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Old Aug 17th, 2011, 2:41:01 AM   #26
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Quote:
Originally Posted by Fat symphonyx64 View Post
You can screen record it then upload it to Youtube. Although, I'm sure aeo has an export to video feature planned in the pipeline :P. If you could implement something along those lines, that would be super slick!
Unfortunately, video export is not in my areas of expertise. :( Someone else is welcome to try, though. The rendering code is readable. The converted replays look like this:

http://aesoft.org/pokemon/uploads/la...2011-04-26.txt

Barring that, I would recommend screen-recording and uploading to YouTube.
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Old Aug 17th, 2011, 2:41:12 AM   #27
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Quote:
Originally Posted by Fat symphonyx64 View Post
You can screen record it then upload it to Youtube. Although, I'm sure aeo has an export to video feature planned in the pipeline :P. If you could implement something along those lines, that would be super slick!
it´b SUPER handful for the ones who dont have a emulator I´d be like Blametruth or FlamingSpade

EDIT:oh well you are doing SO much for us i was pushing it too far.Good Luck friend! :D
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Old Aug 17th, 2011, 4:51:24 AM   #28
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By the way, I have a question:

Currently, I have animated front-sprites, but very few back-sprites are animated. Do you guys think I should switch the replay viewer to using animated front-sprites, and just leave the back-sprites still, or if I should let both of them be still until animated back-sprites are available?
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Old Aug 17th, 2011, 8:38:24 AM   #29
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Quote:
Originally Posted by Fat aeo View Post
By the way, I have a question:

Currently, I have animated front-sprites, but very few back-sprites are animated. Do you guys think I should switch the replay viewer to using animated front-sprites, and just leave the back-sprites still, or if I should let both of them be still until animated back-sprites are available?
I'll put in a query at Veekun about it and see what comes from that.
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Old Aug 17th, 2011, 2:00:59 PM   #30
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This is really well done :)
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Old Aug 17th, 2011, 3:35:30 PM   #31
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This sick .. you'r a genius dude !

excellent work !
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Old Aug 17th, 2011, 3:35:52 PM   #32
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OMG... I want this guy to have a trophy =p

Good job man !
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Old Aug 17th, 2011, 10:31:47 PM   #33
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Originally Posted by Fat Oglemi View Post
fucking brilliant aeo
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Old Aug 18th, 2011, 12:32:31 AM   #34
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Words fail to describe this.
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Old Aug 18th, 2011, 1:05:17 AM   #35
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I've made a lot of updates the past day, so I'm going to describe them (you may need to refresh the replay viewer to see the changes):

- Stealth Rock damage accounts for type effectiveness now
- Spikes, Toxic Spikes, Stealth Rock are now visualized
- Reflect and Light Screen are now visualized
- Moves that miss will have miss animations

I've also been spending all my free time fixing bugs - suffice to say if your replay wasn't working before, it's probably working now.

For those curious, this is what entry hazards look like now: http://aesoft.org/pokemon/replay-tes...rm-hail-spikes

Last edited by Zarel; Aug 18th, 2011 at 1:15:33 AM.
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Old Aug 18th, 2011, 1:12:28 AM   #36
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Hmm Stealth Rock is still not being super effective on Gyarados and Thundurus... the SR visualization works, though!

lost hard core

Here's a shorter one where Conky took normal damage from SR

won hard core
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Old Aug 18th, 2011, 1:26:44 AM   #37
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Quote:
Originally Posted by Fat Pocket View Post
Hmm Stealth Rock is still not being super effective on Gyarados and Thundurus... the SR visualization works, though!

http://aesoft.org/pokemon/replay-Che...nd--2011-08-17
Whoops, forgot a few lines of support code. It should be rendering SR type effectiveness correctly now.
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Old Aug 18th, 2011, 1:35:47 AM   #38
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this replayer getting more awesome by the minute - thanks, aeo - it's so fun to re-watch my battles just for the sake of the sick animations, ahaha
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Old Aug 18th, 2011, 2:25:33 AM   #39
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So, there was a bug that made the replay viewer slower than it should have been.

