@gyro
Joined on October 21st, 2017, this user has been a member for 3,149 days and is the 3,482nd person to register an account.
Has 61 submissions, the first one uploaded on December 22nd, 2014 and the most recent on October 1st, 2024.
Of those, 3 have been featured and 12 have won Users' Choice.
On average, each submission earns 3,760 downloads.
In total, they have been download 229,378 times.
Counting every individual stickfigure, including the contents of all packs, this user has technically made and submitted 244 stickfigures.
On average, when this user rates stickfigures, they are 99% positive.
Also, they are typically 100% positive when rating animation spotlights.
Has made 221 comments on non-activity pages of the site. Alternatively, this user has made 3,084 comments on actual activity pages of the site.
This user also has been featured in the Animation Spotlights 2 times.
This member is a Users' Choice voter!
Their current voting streak is 0 and their longest streak is 5 consecutive votes.
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If I say yes will I get mod
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Truth is
Jomsht assassinated him and took over the group
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I mean
I\’m also mod on the disc
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Player Movements don\’t have to connect smoothly into idles and most moves, as responsiveness is more important in most cases. Though making sure the torso doesn\’t move too far away from it\’s idle position could smoothen it a little.
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When it comes to the fateful battles, do we have to fight other people\’s characters or if we have multiple done, we can fight our other character?
Also what kind of style of cutscene we going for? Maybe would could do slideshow type stuff like SF4 so everyone will easily be able to participate.
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Roar
DON\’T LIE TO ME I KILLED HIM WITH MY OWN HANDS!
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@ardasstuff-2 Progress on Billy. just gotta make the head and the staff.
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Heh I got the reference
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I could post some of the progress on Billy
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also remember that function should usually come before looking good. A long start up for a jump may look pleasant, but jumps need to be responsive, and as such you usually shouldn\’t have more than 1-3 start up frames unless jumping is supposed disincentivised for that character or game style.
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A couple of suggestions for that problem
1. Try upping the fps to the maximum allowed, 20, and see how it looks if it isn\’t there already.
2. Take a look at the move\’s purpose and function and trim frames accordingly. If its a jab for example it shouldn\’t have too many start up, active, and recovery frames. Take a look at other fighting games to see how long these moves usually last, a great resource for researching fighting game sprites is The Fighters Generation.
3. Do as Ralph suggested above.
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Would be a lot of work but it\’d be easier than making the anims the first time
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That’s too perfect
I despise that song
Who doesn’t
Great always Gyro