Recent posts by 0rava on Kongregate

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

I’m pretty sure someone’s made a portal gun already.

Yup.

Initially polished Portal Gun model that’s been waiting for a while now. It’s just that the functionality part is super complex compared to your average weapon.

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

Do decorative layers act like normal layers? As in, you still need to keep them inferior or equal to 50 or so?

No, which is the main reason I’m interested in this.

Decorative layers would simply be visual and you could add them at will.

This also covers your second question: It’s not possible, because they don’t have anything to do with physics. The cutter can only see the three shapes labeled as “physics” in the potted plant example. Everything else is just overlaid on top as graphics.

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


Please use <blockquote>WHATEVER YOU WANT TO QUOTE HERE</blockquote> to quote this post instead of using the “Quote post” button since it wastes space.


Alrighty. Weird situation encountered.

I implemented two new shape properties into the new MaD Lab, “Decorative” (no physics) and “Invisible” (no graphics.) And they work just fine… In MaD Lab.

An example to demonstrate: Potted plant

Leaves are decorative and do not have colliders. Invisible collider is used to make the leaves appear like they collide (not perfect coverage, but fine enough.)

This would effectively mean that the physics body will have three shapes no matter how many decorative leaves you add. Which would be great for adding tiny details into items without having to worry about layer count.
And since the colliders are large, there’s less chance of things getting stuck inside them, as opposed to individual tiny leaf colliders.

BUT, since the cutter in MaD2 works by cutting physics shapes, only the invisible shape and the pot would be cuttable, leading to weirdness.


Solutions?

  • Disable cutting invisible stuff.
    - Only the pot could be destroyed.
    - Doesn’t make all that much sense considering they’re supposed to be fragile leaves.
  • Disable cutting the whole item.
    - Again, doesn’t make much sense because you kind of expect it to be destructible since everything else is.
  • Revamp the cutter to somehow work with the new stuff.
    - Definitely the best solution out of the bunch, but at the same time it’s infinitely more complex.
  • Ideas?

TL;DR: The new format would be more efficient performance-wise, and would offer more freedom design-wise, but the cutter in MaD2 messes everything up.

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

Originally posted by Paratroopa123:
Originally posted by 0rava:

Locking content behind arbitrary walls doesn’t fit the style of the game, and MaD2 will always remain a fully open sandbox.

Presents and pumpkin bags exist. This rule doesn’t affect them. Maybe you should edit this out of the post?

I don’t see how container items apply to the quote at all. You can spawn all the items they contain at any time via the Spawn menu.

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

Looking for old but good models.

Please PM me a list if you have any. Even ones you might have submitted in the past.

I’ve collected loads of item models locally over the months, but there’s a fair chance I’ve missed some since so many have been submitted.

I’ll be testing new MaD Lab features extensively on actual items in the near future, so I’ll be needing a bunch of them so I don’t run out!

In the end I should have a nice pile of polished models to wrap up in a neat patch.


  • No descriptions necessary, just a neatly formatted list of links.
    Link1
    Link2
    Link3
  • Please use imgur.com if you upload any files, as other hosts have proven problematic.
    (Drag+drop files anywhere on the site and link them to me once uploaded.
    Albums are fine too.)
 
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Topic: General Gaming / Mutilate-a-Doll 2 Official Thread

Originally posted by PandaMiner4:

I really hope some of my items get added at some point. A lot of the items I make are good quality, but the only ones added were the ones that weren’t exactly my best. (I’m looking at you, anti alien cap.)

Your stuff is good, don’t worry. There’s a few confirmed for the next patch.

(HINT HINT NUDGE NUDGE)

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

Originally posted by Laendude:

So, any news for the game, 0rava?

I’m working on MaD Lab for the time being.

You can see some news on that front via my recent posts here, as well as on Facebook.

This is a complete reboot of the editor and a massive undertaking all in all. Editor work is pretty dry, and generally more complex than your usual content updates for MaD2, so it’s going to take some time.

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

Originally posted by idklol1337:

how about an undo feature for MaD lab? It could be useful in case you mess something up. (Not sure if it’s easy/possible to make)

It’s not easy, no. A single layer point history that resets whenever you swap layers might be doable, but any sort of cross layer history is probably way too much to keep track of.

When it comes to MaD Lab features in general, since the editor is made from scratch by myself, even the most “basic” features have to be implemented manually.

