Instructions in-game. (Fullscreen or enter 4) 1.4k blocks, and 7 scripts (not including 3 debug scripts), in 1 sprite (12 clones). If you can beat the impossible AI, I'm impressed. If you play on the hardest difficulty, and if the bot starts it should be impossible to beat, if it's not, let me know. There are some methods to win the game, if you know all of them, and start a win is guaranteed. I coded these methods into the AI with toggles, so you can play easier difficulties. On #Toddler (1) it can only do random things. On #Easy (2) it can mate-in-one, but still does random things most of the time. On #Medium (3) it knows a couple methods to make a win likelier. On #Hard (4) It plays almost perfectly, you'll have to know the secret to beat it. On #Nightmare (5) It knows the secret, is impossible to beat if it begins. If it does lose when it started, let me know. tags = views #Mobile #friendly, I guess. Might aswell brag about it. #puzzle
Mobile compatible! - Might as well brag about it :) PLEASE leave your suggestions in the comments, if I find it realistic to code, and if it's a good idea you can expect a update soon ;) CHANGELOG AND MORE V I made up the name, it probably already has a name, but I am too lazy to research that. The name of the person I learned this game from was Jos, so Jossing was fitting. Got the game idea from a fellow Dutchman I met on a holiday to Fr*nce, who probably got it from someone else, that also got it from someone else, etc. Changelog: January 28: Update v 1.2.3.1: Added a 1 second delay for the bot, because it was responding instantly. Also fixed a couple of typo's and censored Fr*nce -- 2024 -- -- 2023 -- October 31: Update v 1.2.3: Bug fixes with Toddler mode. October 25 Update v 1.2.2: Added in-game instructions for the lazy people that don't read the actual instructions. October 24 Update v1.2.1: Forgot to "wire up" the previous update, making the Nightmare bot beatable when he starts. Now he's really invincible when he starts. Also tweaked the Ai vs Ai gamemode a little :) October 24: Update, v1.2: Added a hidden option, Type in AI with a number behind it. The higher the number, the smarter the move. Example: ai1 does something random, while ai5 does the smartest move possible, and fixed some minor bugs. Went from Arabic numbers to Roman numbers, fitted the game better. October 23: Update, v1.1: Added a tactic to the AI, Fixed some minor bugs. Added numbers to the background October 23: Minor update, v1.0: The AI was broken because lazy me was too stubborn to make a debugging code. Not anymore! October 23: Big update! v0.9: All-new, no list operator based AI, went from around 80 blocks to 1250+. New AI vs AI and Human vs Human, more difficulties if you're too lame to play on impossible mode. And most importantly: DARK THEME instead of ugly white and purple. My first real bot I programmed in scratch, was pretty easy since there are only 120 possible combinations and just 5 tactics that I needed to program in. October 22, v0.1: Initial release with primitive list based bot, Board = (item (item (current board) in all possible boards) of responses). Worked, but was boring and easy to program. If you begin, and once you know the 4 steps, a win is guaranteed. Excuse for bad bot: Tired. 2022 This is not really an AI, it's a hardcoded decision tree :) taggie tags, i heard tags = free views.