@zen1
Joined on September 21st, 2018, this user has been a member for 2,814 days and is the 11,313th person to register an account.
Has 23 submissions, the first one uploaded on September 18th, 2018 and the most recent on August 16th, 2023.
Of those, 5 have been featured and 9 have won Users' Choice.
On average, each submission earns 2,676 downloads.
In total, they have been download 61,565 times.
Counting every individual stickfigure, including the contents of all packs, this user has technically made and submitted 74 stickfigures.
On average, when this user rates stickfigures, they are 47% positive.
Also, they are typically 100% positive when rating animation spotlights.
Has made 208 comments on non-activity pages of the site. Alternatively, this user has made 5,229 comments on actual activity pages of the site.
This member is not a Users' Choice voter.
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ive literally never put a cc or bcc in any email ever. just send it, it doesnt matter. sn also naturally doesnt add one when it makes a submission email
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im suprised it hasnt been with how much of an ai whore ralph is /j
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whats your beef with this one specific vtuber
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im not talking about you
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trainsgender
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“youtube is moderated by real people”
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yknow, if dev work is hell, then youll have all eternity to work on sn for us ☺️☺️☺️
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as figure project sizes are naturally going to get bigger with the applications of connector nodes via IK and rigging, we really need a couple things going forward. ofc, im not a dev so idk how possible it is, but personally speaking we kinda need
a node cap increase, another hundred nodes at least
polyfill gradients, as a lot of the shenaningans with 3d and IK comes from polyfills
directional gradients, as this would allow for just general fig creator to soar, this would also finally give me sideways right triangle gradients
again, im not a dev but i really think going forward this things would be really beneficial to implement
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holy shit youre back
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sonic adventure 2 reference
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this shit is not hard
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see its spooky cuz theres a skeleton
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I greatly second this, and I think as phones are increasing in power, it’s inevitably going to get more difficult, and even unnecessary, to limit ourselves to the capacity of older devices. Stick Nodes as it is right now is a VERY powerful tool for art, and that’s something that we as its community can prove.
But, even after every update, there are still those basic questions that we ask, like where’s this, or where’s that? And they’re starting to get answers, and we’re starting to see those wishes fulfilled, but they’re not catching up fast enough, because even with the new additions we just received, we’re still going to end up hitting a brick wall eventually.
I’m not a dev, I don’t know how simple the things we ask are to implement, especially in consideration of the lower parameters of older devices, and maybe we’re way out of line for asking because of that, but I think there should be some serious consideration in raising the limits of what we can and can’t do.
I mean, we’ve already started to dip our toes into this with the “unlimited” 999,999 node limit that you can enable for your projects, but if that’s been allowed as a possibility, then why should we stop there?
Also hi @ralph
I greatly… third is ?
I understand that dev work is hard (you desk glued bastard @ralph , get a real man’s job)
But I think for especially the node obese community , a bit of a node bump and such would do great wonders
Haven’t truly played around with this update myself much but I greatly understand some users around trying to integrate
It’s really a 50:50 between people who can’t handle more than 5 defaults on screen at a time and people that brute import 8k sprites and use the filters on max for the silly , etc
While I do think singular node figure limits are ok I do think bumping it to around the 500 range or such isn’t out of the question or realm of reality
*again when it comes to node wastage I’m quite the polluter* but integrating more and more features onto my figures

So just giving a bit more wiggle room with the node count (I know it’s a constant thing brought up) would do well
Also with the directional gradients , that would carry the fuck out of StickNodes do it dad 😭
I fourth this I guess, I really think I speak for everyone when I say “POLYFILL GRADIENTS WOULD BE AWESOME”
And yea I’m also not a Dev but @ralph Try adding “Copy & Paste Nodes/Joined Nodes to (No:?) of frames or all frames”
@arcionek would do a pretty great Job.
1 000 Nodes when
yknow, if dev work is hell, then youll have all eternity to work on sn for us ☺️☺️☺️
L momento
Very much agree