An idea

3 views
Skip to first unread message

Cymbiotica

unread,
Nov 28, 2010, 12:37:48 PM11/28/10
to EveryGame
Hey all it's me again. I was working on a second project, just need to
finish the rules.pdf for the first and I will send it in, when I had
an idea for a large scale project. I may be posting for some
assistance to see if anyone is interested at a later date. So anyway,
the idea goes like this, my friends and I love to play Runebound, and
it takes up a lot of space, we need our entire dining room table which
is actually substantial. I was beginning to think about how it might
work with Everygame, seems like maybe not. The idea is really about
making things small on the main board and having a ton of other boards
to handle readable cards and character sheets, etc. Now the issue is
this...can we say make small images of card backs to represent a deck
on the main board, then once clicked have it move the piece to another
board and increment the side that would be a larger image? I haven't
quite gotten the move_piece XML down but here is the beginning of my
XML idea....


<!-- Game file always begins with a game open tag -->
<!-- There is nothing really here yet, but this is to prototype an
idea.... -->

<game xml_version="1.3">


<!-- Start by defining the images for the game board -->
<sides paths="Sigil_board.png">
<board>Main board</board>
</sides>
<!--a slide out tab/board with a larger image to display -->
<sides paths="Sigil_city1.png">
<board>Main board</board>
</sides>

<!-- deck on board -->
<location_display type="no_display">
<size width="130" height="70">
<location_type type="stack">
<location_in_action action="set_side" args="0">

<corner_coord board="0" x="0" y="0"><location>city1_deck</
location></corner_coord>
</location_in_action>
</location_type>
</size>
</location_display>


<!-- deck on new board with larger card -->
<location_display type="no_display">
<size width="130" height="230">
<location_type type="stack">
<location_in_action action="set_side" args="1">

<corner_coord board="1" x="0" y="0"><location>city1_card</
location></corner_coord>
</location_in_action>
</location_type>
</size>
</location_display>


<!-- city1 deck -->
<piece_type type="cTile">
<quad_tap action="shuffle_location" args="">
<double_tap action="" args="">
<initial_location name="city1_deck">

<sides paths="Sigil_city_back.png, Sigil_city1_card_01.png">
<piece>c1</piece>
</sides>
<sides paths="Sigil_city_back.png, Sigil_city1_card_02.png">
<piece>c1</piece>
</sides>
<sides paths="Sigil_city_back.png, Sigil_city1_card_03.png">
<piece>c1</piece>
</sides>


</initial_location>
</single_tap>
</quad_tap>
</piece_type>


</game>


obviously I haven't even tried to use the move_piece code yet, but I
am uncertain of the syntax, but I am going to tinker with it now. I
just wanted to see what anyone else might htink about this concept.


Cymbiotica

unread,
Nov 29, 2010, 10:44:55 AM11/29/10
to EveryGame
Well I guess this isn't going to work. You cannot drag pieces onto a
tab to open a board. Also I cannot figure the move_piece syntax,
antone post me an example or two?

Thanks again,

t.

Cymbiotica

unread,
Nov 29, 2010, 11:45:26 AM11/29/10
to EveryGame
I actually found the move_piece syntax in the save.xml inside the
game...oh well someday I will stop posting questions before I finish
researching....

Eggy EveryGame

unread,
Nov 29, 2010, 2:18:37 PM11/29/10
to EveryGame
I wouldn't give up hope yet! I think that EveryGame should be able do
you what you described (at least in your first mail).

Changing a piece's size is easy. Each piece has separate images for
each side, and there's no requirement that the images be the same size
for each side. So you could make side 1 small for display on the main
board, and side 2 large for display on the tab.

Having a single tap both move and set the side of the piece can be
done by nesting the two < single_tap> tags, like this:

< single_tap action="set_side" args="1">
< single_tap action="move_piece" args="location_name_on_board_1">
< sides paths="small.png,large.png">
< piece>My_Piece< /piece>
< /sides>
< /single_tap>
< /single_tap>

If you needed the cards to be moved to a variety of places, you could
instead create a set of "portal" locations, that move any pieces
dropped onto them.

< location_in_action action="move_piece"
args="location_name_on_board_1">
< location>Tab1_Portal< /location>
< /location_in_action>

If you want an example, you should also check out Cities of Calvino.
It has examples of move piece actions (and pretty much everything else
too!)

In your last message, you suggested that you might also like to drag
the piece to the tab, and have the tab automatically expand. That's a
interesting idea, and for some games (where the tabs store
supplemental boards instead of hands), would make a lot of sense. In
an upcoming release, you should be able to drag and release on a tab
to put the piece into an "incoming" stack available when you expand
the tab.

-Nathaniel

Cymbiotica

unread,
Nov 29, 2010, 2:52:42 PM11/29/10
to EveryGame
Is it possible to do this from Tab to Tab or Main Board to Tab? What
would the destination look like if it were a Tab. Whenever I try I get
invalid destination or destination not found.

Thanks again,

t.


--wonders if he is the only one with questions...--

Eggy EveryGame

unread,
Nov 29, 2010, 4:18:19 PM11/29/10
to EveryGame
The move action should definitely work between tabs, or tabs and the
main board. From EveryGame's perspective, it's all the same -- it
sees locations as just existing in a 3d x,y,z(board) space.

The error you're describing sounds like it might be a problem with the
location tags. Perhaps an error in one, or colliding names so that
one gets renamed. If you can post the file in the files section or on
your own webspace, we could take a look, and hopefully also update the
error reporting, since I suspect the root cause of this problem isn't
being reported, but could be.

