@omegaspider
Joined on January 27th, 2020, this user has been a member for 2,336 days and is the 33,151st person to register an account.
Has 65 submissions, the first one uploaded on March 16th, 2020 and the most recent on June 15th, 2022.
Of those, 0 have been featured and 4 have won Users' Choice.
On average, each submission earns 3,764 downloads.
In total, they have been download 263,481 times.
Counting every individual stickfigure, including the contents of all packs, this user has technically made and submitted 388 stickfigures.
On average, when this user rates stickfigures, they are 88% positive.
Also, they are typically 100% positive when rating animation spotlights.
Has made 49 comments on non-activity pages of the site. Alternatively, this user has made 1,214 comments on actual activity pages of the site.
They have visited the site consecutively for 3 days, their best streak being 487 days. On average, they post 1 update and 1 comment per week.
This member is not a Users' Choice voter.
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@teamwest Do you think it is better that way?
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@kingstarsalt I sent you the music from the character selection menu
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Replying to comment by:
If you want I could help with the music for the game. The music of the main menu if it has, that of the character selection menu
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Here I have a small preview of what would come to be the Blade map. It’s just the music but soon I’ll bring the map. The music was created by me so there will be no danger with copyright
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To give a little spoiler, Bladeβs strongest attack will be super incredible and in the game I think it will be difficult to dodge
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I have 2 options, I can make Blade\’s movements use weapons (Pistols, Swords, etc) or I can make Blade use his powers from when he transforms into a monster
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@kingstarsalt Maybe it’s a bit wrong, but what do you think?
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You’ve got something here that could be VERY good if you tweaked it just a little. The 2nd hit was the best out of all 3, because you could feel the weight from the swing’s initial position to its eventual hit. It just carries itself very well, and it’s heightened by the impact felt by the opposition. The first hit however felt quite weak, due to both the lacking impact felt from the opposition and the swing not going far enough and stopping a little too quickly. It could use a little more anticipation, but it’s fine on that aspect. In terms of improving the first hit, I suggest that you make the opposition flow with it in a way, and increase its knockback. Also, try not to have the punch stop too quickly and make it flow more too, as it feels quite rigid. The 3rd hit suffers from similar issues to the 1st one. Try fixing those issues and replicating what went well with the 2nd hit, and you’ll do something REALLY good
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Incredible
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Replying to comment by:
You almost made me cry, Thank you for all this support my friend. Happy New Year
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@kingstarsalt
Here is a version of when the main roster expands. It would be about 36 characters -
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A definite improvement over the last one, I’ll give you that. Now for some feedback:
β’ The first swing is better than the one in your previous animation, as there’s a lot more speed and you can feel more power coming from it. Though, the end still suffers from rigidness, and the arm hasn’t extended far enough to finish the feel of the momentum stopping, allowing the kinetic energy to be released.
β’ The second swing seems to have some in-between frames added from the start of the swing to the end, which as a result makes it a downgrade from the last animation as it again feels rigid and not as impactful. But that might be my eyes playing tricks with me, I’m not sure.
β’ The third swing is on the right track, it’s just missing the few start up frames to stop it from looking too instant.
β’ The footwork for both the 1st and 2nd swing needs some work, as it doesn’t look too much like they have enough balance to perform those swings without falling over. Make sure they’re taking the right steps in the right places.
Try to fix those issues, because this is otherwise an overall improvement!
very nicely said