• Replying to comment by: MannyAnimsJust realized the second idea can already be made by flippin

    It’s still a good tool idea though. Open Nodes can just do what you described behind the scenes so you don’t need to do that yourself.

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  • Replying to comment by: MannyAnimsQuestion. Will this allow us to only extend one side of the

    I get you

    It’s an interesting concept, and I’ll think some more about it, but ultimately even if Open Nodes could let you do this, it wouldn’t work when importing the stickfigure to Stick Nodes unfortunately.

    I may be able to implement it so that it can convert the node into a a set of nodes that achieve the same effect though… I’ll have to think more about it.

    All in all, I like the idea. Keep em coming comrade

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  • I’ll get the project on GitHub ASAP, so probably this week.

    That being said, an actually usable version (v1.0) probably won’t be ready for a while.

    My optimistic estimate is that I can have version 1.0 released within a few weeks.

    Realistically, it might take a month or two.

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  • Short term roadmap:
    1. Create stickfigure class
    2. Render all instantiated stickfigure objects to the canvas
    3. Allow instantiation of stickfigure class from .json
    4. Implement in app .nodes -> .json conversion
    5. Add “Open Stickfigure” submenu under “File” menu, which converts .nodes -> .json under the hood then instantiates an instance of the Stickfigure class.
    6. Add “Save Stickfigure As…” submenu under “File” menu, which allows you to save the firstly instantiated stickfigure (I’ll add the ability to choose which stickfigure to save later).
    7. Create plugin API, UI, and controls (needs to be broken up into sub-steps once I get here)
    8. Create the base plugins that will be bundled with Open Nodes.

    I did this in-between sets at the gym, so all these steps are definitely subject to change. I was pretty much just brainstorming.

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  • Replying to comment by: MannyAnims... we don't speak about him

    .>

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  • Replying to comment by: SillyWizard01mexican ralph not cringe ralph

    Who is Mexican Ralph 👀

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  • Full disclosure, Fridays and Saturdays I won’t be able to work much on Open Nodes.

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  • Replying to comment by: MannyAnimsThis sounds cool. I am definitely getting it once it comes o

    Btw, about that having to use a mouse bit. You most likely will indeed have to use a mouse for a while, but eventually, Open Nodes might be available on mobile devices.

    While I don’t plan on developing Open Nodes for mobile platforms, the framework I’m using is currently working on mobile support, so eventually Open Nodes might naturally come to support mobile with little to no work on my end.

    I’m using Tauri as the framework if you’re curious

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  • Replying to comment by: MannyAnimsHello @vincetheanimator Will this allow us to ignore the no

    Question 1
    Yep, so long as Ralph doesn’t mind, Open Nodes will be capable of exporting figures that are over the node limit out of the box. Otherwise, even if I restrict it out of the box, removing the limit probably wouldn’t be too hard since Open Nodes will be open source.

    The only downside I can think of for allowing figures that are over the node limit is that there’s the potential for stickfigure submissions to the site that are over the node limit. But people could already theoretically do this anyway by editing the .nodes hex data directly, and I plan on tagging any figures that are over the node limit with a string like “cracked” or “modified” appended to the end of the file in case Ralph wants to keep track of figures that are definitely over the node limit that are being submitted.

    Question 2
    What’s included in the box with Open Nodes will probably be all the same features of the official stickfigure creation screen, but with a few curated power user tools bundled as well. One idea for a curated power user tool I had was maybe a node subdivide tool, where you can divide a node into any number of equal parts in one click instead of having to split segment multiple times.

    Keep in mind, I think the appeal for Open Nodes will be less about the tools that are bundled out of the box, but rather the appeal will be about the platform that Open Nodes provides to easily develop any kind of tool you can think of to manipulate your stickfigure.

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  • Replying to comment by: ████████ ██Vince you’re a big meanie 🙁

    Lol

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  • Replying to comment by: ████████ ██>AYO NEW SHIT AND NAMES AND SHIT AAAAAAAAAAAAAAAAAAAAAAAA

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  • Replying to comment by: Ralph (Developer)finna take you on board to help with sn pc one of these days

    May or may not accept the invitation if that time comes. It’ll depend on how confident I am in my programming and cooperative abilities with whatever you plan on using to write sn pc.

    If you give me a hint, maybe I can put a little more focus on making sure my skills are up to par with what you’re planning to use 👀

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  • Replying to comment by: MannyAnimsI’m a member now! Watching its project shall be interesting

    Awesome

    Your interest in the project is very encouraging 😀

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  • Replying to comment by: MannyAnimsVince! I remember watching your animations years ago! Also t

    Yeeee 👉 😎 👉

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  • Dev Log #1
    I drew a line.

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    • Vince! I remember watching your animations years ago! Also this is a cool project. As Sticknodes gets more popular, there are much more projects happening within its community to push its boundaries as far as they can go. You are an example!

      2022-10-27 21:15:48 UTC 4
    • finna take you on board to help with sn pc one of these days

      2022-10-27 22:49:54 UTC 3
      • Replying to: Ralph (Developer)finna take you on board to help with sn pc one of these days

        May or may not accept the invitation if that time comes. It’ll depend on how confident I am in my programming and cooperative abilities with whatever you plan on using to write sn pc.

        If you give me a hint, maybe I can put a little more focus on making sure my skills are up to par with what you’re planning to use 👀

        2022-10-28 02:34:45 UTC 0
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