-Nathaniel

Cymbiotica

unread,
Nov 29, 2010, 5:01:13 PM11/29/10
to EveryGame
xml is here...so far anyways,,,


http://tlesposito.com/AiMiPad_game.xml

errors I get are:

Requested location could not be found / Run Error
On piece Flak Jacket, move_piece destination location invalid / Run
error

Adam Jeppson

unread,
Nov 29, 2010, 5:17:05 PM11/29/10
to ever...@googlegroups.com
On line 218, you have a "move_piece" action defined.  Your implementation uses the method described for defining actions in the init file.  The main game file doesn't support that style (action, name, from, to).  Your two options are "move_piece" (args=dest location,target piece) and "move_piece_at_location" (args=source location,dest location).  I suspect changing that line to this will fix this problem at least:

<single_tap action="move_piece" args="item_1">

Granted, no matter where the piece is when you tap it, it will move it, not just from "items_board_0_0" as you had specified in the incorrect syntax.

Adam

Cymbiotica

unread,
Nov 29, 2010, 8:44:38 PM11/29/10
to EveryGame
Maybe I am still missing something then. I was using the move piece
code from the save file, so I guess that was a no-no heheh. Anyways I
tried your suggestion, I no longer get any errors, but I am also not
getting any results...

<piece_type type="item">
<initial_location name="items_board_0_0">
<double_tap action="move_piece" args="item_1">
<sides paths="AiMiPad_inv_ADV_flakJacket.png">
<piece>Flak Jacket</piece>
</sides>
</double_tap>
</initial_location>


Where the initial location is :
<sides paths="AiMiPad_itemsA.png">
<board>Items</board>
</sides>

and item_1 lives here:
<sides paths="AiMiPad_board_02.png">
<board edge="3" position=".3">Stats</board>
</sides>



On Nov 29, 5:17 pm, Adam Jeppson <ajepp...@gmail.com> wrote:
> On line 218, you have a "move_piece" action defined.  Your implementation
> uses the method described for defining actions in the init file.  The main
> game file doesn't support that style (action, name, from, to).  Your two
> options are "move_piece" (args=dest location,target piece) and
> "move_piece_at_location" (args=source location,dest location).  I suspect
> changing that line to this will fix this problem at least:
>
> <single_tap action="move_piece" args="item_1">
>
> Granted, no matter where the piece is when you tap it, it will move it, not
> just from "items_board_0_0" as you had specified in the incorrect syntax.
>
> Adam
>

Eggy EveryGame

unread,
Nov 30, 2010, 12:42:17 AM11/30/10
to EveryGame
Adam made a good point about the move xml. The save files specify
events that have occurred, and the format they use is different than
what you need to specify the actions that are able to occur.

I'll bet you're very close to having it work. Looking at the xml you
listed in the last post, and the file you posted before, my guess is
that the reason your pieces don't move relates to the piece_type tag.
If you specify a type for a piece, then that type must also be
specified inside the valid_types for the location. I'd try it without
the piece_type and valid_types tags to see if it works, and then add
them back in, making sure that location and piece match.

If it still doesn't, why don't you post the newest version. I'm
having to guess a bit at what your xml file looks like after the
update for the last post.

-Nathaniel
> ...
>
> read more »

Cymbiotica

unread,
Nov 30, 2010, 7:30:34 AM11/30/10
to EveryGame
That was it. I had defined a piece_type but no valid_type anywhere.
Once I commented out the piece_type it worked.
Thanks fir all the input. I am learning everyday, thanks also fir your
patience,

t.
> ...
>
> read more »
Message has been deleted

Cymbiotica

unread,
Nov 30, 2010, 9:15:34 PM11/30/10
to EveryGame
Well here is my beta version of Airborn in My iPad v0.04. I will copy
this over to BGG as well so that hopefully more people will see and
tell me what issues I will need to resolve at this time. Otherwise I
hope you all enjoy, and since this is actually my second attempt using
EveryGame, my first is under re-developement so Dungeon in My iPad
will be available soon. These both are derived from Zombie in My
Pocket, the first in this line of Print and Play games. There is
another version of ZiMP available on the iTunes store so I do not
think I will work on that one. I hope you enjoy this port, for that is
all it really is. I used all the original art, and rules, but I added
a few touched just to get it to work with EveryGame, and they are
cosmetic only really. If you have any ideas to make this better,
please feel free to let me know. Either respond here or on BGG, or
send me an email directly.

I may be setting up a site for this in the near future. The next idea
I have is quite a bit more involved and since I have next to no art
skills may be asking for assistance.


Anyways, thanks again to all who answered my questions, especially
Nathaniel. Not only for answering questions but for designing the
program that allows us to do these things.

Again I hope you enjoy my version of Airborn In My Pocket for the iPad
by way of EveryGame app.

http://tlesposito.com/everygame/AiMiPad.ege

t.








p.s. Nathaniel/Eggy, do you think it might be possible to add a bit of
logic to the game? For instance, checks to see if a piece already
occupies a cell, and if it does to perform a secondary action? You
know a basic IF/ELSE setup? Anyways...

Eggy EveryGame

unread,
Dec 1, 2010, 3:36:21 AM12/1/10
to EveryGame
Nice looking game! Thanks for sharing it! If you set up a site let us
know -- we'll certainly stick a link to it somewhere. Also, would you
potentially be interested in including the game in a future version of
EveryGame (assuming of course, that the original creators were as
well)?

Eventually, logic might be added to the game, but not for a bit.
Apple has a fair number of restrictions about running arbitrary code,
so something general purpose wouldn't be permitted (under current
rules). Something more specialized could make encoding game rules
easier, but first I'd like to add some of the components we're still
missing, like timers and such.

- Nathaniel
Reply all
Reply to author
Forward
Message has been deleted
0 new messages