| Author |
Message |
Ingrid Lael (Ingridlael)
| | Posted on Wednesday, January 11, 2006 - 7:45 pm: | |
Well, I'm kinda new to this all, so please be patient with me. The thing is like this, I need to get a potentially big amount of pieces into the same square. The first problem is that the combinations are enormous (I estimate a good lower bound around fact (15)) so the obvious "a piece for each combination" is a no-go. On the other hand I read somewhere that there was a way to trick Z by defining several positions close to one another (like a secon grid statement over the first) and, when drawing, it would always keep one (I don't recall if it was the first or the last one) in top of all the others. I don't like this one all that much, but I'll settle for it if the next one gets too complicated. My idea on the subject was this: define a second "board", visible, on the side of the main one; when a position gets crowded (more than one piece, for instance) all the pieces on it are moved to the secondary one and, in their place, a token with an icon on it it's created; on the secondary one, that icon is associated with a range of positions. So basically you take all the pieces that accupy a single square and lay them out comfortably on the secondary one, leaving behind a "pointer" to where they're supposed to be. OK, the question is: how on earth can I accomplish this? is it "accomplishable" at all? any ideas? Thank you very much in advance... ...Ingrid. PS: could anyone clarify on the second approach above? PS2: if the pieces in the multiple square had any sort of "powers" (say, for instance, an Inmoviilzer), and those powers are still in effect then i'd need to grant the "icon" the same ones, right? |
Karl Scherer (Karl)
| | Posted on Tuesday, January 17, 2006 - 7:37 am: | |
You could use a finer grid, which basically in your case means that you cut each square position into smaller squares, thus being able to put several pieces on one (larger) square position. The large positions could be simply painted on the background (board) image, without having an associated grid of wide spacing. Going from one large square to another large square would be facilitated by moving several steps on the finer grid. I think nobody has ever applied this idea to a game. Please anybody correct me if I am wrong.... |
Ingrid Lael (Ingridlael)
| | Posted on Tuesday, January 17, 2006 - 8:23 am: | |
I see, you mean like in "Octi for kids"? That was actually what I meant in paragraph 3 above. The thing is that I'd like to keep the "nice" graphics....more of a whimp actually, and by no means a must. Thank you so much Karl! PS: by the idea you think has never been applied you mean the one about defining an additional "multiple positions board" (paragraph 4 above)? or did you mean some other? |
Karl Scherer (Karl)
| | Posted on Saturday, January 21, 2006 - 5:27 am: | |
No, I mean using a finer grid INSTEAD of an additional one. |
Ingrid Lael (Ingridlael)
| | Posted on Saturday, January 21, 2006 - 10:12 am: | |
Hmmm.....I think I recall having read something about an approach quite like it in a Shogi-like game, although I cannot say for sure. Thanks for your time. Cheers... ...Ingrid. |
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