NuzPoke guide

NuzPoke layouts and animations

Layout defines where the team lives; style decides how much it says and how it moves. This guide explains each control and when to use it.

Structure

The four arrangements

6×1 · Horizontal strip

Ideal at the top or bottom. Keeps gameplay clear but needs width.

1×6 · Side column

Works beside camera, chat or vertical panels. Leave height for names and types.

3×2 · Wide block

Fits broad corners and chat scenes. Balances scale and footprint.

2×3 · Vertical block

Keeps sprites large in a narrow area and preserves horizontal game space.

Each arrangement has its own Copy URL button. That link locks the chosen layout: you can save one URL for 6×1 and another for 3×2, and each keeps its arrangement even if you later select another one in the panel. Changing layout does not change team order.

Position

Align the block and tune its gaps

Horizontal alignment—left, center or right—and vertical alignment—top, center or bottom—place the group inside the Browser Source. Column and row gaps separate slots without scaling their contents.

  • Use alignment to protect camera, alerts and game menus.
  • Increase spacing if names or animations overlap.
  • Reduce gaps before shrinking sprites too far.
  • For a full-canvas source, place it in NuzPoke; for a fitted source, finish in OBS.
Readability

Decide what the audience needs to know

NameShows the nickname when present, otherwise the species name.
Name colorMatch the scene while keeping enough contrast.
TypesAdd strategic information; hide them when space is tight.

Start with the least information that tells the run clearly. A recognizable sprite and readable nickname often beat a crowded card.

Individual name, color and type settings
Name, color and types are independent information layers.
Depth

Combine fill and decorative image

Each slot background has two independent layers:

FillBase color and opacity to separate the Pokémon from gameplay.
ImagePatterns such as Poké Ball, star or glitch with their own opacity.
TileRepeats the pattern instead of centering one shape.
Always showKeeps backgrounds in empty slots for a stable grid.

A translucent fill improves readability over games with changing light. Decorative images should support the sprite, not compete with it.

Adjustment order

Choose fill and opacity first. Then add an image, decide whether to tile it and reduce its opacity until the sprite leads again.

Motion

Three sprite behaviors

StaticHas no animation frames. Animate sprites is disabled.
EntrancePlays a short introduction and stays on its last frame. It can repeat periodically.
LoopMoves continuously. It does not need periodic repetition.

Animate sprites stops motion when the source supports it. Repeat animation is only available for entrance styles, with an interval from 1 to 3600 seconds.

By era

Crystal, Emerald and several Nintendo DS titles use entrances. Black/White, 3DS models and HOME loop. Classic styles, Shuffle and static HOME do not animate.

Individual style, animation, repeat and interval controls
Disabled controls show which behavior the selected style supports.
Complete reference

Every layout control, one by one

Sprite styleChanges the run’s full visual catalog and checks compatibility before removing members.
Show nameDisplays the nickname, or the localized species name when empty.
Name colorOnly affects text and must contrast with the fill, pattern and game.
Show typesAdds type icons available to the selected variant and era.
Show backgroundEnables each slot’s solid-color layer.
Color and opacityDefine the card base; 0% reveals the game and 100% is opaque.
Background imageAdds a decorative pattern independent from the color layer.
TileRepeats the pattern; when off, one centered image is shown.
Image opacityAdjusts the pattern without changing fill opacity.
Always showKeeps empty-slot styling so the grid does not change shape.
ArrangementPlaces the six slots in 1×6, 2×3, 3×2 or 6×1 without changing team order.
AlignmentPositions the group left, center or right and top, center or bottom inside the source.
SpacingSeparates columns and rows without scaling sprites.
Animate spritesStarts or stops style-specific motion when frames are available.
Repeat entrancePeriodically replays styles with an entrance animation.
IntervalSets a 1–3600 second delay before an entrance repeats.
Copy URLThe header button copies the general view; each arrangement button copies a URL locked to that layout, which does not change when another one is selected later.
Working order

Choose arrangement and alignment first, then information and backgrounds; finish with motion, spacing and a test over the real scene.

Story

Team animations explain what happened

In addition to the sprite’s own motion, the overlay reacts to run actions:

  • Addition: a new member enters an empty slot.
  • Edit: form, color or nickname changes without looking like a new catch.
  • Reorder: members move into new positions.
  • Evolution: anticipation, light and particles reveal the destination.
  • Removal: the member visibly leaves the team.

The home-page demo runs these cases with the real overlay. Use a test scene to ensure transitions do not cover camera, alerts or important text.

Next guideNuzPoke tips and tricks

Learn by doing

Apply the guide to your own team.

Create a run, test every change and save the link you will use live.

Create a run