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Thank you, and have a good time uploading here!
  P S Yライダー 21:44, 30 January 2011 (UTC)  


Thank you for your help here, but I'd like you point out some stuff you did wrong.

  • The name of the move (Defence), should be Defense.
  • The filename shouldn't include any hint on being an animated .png, that should be left off for the summaries.
  • Tackel, should be Tackle.
    • The file and animation is referring to the move known as Defense Curl...
  • I assume you used Gameboy Color instead of Real Color, please use the latter as it uses, well... real colors, more accurate to what I'd want to see.
    • Also, you're using no$gba, I'd recommend you using DeSmuME, as it gives a more accurate emulation, you might want to check my contributions and compare them to your image, you'll see that they have no black lines that make the file lower in quality.
  • The animation is a bit too fast, not to mention you forgot it's a status move, and as such, the animation should contain the message after the animation ([Pokémon]'s Defense/Attack/etc. rose! or related).
    • You should also add a pause between:
      • First frame (I use 300ms for Generation IV)
      • Last frame before the animation sequence begins (~300ms)
      • Last frame (~500ms)
  • If you're using the JAPNG Editor (I'm more than sure), you should add one of the middle frames, on where Geodude is already performing Defense Curl, so users that have other browser, not being Firefox, are able to see what the move looks like, it's a very iomportant step you gotta take.
  • Instead of using English versions of {{bp|Pokémon Diamond and Pearl Versions|Diamond and Pearl}}, use {{game|Diamond and Pearl|s}}, the result will be the same, but faster. Also, avoid using English versions of, thanks.

Anything else you may want to know, you may check this FAQ, or you might ask me, I'll be glad to help.

Also, I'm sorry, but I'll have to delete that picture and upload a better version, I just hope you remember this for the next time. :P Masatoshitalk 06:01, 19 March 2011 (UTC)

Thanks, at least I know now.--Chalkwriter 12:30, 19 March 2011 (UTC)

About Geodude before you say anything...

Sorry. The darn thing didn't seem to animate first time and so I uploaded it again to see if it would work again.--Chalkwriter 20:36, 20 March 2011 (UTC)

Yeah, that. Just refresh the page.—★Pika3323 10:54, 21 March 2011 (UTC)

Animated sprites

Could you at one point do gen V sprites?—★Pika3323 19:04, 3 April 2011 (UTC)

Not for the moment. I think one project at a time is quite good (at the moment I'm handling Diamond sprites). I might do sometime, but or now I think I'll stick with sprites that I can handle easily (and anyway, I'm not good with the sprites that bulge (i.e. Caterpie)). --Chalkwriter 18:53, 4 April 2011 (UTC)
"At one point" which isn't now, now is it.—★Pika3323 20:41, 4 April 2011 (UTC)

Your User page

Simply put #REDIRECT[[bp:User:Chalkwriter]].—★Pika3323 14:42, 10 April 2011 (UTC)

Thanks (I always thought that had to go in a [[:bp:{{{1}}}|{{{1}}}]] tag).--Chalkwriter 16:35, 11 April 2011 (UTC)

gen IV animated sprites

Hey, how are you doing the gen IV animated sprites? I might be able to help out if you want. --Jdthebud 03:49, 19 November 2011 (UTC)

Generation IV sprite animations can be split down into two different images (e.g. one image with a raised arm and the next image with a lowered one; this is a good example). From there they can be modified (they can be moved, stretched etc.). Provided that the two poses are good quality, and you have a recording of the animation (the way I record it is by using the Desmume in-built recorder when I check the status of the Pokémon). DO NOT use NO$GBA as any animation with the frame being stretched doesn't come out right.
While Desmume does have good quality, it is not perfect and so you will want to get the two sprite images from somewhere else (Gen IV sprites should fit into and 80x80 box, unless the animation won't fit, like this one. Then you need to open your paint program (I use Serif Photoplus 10) and insert the two key images as different layers. Then, add a frame of the default image at the front for those people that use a browser that doesn't support the anipng format. After that, you can manipulate the image (use the move tool, deform tool etc.) so that it follows the recorded animation (as an aside, I normally have to first flip the recorded image and then delete every second frame because Serif frames have a default speed of 50ms per frame wihle the recording has a speed of 16/17ms per frame.
Export your new animation in .gif format. Check that the background is transparent, and that everything goes as you expect. Then use this tool to convert it into an anipng image (note that it will have .png as an extension). Then upload it (you may have to refresh the page a number of times before it animates) and add the {{anipng}} template. After that, I like to go back and recolour the animation to turn it into it's shiny colours, and then upload that under the shiny version of the sprite.
And that's all there is to it. If you want somewhere to start, I have left the Platinum/HGSS sprites alone and so you could work on those if you want something to do. Other than that, if you have any questions, please feel free to ask.--Chalkwriter 15:35, 19 November 2011 (UTC)

Regarding welcoming here

Only welcome new users that have already uploaded/edited a file. This is slightly different from Bulbapedia in which you can welcome a user right after s/he creates a new account. ht14 04:08, 30 November 2011 (UTC)

Fury Cutter III

Just curious, how is File:Fury Cutter III.png low quality animation? Pattyman 15:20, 12 February 2012 (UTC)

It was originally a gif image, but I converted it to png. The small number of frames used in the image does make the animation look slow compared to other move images. XVuvuzela2010X 15:30, 12 February 2012 (UTC)