Recent posts by 0rava on Kongregate

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Topic: General Gaming / Mutilate-a-Doll 2 Official Thread

Regarding the joint limit:

The purpose of the limit is to encourage everyone to build more intelligently instead of just spamming joints all over.

I studied the existing user content that has tons of joints (e.g. Top Levels > Giant Snake, and Top Roleplays > Rock Golem), and reproduced them with the current limit just fine, more than halving the amount of joints in total.


If you feel like it’s too low, please elaborate on what it is you’re trying to do that requires so many joints, as I can’t do anything unless I get reasonable feedback instead of knee-jerk comments calling for instantly reverting it.

Also feel free to suggest replacement things that could reproduce the same results with less joints. I’d rather add official alternatives that don’t kill the performance with ridiculous amounts of joints.

There has to be other ways to achieve whatever it is you’re trying to do besides spamming dozens of joints.

 
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Topic: General Gaming / Mutilate-a-Doll 2 Official Thread

Originally posted by DjPenguinLOL:

Make something like this: If we select something ( Example: An entire ragdoll ) and we use detail tool on it, it changes all the selected parts.

Might be added later, but I’m going to have to iron out all the issues with the single-item menu first.

 
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Topic: General Gaming / Mutilate-a-Doll 2 Official Thread

Patch post continued.

Please don’t quote this post fully as it clutters the thread.

You can use <blockquote>Your Text Here.</blockquote> to quote whichever parts of the post you wish without wasting huge amounts of space.


Release ramblings

- The item roster is not the same as the one I teased a while back due to the Details system taking way longer to put together than anticipated.

- The latter half of the teased items will hopefully be released next friday.

- As mentioned in the patch notes, the Trigger-related fields in the Details menu are not documented whatsoever, and are considered advanced. Modify at your own risk.

- Property changing via the Details is planned, but postponed due to unforeseen technical issues.

- I really really don’t enjoy limiting things in general, but the user-made joint count per body is now capped at 6. Tens of randomly-placed joints per body is simply unacceptable, when a couple strategically placed joints would result in the same exact thing. I hope the level creators can adapt and learn to use joints more efficiently.


Things to especially watch out for:

- Camera problems. The camera system was refactored quite a bit to make more sense on the inside.

- Saving problems. The newly added saveable properties might mess things up.

- If you find a combination of Details that absolutely breaks the game, please let me know ASAP. The fields are pretty tightly clamped, but I obviously couldn’t test every trigger in every different combination of settings.

- Cloning bugs. It’s actually suuuuuuper complex to completely copy an item as-is, and I encountered tons of problems during development. It’s very likely there are still some left.


Regarding bugs

As usual, please report any and all problems asap so I can fix them. This patch included some miscellaneous refactoring and optimisation all over the place, so I might’ve accidentally broken something while at it.

- Please include as much detail as possible so I don’t have to do extra guess-work.
- Include the exact steps to REPLICATE the bug.
- If you can’t replicate it, chances are neither can I.

 
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Topic: General Gaming / Mutilate-a-Doll 2 Official Thread

The patch is now live. Please see below post for release info and about bug reporting.

Patchnotes

 
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Topic: General Gaming / Mutilate-a-Doll 2 Official Thread

Today’s initial patch notes now up in the usual place. Patch itself landing in 2-3h from this post.

Notable stuff:

- Details Tool
- More saveable properties
- Burning turns things to ashes
- Optimisation

All the info in the world about the Detail Tool:

Detail Tool Album (lots of gifs)

 
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Topic: General Gaming / Mutilate-a-Doll 2 Official Thread

New laser effect.

Will apply to Laser, Drone Laser, and the upcoming Laser Pistol. All of them are also skinnable, and will change the laser colour accordingly.

 
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Topic: General Gaming / Mutilate-a-Doll 2 Official Thread

Details Menu progress.

Trigger-related stuff is now exposed and ready to be modified. There are three main fields that a bunch of triggerable items use:

Force
Used to scale the force of various things (Explosive strength, Fan speed, Jet force, etc.)

Range
Used to set the radius of various effects. (Explosive radius, Staff AoE radius, Drone search radius, etc.)

Duration
Usually used in timer-related things. (Grenade fuse, Gravity Grenade duration, etc.)

 
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Topic: General Gaming / Mutilate-a-Doll 2 Official Thread

MaD Lab 8 now available.

It’s still considered experimental until I give it a proper testing pass over the next week. Use at your own risk, stability or functionality not guaranteed.

Please report any bugs you find, as the new version does change quite a bit.

Notable stuff:

- Loading any image as reference on the background
- Layer naming
- Various major bugfixes

Full changelog.

