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Desktop Pokémon

These Pokémon just run around the desktop and wiggle their tails.

Compiling

  1. Install AutoHotkey, either v1.1 or v2.0
  2. Run make.ahk and press Compile

Assets

You can choose a packaged asset by right clicking on the opened window. If you want to set the asset programmatically, you can use optional executable arguments which can be either a name of packaged asset (e.g., chocoeevee) or path to the custom asset. It will also search for PNG files starting with eevee.png, zorua.png, pikachu.png, vaporeon.png, and noteevee.png in the current directory.

To make initial window bigger or smaller, append tiny, verysmall, smaller, small, normal, big, bigger, or huge to the arguments list

Speed can be set with /speed followed by slow, normal, or fast after a space.

/sit makes the window stay in place.

/fork followed by a number 1 through 99 spawns random assets specified number of times. The script won't allow more than 99 instances even if the command is ran multiple times.

This example uses Command Prompt to load the Pikachu asset with compiled executable:

eevee.exe pikachu

By default it searches for png files that start with one of the modes, then loads Eevee asset if not found, second line loads Pikachu asset with a larger window size:

eevee.exe
eevee.exe big pikachu

Loads Eevee-based, Vaporeon-based, and Zorua-based assets from file:

eevee.exe "test\eevee_test.png"
eevee.exe "test\vaporeon_test.png" /mode vaporeon
eevee.exe "test\zorua_test.png" /mode zorua

Makes Faceless Eevee very large and slow and Pikachu very small and fast:

eevee.exe huge facelesseevee /speed slow
eevee.exe tiny pikachu /speed fast

License

The author of this work hereby waives all claim of copyright (economic and moral) in this work and immediately places it in the public domain; it may be used, distorted or destroyed in any manner whatsoever without further attribution or notice to the creator.