So nothing is really all that easy in the end, but at the same time it allows for (infinitely) greater freedom when it comes to specific features I need compared to other editors.

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

MaD Lab zooming

Very unfinished and broken currently, but it’s a start.
(e.g. can’t select layers etc because the zooming messes up the selection spot.)

(Cybernetic blade by LukeBro123)

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

Icon hovering (and new Lab palette + logo!)

Layout stuff and polish for the backend:

Responsive layout

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

Commenting is actually already up and running.

http://www.gfycat.com/DeafeningUnluckyFairybluebird

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

Super WIP backend stuff for MaD Lab:

Backend example

Although I’m still not 100% sure if I want to ever deploy it due to server costs and all that. It’d probably be better than manual submissions, but I’m not sure if there’s the need judging by the current volume of items.

(This is based on old work that was never made public because it was left quite unfinished, only minor changes made to accommodate for json support I mentioned earlier.)

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

Originally posted by 2kiljo2:

idk why orava dint responded from my last bug report’

I did see the report, but there’s nothing I can do about it since, as Paratroopa mentioned above, you didn’t provide any details or steps to replicate it.

I have seen it before, but rarely enough that it’s not considered a critical bug, and as such will have to wait until I’m done with the MaD Lab update.

So even if there was a feature patch incoming for MaD2, I wouldn’t be able to do anything about it since it’d just be a shot in the dark to find the issue.

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

More MaD Lab. Here’s a composite of all the recent stuff:

 

With the addition of working shape snapping, things have reached the point where everything isn’t just constantly annoying and messing up, so I gave the new Lab a shot by designing its first actual item instead of random test shapes.  

Bat’Leth (wip)

(Note that the old MaD Lab snaps things to the grid on load. It will work since I haven’t changed the image format much, but it won’t appear exactly as intended if you attempt to load it.)

That said, there’s still a ways to go on the snapping front before I can consider it stable and bug-free.

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

Regarding all the forum thread drama recently:

The thing about forum threads is that they’re conveniently ordered by date so you can read them from top to bottom, even without every single post quoting the previous one.

If you want to comment on something that was just posted, a simple reply should convey your message just fine, without effectively forcing everyone to scroll past the same thing over and over unlike quoting. This is especially an issue with embedded images, which is why I generally avoid posting them myself, as they just end up getting plastered all over the several following pages.

If there’s something specific in a recent post you wish to comment on, simple quote formatting takes significantly less space than quoting an entire post:
<blockquote>Your Text Here</blockquote>   OR   bq. Your Text Here

 

That said, since I can’t ultimately do anything about the quote pyramids, I generally just skim/skip them since they never seem to contain anything of value in any case.

Should you on the other hand wish to scuffle over completely irrelevant stuff with random people whilst punishing the Quote post-button, feel free to waste your own time.

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

Some more MaD Lab stuff:

The transition from grid based to freeform editing is proving to be more of an issue than I thought it would, because there are so many new interactions required on the snapping front.

Shape-shape snapping is a nightmare, but pretty much a mandatory feature when it comes to editing comfortably. I did some testing on that front the past few days, and have made some progess, but it’s a bit wobbly still so no gif about that yet.

Meanwhile, I implemented some slightly simpler stuff:

Angle/corner snapping

More snap angles to be added later probably, definitely 45° at least. Like grid snapping, angle snapping will only happen when a modifier key is pressed so it doesn’t mess with accurate stuff.

Edge picking

Should allow stretching a shape a bit more comfortably than manually moving a bunch of points around.

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

Somewhat of a boring update on the MaD Lab front, but something I wanted to do for some futureproofing.

I’m in the process of adding JSON exporting to the editor, so everyone can export files to use for all their nerdy parsing needs.

Here is a parsed tree view of the format via JSON Viewer.

And as a proof of concept, I updated MaD Parser with JSON support as well.

Here is a small editor → JSON → parser example.

On top of being a bunch easier to parse compared to PNG files, JSON files are also smaller since they don’t include the image part, but are just pure data. This also means potential server implementation may be simpler in the future since it’s just text in the end.

And as a reminder, these changes aren’t going to be public until a larger release, so the features aren’t available in the currently linked Lab & Parser versions until then.

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

Tiny sneak peek at a very early version of the big update for MaD Lab:

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

- Cross-layer point snapping
- Old grid snapping available via a modifier key if wanted
- Physics previewing (graphics todo)

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

Originally posted by Paratroopa123:

You still haven’t answered me about my other bug report.

