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## Content FAQ
The few sections below outline a ton of frequently suggested content that’s been rejected for one reason or another, or is simply not feasible to implement.
It’s a long list so using the search functionality in your browser is recommended to research something specific.
* * *
### Random stuff I get asked about a lot.
- [**Flash 2020 EOL**/**HTML5**](https://www.kongregate.com/forums/9794-mutilate-a-doll-2/topics/513429-faq-frequently-asked-questions#posts-13230330)
- [**Can't Enable Flash**](http://www.kongregate.com/forums/9794-mutilate-a-doll-2/topics/1839709-summer-update-news-adobe-flash-problem#posts-13161678) [Chrome]
- [**Local Storage not working**](http://www.kongregate.com/forums/7/topics/1782709-ff-v64) [Firefox 64-66]
- [**Error 1502**](http://www.kongregate.com/forums/9794-mutilate-a-doll-2/topics/725152-bug-reports-2017?page=8#posts-11476387)
- [**Game won't load / Black screen / I can only see a bunch of menus**](http://www.kongregate.com/forums/9794/topics/725152?page=6#posts-11415825)
- [**Where is MaD2 Local Storage? / How to back up Custom Items? / My Custom Items Disappeared**](http://www.kongregate.com/forums/9794/topics/521014)
- [**Local Storage Not Working**](https://www.kongregate.com/forums/9794-mutilate-a-doll-2/topics/725152-bug-reports-2018?page=12#posts-12514980)
- [**How to delete custom items?**](http://i.imgur.com/uyahdaG.png)
- [**Collision Groups?**](http://www.kongregate.com/forums/9794-mutilate-a-doll-2/topics/586359-effects?page=15#posts-10163023)
- [**Console / Commands / Home key?**](http://www.kongregate.com/forums/9794-MaD2/topics/543580-Console)
- [**Joint Limit**](http://www.kongregate.com/forums/9794/topics/605084?page=29#posts-10393769)
- [**Doll revolute joint angle limits**](http://www.kongregate.com/forums/9794/topics/711661?page=1#posts-11040182)
- [**Local Models?**](http://www.kongregate.com/forums/9794-mutilate-a-doll-2/topics/629030-summer-patches?page=11#posts-10533214)
- What happened to **Unbreakable**?
Unbreakable was split into two separate properties for flexibility, toggle **Uncuttable** and **Resist Breaking** to replicate the previous Unbreakable property's functionality.
* * *
### Not everything from MaD1 will be added.
MaD2 is a brand new game, and while it sports the same premise as the original, it is very different — and always will be.
Some of the systems in the original, while kind of amusing, were horribly hacky code-wise and a PAIN to upkeep.
There’s just no way I’m putting myself through the messy updating process of the original, where adding one thing broke three other things because it was put together so shoddily.
- **Water**
Water was amongst the first things I scrapped when I started making MaD2 because it’s so so so dodgy. It’s not an official part of the physics engine version MaD2 is built on, so tons of workarounds are required to implement it in the first place, and a ton more to make it work with all the non-physics systems (particles, temperature, etc.)
- **Multi-part items** (e.g. chains, or the bear trap.)
Simply too much of a pain to manage both state-, and save-wise. The system was never built to support multiple bodies per item, and the end result in MaD1 is very dodgy (as clearly seen with saving chains for example.)
- **Ragdoll2**
As seen in MaD1, there are several issues with the ragdoll2 (namely: damage and stability issues, plus floating bodyparts.) and it is not worth reimplementing due to its complexity.
See also “Additional Ragdolls” below.
## Ideas rejected by design
These are things that will never change, because they do not fit in the game.
- **Ragdoll Artificial Intelligence (AI) / Feelings / Emotions / Movement / Walking**
The whole premise of the game has always been about mutilating senseless ragdolls, adding emotions or actions doesn’t fit in the picture in any way.
Lore-wise dolls are senseless fleshbags filled with a blood-like liquid, that contain no organs, and most definitely don’t have any sort of capability to think or act.
AI or direct control will **never** be added in any shape or form.
- **Organs / Bones**
This is a design decision, and while there would be technical hurdles as well, they’re not worth mentioning since organs are a non-starter in the first place.
I’ve wanted to keep the gore as neat and as simple as gore can get since day one, and decided to stick with the bloodbag lore mentioned above.
Organs do not fit in the picture design-wise, and will never be added.
- **Additional Ragdolls**
The game has always been designed around a ragdoll that is as faceless and featureless as possible. Additional ragdolls would break this design philosophy and generally complicate things too much.
In addition, different types of ragdolls would require TONS of balancing to make everything work spotlessly.
- **Animals**
Same as above, with the addition that animal ragdolls would simply be on a completely another level of horrible compared to traditional faceless ragdolls we see everywhere.
Even if adding additional dolls were easier, this is a line I would never cross. This has been set in stone from day one, and will not change.
