Recent posts by 0rava on Kongregate

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

MaD2 about to hit 2,000,000 gameplays most likely tomorrow. No patch this time since it’s so close to the anniversary patch that just landed the other week.

Here’s a fancy graph of the daily plays from the past year+.

As usual, hugely massive thanks for everyone who’s helped MaD2 grow!

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

Originally posted by Wildgazer:

Orava i need help to load the pic. All my other designs load but not the one i worked the hardest on… :( The TF2 Dispenser.

Known bug. The editor sometimes pans to the wrong position on load (or saves the wrong position on export, not exactly sure which.)

You can usually find the model by selecting the camera tool and dragging towards bottom right.

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

Since there’s been some talk about layers counts, here’s some hard data:

The average layer count for a model is 13 (12.79665, at 4556 layers / 356 models)

Out of 356 polished models, 334 have 30 layers or less.

Out of the remaining 22, all but two are under 50 layers.

The two naughty naughty models that exceed 50 (largely considered the ultimate limit):
Bass Cannon (61 layers) which probably wouldn’t pass my process nowadays, and will probably be optimised in the future.
Lancer (62 layers), which could use some more optimising, but due to the complexity of the reference item can’t be brought down all that much further (and keep in mind the original submitted model had a ridiculous 159 layers so 62 is quite the feat compared to that.)

Now if you would kindly throw all the talk about hundreds of layers out the window thankyouverymuch.

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

One week after the anniversary patch, the metrics are finally in…

MaD2 peaked at a DOUBLE ALL TIME HIGH gameplays per day with

14,373 plays on Saturday, and 13,339 on Sunday.

For the record, launch weekend had a 11,000-or-so plays and got blown out of the water big time A YEAR later.

Huge thanks for the continuous support once again to everyone who’s contributed, especially last weekend!

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

Originally posted by AliA415:

what does (three minimum required on each layer) mean?

Three points or more are required to create a shape. Layers with 1-2 points will cause that error.

Originally posted by AliA415:

i have amn error on mad lab sooo i made a simple glue gun. file:///C:/DOCUME~1/Ali/LOKALA~1/Temp/Rar$EX87.125/MaDLabTechs/MaDLabTechs/madlab.html

That’s the path on YOUR computer, no-one else can access it unless you upload the exported file somewhere (such as imgur, or dropbox.)

In addition, that path leads to MaD Lab, not the item file itself (named MaD-Lab-itemname.png.)

P.S. The newest version of MaD Lab is available online here, no download required.

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

1,800,000 gameplays,
18,000 ratings,
10,000 favourites,
4.37 total rating (out of 5),
ranking #25 highest overall (out of over 90,000 games),
ranking #1 in several categories (Ragdoll, Sandbox, God),
2000 forum posts,
innumerable amount of comments plus suggestions,
and a TON of patches later,

it’s finally here: MaD2 Anniversary and the much-teased celebratory patch to go with it!

Largest item batch to date, it contains 32 new items designed by both players and myself via MaD Lab as well as some new features revolving around customising.

See the patch notes for full release info, and as usual, please report any and all bugs you find ASAP so I can fix them!

And once again, huuuuge thanks to everyone who’s supported the game over the past year!

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

All 32 anniversary items, the largest item batch to date. Coming tomorrow (estimate.)

Initial patchnotes.

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

Originally posted by LordOfSpoons1:

SPAH SAPIN MAI SENTRY

Please use another image host. The one you used strips the metadata that contains the item information. Imgur and Dropbox are confirmed to work.

Other than that, what exactly would it do? A turret-specific item would be a bit wonky in the context of MaD2.

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

Originally posted by tac45original:

I had a silly little idea. A blood trigger! The way it would work is that when a ragdoll is bleeding, the meter will fill up and then when enough blood has filled it activates something (e.g. a lightsaber.)

Particles can’t be detected, and items that would require a setting to work are never going to happen.

Originally posted by grisha51:

how to make a doll equip things?

Tutorial > Equipping

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

Originally posted by djackster:

How about a Russian Roulette Revolver? Maybe test some reload animations? Would be cool to see bullets drop to the ground once reloaded.

Reloading was omitted by design while developing the firearm system. It’s just not fun, and it would interfere with the triggering system.

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

Pulse Gun goes Pop. Coming in anniversary patch on Oct 31.

http://i.imgur.com/3QfSBuC.gif

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

Originally posted by wingsas:

Were can i find the forum post for the mega update of the coming october?

My previous posts contain all the teasers and info posted recently.

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

Someone mentioned item counts in the comments so I checked some hard numbers from commit logs.

TL;DR: 200ish items in a year, 120 of which were submitted via MaD Lab!

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

Originally posted by XSpeedDemon:

Are you now going to show the items that are going to be added and not?

I’ll post the final list of items at some point next week once it’s finalised. Still working on all the functionality so can’t promise what will or won’t make the cut.

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

How to not wield the Mjölnir (coming in anniversary patch Oct 31):

http://i.imgur.com/yg9Czga.gif

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

Blood colour changing for the anniversary patch (Oct 31)

Particles change colour globally due to technical limitations. Also not possible to change per-doll.

Wounds and stains will be permanent according to the setting at the time.

http://i.imgur.com/NKNa5qO.gif

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

Portal overhaul for the anniversary patch (Oct 31)

Portals are now skinnable, and all the particles will inherit the skin colour properly, unlike before.

Portals also received some customisable details.

