• Replying to comment by: Ralph (Developer)yeah i was kinda reiterating what you said in a different wa

    almost like you’re writing up the documentation for an API

    Never wrote one, don’t know how even writing one looks like. Thus, reason why we’re failing to communicate properly lmfao.

    as you said, static nodes only

    u mean non-static lol.

    I had similar idea for the window for it lmao, just didn’t want to have clutter of 300 different segments being put into one window.


    Also very rough draft for the rigging mode.

    Emphasis on having multiple figures in the same Rigging mode, not just one stick. I basically was designing this for stuff like “if variable X is equal Y, then Stick1 switches to Stick2 at Z angle” when the target is the main node. And variables would also provide data between segments, it would get confusing if we get 2 of #69 segments.

    I had a bunch of stuff in mind when it comes to rigging, on top of what we discussed, but that’s like more or less later-development shit. I know how it could be handled, just wanted to set a place for it.

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  • Replying to comment by: Ralph (Developer)i said you're 20

    It’s fine officer, I told them they’re 20.

    3
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  • Replying to comment by: Ralph (Developer)okay if that's what you mean by rigging please please use a

    okay if that’s what you mean by rigging

    I don’t know what to call it atm, so I just go with whatever name as for now because I suck at naming and never got any suggestions. Lmao.

    similarly, with max-inverse, what you mean is “pingpong”

    This one is kinda funny, let’s say we have 1:1 mirror of length. Segment A is the controller, segment B is controlled by A, segment B has max of 200. Both segments start with length of 100.

    Now if we stretch A, after passing 200 length, segment B would start going backwards. For example reasons the numbers are (A, B):
    (150, 150), (200, 200), (250,150), (300,100), (400,0), (500,100)
    With the last number, this is what I meant by “ping-pong”, as B would end up oscillating between 0 and 200. Would be neat if it could be somehow transformed into a sin/cos motion, but I’m keeping this example simple for now.

    what this implies is you NEED 4 things for a “nodegramming statement”

    Nerd, I already went through this.

    We get a controller segment, then create a variable that is one of the controller’s properties (length, angle, scale etc.), then we get a target segment, set it so one of it’s will match the variables number at 2.00 (user customised) scale.

    So if we stick with variable and target both reading and applying the numbers to angle, and their controller-target starting angles would be (0,90) then:
    (45,90+90), (90,90+180), (180,90+360).

    last part question

    This is why I said the rigging thing should only work with non-static segments to avoid headaches. Especially since they break smart-stretch continuity, but can start one themselves.

    If a segment is being “target”, it can’t be interacted with in animation mode. Simple as that.

    Where you should be worried about is what if controller is attached to target. Mathematically would be “simple”, but will be totally broken ui wise lmao. (spoiler alert, the app would just give nah son).

    Anyway, the reason why variables would exist is to allow for better way to handle it UI wise, as well as give option for user to switch between variables and properties without breaking fuck all.

    Will give mockups on how everything will look, don’t worry about that lmao.

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  • Replying to comment by: Your Local Toaster (Wingidon)So I had exported a set of transparent PNG images and I was

    @ralph as a transparent png export connoisseur, I am absolutely disgusted by your incompetence.

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  • Replying to comment by: arcionekDue to confusion as to what "rigging" would be, refer to t

    What stuff would you guys make if you had either of these

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  • Due to confusion as to what “rigging” would be, refer to the gif below.

    (just a few main examples of utility, still up to debate)

    Round 2

    • 42%
    • 58%
    26 votes
    Log in to vote!
    17
    • What stuff would you guys make if you had either of these

      2022-10-04 04:47:27 UTC 2
      • Replying to: arcionekWhat stuff would you guys make if you had either of these

        smart polyfills

        2022-10-04 13:53:39 UTC 2
    • no bitches meme around

      2022-10-04 05:22:59 UTC 0
    • This is really cool
      I probably wouldn’t be smart enough to make anything with this but I bet some talented people could make amazing things

