The four arrangements
- 6×1: a horizontal strip for the top or bottom of a scene.
- 1×6: a vertical column for a side with camera, chat or panels.
- 3×2: a wide, compact block for a roomy corner.
- 2×3: a vertical module that keeps sprites large without taking the full width.
Horizontal and vertical alignment position the complete block inside the Browser Source. Row and column controls change the gap between cards without affecting sprite size.
Names, types and background
If the game already shows a lot of information, start with sprites only. For dark or highly variable scenes, enable a background and adjust its transparency until each member remains separate without creating six heavy blocks.
Names help viewers follow nicknames and type icons make the team readable at a glance. Change name color to match your visual identity. Keep enough contrast with the background and avoid colors too close to the game.
What happens when the team changes
Additions enter progressively and removals leave visibly so the change is not missed. When you move a member, the overlay animates the movement and keeps the new order.
Evolution has its own sequence. The sprite anticipates the change, becomes a bright silhouette, a flash and rays cover the transformation, particles appear and the evolved Pokémon is revealed. The animation communicates what happened even when a viewer was not looking at the game menu.
Choose the right composition
Start with areas you cannot cover: camera, chat, alerts and essential game text. Then choose the arrangement that makes best use of what remains. Increase spacing before shrinking sprites too far; a readable silhouette is usually more useful than six tiny cards.
You can reuse the same URL across several scenes and transform the source differently in each one. A gameplay scene may use a column while a discussion scene shows the team as 6×1.