@explosivebullet
Joined on July 5th, 2017, this user has been a member for 3,274 days and is the 202nd person to register an account.
Has 143 submissions, the first one uploaded on December 22nd, 2016 and the most recent on June 10th, 2025.
Of those, 19 have been featured and 54 have won Users' Choice.
On average, each submission earns 10,980 downloads.
In total, they have been download 1,581,179 times.
Counting every individual stickfigure, including the contents of all packs, this user has technically made and submitted 1,155 stickfigures.
On average, when this user rates stickfigures, they are 95% positive.
Also, they are typically 20% positive when rating animation spotlights.
Has made 6,370 comments on non-activity pages of the site. Alternatively, this user has made 12,497 comments on actual activity pages of the site.
This user also has been featured in the Animation Spotlights 9 times.
This member is a Users' Choice voter!
Their current voting streak is 0 and their longest streak is 1239 consecutive votes.
Spotlight CritiquesOwner
Project Landfall SeriesOwner
X-Ray Collab 2 (Upcoming)Owner
EB Figures and AnimationsOwner
FPS Animation GroupOwner
Stew’s Generic Groupadmin
Questions and Helpadmin
Military Nodersadmin
Mission Breaks Chains Series.admin
War Technicals and Infantry (This Group is very dead)admin
Operation: Containmentadmin
The Ramox seriesadmin
Politics (13+)mod
After the Flash Downfallmod
The Fight For Freedom Seriesmod
Stick Nodes 2 Development Teammod
MK groupmod
Curtis Entertainment Corp.mod
The New Internet War Groupmod
Ramoxfire’s Forge Of Figuresmod
Blades and Guns (weapon guru group) (This Group is very dead)mod
Vault 279mod
Ezora Adventures(RPG and Role-play group!)mod
Marksman Collabmod
#Team StickNodes Movie Aftermathmod
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Replying to comment by:
Well. Completely forgot about encoders. I know that PC has like several of those. Just another reason for an SN PC port. I can only imagine brick wall scenes on that. Who knew that the worst brickwalls would cause all sorts of problems for exports. But I can see that compression all throughout my exports. Gotta say it annoys me, but if it’s another actual mobile limitation, well I can’t argue that until there’s a PC port.
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🤢 720 used to be enough for me, but I am someone who loves to push limits. If I could export 1440p or 4k in SN, trust me, I would.
That being said there is some sorta upscale thing on sony vegas that I outta try.
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Your welcome. Ain’t the first person I inspired. Glad to see more people taking inspiration though. Keeps me going.
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Alright, full clarity and honesty.
I feel they are way too overused. All the same worn incorrectly design with just different colors. Design wise it adds nothing to the character and leaves them as an empty shell. That scarf among the 3000 others that exist does not pop out. It honestly is what you get when you have a complete lack of creativity for a character. It would be one thing if the scarf was one feature among 20 others on a character, but when it is the defining feature over and over again and uses the same design that others used, it doesn’t stand out and is forgotten, which is where numerous art styles could be explored for characters like my own, but still look like the same exact charscter thanks to proper design. The same cannot be said for scarf based designs. They end up being lackluster, lazy and forgettable.
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Cost of performance if you plan to go beyond the recommended limit. That’s where I would be all for changing the current limit to a recommendation as it really becomes an annoyance for higher end devices.
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Slider for bitrate (I think thats what it is) that goes decently higher than the current so my videos don’t get gangbanged by Youtube compression and stick nodes compression. Just an option to get less compression than I currently get so I can truly appreciate 1080p export.
Bit rate slider
- 100%
- 0%
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Modders would go mad for this, but idk how complex that is. I will just leave it to those that know how to do it.
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Agreed. The node limit for figures gives some sort of enforcement of optimization. We should definitely get some limitless potential with projects and movieclips though. Provided there’s a system where you can’t submit movieclips that break a given limit when we do get MC submission.
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I have some stern words of my own.

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The only way one can withstand cringe, is becoming it. Perhaps theres a use to Scarfs afterall.
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If it even really is possible.
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Complicated as hell I’d imagine. Like imagine the smart stretch integration.
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Yeah. I’m thinking some sorta urban setting.
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Uh. Ah shit. This one is really gonna require some lorebuilding since my character doesn’t work super well with things like magic, timelines, and all that since hes more grounded in reality. Everything is vague too and I suck with dealling with mystery. I always have direct purposes to everything in my own series so this is really tough.
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Replying to comment by:
I’ve been waiting for years. Nothing for a while except small little teases. Suffer with me.
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720p is enough I guess
🤢 720 used to be enough for me, but I am someone who loves to push limits. If I could export 1440p or 4k in SN, trust me, I would.
That being said there is some sorta upscale thing on sony vegas that I outta try.
If I could export 1440p or 4k in SN, trust me, I would.
Project Landfall in 4k realIm sure you have a higher capacity device
Yep, which is where I make good use of it.
4k is kinda pushing it tho
Nobody will see the damn detain, but okay
I kinda used to think that, but after gaming at 1080 with like 144 frames for a while, everything becomes more visible. The limitations of 1080p start to show. Even on my old 1440p display tablet I could see every pixel. Now I also know that fewer people have 4k monitors out there, but I like my stuff aging well and with many people watching my series on TVs which are typically 4k today, I hate to not reward those people.
I guess
Though 4k is basically the limit.
Beyond that, I don’t think the naked eye could possibly observe every pixel on some absurd resolution like 16k, or something.
The eye can actually. But once you get past 8K, things get harder for the naked eye to see. Really is dependant on those with good site though.
I wish that the anti-aliasing was fixed.
I frequently get a line (which reveals the skin) and shit on arms after export.
Ah, cause of how AA smoothens the line using what is behind it. That’s where I typically add another node behind to ensure that doesn’t happen so much as I see it in the preview too.
Yeah
i already got it set as high as the android encoder goes lol
it’s build into the android sdk
when i make it even higher i don’t notice any changes in my testing besides the filesize getting slightly bigger, but still results in that blocky pixelation etc during “complex” scenes like brick walls or lots of particles and stuff
Well. Completely forgot about encoders. I know that PC has like several of those. Just another reason for an SN PC port. I can only imagine brick wall scenes on that. Who knew that the worst brickwalls would cause all sorts of problems for exports. But I can see that compression all throughout my exports. Gotta say it annoys me, but if it’s another actual mobile limitation, well I can’t argue that until there’s a PC port.