(P.S. The trout and marlin are fake, and you can’t hurt the bees, so don’t go there.)
- **Zombies**
As mentioned above, dolls don’t contain any organs, so there are no brains to infect, nor organs for the theoretical zombies to consume either.
In addition, considering there will never be any form of doll AI, the zombies would just flop to the ground like every other doll.
Zombies simply don’t make any sense whatsoever in this context, and have no place within the MaD universe.
- **Buildings / Vehicles**
MaD2 focuses on itemisation on a room/lab scale, and has nothing to do with the vast open world or traversing it.
## Technical limitations
These are things that are very unlikely to change unless a major breakthrough happens that fixes/allows something that was causing the rejection.
- **Mobile / Android / iOS**
MaD2 has always been a web game and no matter how many times people ask there just isn’t a magical way of porting games between completely different platforms. It would likely require remaking the whole game from scratch, which in turn is just not something I want to gamble on, considering the very oversaturated and luck-mandatory state of the mobile game markets.
- **Stabbing / Bullet Penetration**
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. There might be some hacky way to make it work by messing with collision groups, but overlaps are super nasty so I’m not too keen on messing with that.
- **Liquids / Gases**
Liquid dynamics are very very resource intensive, and as awesome as Box2D is, it’s just not designed for lots and lots and lots of particles that make up liquids.
For the record, Smooth Blood is **not** a liquid, but a rendering technique.
- **Cutting Chunks / Holes / Carving**
The cutter can only make straight cuts due to the way the item format is set up as well as the fact that the physics engine doesn’t support concave polygons.
- **Undo / Redo**
You can quicksave by pressing [C] and quickload by pressing [V].
You can also enable autosaving in [Content menu > Current Save > Autosave] to save periodically.
Both quick- and autosaves are stored between sessions in [Content Menu > Load Content > Save History] if your browser supports storing data so you don't have to worry about the plugin crashing or accidentally closing the tab.
Adding full-fledged undo/redo isn't feasible because saving and loading both take a very noticeable amount of time due to the sheer complexity of parsing all the things, which would make it very annoying to create anything more complex since it'd chug for a second each time you make any changes.
- **Replays**
Replays would be a pain to serialise because there are so many things are happening at the same time. A replay would require keeping track of every single input, and all the item functionality. None of the systems are built with that in mind.
- **Multiplayer**
Networking is crazy complicated, if even possible with physics like these, and I have pretty much zero experience on that front.
- **3D**
Games are 2D or 3D, and apart from a few peculiar ones built for that purpose, you can’t toggle between the two without completely remaking the game. MaD2 is a 2D game using a 2D physics engine, 2D rendering, and has absolutely nothing to do with 3D.
A 3D MaD game is not planned whatsoever because it would require remaking _everything_ on a completely different platform, which is just not happening.
- **Animations / Moving Parts**
There's very limited support for this, and the item model has to be designed in a very particular way for animating to be possible (e.g. Security Camera's camera part is decorative layers so it can be rotated by code.)
- **Saving Shrapnel / Saving Cut Items**
Since any item can be cut in any way, there’s no feasible way of serialising all of the broken stuff. Saves currenly work by saving the item name and appropriate info, and the item data itself comes from the item list based on the saved name. Broken stuff would require the item data itself to be saved, which would bloat the saves massively (potentially hundreds of points instead of one string.)
- **Materials / Wood / Metal**
The item format doesn’t differentiate between materials at all. Every layer has colour and properties, and that’s it.
- **Level Searching / Roleplay Searching**
Level browsing is handled by Kong, and searching is not supported by the user content API.
Generally, anything that is not happening immediately inside the game area can not be affected by devs.
## **Casual FAQ**
I get asked a ton of repeating questions in the chat so I’m doing another more casual FAQ about the game, myself, and random stuff.
* * *
(Questions straight from chat [sic])
**What inspired MaD?**
See [Developer Spotlight](https://www.kongregate.com/forums/1023594/topics/1817411) interview.
**How long did it take to make MaD2?**
A year-or-so on and off during university. And years of polish afterwards. You can play [MaD2013 on Itch.io](https://dashrava.itch.io/mutilate-a-doll-2013) to see what the game looked like on release.
**What language is MaD2 made in?** / **How was MaD made?**
See [development tools](https://www.kongregate.com/forums/9794-mutilate-a-doll-2/topics/513429-content-faq#posts-12496588).
**Are you 1 person, or a team of people?**
I’m a solo developer.
**Your computer specs?**
Linked in the stream description [here](http://www.twitch.tv/dashrava)
Also [desk pic](https://i.imgur.com/RudZp5z.png).
**did you code the physics engine yourself?**
Box2D handles everything that has to do with physics and collisions. Pretty much everything else is by myself.