Originally posted by Paratroopa123:

0rava – When loading a level, custom projectiles always return to standard (You can customize the projectiles of the sawgun by changing the color of the saw, but when loading the level it resets. I want my Hailstorm’s back gun to shoot ice disks, not sawblades. By ice disks I mean customized sawblades to look like ice disks. Same goes with the disk launcher, except only the glows return to normal but the actual projectiles don’t.). Please fix this.

It’s not so much a bug as it is an oversight. Bullets don’t inherit skins currently.

Also as mentioned in the last writeup, content updates are on hold. Unless it’s something critical, it’s going to have to wait.

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

Originally posted by Paratroopa123:

0rava, another bug report – Presents have a chance to contain a present inside, meaning they just respawn. This also sometimes happens with pumpkin baskets.

Not a bug. 100% intentional. Getting infinite* presents is a dream come true.

(* infinite luck required)

(Also, how do trees and riot shields and things like those even fit in there??)

Science. Teleportation and other matter manipulation (e.g. scaling any object at will) technologies are omnipresent in the MaD universe.

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

Continued.

Now, none of the following has been done yet and is purely brainstorming,
but I’d love to implement, in predicted ascending order of difficulty:

  • Settings that save between sessions.
  • Selecting slopes or multiple points to edit shapes more comfortably.
  • Full WYSIWYG previewing.
    Integrating Box2D and the appropriate loaders into the editor, allowing one-button previewing at in-game quality.
  • Allowing free-form point moving for better accuracy (but not removing the grid so you can also snap to it when necessary.)
    Additionally adding point snapping so you don’t have to be pixel-perfect when aligning non-grid slopes.
  • Automated shape tools for creating basic shapes on the fly.
  • Multi-layer selecting and modifying.
  • Optional layers that are toggleable in-game.
    Such as an optional scope for a gun model that you can toggle on and off in-game.
  • Separating the hitbox from the graphics
    Effectively allowing infinite decorative layers, on top of invisible physics layers that handle the physics.
    This one is probably the least likely of the bunch due to the cutter, which really messes things up on this front.
  • Backend
    Finally implementing the server-side stuff properly to allow easier sharing of items, and to act as a proper centralised hub.
 
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Topic: General Gaming / Mutilate-a-Doll 2 Official Thread


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.



First things first, MaD2 content updates are on hold, for now.

Then to soften the blow straight away, I’m taking the time off to work on MaD Lab.

This all comes from a long desire to do so, strengthened by the latest patch in which I designed quite a few models from scratch for a change, instead of just polishing player-submitted ones.

MaD Lab in its current form gets the job done, and I do love the editor, but at the same time I can’t help feeling that it could be so much more. And I’m not just talking random minor polish I’ve been doing over the months, but really really building on it.

I’ve personally used Mad Lab in various non-MaD projects already, and believe I will be doing so in the future as well, so I want to take the editor to the next level so to speak.

I probably won’t be making the changes public until I have a major version to release, but might post some tidbits about it every now and then. Until then, you’re free to use MaD Lab 9, but frankly I can’t estimate the time required for the work so your models will be sitting in the queue until further notice.

Both feedback about the current version, and ideas for the new version are wanted, and much welcome.

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

I’ve gotten some queries about MaD Lab lately, so here’s a blanket statement that you’re free to use the editor output for ANYTHING. Attributions are not necessary, but welcome.

It was designed for MaD2, but can be used as a generic polygon editing tool for various purposes (I’ve personally used the item format in three projects that have to do with physics.)

The editor can be found below, please contact @dashrava for help & technical info.

http://www.dashrava.com/madlab/

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

Originally posted by PandaMiner4:
And also, I’m serious. Don’t remake my shit. Editing is fine, but remaking I am not ok with.

I on the other hand am all for a free market when it comes to modeling.

There have been tons (example & example) of similar or identical item submissions in the past, which only leads to more polished models in the end since I can pick the best one out of the bunch.

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

Originally posted by Paratroopa123:

0rava, how many layers does the Fat Man have? Seems like it might be higher than 50… (What item in the game has the most layers? The Fat Man? The Jack?)

Fat Man is 40
The Jack is 35

The only items above 50 are

Lancer at 62 (due to complex model), and
Bass Cannon at 61 (due to inexperience, it could easily be cut in half nowadays.)

More numbers.