Recent posts by 0rava on Kongregate

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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.

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

Looking for feature ideas for anniversary patch (Oct 31st), theme: CUSTOMISING.

If you can think of anything that you’d like to be able to change, modify, fiddle, or whatnot, let me know!

This includes anything from new settings and properties to brand new features you can think of.

For example, the environment customising teased last week is one of the major upcoming changes. But I’d love to add another larger feature in addition to that, and maybe sprinkle some smaller ones on top as well

Some new items are also coming as usual.

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

Originally posted by mount2010:

I can’t get into MadLab,it says that I need to get abode flash player to run it,even when I already have flash player.(How could I even play MAD if I didnt have it?)
System:
Ubuntu 12.04 LTS
Flash 11.2.202.406

Thank you very much for including versions, it’s nice to see a proper report for once.

I’ve modified the site and it should work now. The issue was with SWFObject.

(Issue tested, confirmed, fixed, and confirmed fixed on a virtual machine with the mentioned versions, please let me know if it still doesn’t work for some reason.)

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

Originally posted by XSpeedDemon:

0rava and guys, what do you think of this gun?

http://imgur.com/X0FyxFb

Looks good but is way too complex with 5x the recommended layers.

Also has tons of the same issues I’ve commented on with your previous submissions already, overlaps most notably.

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

Small teaser from next update, aimed to flesh out the environments a bit more, and add some customisation on that front as well. Unscheduled and unfinished.

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

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

Originally posted by MariaHelenaF:

I dont see any modified effect on the laser… Whats new on the laser thing?

It’s more of a technical thing and the original Laser particles are largely unaffected bar very minor randomness changes.

Basically, particles were changed to have a per-particle wandering value instead of a global one, allowing individual effects within the same system to be modified a bit easier.

The new field items use the laser particle effect to draw their radii, and the change was necessary to make that possible.

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

Originally posted by LjL2:

is the import thing lets you put the items you made on MAD 2
so that people can use there items without waiting and worrying if it will be puted on mad lab or not

No. It’s for previewing item models in-game so you can check your layer ordering and scale works fine.

The imported item is a barebones version, and can’t be compared to the final version. The final implementation is done in-code by modifying mass, centroid, and adding any actual functionality.

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

Originally posted by alzam:

i want to give you a load of my madlab designs.can i email them to you?

PM me.

Originally posted by JakTheFifth:

I’m sure this has been requested before, but can you add a way to use the select multiple objects tool and details tool simultaneously?
As in, you can edit the details of multiple objects at the same time.

It’s planned, but I’m going to work out all the kinks with the single-use tool first.

The thing is, the menu items populate depending on the item (only display health if the object is alive, etc.) so it’d need a ton of safeguards so you can’t modify the health of a non-alive object and mess things up if you select multiple items.

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

Originally posted by TheNABBON:

Some items should be able to be linked with non-linkable objects too.
We can’t link rotators to swords…

That should already be possible. The link icon just means the item functionality either requires linking, or benefits from linking. None of the link items should have any requirements when it comes to what you connect to them.

Originally posted by Wildgazer:

when i start playing the game like i always have before, EVERYTHING falls through the floor after a few seconds.

I’ve received this report several times, but no-one ever provides any details so I can’t really do anything beyond guessing wildly and shooting in the dark. A video/gif of it happening would be much appreciated because I (still) have no idea what exactly is going on based on the descriptions.

In addition, if you haven’t already, try all the usual tech support stuff:
- Different browser
- Update flash player
- Delete SharedObjects (search for chat.kongregate.com, browse to \#orava\mutilate and delete settings.sol)

Originally posted by Wildgazer:

if you put any type of joint weld rope etc. on a doll part and pause it when you flip the doll part the joints etc go away.

Flipping positions have some variance on several items, and joints do not carry over for that reason as it would mess up the positioning.

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

20141003 Patch

Full Patchnotes

Notable stuff:

- New items
- New icons
- Joint saving changes (PLEASE REPORT ALL BUGS ASAP. This is the largest save-related change in quite a while, so I’m afraid of breaking everything. The end result, though, should be a lot more accurate compared to before.)
- Spawn Menu changes
- Detail Tool duration rework
- Dragging physics changed so items you drag should not pass through things at high speeds


Wanted:

Models for the new items! They’re super placeholder currently due to time constraints. Please stick to similar dimensions if you design something.

