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    MannyAnimssubscriberuc-winner-lvl1occifermega-noder 2022-10-28 16:19:20 UTC

    Hello
    @vincetheanimator

    Will this allow us to ignore the node limit? And also, what are some features you have in mind/already added that aren’t all ready in the Sticknodes creator. You don’t have to answer the second question.

    2
    • The node limit isnt hardcoded into .nodes, so yeah you could ignore the node limit, but i doubt you can submit a node limit bypassed figure, so thats one thing to worry about.

      2022-10-28 17:13:04 UTC 0
      • Replying to: vuiceThe node limit isnt hardcoded into .nodes, so yeah you could

        Yeah that’s what I figured. If any one tried Ralph would send a hit man over to their house. I was just curious for personal Stickfigures.

        2022-10-28 17:32:27 UTC 0
    • Question 1
      Yep, so long as Ralph doesn’t mind, Open Nodes will be capable of exporting figures that are over the node limit out of the box. Otherwise, even if I restrict it out of the box, removing the limit probably wouldn’t be too hard since Open Nodes will be open source.

      The only downside I can think of for allowing figures that are over the node limit is that there’s the potential for stickfigure submissions to the site that are over the node limit. But people could already theoretically do this anyway by editing the .nodes hex data directly, and I plan on tagging any figures that are over the node limit with a string like “cracked” or “modified” appended to the end of the file in case Ralph wants to keep track of figures that are definitely over the node limit that are being submitted.

      Question 2
      What’s included in the box with Open Nodes will probably be all the same features of the official stickfigure creation screen, but with a few curated power user tools bundled as well. One idea for a curated power user tool I had was maybe a node subdivide tool, where you can divide a node into any number of equal parts in one click instead of having to split segment multiple times.

      Keep in mind, I think the appeal for Open Nodes will be less about the tools that are bundled out of the box, but rather the appeal will be about the platform that Open Nodes provides to easily develop any kind of tool you can think of to manipulate your stickfigure.

      2022-10-28 17:13:43 UTC 1
      • Replying to: Vince the AnimatorQuestion 1 Yep, so long as Ralph doesn't mind, Open Nodes w

        This sounds cool. I am definitely getting it once it comes out. Only downside is that I’ll have to use my mouse, but that won’t be much of an issue, thanks for answering the questions.

        2022-10-28 17:31:27 UTC 1
        • Replying to: MannyAnimsThis sounds cool. I am definitely getting it once it comes o

          Btw, about that having to use a mouse bit. You most likely will indeed have to use a mouse for a while, but eventually, Open Nodes might be available on mobile devices.

          While I don’t plan on developing Open Nodes for mobile platforms, the framework I’m using is currently working on mobile support, so eventually Open Nodes might naturally come to support mobile with little to no work on my end.

          I’m using Tauri as the framework if you’re curious

          2022-10-28 21:02:31 UTC 0
          • Replying to: Vince the AnimatorBtw, about that having to use a mouse bit. You most likely w

            Cool.

            2022-10-28 22:28:47 UTC 0