@funny132
Joined on September 4th, 2017, this user has been a member for 3,203 days and is the 2,363rd person to register an account.
Has 16 submissions, the first one uploaded on February 26th, 2018 and the most recent on November 26th, 2021.
Of those, 2 have been featured and 1 has won Users' Choice.
On average, each submission earns 8,061 downloads.
In total, they have been download 128,981 times.
Counting every individual stickfigure, including the contents of all packs, this user has technically made and submitted 68 stickfigures.
On average, when this user rates stickfigures, they are 87% positive.
Also, they are typically 100% positive when rating animation spotlights.
Has made 117 comments on non-activity pages of the site. Alternatively, this user has made 1,238 comments on actual activity pages of the site.
They have visited the site consecutively for 1 day, their best streak being 52 days. On average, they post 0 updates and 0 comments per week.
This member is not a Users' Choice voter.
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So I might’ve decided I wasn’t satisfied with the base _Stickfigure (IK) figure, particularly how inaccurate the legs were sometimes and how clunky the arms were to use occasionally… So I essentially went ahead and made my own version. Supports stretching as well!
(And, naturally, nodes can be flipped to change the direction of their IK) -
4.2.0 is finally out, huh?
So I may or may not have spent like half an hour working all the Connector Node stuff out (including the IK stuff) in order to make a version of _Stickfigure where literally every node is IK based, and then made this as a quick test of it.
10/10. Love the new stuff in this update! Once more, some of my muscle memory will have to re-adjust, but I think that’s a small price to pay.
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Unfortunately not.
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As an Australian, I can confirm that:
1. We cannot say \”No\”. We say \”Naur\”.
2. That guy is indeed a c- -
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Nonono, you\’ve got that all wrong dumbass, it\’s CLEARLY Geology!
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Very nice! The details are rather simplistic, and so is the style, but the details and the personality of the character come through. The colors are nice and complimentary to one another, and the stature and stylization is perfect. All in all, a good figure.
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This is actually pretty nice man
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A protogen??? Aight, you do you I aint gonna hate, nice stick btw
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Today so happens to be my birthday! I\’m old. Yay.
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Hey, @ralph I got an idea for a feature regarding the Sprite Update. I think this one would be quite useful — a Spritesheet option. Basically, when importing a sprite, there would be the option to automatically create regions for spritesheets – specify the width and height of each sprite, and regions would be generated in a grid that you could then go through, rename, and the import, instead of having to spend upwards of 10 minutes defining each individual sprite.
Just a little something I thought would be helpful, if it isn\’t too difficult to code in.
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While in theory this could be doable with making a grid out of selection boxes all with equal sizes, I don’t think this can really be applicable to most modern sprite sheets used in games, one example being the texture file for SN containing all the UI assets, it doesn’t really have a grid that can just be automatically generated.
I do hope things like atlas files will be able to be supported by sprites though, just so you can import one texture and one atlas file that automatically sets all of the selected regions. SN already uses this for skins too I’m pretty sure, but for sprites I think it’s just wishful thinking
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@ralph fuck you
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what generates the atlas file? arc and them are talkin bout Aesprite all the time which basically exports a json file
im gonna redo the “regions” stuff in SN to import a file like that, so it’ll just read it and select the regions
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im talkin using premade atlas files for things like importing game textures
its still pretty niche though and i assume only a few games have those be actually public outside of datamining
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