      2022-10-04 05:36:49 UTC 4
    • okay if that’s what you mean by rigging please please use a different word
      i think that’s part of the reason i’m being patrick.jpg is your terminology lol

      (similarly, with max-inverse, what you mean is “pingpong” (as LibGDX calls it), inverse would imply going the opposite direction completely)

      also in general your “max” slide is more of a modifier of the “X:1 ratio” behavior, for length, rather than a whole class of behavior as you’re kinda presenting it here

      same with “inverse”, its a modifier, so:

      [nodeA scale] = 2:1 of [nodeB] (simple, standard statement)
      [nodeA length] = 1:1 of [nodeB] (with max of 100) <- optional
      [nodeA length] = 1:1 of [nodeB] (with pingpong effect) <- optional
      [nodeA angle]  = 2:1 of [nodeB] (inverted) <- optional, go in opposite direction

      what this implies is you NEED 4 things for a "nodegramming statement"

      1 target node, 2 controller node, 3 what property is being affected, 4 ratio
      (optional parameters of setting min/max, inverted, pingpong, etc)

      – – – – –

      "rigging" to me = using a skeleton and giving it different skins basically, basically nothing to do with nodegramming

      this is just nodegramming in general imo, nodes behaving a certain way through programming

      – – – – –

      say the target node is non-static and is being modified by a controller node

      can the user interact with the node? what happens if the controller node is moved again, does it snap the target node back to where it “should” be?

      2022-10-04 10:37:45 UTC 11
      • Replying to: Ralph (Developer)okay if that's what you mean by rigging please please use a

        Silence , old man

        2022-10-04 11:05:06 UTC 4
      • Replying to: Ralph (Developer)okay if that's what you mean by rigging please please use a

        okay if that’s what you mean by rigging

        I don’t know what to call it atm, so I just go with whatever name as for now because I suck at naming and never got any suggestions. Lmao.

        similarly, with max-inverse, what you mean is “pingpong”

        This one is kinda funny, let’s say we have 1:1 mirror of length. Segment A is the controller, segment B is controlled by A, segment B has max of 200. Both segments start with length of 100.

        Now if we stretch A, after passing 200 length, segment B would start going backwards. For example reasons the numbers are (A, B):
        (150, 150), (200, 200), (250,150), (300,100), (400,0), (500,100)
        With the last number, this is what I meant by “ping-pong”, as B would end up oscillating between 0 and 200. Would be neat if it could be somehow transformed into a sin/cos motion, but I’m keeping this example simple for now.

        what this implies is you NEED 4 things for a “nodegramming statement”

        Nerd, I already went through this.

        We get a controller segment, then create a variable that is one of the controller’s properties (length, angle, scale etc.), then we get a target segment, set it so one of it’s will match the variables number at 2.00 (user customised) scale.

        So if we stick with variable and target both reading and applying the numbers to angle, and their controller-target starting angles would be (0,90) then:
        (45,90+90), (90,90+180), (180,90+360).

        last part question

        This is why I said the rigging thing should only work with non-static segments to avoid headaches. Especially since they break smart-stretch continuity, but can start one themselves.

        If a segment is being “target”, it can’t be interacted with in animation mode. Simple as that.

        Where you should be worried about is what if controller is attached to target. Mathematically would be “simple”, but will be totally broken ui wise lmao. (spoiler alert, the app would just give nah son).

        Anyway, the reason why variables would exist is to allow for better way to handle it UI wise, as well as give option for user to switch between variables and properties without breaking fuck all.

        Will give mockups on how everything will look, don’t worry about that lmao.

