Programming Pokemon Online replay player

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Zarel

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Creator of PS
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/lampeskaerm-vs-Violatic--2011-04-26.txt

Barring that, I would recommend screen-recording and uploading to YouTube.
 
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
 

Zarel

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is a Site Content Manageris a Battle Simulator Administratoris a Programmeris a Pokemon Researcheris an Administrator
Creator of PS
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?
 
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.
 

Zarel

Not a Yuyuko fan
is a Site Content Manageris a Battle Simulator Administratoris a Programmeris a Pokemon Researcheris an Administrator
Creator of PS
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-test-sandstorm-hail-spikes
 

Pocket

be the upgraded version of me
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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
 

Seven Deadly Sins

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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?
 

Zarel

Not a Yuyuko fan
is a Site Content Manageris a Battle Simulator Administratoris a Programmeris a Pokemon Researcheris an Administrator
Creator of PS
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.

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?
 

Seven Deadly Sins

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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.
 

iss

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Pretty amazing! It seems to say that Dry Skin heals 6%, when it should heal 12.5%.
 
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.
 

Zarel

Not a Yuyuko fan
is a Site Content Manageris a Battle Simulator Administratoris a Programmeris a Pokemon Researcheris an Administrator
Creator of PS
EDIT: Porygon2 shows up as Porygon.
Probably fixed. Could you link to a replay to confirm?

very, very cool, but if the two leads are the same mon, he messes up:
http://aesoft.org/pokemon/replay-To...--26-februari-2011-at-17h24-private1460025948
Fixed.

Pretty amazing! It seems to say that Dry Skin heals 6%, when it should heal 12.5%.
Could you link to a replay?

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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