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Marein

Joined: 04 Aug 2006

Posts: 562

Location: Nijmegen, the Netherlands

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Post Posted: Thu Mar 11, 2010 12:44 am — Post subject:

Awesome!

I would love to play a game on this sometime. One problem I have though is that the game window is higher than the height of my screen - the task bar. This means I can't see the coordinates at the bottom very clearly (I can see them somewhat through the task bar), which makes playing a game over the internet somewhat difficult.


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Jutt

Joined: 25 Feb 2010

Posts: 4

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Post Posted: Thu Mar 11, 2010 1:03 am — Post subject:

Oh, good point. I made the window to fit easily on my 1280x1024 screen, without realizing it won't fit on many smaller displays. The board is easily scalable though, so I'll try and fix this for the next version.


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reannamoon

Joined: 11 Mar 2007

Posts: 57

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Post Posted: Thu Mar 11, 2010 1:13 am — Post subject:

hmmm, just a thought, but could this game be made for the iPhone/iPod Touch? then people who have one of those could play on Uru without having to switch windows.


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Neereus

Joined: 18 Nov 2006

Posts: 242

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Post Posted: Thu Mar 11, 2010 6:56 am — Post subject:

Was able to successfully build the program in GCC with one change and a few warnings. lol

Had to change

Code:

int round (double n)


to

Code:

int iround (double n)


because my cmath has

Code:

double round (double n)


and it didn't like it.

You also used old style c casting, but that's no biggy as they just gave warnings. Overall nice job and hope to see the future releases, and will try to play around with it myself. (Gonna try to see if I can get it working with wxWidgets to drop the use of console).


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di gama

Joined: 14 Jul 2006

Posts: 51

Location: Earth

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Post Posted: Thu Mar 11, 2010 1:43 pm — Post subject:

I was thinking about IC Gemedet, and (pie in the sky OS hopes) I think the game could be made in a fashion similar to the Ayoheek table, but you would use chat commands to place pieces. For example, you could label the dimensions a-i, j-r, 1-9, and then you would "call out", say, /ep5, and there would be a lovely animation of your avatar expertly wielding his re'dantee to place the pieces. What are the opinions on this? (Yes, I know it will take a while for OS and avatar animations to get to this point, but do you think the UI would work? Or is another method easier (like clicking on cells or using a selector like in Jutt's prog)?)


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vidroth

Joined: 03 Oct 2006

Posts: 865

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Post Posted: Mon Nov 15, 2010 6:59 pm — Post subject:

I haven't tried Gemedet yet, but I have messed around with a lot of variants on "x-in-a-row" games.

Is 6-in-a-row even reasonable? 4-in-a-row is very hard to force in 3D, at least on a 4x4x4 grid. Probably a bit easier with wider bounds, huge advantage to the first player. I'm not sure 5-in-a-row can be forced at all in 3D, it's a cat's game in 2D (gomoku) with correct play. Can a mildly competent player ever lose at 6-in-a-row?

I don't know for sure that the answer is "yes" or "no," but I suspect it's always possible, and not overly difficult, to force a cat's game or draw (I don't know what the D'ni called a tie game, lol). Has anyone played the actual game and found otherwise?


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Jojon

Joined: 01 Sep 2007

Posts: 38

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Post Posted: Wed Nov 17, 2010 10:22 pm — Post subject:

When I (ages ago) started, but never finished, a scene (3D modelling) featuring Atrus' and Anna's Gemedet set, I made it a 9 slots to the side octahedron, rather than a cube.

Although it gives only 67% the play field size, with some probably game-breaking volumetric restrictions, this shape has a few advantages:

- The rests for the stones are elegantly part of the lattice itself (intersections).
- It is easy to view your rows, since you get an unrestricted view along them, diagonally down, from a comfortable position.
- It is easy to access, by dropping your dantee down from the top - I made my visualisation of them not so much tweezers, but long and axially hinged "tongs", with a pair of "spoons" at the end, closing from either side around the top half of the stone.
- You get a natural single swivel point at the bottom. It fits nicely into a dimple at the top of the base and a ring (with struts to the four bottom edges of the octahedron) lower down the base keeps the assembly upright and serves as your turning handle.
- It's pretty. :9

I have no pictures, sorry. :7

pokemon71096

Joined: 09 Mar 2010

Posts: 1185

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Post Posted: Thu Nov 18, 2010 12:48 am — Post subject:

marein, HOW did you get on my ignore list?


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Trekluver

Joined: 17 Feb 2010

Posts: 1132

Location: US

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Post Posted: Thu Nov 18, 2010 7:49 pm — Post subject:

So here's what I get from reading the book. The game is comparable to 3D Chess from with the exception that board is like Sudoku and the independent moves are a mixture of Checkers and Bingo. Make sense? I'd personally love to see a beta for this game made by Cyan in URU. Put it in Bevin and it would be much more fun and strategic than Ayoheek. Plus another element is how many colored rocks where there? This would be important in the game the same way it in is Checkers and Chess. Of course as others have pointed out it would most likely be in sets of 5 but this also does not make sense with the board in this game. Then again, it's possible this game originated from a race outside of D'ni and could be why Aitrus had a fascination with the game. The D'ni did have many Ages to link to, many being inhabited.


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Unitearica

Joined: 09 May 2006

Posts: 84

Location: US

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Post Posted: Fri Dec 03, 2010 8:42 am — Post subject:

I always thought the game to be a mixture of a 6 player (only played with 2 ppl) 3d chinese checkers or a 3d (multicolored/multiplayer) chinese game of weiqi.

Just my opinion of course. But I agree, it would be awesome if Cyan could incroperate it into the hoods.

Another take on it (from a different forum board) was that it was kind of like a 3d tic-tac-toe game (mutli-tiered) mixed with othello.


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Karkadann

Joined: 05 Feb 2008

Posts: 1433

Location: The State of Confusion

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Post Posted: Sun Apr 03, 2011 5:36 pm — Post subject:

I have an idea for a life size Gamedet board, however their are a few issues concerning the pebbles. if I recall correctly the board consist of a stack of nine square boards with each board having 81 squares.

With two sets of stairs or elevators one on each side and a small bowl on each level for the pebbles I would need no more then a lot of pebbles (81 on each level) and their in lies the problem. 729 kickables or simples as their called in 3DSmax seem a bit much

From what I remember in the Fun House we had cones and other kickable object falling out of the sky gave me an idea. Near each bowl could be a button that you could press and get more pebbles when you run out.

Since the Gamedet is an D'ni game I was hoping I could make this a community project. Starting with brain storming on the actual structure, and the UV maps or texture. Then perhaps lighting and what else is needed finally the click for more pebbles.

What are your thoughts on the idea

I posted this over at GoW as well just in case

http://forum.guildofwriters.com/viewtopic.php?f=6&t=5098&p=51977#p51977


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