 
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Topic: General Gaming / Mutilate-a-Doll 2 Official Thread

Originally posted by Magicpig:

I think that bullets should make some kind of damage to objects, like making a small crack or penetrating (creating object density) the object instead of disappearing instantly.
http://prntscr.com/4k8zjh

1) Cutting holes/chunks isn’t possible without a major overhaul. The cuts have to be fully through a shape for the cutter to work.
2) Stabbing and penetration in general just isn’t viable tech-wise without a major overhaul. Box2D is a rigid body physics engine, meaning its main purpose is pretty much to keep things from overlapping.

 
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Topic: General Gaming / Mutilate-a-Doll 2 Official Thread

Approved + polished item roster for next update (currently aiming at Sept. 12th)

(Click for larger pic.)

Edit: This is probably not final, as I still have plenty of models to pore through, and a week to go.

 
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Topic: General Gaming / Mutilate-a-Doll 2 Official Thread

Looking for feedback and feature suggestions for MaD Lab’s next version.

If there’s anything you can think of that would help in designing stuff, please do share.

Below are some changes I’ve already made for the next patch:

Preview

- Updated window system to newest version
- Added re-selecting Paint Tool toggling between colour transparencies
- Added new layer hotkey (Space)
- Added layer naming
- Modified previewing to display large models fully
- Modified Select and Paint Tools to not snap to the grid (easier to select tiny shapes)
- Modified vertex point styling to increase visibility
- Modified Select Tool to cycle between overlapping layers on click
- Fixed saving issue with empty layers
- Fixed Paint Tool hotkey
- Fixed deleting layers sometimes messing up layer properties

 
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Topic: General Gaming / Mutilate-a-Doll 2 Official Thread

Auto Launcher Timelapse

 
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Topic: General Gaming / Mutilate-a-Doll 2 Official Thread

Originally posted by riochtkid:

how do you inport something in made lab

i mean i inported something and its not showing up

The Import feature is only for previewing the item model in-game.

All permanent item implementation is done by myself since it’s not possible for anyone else to add items as there’s no backend item server or anything of the sort.

Originally posted by nyvrem:
Originally posted by 0rava:
Originally posted by nyvrem:

To recreate: Simply pick a weapon on which elemental affects work, fire it at something, let that something touch the ground, ploink down a ragdoll on the round, see what happens.

Working as intended on my end. Are you sure it’s just not the spawn properties being applied to the stuff you spawn? If you tick Draining and don’t untick it, all items you spawn via hotkeys will be Draining.

Yes because I don’t spawn in the ground yet it still inherits the elemental properties from elemental bullets.

1) Walls can not receive any properties in the first place.
2) Properties are only applied on spawn currently. Walls are not respawned unless you change environments.
3) Bullets do not modify the properties on hit, they only apply the effect.

As mentioned before, it’s the items themselves receiving the property directly from the menu since you’re not unticking it, and it only appears that the wall has the property because the effect triggers once the item hits the wall.

Feel free to provide me with another set of steps to reproduce the problem, but from what I can tell, it’s still working as intended with the below workflow:

- Browse to any firearm
- Open Properties
- Tick any elemental property
- Spawn firearm
- Untick said property
- Spawn ragdoll (or anything else)
- Shoot firearm
- Working as intended with no unusual side effects, especially anything to do with walls

 
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Topic: General Gaming / Mutilate-a-Doll 2 Official Thread

Originally posted by Ryymus:

When i try to run mad lab 7 it says taht the program ahs no asscotieate program to him it also happens to the things i downloaded

You need a local flash player if you want to run it directly. Otherwise open the .html file to open it in-browser. You might want to read the aptly-named readme file that explains this.


Originally posted by nyvrem:

To recreate: Simply pick a weapon on which elemental affects work, fire it at something, let that something touch the ground, ploink down a ragdoll on the round, see what happens.

Working as intended on my end. Are you sure it’s just not the spawn properties being applied to the stuff you spawn? If you tick Draining and don’t untick it, all items you spawn via hotkeys will be Draining.

 
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Topic: General Gaming / Mutilate-a-Doll 2 Official Thread

Update time! Not MaD2 update, though, just a boring status update.

As mentioned many a time earlier this year, I spent most of my summer chilling in an office with a local gamedev company working on unrelated-to-MaD prototype games.

Now that summer is pretty much over, the office’s closed, and whatnot, I figured I’d do a smallish writeup on the happenings.


The first prototype I made was pretty much pitched as “a car game,” and the resulting prototype was almost as vague as the pitch itself.

Below are a couple random screenies from several stages of the development cycle. Please note that none of them are available to play anywhere as they are super early prototypes.

