Recent posts by 0rava on Kongregate

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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.

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

I’ve reverted back to 10% minimum scale, didn’t realize it was so widely used.

As for the bug fix, I’ve said it before: if there’s something you want to do, but have to use an elaborate “trick” (read: bug) to achieve it, there’s probably a better way of implementing the behaviour.

Instead of throwing a fit, feel free to provide constructive feedback and it might actually achieve something.


Originally posted by AERUNNALLADO:

When pausing the game you can move static items which bugs me because most of my levels include rooms with alot of design and the designs getting dragged everything I click a item in the menu or change the settings of a item is just plain annoying

Dragging should now properly work only when there are no menus under the mouse. Please let me know if there are any issues dragging.

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

Originally posted by AERUNNALLADO:

2 Glitches

When pausing the game you can move static items which bugs me because most of my levels include rooms with alot of design and the designs getting dragged everything I click a item in the menu or change the settings of a item is just plain annoying

When toggling the size of a spawned object the game automatically puts it on 20% and you have no way to changing it unless you reload or reset.

First is intentional, it’s in the patch notes.

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

The Hat Patch is now out a bit earlier than scheduled, but I’m guessing that’s a good thing.

Patch notes are quite slim this time around since it was a content patch.


In addition, I’ve pushed a small update to MaD Lab on the experimental branch. Changelog.

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


HATS

(click for larger version)

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

31 models now polished for the Hat Patch landing this friday.

Release countdown estimate.

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

Frying Pan & Flashlight are now fixed in the Hat Patch (coming this friday.)

This was caused by the functionality refactoring work done in the last patch. If there are any others items that don’t work please let me know.

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

Originally posted by Paratroopa123:

Are you sure there’s no AI?

There is no doll AI.

Standing and equipping are the only non-gore systems attached to the doll.

Standing only applies to objects directly connected together via joints, and equipping works via raycasts (white lines) to check if there’s something within equip range.

Other than that, the dolls don’t do any sort of querying about their surroundings whatsoever.

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

Good hats all around, keep them coming.

Hat Polish Timelapse


Feedback:

- Get rid of all slopes that are marked red by either moving the point, or adding additional ones on the red slope. The Shift tool helps in sizing them properly.

(Most models)

- A ton of the models were not centered properly, or included problems in the detailing.

(Aviator, XSpeed’s Pirate Hat, Police Helmet star, Leprechaun, Sombrero detailing, Conical)

- Don’t use black or anything below 222222. It’s just not visible.

(Pirate Hat, Police Helmet, Ushanka)

- Combine layers whenever possible. There were cases where a shape was split into 3-5 shapes totally unnecessarily.

(Deerstalker, Aviator, Fish Bowl, Satellite Hat)

- Get rid of unnecessarily overlapping layers and join layers properly

(Shower Cap, Sombrero)

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

Props on the conical, I was pondering how to make it something other than just a triangle. Looks good.

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

Originally posted by Coolmcgroove:


(Also, -rava. Can you describe what you mean when you want me to Scale it? Cause i made it so it can fit the ragdoll, But not sure if it’s what you meant.)

The model size in the editor does not matter at all, as it can be scaled as much as necessary when being added to the game.

Small models are a pain to work with, and generally look bad because you have to do wonky stuff to add any detailing at that scale, making it look crude and spiky as someone mentioned before.

Please check any of these design references of (some of the) models I consider mechanically great. Download any of them and load it into MaD Lab and you’ll see the difference proper scaling makes.

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

There’s still a bit of time for submissions so below is the approved idea list gathered by surveying hat ideas a while back.

I’ve removed already modeled+polished ideas from the list, so feel free to pick anything from the list to model if interested.

Models are welcome until wednesday-ish, because I need some time to get the implementation together before the patch lands on the 27th.

In no particular order:

   fez                           chef’s hat
   horns                         shower cap
   baseball cap                  snapback
   napoleon bicorne              tin foil hat
   tricorne                      umbrella hat
   bellboy                       ushanka
   janitor                       sailor
   asian conical                 pirate
   deerstalker / sherlock        
   british police helmet         aviator
   dunce cap                     conductor hat

(Note for the future: I won’t be updating the list so please check the following pages to see if a good model of something you wanted to make was already submitted.)

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

Originally posted by Paratroopa123:

Well, he said 50 (slightly higher is okay, AKA 52 is good 100 isn’t) is good, I think. 0rava, tell us who’s right.

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 (93.8% of all items)

Out of the remaining 22, all but two are under 50 layers (5.6% of all items)

The two naughty naughty models that exceed 50 (0.6% of all items), which is largely considered the ultimate limit

Original post and more info.

Basically, if your model is 50 layers, I’ll try to get it down to 30. If your model is a hundred layers, I probably won’t bother with it at all unless it’s super awesome.

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

Once again, please stop blockquoting entire massive posts. Three posts are taking up half a page currently. At least un-inline the images by removing the !!s if nothing else.

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

Some changes made today to the experimental MaD Lab version.

I created a hat or two with it after finishing up on the coding side and didn’t notice any major problems, but please let me know if you find anything weird.

MaD Lab 9 WIP

Changelog

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

Originally posted by Paratroopa123:
Originally posted by 0rava:
As such frankly I’d rather add something new and exciting than yet another counterpart to some real-life weapon.

Start throwing non-real life weapons at him guys! (lol JK)

That’s frankly what I was hinting at. Adding original unique weapons is much more fun to me than plain bullet real life guns since there’s over a dozen of those already.

Originally posted by SovietMarmalade:

Is there anything to do? I can’t think of anything

This month’s patch is hat oriented, there’s still about a week or so to submit designs.

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

Firearms are quite high up on the complexity ladder when it comes to adding things, and the thing with similar weapons is that they’re not identical. Pretty much the same work is still required to add a gun that does the same thing as an existing one.

Implementation-wise they require tons of tweaking to get the functionality running smoothly. Additionally sound effects are needed, which not only are super annoying to find but also bloat up the file size big time.

As such frankly I’d rather add something new and exciting than yet another counterpart to some real-life weapon.

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

Would that even fit on its head correctly? I dunno is you can disable collision or not, but hey, wouldn’t that by cool, aye?

Well, if you use welds, and then joint the hat to the doll’s head, they wouldn’t collide. If you join two things together with a weld, they don’t collide.

For this patch’s themed purposes items that collide with the head are fine, as long as they’re equippable on the head. For example a helmet that covers the whole head is fine, but a face mask/bandana is not.

The way I tested the Riot Helmet was triggering the head, pausing, and dragging the helmet in the correct spot. After unpausing the helmet would equip in the correct spot.

I’m not sure if this is entirely comfortable and will be doing some testing on that front once I get some more models done. Feel free to leave feedback on the matter if you have any.