Its very possible.
I dunno if a chess game has been made but I know theres checkers and some other boards games. Chess shouldn't be too much harder than checkers.
The only problem I could think of when doing a chess game would be the AI: Maybe you could store a database of possible situations and how the computer would react to it. These reactions would be ranked in terms of their effectiveness. Then on the computers turn get it to scan each of the computer's piece for different situations and possible moves it could make, and execute the best ranking move. This solution is far from perfect but I suppose its worth a shot.
Making a chess game would be alot easier/practical to do in a scripting language thou. Especially since mmf doesn't support (as far as I know) basic data structures like trees, stacks, queues etc etc....
Well if you could use trees, AI at least using the method I mentioned would be alot easier if not more efficient. Although I have no idea how the list object works (guessing its like a list in any programming language) but 'simulating' it in mmf would probably be horribly inefficient unless the list object actually has functions to read the top/bottom item. But yeah, chess isn't easy though it IS possible. Maybe u should just make a 2 player chess .
*edit*
how does mmf support double ended queues? Care to elaborate? Could be useful in my next game.
he was responding to my request for info on queues
*edit*
thanks for the link
I'm just looking at the description now. At a library computer so I can't really try it. *sigh* exam weeks dictate that I must live in the library . Anyways I'll have to experiment with the plugin later.
Chess is VERY possible, an Online chess game was made awhile ago and a fellow clicking firend of mine i recall him once telling me how he did an Isometric chess game and it was pretty damn hard, but it worked great, but i dont think he ever released it but i do have a screenie of it he sent me awhile ago.
Yeah, I remember putting one of them online chess games on the fun page. 'Twas fun and very professsional, even if I always lost.
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.
Well ... I cannot bring much new to the scene, as others have allready explained it is of course possible to do a chess game in click TGF/MMF. Just like you can do a card game or other board game.
The real challenge about chess is the AI (if you want that). That is extremely difficult to do. The trouble about chess is the limitless combinations that are way too many to record.
Instead you should go with a kind of "rating system" and some generel guidelines that detect what state the game is in.
The should generally be 3 states the game can be in:
1. Opening: This is when the game begins. You could code the AI to know the most wellknown openings and variants. As long as the game follows a known opening, the moveorder is dictated by the opening.
2. Middle: When the game position falls outside a known opening, the AI moves on to the middle of the game. Here the AI should first of all try to develop its remaining officers (if any). And now follows the hard part.
In the middle of the game is where the real action takes place. Overall the AI have to try and defend itself as well as attack the opponent. Depending on wether the AI is black or white and the playstyle of the opponent (agressive/defensive), the AI should try to play clever.
A few rules here is:
1. Dont "sell" yout pieces (place them where they will be taken for free).
2. Try to plan ahead (only analyzing one move ahead is often too little).
3. And a lot thumb rules any decent chess players knows.
This is really to hard part to do.
3. End: Which consists of two things:
1. The AI should try to find check mate solutions (when in middle mode).
2. The AI should detect "end" conditions. The game is in end mode, for instance if the AI has a queen and king left and the opponent a king. In this situation, the AI should know how to do check mate. There are more combinations that should be known of course, but Im sure you can figure it out.
I made a working engine once using just active objects that could correctly look for checkmates and stuff. What's much harder is to look for potential checkmates, ie not letting the player move his pawn because then the other player's bishop would put him in check, that sort of thing. I did work out ways of doing most of it though, but the engine just got too comlex and confusing so it eventually ground to a halt. I'm sure it's possible.