanted to say this): The Sniper now switches turn when it shoots another piece. It's the Sniper, not the Laser Drill!
-Why do you think I'm adding all of these new pieces, if not to use them in the most OP, complicated Chess variant yet? Introducing Mode 6: Overkill (32*32)! The order of pieces, up to the King and Queen, starting from the edge, is: Rook, Chancellor, Knight, Bishop, Cardinal, Knightrider, Camel, Zebra, Huygen, Huygen Bishop, Unicorn, Champion, Wizard, Guard, Sniper!
v1.0.1:
-Added a new piece in the programming: The Sniper! Moves as King, but can shoot an opponent's piece in a Queen move, without actually moving there, negating all defending pieces!
-Removed the infamous Teletake bug! It meant that, upon taking a piece, you'd actually teleport another piece to it instead of moving to it's former location! Sometimes it even brought a piece which could take you in the next move!
v1.0.0:
-Added a new variation of Chess, Omega Chess!
-This works like normal Chess, but has two extra pieces! (Three if you count the Barrier!)
-The Champion: Can jump one or two squares orthogonally, or two diagonally!
-The Wizard! Can move one square diagonally, or like a Camel (A Knight that goes 3,1 instead of 2,1)!
-Oh, and I also added in the Camel (the 3,1 version of a Knight) and the Zebra (the 3,2 version)! Excuse me being bad at drawing them, but I can now program things like these really easily.
-Technical: Added the Barrier of not passing! It functions as a border, but is recognised in the game as a piece, because it's easier. You don't need to specify it's side or datatags, just replace it's type with ‘Infinity’.
v0.9.9:
-Added in PlunderChess alpha! In this version, when pieces take other pieces, they can optionally turn them into a vest, which they wear, allowing them to use one move like that piece! They can also take it's vest, which is why they're optional (If you don't want your enemy to take a vest, you can decide not to ‘plunder’ it). It's nowhere near finished, and the known bugs and issues are listed below.
-Vests aren't yet visible,
-You can plunder the vest of one of the plunderer's components (so a Queen could plunder a Rook vest, which isn't supposed to happen, as it wouldn't help the Queen).
-It's really unstable, so don't try to use it just yet.
v0.9.8:
-Added in the framework for… To avoid spoilers unless you want to have them, research PlunderChess!
v0.9.7:
-Added Huygens! They can move like Rooks, but only prime numbers of squares!
-Added Huygen Bishops! The Bishoppy versions of Huygens!
v0.9.6:
-Made Rooks, Bishops, Knights, Knightriders, Kings and Guards use the same function with different parameters with the Grand Unified Movement Script!
v0.9.5:
-The game now shows captured pieces on the sides of the board (work-in-progress).
v0.9.4:
-Added En Passant captures!
-Added another few functions to make it easier to mod, and reduced some scripts by a few lines.
v0.9.3.1:
-Pieces can now have datatags! This will allow me to store things on them that aren't their location, type and side! This means that I can introduce En Passant captures!
v0.9.3:
-Added a new Alien piece: The Alien Queen!* It works like an Alien Docking Bay, but looks fancier and creates two Alien UFOs in a line away from it.
-Added a little variable display showing you the Mouse Pointer's coordinates (in the correct notation, like ‘B 4’ instead of ‘2 4’).
*Not related to the normal Queen!
v0.9.2:
-Alien UFOs now wobble up and down in Sine waves!
v0.9.1:
-Added Mode 4: Alien Chess! You start with two Alien Docking Bays (with UFOs inside) per player! These can't move, but can release Alien UFOs, which move like Guards! They then become empty, ready to grow another one, consuming one move! Play this if you like (very slow) Alien invasions on your enemies!
-My friend was looking through this with me, we now have another rather interesting piece in the piece costumes.
v0.9.0:
-The biggest update ever!
-Added AI for King!
-Added a new Fairy Chess piece, the Guard! It moves like a King, but isn't royal.
-Added framework (still needs fixing) for the Rose, an OP Fairy Chess piece! Look at the Wikipedia article on Chess on a Really Big Board for more information!
-Added 16*16 mode! Instead of just 6 different pieces, we have 10! Look at them and their possible moves to see which ones they are.
-Added a new piece in the programming, just for fun. The God. A Queen (Rook+Bishop)+Knightrider+Rose compound! Also, when observed by another piece which can take it, it's like ‘Nope, m8.’ and teleports away!
v0.8.1:
-Added the Knightrider! It moves like a knight, but it can keep moving in the selected direction until it reaches a piece. If this doesn't make much sense, it is to a Knight what a Queen is to a King!
-But you all know the problem with that. A Knightrider can sneak up on a Queen, or indeed, <Gasp!>, an Amazon! My solution to that: The Superamazon! A compound of the Queen (Rook+Bishop) and the Knightrider!
v0.8.0:
-It's still very buggy, but I've finished the AI for Bishops! And, programmed but not used, there are now two more compound Fairy Chess pieces!
-The Cardinal! Also known as the Archbishop, this is a compound of the Knight and Bishop!
-The Amazon! This should be used on ridiculously large board sizes, for it's a compound of the Rook, Knight and Bishop! It looks like a horse with a crown though, which I find funny.
-And the Queen, which doesn't yet work completely.
v0.7.3:
-Added the first Fairy Chess piece, the Chancellor! It's not in the game yet, but can be added in by modders, by adding (now ) to the list ‘Pieces’! It's a compound of the Rook and Knight! (Because I've programmed both of them.)
v0.7.2:
-Begun introduction of the Rook. The black one has the right idea, but I still don't know what they're doing.
v0.7.1:
-Don't think I forgot about that little settings button sitting in the bottom left corner! It now has an extra option (now on by default), allowing you to rotate the board every time it switches! We're getting there!
v0.7.0:
-Fixed everything that I'd completely, definitely broken!
-Made knights work!
-Added some more functions! (, now uses a Piece ID, which should make more sense for modders.)
-I'm changing the white pieces first while optimising, the black ones act as a backup.
v0.6.1:
-Completely, definitely broken everything by attempting to allow the player to click a piece which is already selected to deselect it. Please bear with me while I fix everything.
v0.6.0:
-Optimised Pawns, also making it possible to detect if the mouse-pointer is in a selected square. This should speed up new content production from now on. I have a lot planned.
v0.5.0:
-Really, properly, truly fixed Pawns, which had a strange bug which made them take to the right when you didn't want them to.
-Made Black Pawns work.
-Published in the nooby state that it's in.
v0.4.0:
-Finished AI for white Pawns. They can move abiding by all rules, and can take pieces and everything.
v0.3.0:
-The background now signifies the current colour to move.
-Pieces can now only move if it's their turn.
v0.2.0:
-Pawns can now move forward by showing a box on the square they can move to, or two if they're on the second (or seventh, for the black side) row. They can't move off the edge of the screen.
v0.1.0:
-Added piece notation system.
-Added pieces which can't move.
v0.0.0:
-Created the grid.
For filling the squares in, I used a square filler, by @Zro716. Other than that, I credit myself entirely for the programming and piece art!
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