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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 pinned 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, or species name when empty.
Name colorChanges the text color.
OutlineAdds a contour to separate letters from the game.
Outline colorAvailable with Name and Outline enabled. Turning Outline off preserves the chosen color.
TypesShows variant icons; hide them to save space.
OrderArrows move name/nickname, types and sprite from top to bottom within each slot.

This order is saved for the game and all four arrangements. Hidden elements keep their position for when they are shown again. To change Pokémon order, drag the members in Configuration.

Long names automatically shrink down to a minimum size; extreme cases can still be clipped. Check long nicknames and outlines at actual broadcast size and give them more space if they become hard to read.

Name, outline, type and content order controls
Name, outline and types have separate settings; arrows arrange the slot content.
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.

Smogon Sprite Project is also static. Añil and Z support loops for animated variants. Controls depend on the chosen style; search thumbnails always stay still.

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 visual catalog and checks compatibility before removing members.
NameShows the nickname, or species name when empty.
Name colorChanges the text color independently of the outline.
OutlineAdds a contour when Name is enabled.
Outline colorAvailable with Name and Outline enabled; turning the outline off preserves the color.
TypesShows or hides the type icons for the variant.
OrderArrows arrange name/nickname, types and sprite within each slot. They do not reorder Pokémon.
Background → ShowEnables the color fill of each slot.
Color and OpacityChoose the fill and how much game shows through: 0% opacity is transparent, 100% is opaque.
ImageAdds a decorative pattern independently of the fill.
MosaicRepeats the pattern; when off, shows one centered image.
Image opacityAdjusts the pattern without changing the fill.
Always showKeeps empty-slot backgrounds when a fill or image is enabled.
DistributionPlaces 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, middle or bottom.
SpacingSeparates columns and rows without scaling sprites.
Animate spritesStarts or stops sprite motion in animated styles.
Repeat animationPeriodically replays an entrance; unavailable for static or looping styles.
Repeat every (seconds)Sets an entrance repetition interval from 1 to 3600 seconds.
Credits → Show creditsShows or hides the project credits.
Copy URLThe header button copies the general view, which follows the saved arrangement.
Copy pinned URLEach card copies a link that keeps its arrangement and receives team and other settings live.
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