        2022-10-04 12:58:35 UTC 2
        • Replying to: arcionek>okay if that’s what you mean by rigging I don't know wh

          yeah i was kinda reiterating what you said in a different way
          but if you can present your ideas like that it’d help
          almost like you’re writing up the documentation for an API

          specifically name the “functions” and parameters, and any optional modifiers, etc
          just helps with the understanding

          see like now i finally get what you mean by “create a variable”, i think i can reword that as “pick a property to modify”?
          you’re not really “creating” something right?
          (and now i read the end bit of your post and your talking about variables and properties as different things and i’m back to patrick.jpg)

          in my head this seems pretty much all we need right now and as you said, static nodes only (making sure there’s no death-loops is already done with joining, its not terribly difficult to prevent that)

          2022-10-04 13:15:32 UTC 2
          • Replying to: Ralph (Developer)yeah i was kinda reiterating what you said in a different wa

            almost like you’re writing up the documentation for an API

            Never wrote one, don’t know how even writing one looks like. Thus, reason why we’re failing to communicate properly lmfao.

            as you said, static nodes only

            u mean non-static lol.

            I had similar idea for the window for it lmao, just didn’t want to have clutter of 300 different segments being put into one window.


            Also very rough draft for the rigging mode.

            Emphasis on having multiple figures in the same Rigging mode, not just one stick. I basically was designing this for stuff like “if variable X is equal Y, then Stick1 switches to Stick2 at Z angle” when the target is the main node. And variables would also provide data between segments, it would get confusing if we get 2 of #69 segments.

            I had a bunch of stuff in mind when it comes to rigging, on top of what we discussed, but that’s like more or less later-development shit. I know how it could be handled, just wanted to set a place for it.

            2022-10-04 15:07:17 UTC 3
            • Replying to: arcionek>almost like you’re writing up the documentation for an A

              are you getting static and non-static mixed up or what lol?
              these target nodes can’t be used by the user to drag around like normal, so they’d have to be static
              y or n

              – – – – –

              so variable = method of controlling the node?
              it can be controlled by a segment, or in the sidebar by a checkbox, input, slider, etc
              however i don’t see the point in anything other than a segment, else you’re just changing the length via the sidebar aka you can already do that

              oh wait
              i just had brainblast
              so you make a “poopybutt” variable, and it is applied to the stickfigure
              when you select the stickfigure, this “poopybutt” appears in the sidebar
              if you change the value of “poopybutt”, every node using this variable changes
              k cool

              now for the sad part
              i don’t think i will dabble with variables or anything that messes with the UI/sidebar for the app, at least anytime soon
              that’s a whoooole mess of work with new modes and menus and shit and you know what i’m tryna do with my schedule
              sticknodespctease.jpg
              right now gonna just do everything else minus the variable stuff
              yeah it’ll be inconvenient for those trying to go into maximum overdrive, but it’s better than nothing and is still doable

              2022-10-04 22:30:20 UTC 1
              • Replying to: Ralph (Developer)are you getting static and non-static mixed up or what lol?

                are you getting static and non-static mixed up or what lol?

                Nah, the reason why is, like i said, I want to put it in separate rigging mode. Which would hide the static Nodes because
                A) it’s a whole lot of ass having so many segments packed onto screen. I know “hide static Nodes” exist but
                B) I wanted to be able to put multiple figs in a rig.

                i don’t think i will dabble with variables or anything that messes with the UI/sidebar for the app, at least anytime soon

                Oh yea no prob with the sidebar ui shit, I knew it would be a problem but I put this out as to show why variables to begin with.

                But you should still add variables, just for segment wise, grey out the other options. Variables will make this sorta easier for rigging and also make sure shits won’t break if you decide to work on the UI part lmao.

                2022-10-05 00:11:16 UTC 2
                • Replying to: arcionek>are you getting static and non-static mixed up or what l

                  If you think the multiple figs in one mode would be too much ass rn, and would get to it one day, i could also suggest to have the rigging in Creation Mode as a toggle between the two, until it gets developed enough to be more of standalone thing with multiple figs. I’d say putting it onto separate file to save would make it also less stress inducing lmao.

