@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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Oh.
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Alright, this is the way I’m thinking of this.
When 3.0.0 releases, as long as we can have delays in movieclips, we can have songs that are up to 4 minutes long in our animations.
What to do:
1. split the song into 6-second-long bits, as that’s the maximum sound length that SN is willing to play
2. Make each of your movieclip’s frames have a 6 seconds delay
3. Add the sounds in order in the movieclip.
4. Bang, you have your song. -
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Nah, it’s not rigged, it’s just hopefully right.
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@ralph
I just asked the magic 8-ball if SN 3.0.0 will be out in August… Here are some of the answers it gave me.\”Most likely\”
\”Without a doubt\”
\”Signs point to yes\”
\”Most likely\” (again)
\”It is certain\”
\”It is decidedly so\”
\”Signs point to yes\” (again)I\’m willing to bet that if you put your mind to the task, the ball might be right.
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I post what I want
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At least I found it : D
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again, en efecto.
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your pfp tho
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en efecto.
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k
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I think so
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Irrelevant.
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?
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lmao
unfortunately, and I announced this before but it was buried under other news probs, MCs can’t internally have delays
it was proving to be a really big hassle making MCs go out of sync with the project’s FPS and timing in ways my tiny brain couldn’t handle
I know it is a ridiculous suggestion, but… If you still have a bit of code of it in… Possible to make a secret debug mode so I could have it-
I mean like if it doesn’t crash that is. Kinda want to see how it bronks and think if I can make still an use out of it-

lmao nah its long gone I’ve ripped out all the UI and all the properties for it from the code
it was being unreliable with slight rounding errors if, for example, the project is running at 1FPS but an MC had an internal delay for 1.5seconds
those types of issues were just ugly, even if I “fixed” it, you would still notice the MC kinda stutter because obviously it either has to pause or skip a frame to “catch up”
it still can happen what with tweening and an mc playing during a delay but, well, it’ll be up to the user to tweak delays by small amounts to get things to appear smooth
oh, right- that reminds me. So the thing with delay being shorter than the fps is a rip?-
Cuz I talked about it once and still having hopes it still can stay cause I use it to make manual inbetweens on low fps anims-
um, yeah i did remove that
i was trying to simplify the basics as much as possible when doing the delay stuff
i’ll see what happens if i allow the delay to be < fps and put it back if its aight
In other words get back to work Ralph
WAcK!
:/
Oh.