Car Prototype

We decided to scrap the whole thing in the end as it wasn’t going anywhere, but I did learn to use Unity along the way so that’s nice.

 

Next up, with a third-or-so of the summer still left, I pitched an Unity port of my game jam game NewspapeRTS (originally made in Flash.) Screenies below.

Newspapers Prototype

I’m currently working on finishing up the port and figuring out what exactly to do with it after that. It definitely feels way more promising than the car prototype, but it’s not quite gamey enough yet without further polish either.

 

And not to make this post offtopic, I’m going to end it with a quick word on MaD2 stuff:

Next patch incoming at some point early next month, contains a dozen items or so. Not able to tease much yet because there’s pretty much nothing to tease with, yet.

 
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Topic: General Gaming / Mutilate-a-Doll 2 Official Thread

MaD2 is now in Top50 highest rated games on Kong!

Huge thanks once again to everyone who’s rated it!

 
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Topic: General Gaming / Mutilate-a-Doll 2 Official Thread

Originally posted by MIkare12:

This will be work for full selected ragdoll or something else?

It currently only works for a single item at a time. Not sure how viable it would be to make it work for the whole selection yet.

 
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Topic: General Gaming / Mutilate-a-Doll 2 Official Thread

Something WIP from the next patch:

Detail Tool will open a fancy menu containing info about the clicked item, as well as some previously unavailable tweakable things such as the temperature, exact health, and max health of alive objects.

Details

In addition, the menu contains some less frequently useful features that aren’t quite tool-worthy, such as flipping, cloning, and what have you. (Suggestions for similar fitting features are welcome.)

Cloning

And last but not least, you will be able to change certain properties on the fly without having to respawn the item.

 
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Topic: General Gaming / Mutilate-a-Doll 2 Official Thread

Originally posted by Epicsoulman:
Originally posted by 0rava:
Originally posted by danthebarba:

Hey 0rava is there any plans to revert the changes made to freezing?

Should there be? Not sure what you mean.

The freezing effect no longer has the blue tint. It’s just the frost.

Intentional. The tint messed things up near the freezing point, causing the items to go super cyan when freezing/thawing multiple times.

 
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Topic: General Gaming / Mutilate-a-Doll 2 Official Thread

Originally posted by danthebarba:

Hey 0rava is there any plans to revert the changes made to freezing?

Should there be? Not sure what you mean.

 
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Topic: General Gaming / Mutilate-a-Doll 2 Official Thread

Originally posted by dorian5000:

Petition for 0rava to add an updated model of the sword

It is only several shapes, all colored in grey

Requesting an updated version of the sword!

The sword is a throwback to MaD1, and one of the first items added to the series.

There are tons of better alternatives in the Sharp category already.

 
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Topic: Kongregate APIs / Disabling embedding via the API?

Originally posted by saybox:

I don’t think it’s possible to sitelock any more securely than you have done already. On the other hand, I’ve never heard of any scraper sites that put that much effort into stealing a game.

I’ve sent dozens of removal requests over the months, it’s definitely happening. The sitelock does seem to work in fending off most of them, but there are several others using the embed method and are up and running currently.

 
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Topic: General Gaming / Mutilate-a-Doll 2 Official Thread

Hotfix:

- Added equipping tutorial
- Modified power throwing requirements
- Fixed breakables cutting other things
- Fixed shooting positions for resized firearms

 
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Topic: Kongregate APIs / Disabling embedding via the API?

I’ve been trying to implement a sitelock+embedlock via the API, as I don’t particularly enjoy random russian scraper sites profiting off my game without any sort of permission.

I’ve implemented an API-based sitelocking for the swf itself, and it works fine locally (if api fails to connect, throw sitelock message.).

But it doesn’t do anything when you embed the original swf from Kong, and pass it all the appropriate flashvars (you can even fake an username via flashvars, which is absolutely ridiculous.). The API calls will fire just fine, even off-site, meaning I can’t detect the connect failing, or anything of the sort.

I’ve pretty much tried everything I can think of, but the solution eludes me. If anyone has any ideas, let me know.


Examples:

Here you can see the sitelock in action by visiting the .swf directly. Note that this is on Kong’s own servers, and the game obviously works just fine after flashvars are passed to it on the game page.

Here in turn is an example of the game running locally, bypassing the sitelock implementation via embedding+flashvars, with some console debug information to show that the API is indeed firing.

 
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Topic: General Gaming / Mutilate-a-Doll 2 Official Thread

Originally posted by MIkare12:

When I throw a pencil in a ragdoll pencil is in a ragdoll and ragdoll is flying. And when i load WiW7 World in War 7 : vip ASSassINation, all ragdolls are flying to up.

Disabled ragdolls being able to stand on their head because it was causing floating issues.