                  2022-10-05 00:14:16 UTC 2
                • Replying to: arcionek>are you getting static and non-static mixed up or what l

                  well then my question is still a question

                  what if a user moves a node that is being controlled by another node, or is it not moveable

                  – – –

                  as for variables, i can probably still do a variable like you said just for segments, so many target nodes can easily look to one controller node

                  similarly i wanted to add as many “Color” properties to a stickfigure that a user wants, so they can change many different aspects of a color in a figure

                  anyway that’s for a problem for future ralph

                  – – –

                  for the SN app, rigging will all be done in creation mode as you’re making/editing a stickfigure yeah

                  it’s not gonna be as robust as you want but we both know why that is and what i’m aiming for why are we doing this in public lmao

                  2022-10-06 23:34:49 UTC 1
                  • Replying to: Ralph (Developer)well then my question is still a question what if a user mo

                    what if a user moves a node that is being controlled by another node, or is it not moveable

                    Putting this part up again.
                    If a segment is being “target”, it can’t be interacted with in animation mode. Simple as that.

                    color

                    Oh yea I keep forgetting to include mentioning that whenever I get to making mockups or writing about it. Will prob make smth about it later.

                    for the SN app, rigging will all be done in creation mode as you’re making/editing a stickfigure yeah

                    Butt damn it’s gonna be ass. As a full-time rigger node limit is bane of my existence. That’s why I insisted on multiple fig variable shit lmao.

                    why are we doing this in public lmao

                    To hold u accountable lmfao.

                    Btw, when are you gonna add that thing where it connects two separately branched segments?

                    2022-10-07 04:48:25 UTC 2
                    • Replying to: arcionek>what if a user moves a node that is being controlled by

                      oh i thought you were implying it was static by saying that, thus my stupidity

                      Btw, when are you gonna add that thing where it connects two separately branched segments?

                      also can we talk about how dangerous the word rigger is

                      2022-10-07 15:45:16 UTC 1
                      • Replying to: Ralph (Developer)oh i thought you were implying it was static by saying that,

                        honestly lol’ing at the idea of this being the intro to like, a sitcom or something, and its cycling through quick shots of all the characters

                        captioned “Arcionek”

                        2022-10-07 15:46:39 UTC 1
                        • Replying to: Ralph (Developer)honestly lol'ing at the idea of this being the intro to lik

                          ps i deicded the Rigger Update will be 5.0.0 and will be quickly following 4.0.0 (and the subsequent quick fix/minor versions)

                          don’t wanna introduce 2 game-changers in 1 update

                          2022-10-07 15:47:34 UTC 1
                          • Replying to: Ralph (Developer)ps i deicded the Rigger Update will be 5.0.0 and will be qui

                            Yeah figured out so. It’s too much for sprite update lmao.

                            2022-10-07 17:23:58 UTC 0
                        • Replying to: Ralph (Developer)honestly lol'ing at the idea of this being the intro to lik

                          2022-10-07 17:23:13 UTC 1
            • Replying to: arcionek>almost like you’re writing up the documentation for an A

              i just realized that was loss i was too overwhelmed with all the other shit lmao

              2022-10-11 12:08:21 UTC 1
    • both dont seem that useful to me so its still a hard choice

      2022-10-04 16:50:51 UTC 1
      • Replying to: vuiceboth dont seem that useful to me so its still a hard choice

        this stuff would essentially allow you to build functional machines

        like pull a lever (a segment) and doors open/close
        of course people will take it to maximum insane-o levels and build like redstone type of shit

        2022-10-04 22:20:26 UTC 1
        • Replying to: Ralph (Developer)this stuff would essentially allow you to build functional m

          I already made working calculator with just smart stretch so…

          2022-10-05 00:04:24 UTC 1
  • Replying to comment by: Humble DamienI’m personally at 540 days of consistently logging on to Sti

    This reminds me of my 1200 days of wasted life.

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  • Replying to comment by: MannyAnimsFor content it’s a figure, but the head is kinda off on the

    Yeah I actually saw that myself when reviewing the stick myself. I lol’d.

    0
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  • Replying to comment by: Mechani
    40083_0-49411600-1664846416_460p-166484635605

    Now imagine if sn had blending mode

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  • Replying to comment by: Caleb BurnsI have no idea what the second one is but I kind of wanna se

    Like having some more or less automated/customised movement for your segments.

    Stuff like you stretching segment A and as a result segment B does the same.

