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(1 edit)

Cool Idea! I cannot run most of the Engines on windows, other than that the GUI works, maybe some bugs if I drag pieces in some weird ways. Im sure thats an easy fix or you uploaded the wrong version.

I'll look into it, thank you!

Hey, if it's not too much trouble could you download the debug build I just added, and try running the 'Tiny-Chess-Bots.console.exe'? Would love to hear if you get any error messages in the console when trying to play against the bots that don't work (and if so could you please paste them here).

(1 edit)

I am getting the following error almost randomly when I click on an engine:

ERROR: System.FormatException: Input string was not in a correct format.
   at System.Number.ThrowOverflowOrFormatException(ParsingStatus status, TypeCode type)
   at System.Double.Parse(String s)
   at TinyOpeningBook.<>c.<TryGetMove>b__3_0(String s) in C:\Users\sebas\Desktop\Sebastian\Projects\Chess\Chess Challen3
   at System.Linq.Enumerable.SelectArrayIterator`2.ToArray()
   at System.Linq.Enumerable.ToArray[TSource](IEnumerable`1 source)
   at TinyOpeningBook.TryGetMove(Board board, Double randomlyDontUseBookProb) in C:\Users\sebas\Desktop\Sebastian\Proje3
   at auto_Bot_614.Bot_614.Think(Board boardOrig, Timer timerOrig) in C:\Users\sebas\Desktop\Sebastian\Projects\Chess\C9
   at BotRunner.NotifyTurnToMove(Board board) in C:\Users\sebas\Desktop\Sebastian\Projects\Chess\Chess Challenge\Tiny-C5
   at GameManager.NotifyTurnToMove() in C:\Users\sebas\Desktop\Sebastian\Projects\Chess\Chess Challenge\Tiny-Chess-Godo7
   at GameManager.StartGame() in C:\Users\sebas\Desktop\Sebastian\Projects\Chess\Chess Challenge\Tiny-Chess-Godot\scrip5
   at GameManager._Ready() in C:\Users\sebas\Desktop\Sebastian\Projects\Chess\Chess Challenge\Tiny-Chess-Godot\scripts\6
   at Godot.Node.InvokeGodotClassMethod(godot_string_name& method, NativeVariantPtrArgs args, godot_variant& ret)
   at GameManager.InvokeGodotClassMethod(godot_string_name& method, NativeVariantPtrArgs args, godot_variant& ret) in C5
   at Godot.Bridge.CSharpInstanceBridge.Call(IntPtr godotObjectGCHandle, godot_string_name* method, godot_variant** arg)
   at: godotsharp_pusherror (modules/mono/glue/runtime_interop.cpp:1324)

That's very helpful, thank you! If you get a chance could you please try the new (non-debug) version. Fingers crossed, it should work now.

works!