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Old Aug 18th, 2011, 3:28:26 PM   #51
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Well.. this is pretty awesome. Great job!

BTW, are you sure you fixed the part where you get an extra pokeball if an action happens to an already fainted pokemon? I also got that same error at turn 5: A lulzy ru battle
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Old Aug 18th, 2011, 3:48:40 PM   #52
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Wow, this is really, really, cool!
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Old Aug 18th, 2011, 4:20:20 PM   #53
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I've introduced animated sprites. Some pokemon don't actually have animated sprites, and very few have back sprites... :| So they'll sort of be "mixed in".

If you guys want animated back sprites, go make them. <_<

Quote:
Originally Posted by Fat Amarillo View Post
BTW, are you sure you fixed the part where you get an extra pokeball if an action happens to an already fainted pokemon? I also got that same error at turn 5: A lulzy ru battle
Well, I mean, I fixed it when drain happens to an already fainted pokemon. Now I fixed it for gems and most other things, too, but I can't guarantee it'll be fixed for every action.

Last edited by Zarel; Aug 18th, 2011 at 4:34:12 PM.
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Old Aug 18th, 2011, 4:34:33 PM   #54
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about the porygon2 issue:
Quote:
Originally Posted by Fat aeo View Post
Probably fixed. Could you link to a replay to confirm?
http://aesoft.org/pokemon/replay-zdr...-2011-at-13h51

(note: this battle is from a time where I was really noobish xD)

Anyway, I'm really glad to be able to help
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Old Aug 18th, 2011, 5:22:58 PM   #55
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http://aesoft.org/pokemon/replay-Col...xy--2011-08-17

Here's the battle with the white herb. My gorebyss uses it. It says the white herb isn't recognized, and so the negative defense stats remain on screen. turn 20.
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Old Aug 18th, 2011, 5:52:50 PM   #56
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Quote:
Originally Posted by Fat Chieliee View Post
about the porygon2 issue:


http://aesoft.org/pokemon/replay-zdr...-2011-at-13h51

(note: this battle is from a time where I was really noobish xD)

Anyway, I'm really glad to be able to help
Fixed.

Quote:
Originally Posted by Fat RedGalaxy View Post
http://aesoft.org/pokemon/replay-Col...xy--2011-08-17

Here's the battle with the white herb. My gorebyss uses it. It says the white herb isn't recognized, and so the negative defense stats remain on screen. turn 20.
Fixed.
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Old Aug 18th, 2011, 6:30:20 PM   #57
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WOW

Really amazing. I'm stunned.

GJ aeo.
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Old Aug 18th, 2011, 6:36:20 PM   #58
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this is such a great little piece of kit, gj!!
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Old Aug 18th, 2011, 8:31:35 PM   #59
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Quote:
Originally Posted by Fat aeo View Post
Well, I mean, I fixed it when drain happens to an already fainted pokemon. Now I fixed it for gems and most other things, too, but I can't guarantee it'll be fixed for every action.
Oh, I don't know much about programming >.> Sorry if I sounded, you know, too condescending. I just thought that all of those would be put into a single code. As other people already said, this is fantastic work.
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Old Aug 18th, 2011, 9:35:42 PM   #60
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great signature by Lunar.
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This is amazing, best thing since Obi's pokemon AI. The only thing I can recommend is displaying a percentage over the HP bar. The huge amount of effort and detail really shows, job very well done.

Out of curiosity, what language did you use?
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Old Aug 18th, 2011, 10:37:02 PM   #61
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Quote:
Originally Posted by Fat Amarillo View Post
Oh, I don't know much about programming >.> Sorry if I sounded, you know, too condescending. I just thought that all of those would be put into a single code. As other people already said, this is fantastic work.
Heh, no worries, I didn't take it in a condescending way.

By the way, I like how your pokemon are named like in Pokemon Special. ^^

Quote:
Originally Posted by Fat Snunch View Post
This is amazing, best thing since Obi's pokemon AI. The only thing I can recommend is displaying a percentage over the HP bar. The huge amount of effort and detail really shows, job very well done.
I see you're using the praise-feedback-praise sandwich. ;)

Amusingly enough, while most of the other things I haven't done are coding issues, the reason there's no HP bar percentage yet is for design reasons: I haven't thought of a good place to put it where it doesn't look ugly.

Quote:
Originally Posted by Fat Snunch View Post
Out of curiosity, what language did you use?
JavaScript (jQuery) for the graphics engine, and PHP for the converter. The graphics engine is some pretty nice code (although not very commented), and the converter is the worse spaghetti you'll ever see.

Here's what the converter looks like:

http://aesoft.org/pokemon/converter.src.php

And here's what the graphics engine looks like:

http://aesoft.org/pokemon/battle.js

If you click "convert again" under a replay, you can see what the converter looks like in action.
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Old Aug 18th, 2011, 10:55:22 PM   #62
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I don't know if someone has said this already, but Healing Wish and Lunar Dance don't restore properly. It only shows restoring 50% HP, when it should be all. Because of that, I'm lead to believe that Wish itself may only show healing 50% HP, rather than 50% of the Wisher's HP

http://aesoft.org/pokemon/replay-COR...st--2011-08-14 to demonstrate the Healing Wish problem
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Old Aug 18th, 2011, 11:10:55 PM   #63
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Quote:
Originally Posted by Fat Tyranitarphantom View Post
I don't know if someone has said this already, but Healing Wish and Lunar Dance don't restore properly. It only shows restoring 50% HP, when it should be all.
Again, when reporting bugs, please link to a replay that experiences them.