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  • Curious as to what you guys would actually prefer for Stick Nodes

    Update deathmatch

    • 70%
    • 30%
    30 votes
    Log in to vote!
    15
    • I have no idea what the second one is but I kind of wanna see it

      2022-10-04 00:22:47 UTC 3
      • Replying to: Caleb BurnsI have no idea what the second one is but I kind of wanna se

        Like having some more or less automated/customised movement for your segments.

        Stuff like you stretching segment A and as a result segment B does the same.

        2022-10-04 01:25:49 UTC 1
        • Replying to: arcionekLike having some more or less automated/customised movement

          Sounds interesting. Probably gonna have to wait a while for it, though.

          2022-10-04 22:03:34 UTC 0
    • Isn’t that where you rig drawn figures? Like you add a skeletal structure to a drawn figure.

      2022-10-04 01:10:16 UTC 0
    • Honestly i dont know

      so add both

      2022-10-04 01:33:17 UTC 0
    • Rigging, just rigging bro

      I used Moho before and it has an excellent rigging system, now every other animation software just feels ” janky ” without it, if SN ever gets a rigging system, I can die in peace ( and not raise from the dead à la MCR Helena )

      2022-10-04 14:27:11 UTC 1
      • Replying to: supermintRigging, just rigging bro I used Moho before and it has an

        i feel u

        Also yeah Moho’s rigging system is really fucking good. Last time I checked it tho they were like Anime Studio 10, idk how much they improved on their concept nowadays.

        2022-10-04 15:11:47 UTC 0
        • Replying to: arcioneki feel u Also yeah Moho's rigging system is really fucking

          They did improve on their concept, Anime Studio was just a tweening festival and the rigging system just works I guess

          But the new Moho, still a tweening fest but less, and the rigging system mmm can’t live without it

          In Moho, if you wanna animate someone getting punched so hard he flies, just move the character and his legs and arms will move along with it, easy as that

          Meanwhile in SN…

          Move the square, okay, now move the arms, then the legs, add frame, okay now repeat, again and again and again and aga- did I ever tell you the definition of insanity ?

          2022-10-05 07:38:29 UTC 0
          • Replying to: supermintThey did improve on their concept, Anime Studio was just a t

            What you’re describing is inverse kinematics. I strangled ralph for it. One day he’ll do it.

            2022-10-05 14:21:26 UTC 0
            • Replying to: arcionekWhat you're describing is inverse kinematics. I strangled r

              Strangling ? Bro that’s weak, blackmail him with undeniable proof that the sticknodes demon exist, and then he’ll do anything for it to not get exposed

              2022-10-05 14:32:17 UTC 0
  • Replying to comment by: Tastylemon16Question of the day: What game have you played that perhaps

    Patapon Series, especially 2nd part. It was honestly insanely good game at its time. Few months tried to play it with emulator, got dragged in and stayed up overnight because of its addicting gameplay loop.

    But if we go even further back, I recall playing Hamster Ball, which probably would be considered a rage game nowadays, I had fun with it as like 5-6 year old with those ancient trackball mouses.

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  • Replying to comment by: Don't Be Sad RabbitWonder how many stick figures have been rejected so far

    Around 70% of submissions get rejected. With ~150 submissions coming in daily.

    However, these numbers are greatly boosted due to people submitting either the default sticks that come with the app, most notably _Background (City), as well as countless recolors of already published sticks, mainly dbz, Godzilla, and anything that’s trendy among the Roblox community (doors, rainbow friends, stuff like that…)

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  • Replying to comment by: Ralph (Developer)
    https://i.chzbgr.com/full/9215492608/h358EC93

    I’ve went as far as playing this and actually understanding this shits. Though you’d probably guess that’s just me being insane as usual.
    https://store.steampowered.com/app/1349230/5D_Chess_With_Multiverse_Time_Travel/

    4
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  • Replying to comment by: Ralph (Developer)yare yare o's
    1_0-13396800-1664295099_pxl_202

    Ora’os

    3
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