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

Originally posted by xgena:

Bug found: When you cut ragdolls with tool while moving their body parts away during pause, it may sometimes cause the ragdolls’ body to split away but still jointed together, when you pause again, it shows the body part is jointed to the background, and while unpausing, moving the split away body parts can effect the ragdoll as well.

How exactly are you cutting while dragging? The tools should be exclusive.

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

The Weld Tool has been initially implemented. It’s not final by any stretch, and there are some known issues with it that I’ll try to iron out as soon as possible, but it’s a start and should help in building stuff.

If you still feel like the joint limit is obstructing your work, feel free to elaborate on what you’re trying to build, and suggest features that could help you achieve the same result without brainless joint-spam.


20140924 Full Patchnotes

Notable things:

- Weld Tool
- New Toolbox icons
- More stuff in Detail Tool
- New Equipping

(This patch is deployed outside of the usual friday schedule because I’m participating in a game jam of sorts this weekend, and wouldn’t be able to respond if anything were to go critically wrong.)

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

Originally posted by SilencedLeech:

Can we make sharp items/weapons impale the doll?

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

Originally posted by FernandoS131:

the un breakable property is not working, when I toggle it, the item keeps BREAKABLE

Working fine here. Steps to replicate?

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

Originally posted by Magicpig:

You can make things very big, and only the maximum scale 300% counts as physical property. Everything beyond that is nothing but color.

Fixed in the next patch.


Originally posted by 14www:

the defib ain`t making the ragdoll to live again.

for several monthes already.

And this is the first time I’m hearing about it. You might want to consider reporting problems if you want them fixed instead of waiting months for a chance of me stumbling on the problem at random.

Fixed in the next patch.


Originally posted by Magicpig:

If you only click any alive object with the cut tool, it will create a wound that stays in place.
After clicking (repeatedly or once, your choice, since results don’t differ.) move the doll.

Are you able to reproduce the issue after refreshing, and if so, what are the steps to do it?

Clicking perfectly in place does not inflict wounds, as the cut length needs to be greater than zero, and nothing abnormal is happening on my end when cutting stuff normally.


Originally posted by Magicpig:

http://gyazo.com/c7c247af41d66506a473866e991e06e1

Semi-intended, so building mutants and whatnot is possible.

The system basically fetches all the items that are connected together when checking if the doll is alive. In that scenario, the two dolls and a sword are considered a single being, and it’s alive since it has >50% total hp.

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

(2/2)

 

The limit was added last week, as I expected to be done with the Weld Joint this week, but turns out the porting process* is a bit more complex than expected.

There is no release date for the feature currently, as there are still kinks to work out, but hopefully the following teaser should help you cope with the limit for now.

TL;DR:
- A new joint coming
- Welds two things together (rotation & position)
- Should help with building stuff
- Please stop complaining about the joint limit

(* MaD2 uses a slightly older version of the physics engine for techy reasons, so any and all features from the new one have to be manually ported. And engine code is NOT easy to work with whatsoever.)

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


Please don’t quote the following posts 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.


Alrighty. I know the joint limit is really bugging some of you, so I’m going to make this public a bit before planned.

As with many many things I do, the joint limit is a part of a larger picture, most of which is hidden from the general public as it resides solely in my head.

Please understand that gamedev is a very very iterative process, so things that might seem odd or obstructing might just be paving way for something larger later on, which is the case here as well.

The reason I don’t generally make things public before they’re fully done is because, frankly, most of you can’t handle delays without flipping out big time. And delays do happen. Often.

I teased a set of items a few weeks ago, and when the set wasn’t released finished last week, I received easily a dozen comments asking for the “missing” items.

Whatever the case, adding the joint limit is just the first step towards a larger new feature:

Welding.

 

(1/2)

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

Just added the items that were left out of last week’s patch due to time constraints.

Next batch of items is planned for two weeks from now, and will contain 8-12 items.

 
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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.