The four arrangements
Ideal at the top or bottom. Keeps gameplay clear but needs width.
Works beside camera, chat or vertical panels. Leave height for names and types.
Fits broad corners and chat scenes. Balances scale and footprint.
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.
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.
Decide what the audience needs to know
Start with the least information that tells the run clearly. A recognizable sprite and readable nickname often beat a crowded card.
Combine fill and decorative image
Each slot background has two independent layers:
A translucent fill improves readability over games with changing light. Decorative images should support the sprite, not compete with it.
Choose fill and opacity first. Then add an image, decide whether to tile it and reduce its opacity until the sprite leads again.
Three sprite behaviors
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.
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.
Every layout control, one by one
Choose arrangement and alignment first, then information and backgrounds; finish with motion, spacing and a test over the real scene.
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.