By default portals will have a small pull force in a tiny radius around them, but you can modify both of the values and turn a basic portal into a full blown wormhole if you wish.

P.S. Yes, a blackhole is also being added as a separate object.

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

Originally posted by LJVC2VIP:

Hey 0rava i clicked the favorites and click remove all and if i spawn something the favorites is gone and the logos is stick together if you did not understand here is what i mean
i clicked remove all and the spawn button is messed up press 1 to spawn a ragdoll i press 1 nothing hapend

Screenshots of your favourites and the logos? I’m not entirely sure what you mean based on that description.

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

Originally posted by Angelwing1:

I suggest of when you drag something into a ragdoll’s hand, it could automaticlly hold it so I won’t have to put things together. – First time on a Forum and Posting on it

Tutorial > Equipping

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

Originally posted by awesomealeem:

As an idea for the anniversary, you could make it so that we can color each indivisual part of the ragdoll (Leg, Foot, Arm, Hand, Head, Torso1, Torso2,Torso3)

Going to have to do some fiddling on that front, I’m actually not sure if it’s doable off the bat.

The skin system was designed to work as a palette swap to make it simple to save, and even simpler to use.

Meaning, if you change one colour, all of the shapes with that colour will change item-wide, and the saved skin only reflects the swapped colours, and has nothing to do with the individual shapes.

This also means that ALL old saves with ragdolls only have skins that consist of the four-colour palette. Changing to a six-colour palette now would mess things up big time unless I do some legacy checking (which is horror and ends up in super spaghetti sooner rather than later.)

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

Originally posted by SpeederShoes:

Can i have information on the October 31th update?

1

2

3

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

Originally posted by kangjiang:

For unbreakable items I tried on most swords and pretty much any sword can break another if you aim at the corner between blade and hilt and handle and hilt. For “Add ability to define borders on items to allow elemental effects” like what MetoolDaddy said I meant adding adjustable hitboxes for example only a tip of a blade could add effects

Remember that changing items will reset spawn properties, and you have to re-check Unbreakable for it to apply.

Can’t really think of anything else that could be causing it, as Unbreakable should disable ALL normal cutting like mentioned in the previous post.

I tested with a dozen Unbreakable sharp items just now, and none of them broke as expected.

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


Please don’t quote the following 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.


Now that’s what I like to see. Lots and lots of ideas. Breakdown below.


- An edit/create mode

In-game item creating is not possible because all items created would be temporary, and thus largely useless.

Items have to be manually added to the game by myself before they can be used and saved. All items are designed in MaD Lab.

- Upload images for background

Not possible. All data has to exist in-game for it to be saveable. (Exactly same reason as the above.)

- A motion control system

The game is built around itemising as many things as possible, including movement. Any sort of direct movement most likely will not be added.
Feel free to suggest items that would achieve the same result.

- Property that defines the object as “projectile”

The Cloner pretty much does this. The force it shoots at can be modified via Detail Tool.

- Drag walls/ceiling to define borders

Wall toggles are coming in the next patch. May be fleshed out further later on.

- Allow players to bind items to more keys for example maybe some keys that are not used for other stuff

The favourite system has been due a rework for a while now, but it’s pretty unexciting compared to most (read: pretty much all) other stuff, so it hasn’t been super high priority.

- Allow players to in “Library” tab to create a new items folder that shows items that players in the “Spawn” tab have added.

Should be doable with the above changes.

- Add ability to define borders on items to allow elemental effects.

Not quite sure what you mean with borders, but I’m probably going to do something to help with equipping elemental stuff at some point.

- Make certain elemental effects only take place if the item it is on is touched with a certain amount of force

Most items simply work “on contact”, and do not have a force requirement at all. The ones that do have pretty much static values, and a rework would be required to expose them.

This hasn’t really been on my radar since it’s a pretty obscure thing to modify, even compared to the recently exposed trigger values. It’s definitely not impossible, but definitely requires some doing. No promises on this either.

- A button than extends and shortens the tabs length.

The window system would need some fleshing out to make free scaling possible. Unsure how possible as I haven’t really done any testing on this front.

- Adjust the health level of items defined as “alive” in the “Spawn” tab.

This is a workflow issue actually. None of the items actually contain any information until after they’re spawned, so things like health can’t be added to the Spawn menu.
The Detail Tool is used to modify all individual details of an item.

- …And damage values, dullness, sharpness

This would require balancing and reworking hundreds of items. Unlikely to happen.

- Testing the “Unbreakable”

It should be impossible to cut an Unbreakable object with a normal sword such as the Lambent. If you can reproduce it, let me know of the exact steps.
The Unbreakable property disables all traditional cutting, but certain items can bypass it via various effects (brittling, deleting, disintegrating, etc.)

- Zoom in and out

Flash provides zoom in via the rightclick menu. Actual camera zooming is currently not planned due to technical issues with it.

- Adjust the strength of joints

Been under consideration for ages, but I’m unsure how to implement it properly UI-wise, since joints can’t be selected like items.

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

Tease tease.

(WIP models. Haven’t even begun working on functionality so no promises on what will make it to the anniversary patch.)

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

Originally posted by XSpeedDemon:

Advice?

Calm down with the layers. Almost everything you’ve submitted is grossly over the acceptable limit and only results in extra work on both ends.

At the scales most weapons are presented, all the tiny tidbits don’t matter at all visually, but DO matter performance-, and collision-wise. Combine shapes whenever possible.

Here is a first pass revamp I threw together, almost halving the amount of layers.