Is checkers in GKC possible?

Dunno if this is a good question, but I want to know. Is checkers possible, and if so, how? Any ideas or anything anyone would like to contribute?

In addition, is it any similar to the possibility of chess in GKC, or is it simpler?

By the way, I mean the board game, NOT the device.

[1]


  1. Why was this flagged? ↩︎

5 Likes

Checkers? The game or the device?

2 Likes

…I should’ve made that more clear. I meant the board game.

5 Likes

There was a research topic on the idea a while ago and a guide on it I believe.

3 Likes

I just checked, and I can’t find any of them.

Well, it’s certainly possible, but to make it, you would need a lot of properties and block code
You’ll need properties for each piece, and a LOT of triggers/buttons to move the pieces

2 Likes

You could have a property for each space on the board, the property is a number that would look like this 1-2, where the first number is a true/false to see if the space is occupied and the second number is the color of the piece on it, the first number could be 1/0 and the second could be 0/1/2 (its not 1/0 because it would be confusing if the space was occupied, 0 means that there is no piece and no color).

If you had this for every since space you could check what pieces were where and it could activate a barrier thats either red or black.

3 Likes

Why was this flagged? It’s a research topic – we’re researching something possible in GKC.

This is to anyone EXCEPT the ragebaiter Rubber.Room.

You made a guide about how to tie our 12 buckle our shoes :sob::wilted_flower:

3 Likes

We’re just on edge 'cause of alternate accounts, speedrunners, raids, and the like.
Make sure to read the rules I linked to you in the other post-- they’re really helpful. Plus, following them’ll keep you from being flagged.

We made chess, right? Checkers has way less possible moves then that, so it should use less memory.

3 Likes

Anyways… Getting back on topic.
I’m pretty sure you need checkers to make checkers in Gimkit.
Hehe.

4 Likes

bro I laughed so hard I forgot to laugh
anyway, I think checkers in gkc would be able to recreate, but the memory cost would be a lil much because of all possible moves, takes, and kings (switching the movement)
unless I’m duhumb abt checkers

ohhh alr, didn’t know chess got created in gkc

2 juicers and 7 apple juices
(only hikaru fans will get it)

5 Likes

Since checkers are like Chess you have coordinates.
I may have forgotten how a checker works, but could you use… lets just say the files is G and the ranks are 2.
You can have 2 bananas and 7 Capri Suns.
That way, you can use a checker to check the amount when they move.

This may have been the first device-y thing i’ve posted on😭

lol

4 Likes

Hey, I know I’m being a hypocrite by saying this, but I can’t flag yet. Is it possible for you to take this to another site instead of posting off-topic things on a topic that’s following the rules?

Thank you.

1 Like

I deeply apologize I was thinking tic-tac-toe ignore what I said.

2 Likes

For something like this you will need block code and gorups of properties.

Creating a list of things that we should do first would also be helpful.

  1. The visual system - like how many checker pieces, how we let the player visualize their possible moves, how the player can choose his move on the board. One way the player could pick their move is through a menu selector system, here is a referamce for that

This is from my journal in my Tic Tac Toe AI system which if tweaked a little could work good enough as a UI

  1. The main component of the whole thing - it will mostly consist of “if” “do” statements which will to high memory consumption so we need to look at some memory saving strategies that we could use. Here’s a nice guide for that
4 Likes

Since the only thing we need input for is moving on the grid and selecting squares, would it not make more sense to instead use the movement keys rather than overlays?
There are two ways we could do this:

  1. The player physically moves around on the board, and their position is tracked with a coordinate device.
    Prose:
  • You don’t really need a separate pseudo-player to indicate what square you’re on.
  • Using your actual avatar in-game is cool.
  • Easy tracking of coordinates.

Cons:

  • The coordinate device can be finicky, and the weird unit scale the position uses is hard to work around.
  1. The player is somewhere offscreen, and trapped such that whenever they move, they step onto a trigger that takes them back to their original location, sending a signal to then move the pseudo-player.
    Prose:
  • The movement can be more button like.

  • Better control over the player’s location.

    Cons:

  • More technically advanced.

  • I can’t see my avatar. : (

Heck, these have been done before.

The premise of the system is that you can select any square, including empty ones, but can only take actions once the system detects you’re on a square with a piece.
A call to action pop-up would mean blocking the board, making it so players can’t actually SEE the piece they’re selecting while they’re choosing a piece. This makes things a lot less smooth. However, keeping track of what’s in each square is definitely still important.

5 Likes

But how would the player use multiple checker pieces? Would it like have buttons to switch between pieces? But that might be too memory complex…

I think for movement it would be easier to use my property per space system and have a call to action list that lists every piece you can move and then opens a second call to action list that lists the 2 (or 4 if that piece is a king) spaces that the piece can move to.

4 Likes

However, I’m more looking at a system that suggests having some kinds of buttons to trigger moves instead of a player having to step on the board. Would this be harder, and is anyone implying this right now?