Quote:
Originally Posted by Fat Tyranitarphantom View Post
Because of that, I'm lead to believe that Wish itself may only show healing 50% HP, rather than 50% of the Wisher's HP
That's true, but that's because PO replays don't store information such as the Wisher's HP.

I've been talking to coyotte, the creator of PO, and the next version of PO (will be released in a few days) will have replays with that kind of information.

Here's a test game played using a prerelease version: http://aesoft.org/pokemon/replay-Sto...eo--2011-08-18

It has more accurate recoil values.
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Old Aug 18th, 2011, 11:26:17 PM   #64
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Quote:
Originally Posted by Fat aeo View Post
Amusingly enough, while most of the other things I haven't done are coding issues, the reason there's no HP bar percentage yet is for design reasons: I haven't thought of a good place to put it where it doesn't look ugly.
Maybe heighten the HP bars and add text with an outline?


In xx/yy form
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Old Aug 18th, 2011, 11:38:59 PM   #65
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Quote:
Originally Posted by Fat aeo View Post

Here's a test game played using a prerelease version: http://aesoft.org/pokemon/replay-Sto...eo--2011-08-18

It has more accurate recoil values.
At first I was apprehensive about animated Pokemon spirtes, but that demo sealed it - animated sprites are good shit.

I was pleasantly surprised when Darmanitan's back-sprites were moving :d

Thanks, aeo.
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Old Aug 19th, 2011, 12:47:05 AM   #66
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Quote:
Originally Posted by Fat Jungle Boy View Post
Maybe heighten the HP bars and add text with an outline?
Wow, that actually looks pretty nice.

I doesn't look like it fits the rest of my design, though. :/

I added HP a different way. Do you like it? I'm not entirely satisfied with it, so I'm quite open to suggestions.

Quote:
Originally Posted by Fat Pocket View Post
At first I was apprehensive about animated Pokemon spirtes, but that demo sealed it - animated sprites are good shit.

I was pleasantly surprised when Darmanitan's back-sprites were moving :d

Thanks, aeo.
I got my animated sprites from Arkeis. I'm going to run gifsicle on them to make sure they run at the same speed on all browsers (and probably slow them down) as soon as I can.

Arkeis's site is also the only place I've found back sprites. He didn't have a "download all sprites" button, so I just grabbed some OU pokemon and some other pokemon I recognized and uploaded them:

http://aesoft.org/pokemon/sprites/bwbackani/

If anyone has a more complete collection of back sprites, that'd be great.
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Old Aug 19th, 2011, 1:22:38 AM   #67
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I like where you put the HP, it fits nicely and is easy to see. The only thing I'd change is make the text shadow offset "1px 1px" instead of "1px -1px" to make it more cohesive with the rest of the design (imagining the light source is at the top of the page).
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Old Aug 19th, 2011, 2:50:32 AM   #68
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http://aesoft.org/pokemon/replay-Fri...nk--2011-08-19

won't go past turn 5 where Heatran Roars.
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Old Aug 19th, 2011, 2:54:48 AM   #69
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I tried uploading a log of two other people playing (not myself) and this message came up:

"Error: Replay file must an English Pokemon Online replay file."

Help?
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Old Aug 19th, 2011, 4:58:35 AM   #70
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Quote:
Originally Posted by Fat Fried Rhys View Post
http://aesoft.org/pokemon/replay-Fri...nk--2011-08-19

won't go past turn 5 where Heatran Roars.
Fixed.

Quote:
Originally Posted by Fat Super Mario Bro View Post
I tried uploading a log of two other people playing (not myself) and this message came up:

"Error: Replay file must an English Pokemon Online replay file."

Help?
That's the error message I give when there's no line that says:

"Battle between <A> and <B> started!"

Could you upload your replay somewhere? Megaupload, perhaps?
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Old Aug 19th, 2011, 5:43:43 AM   #71
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Quote:
Originally Posted by Fat aeo View Post
Fixed.


That's the error message I give when there's no line that says:

"Battle between <A> and <B> started!"

Could you upload your replay somewhere? Megaupload, perhaps?
Alright, here you go:

http://www.megaupload.com/?d=LEX41SGQ
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Old Aug 19th, 2011, 6:16:36 AM   #72
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Quote:
Originally Posted by Fat Super Mario Bro View Post
Fixed: http://pokemon.aesoft.org/replay-ToF...er--2011-08-18
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Old Aug 19th, 2011, 6:24:57 AM   #73
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I'm really liking the moving sprite update. This is looking better and better by the day. Great work so far!
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Old Aug 19th, 2011, 9:59:48 AM   #74
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Um.....i cant view any of the replays.....i press play and nothing happens at all. is it my computer that's unable to play to play it or something wrong with the site?
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Old Aug 19th, 2011, 11:22:34 AM   #75
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What license is the source code released under? Is it free and open source software or proprietary?
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