Updated! More info in the forum thread.
http://www.kongregate.com/forums/3-general-gaming/topics/124600-mutilate-a-doll-official-thread?page=32#posts-3881749
You can re-map ragdoll from the keymapping menu (enter by default) if it breaks. It's fixed in the next version to be released next week if all goes well.
@shamen, it's mainly there to speed up the process of making new stuff. I can do "spawn " without having to add them to the menus, then later delete them if something goes wrong.
@ororor, disable caps lock and stuff will stop spawning on-click. It's there so you can spawn multiple items without having to re-pick them from the menu.
@bansheeflyer, World Menu -> Keymapping -> Objects -> Ragdoll. Keys reseting-bug is fixed in the next version.
I'm working on sounds, you can stop asking for them. Finding fitting and free sounds is hard work though, so it'll take some more time.
Here's an early sound test: http://www.youtube.com/watch?v=K9QmpJuvz4k
@AlecPayne, it affects lots of stuff, most noticeable of which would probably be cutting. Smaller Lag -> Bigger cut and bigger minimum size of objects, meaning less tiny shrapnel lagging everything up.
@Everyone, another new video on youtube. Sounds and bleeding bullets and stuff.
@collinsbomb, as you might have noticed the ragdolls have limbs. And limbs would have to be moved in order to make the ragdolls do things like picking up boxes, swimming or other stuff. And what moves limbs? Well, in this physics engine's case it would be forces and/or joints. Since I'd have to make multiple force/joint-pairs for each limb, I'd say it's close enough to be able to call them muscles. If you have suggestions for implementing a ragdoll AI in any other way than these so called muscles, feel free to PM me or discuss it on the forums.
If your keymapping breaks, press Enter and set ragdoll back to space from there. The bug has been fixed in the next patch, my apologies for the inconvenience.
Good news for those whose keymapping breaks occasionally. I found out I've been using Shared Objects wrong, so if you used Local Save, it would overwrite your keymapping. It's fixed in the next version (No ETA on the release though, lots of work to do!). So: Don't use Local Saving if you want your keymapping to work (probably works the other way around as well). Better not to use Local Saving at all.
@crazylefty666, when you load a level, it is autosaved. Meaning that you can press V to quickload it without having to re-pick it from the Shared Content list.
If one more person asks how to fire guns instead of just reading the Instructions, I'm going to write it with big fat pink letters in the middle of the stage.
@Coretz, low-performance platform combined with extensive and abusive use of a physics engine that is heavy to begin with. I'm going to try to clean the code and do some modifications to the heavier stuff in the next update.