Fixing it made a "skip turn" feature with acceptable performance possible. :D

Now you can watch the 112-turn game and just skip past the PP stalling! :D http://aesoft.org/pokemon/replay-lam...ic--2011-04-26
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Old Aug 18th, 2011, 5:17:41 AM   #40
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Small glitch I noticed. In that log, Skarmory lays down only 2 layers of spikes, but it shows mons switching in as losing 25% of their HP to Spikes.

Also, instead of saying "2x atk" or "0.7x atk" can you have it just say +2 Atk or -1 Atk?
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Old Aug 18th, 2011, 5:41:16 AM   #41
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Quote:
Originally Posted by Fat Seven Deadly Sins View Post
Small glitch I noticed. In that log, Skarmory lays down only 2 layers of spikes, but it shows mons switching in as losing 25% of their HP to Spikes.
Oh, I thought Spikes was 12.5% per layer. Bulbapedia tells me I'm wrong. How embarrassing. >_<

Fixed.

Quote:
Originally Posted by Fat Seven Deadly Sins View Post
Also, instead of saying "2x atk" or "0.7x atk" can you have it just say +2 Atk or -1 Atk?
The reason it's currently "2x Atk" is because I think a newbie user won't know what "+2 Atk" means, while an experienced user can easily deduce that "2x Atk" is two stages.

I'm open to changing it if there's a good reason, of course. Why do you think it should be changed?
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Old Aug 18th, 2011, 6:15:34 AM   #42
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Quote:
Originally Posted by Fat aeo View Post
The reason it's currently "2x Atk" is because I think a newbie user won't know what "+2 Atk" means, while an experienced user can easily deduce that "2x Atk" is two stages.

I'm open to changing it if there's a good reason, of course. Why do you think it should be changed?
A couple reasons.

1: 0.7x Atk for -1 is inaccurate (since it's technically 2/3 or .66 repeating), and that annoys me.

2: I find plenty of people know what a stage boost translates to, but I personally prefer the stage boost notation simply because that's what's used in the simulator, and while it's easy to translate +2 to 2x Attack (because that's what a player does commonly), the reverse translation is a bit more unwieldy- seeing 2x Attack doesn't instantly read +2 to me, and seeing 3x Attack definitely doesn't translate to +4 (as was the case with an earlier log that I saw on this).

It's just an aesthetic thing, but it's one that I think works better with the actual stage boost than the multiplier.
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Old Aug 18th, 2011, 7:06:41 AM   #43
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This is awesome!
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Old Aug 18th, 2011, 8:12:38 AM   #44
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Quote:
Originally Posted by Fat purplefingers View Post
Words fail to describe this.
EDIT: Porygon2 shows up as Porygon.
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Old Aug 18th, 2011, 8:28:22 AM   #45
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very, very cool, but if the two leads are the same mon, he messes up:
http://aesoft.org/pokemon/replay-Tom...vate1460025948
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Old Aug 18th, 2011, 9:58:25 AM   #46
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This is incredible.
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Old Aug 18th, 2011, 10:58:24 AM   #47
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Pretty amazing! It seems to say that Dry Skin heals 6%, when it should heal 12.5%.
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Old Aug 18th, 2011, 12:59:45 PM   #48
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yeah, there are a few problems, like the dry skin thing, and the program isn't sure what a white herb is, but the fact that it has better graphics then PO, and allows you to actually watch the battle, i have to give this thing 2 thumbs up.
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Old Aug 18th, 2011, 1:31:46 PM   #49
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Quote:
Originally Posted by Fat Chieliee View Post
EDIT: Porygon2 shows up as Porygon.
Probably fixed. Could you link to a replay to confirm?

Quote:
Originally Posted by Fat Tomahawk9 View Post
very, very cool, but if the two leads are the same mon, he messes up:
http://aesoft.org/pokemon/replay-Tom...vate1460025948
Fixed.

Quote:
Originally Posted by Fat iss View Post
Pretty amazing! It seems to say that Dry Skin heals 6%, when it should heal 12.5%.
Could you link to a replay?

Quote:
Originally Posted by Fat RedGalaxy View Post
yeah, there are a few problems, like the dry skin thing, and the program isn't sure what a white herb is, but the fact that it has better graphics then PO, and allows you to actually watch the battle, i have to give this thing 2 thumbs up.
Can you link to a replay with white herb?
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Old Aug 18th, 2011, 1:51:42 PM   #50
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