• Stick Nodes - 100% Complete Go animate some stickfigures. Google Play links: [free] or [pro]. App Store links: [free] or [pro].
Weapons on Wheels
Stick Nodes

Get it from: App Store | Google Play | SlideMe | Amazon | Opera

“Stick Nodes” – Update #6

11comments

So things are coming down the home stretch, just wanted to give an update on where things stand as of today.

Stick Nodes

What got done?

  • Fixed up the text/graphics to look better at lower resolutions (the iPhone 4 resolution is the minimum resolution (960 x 640) I was looking to support).  While lower resolutions (800 x 480) look okay as well, I doubt anyone will be doing any serious work with an app like this on devices that small.
  • Got a more efficient animated .gif encoder implemented.  I was finally able to get something working that is cross-platform, fast, produces quality images, and doesn’t eat up memory while working.  My solution is a bit of a Frankenstein of multiple code sources online but with my tweaks it works very efficiently.
  • Finished the app icons after many iterations of attempts.
  • Loads of minor additions, tweaks, and fixes.

What needs to get done?

  • Implement functionality to import Pivot-made .stk files.  I’ve received the OK from Peter Bone and will hopefully have this feature implemented tomorrow.
  • Add Google Services.
  • Test the hell out of everything.

So as you can see, there’s not much left on the to-do list.  After weeks of crossing one thing off and adding two more, that’s a beautiful sight.

That’s it – things are wrapping up nicely.  Barring any unforeseen huge, crippling bugs being discovered I’d say a July release date is looking very reasonable.

Okay bye.

  1. Sean says: July 2, 2014 at 9:54 pm

    Awesome man, awesome, send me a copy of the beta!

    • Ralph proclaims: July 3, 2014 at 6:15 pm

      A beta, that’s a good idea, I wish I would’ve though of that.

      And yeah, it’s thanks to you that I really decided to get .stk functionality implemented into Stick Nodes, and today it came together very nicely.

      It was surprisingly easier than I thought it would be.

  2. Sean proclaims: July 4, 2014 at 1:24 am

    It’s not too late, send me one, I’ll gladly provided feedback 😀

    Well I’m glad I could help, I knew it would be a great feature and it’s awesome that Peter consented and helped make it happen.

    Hey I saw in the DD posts the screenshot of pivot characters in your app, can you now change their layering and colors for seperate limbs?

    • Ralph utters: July 4, 2014 at 7:48 am

      Yeah, once they’re imported they’re created in the regular Stick Nodes format so you can do w/e with the limbs.

      Still trying to tweak things though, to get the figures to look how they do in Pivot (the scaling used in Pivot vs. Stick Nodes is off).

      Also I’m looking into the possibility to add another limb type into Stick Nodes now, that hollow circle type of thing that Pivot uses (instead of a regular filled circle).

      • Sean utters: July 4, 2014 at 8:05 am

        Ahhh yes, awesome sounds good, I actually didn’t notice you didn’t have that already.

        Also have you implimented the ability to make detail segments on your character like we talked about once?

        You know, segments that can’t be moved by pivot points but are their to add detail, such as hair.

        • Ralph blathers: July 4, 2014 at 8:11 am

          You mean static points (can’t be moved), right? If so, yes, they’ve been added.

          Also, damn you reply fast.

        • Sean proclaims: July 4, 2014 at 9:14 am

          I’m pretty much always checking this site out, I was on a break at work and saw you replied so I did the same.

          That’s great man, can’t wait for it!

  3. Sean proclaims: July 20, 2014 at 10:33 pm

    Hey man, just tried out your apps beta, it’s really good and I love the features, but I get the foot placement perfect on a fighting animation I’m working on and I tried tweening and the feet start to go haywire and get all jerky. I don’t know if this is a word yet or if I’m coining the term, but I think it would be awesome if you added a feature I’m calling “segment locking” which means you can turn it on or off after selecting a segment and it will lock that segment in that spot while you’ve got it checked and it will allow you to move your character everywhere around those points but not the feet until you’ve unchecked it.

    What do you think? Would that be possible?

    Also I kept hitting the back button while in a seperate window (like character creation and it closed the app (HTC One X) so now I’ve realized to save every frame I do.

    • Ralph utters: July 21, 2014 at 8:47 am

      The back button thing is something I should have addressed already, somehow slipped my mind. I’ll add a safeguard dialog to prevent users from accidentally leaving the app, good catch – and sorry if you lost everything 🙁

      I’m not sure if I completely understand your segment locking idea, if its simple enough to implement though I’ll look into it (I don’t want to clutter the interface any more than it already is).

      With the tweening though, I’m not sure if I’ve ever experienced it producing anything really bad like what you described (feet jerking around). If you still have the project file (/projects/___.stknodes) or can re-create it and send it my way I’d really appreciate it.

      Thanks for doing all this testing and creating too, really appreciate it.

      • Sean blathers: July 21, 2014 at 9:17 am

        Ok sounds good man, nah I didn’t lose much, when I discovered it I had only done 2 frames at that point.

        I think I do have that file still, I’ll send it to your email tomorrow, but after that I created that stick I sent you and have been working on another animation with it and it hasn’t done it this time

        No worries man, it’s been fun trying 2D stick figure animation again, you did a great job

        Oh hey, one more thing, I’ve made a pretty smooth animation (even without tweening) and 20fps (or 60fps on tweened gif) cap isn’t fast enough, do you think you could up the cap to 24 or better yet 30fps?

        I know I can edit the gif later to speed it up, but I feel this way would be better

Post a Comment

You must be logged in to post a comment.