Project Update-2.6
Previous Update
Hello everyone, I'm back again with an update! In the last update, I mainly talked about debugging my code for the checker piece to make multiple jumps. From that point on, there has been a lot I have accomplished from the last update, so let talk about.
Current Update
For this update, I will name a list because a lot has gotten done from since I've been away. So to start...
1. Debugged Jumping Code - As mention above from the previous update, I had to do some debugging to get my jumping code to work. I posted a video in the last update, to show what the issue was. My piece no longer does the "staggering effect" when jumping another piece. Take a look a the new video below.
2. Piece Selection - I was stuck on this for a bit, but I had difficulty trying to figure out how to get only one checker piece to be selected. This caused multiple piece to be selected and make them all move or jump at once. I had to prevent the mouse from making other pieces "selected" and make only one "truly' selected.
3. Corner Detection - Pieces on the corners are unable to be marked as targets to jump. since they are in the corner. In the video, you can even see that whether it is a white or red piece, the square is automatically marked red and cannot be targeted or jumped if another piece in the "corner".
4. Organized Coding - It was starting to get a bit unorganized in my eventsheet. I took the time to clean up the events and organize everything so the codes and whatever specific mechanic they do, they are all in one group of the area. A few coding was also reformed and made the performance better.
5. Symbols - On the board, you will see the letters "K" in red ,"K" in white, and blue "C" (Look at pic below). They stand for King (Red), King (White) and "C" for Corner. They won't be visible during the actual gameplay, but they will be used in coding to make the pieces become kings when the piece reaches the other end of the board.
6. Complete Turn System - Since everything is pretty much laid out, I added a complete turn variable for the pieces when they move, or unable to make additional jumps. This will follow up with "EndTurn" global variable allowing the CPU or SecondPlayer to take their turn.
Next Update
Last time I said I will finally be able to start a new chapter update and that will officially be Update 3 working on the A.i mechanics. There is still a final task before fully moving into the CPU coding, and that is to make a "PreSelectionMover". It will be a visual sprite object. This will allow the player to see insight of moves to make, highlighting squares that will turn green for valid moves, red for invalid moves and blue for jumps that you can make before permanently "Selecting" a piece. I was thinking about making a "warning" highlight. It would highlight as yellow to warn the player it may not be a safe move to make, but I think that's assisting the player to much, so im not going to add it in. This will be the end of this update. Everyone, have a Happy New Year and I can't wait to see the new upcoming games that will be made in Construct for 2025! Happy Holidays!