**How do you pronounce Orava?**
Orava is finnish and means squirrel. I generally don’t recommend anyone pronouncing finnish without strict supervision
**what did you use to make such high quality gifs…?**
I record locally using Dxtory, and edit in (mostly) VirtualDub or After Effects depending on my needs.
**Do you have any side-projects that you’re working on?**
I participate in game jams (48h or other short time to make a game from scratch) quite regularly
also see my twitter @dashrava for general gamedev stuff
**Do you watch/read/play anime/tv/movies/books/manga/comics/games?**
Yes. Believe or not gamedevs are people who do people things.
**What anime/tv/movies/books/manga/comic/game do you like?**
Steins;Gate/SG1/The Fifth Element/The Expanse/Claymore/Walking Dead/S.T.A.L.K.E.R. series
**Do you have other hobbies besides MaD2?**
I bike quite a bit, and as mentioned above play games and do other various things.
### MaD2 Development Tools
- Both MaD2 and MaD Lab are programmed in ActionScript 3 using [FlashDevelop](http://www.flashdevelop.org/)
- Compiling plus some component managing is done in [Flash](http://www.adobe.com/products/flash.html)
- Version control and changelog stuff is handled by [Git](http://git-scm.com/)
- All the menu icons and particles are drawn in [Paint.NET](http://www.getpaint.net/)
- Sounds are licensed from various sites (such as [OpenGameArt](http://opengameart.org/) and [Freesound](http://www.freesound.org/))
- I occasionally edit the sounds using [Audacity](http://audacity.sourceforge.net/)
- Every longer piece of non-code text I write (such as this post) is done in [Notepad++](http://notepad-plus-plus.org/)
- Footage for youtube and gifs is taken with [Dxtory](http://exkode.com/dxtory-features-en.html)
- Streaming is done via [OBS Studio](https://github.com/jp9000/obs-studio/releases)
- Footage is then edited using either [VirtualDub](http://www.virtualdub.org/) or [After Effects](http://www.adobe.com/products/aftereffects.html)
- I mostly listen to my library of dnb, or [Bassdrive](http://www.bassdrive.com/v2) while coding
### Web Flash End-of-Life (EoL) is now in effect
# [Adobe has flipped a remote kill-switch on Flash Player](https://www.adobe.com/products/flashplayer/end-of-life.html)
([Original announcement from Adobe](https://theblog.adobe.com/adobe-flash-update/))
----
### **MaD2 Download**
The download edition of MaD2 is wrapped using Adobe AIR to run it without a browser.
It's the official way to play MaD2 after web Flash EoL because it actually works.
Features-wise it has all the content and offers all the important features MaD2 on the web did, without any browser interference, and allows me to develop using some handy native features (like the file system) that was not possible previously.
#### Features:
* MaD2 Download is always the **latest content update of the game**
* **Supports the game**, future updates, and rava (thanks!)
* **Can be played locally+offline**, is DRM-, and ad-free.
* Runs in a **16:9 resolution** window or **fullscreen** (at the cost of performance.)
* **May have better performance** than web due to AIR packaging and lack of browser overhead, and won't have any browser-related issues (such as the game entirely losing focus on right click, or page scrolling down when using mouse wheel in the game.)
#### Support the game on:
### [Discord](https://discordapp.com/invite/MaD2)
### [Itch.io](https://dashrava.itch.io/mutilate) (includes Steam key)
### [Kartridge](https://www.kartridge.com/games/0rava/mutilate-a-doll-2)
### [Steam](https://store.steampowered.com/app/665370/MutilateaDoll_2)
* Steam Workshop support for Levels + Custom Items is available on Steam.
----
### Are there any alternatives?
Unfortunately, **none of the below are in any way viable for MaD2 currently**, and my focus has to be on MaD2 Download for now because it actually works.
There is only so much a random one-man studio can do against the combined might of Adobe and all major browser developers deciding people can simply no longer play my game on the web.
**Supernova Player** (or other 3rd party players)
Supernova can't run MaD2 properly ([Kongregate's official statement](https://www.kongregate.com/forums/1-kongregate/topics/1932722-the-future-of-flash-games-on-kongregate#posts-13561290)) and there's nothing concrete I can actually do about it since it's a black box 3rd party player without any kind of compatibility info or documentation for developers, so I can't really target a fix for anything that's broken, or would break in the future.
If you find a 3rd-party player that works out of the box, great. Please link it to me so I can try it out.
**HTML5 / WebGL**
Porting a game from Flash to HTML5 is not an automagical press-of-a-button process. Doing so would require as much work as making a game from scratch, or even more since the two have entirely different approaches to doing things, using entirely different languages and libraries in general that I'm not even that familiar with personally.
**Flash Emulators**
Using an emulator with full-fledged AS3 support could technically run the game as a replacement for Flash. The issue is that no emulators advanced enough exist currently that "just work", instead requiring extensive feature implementation by the emulator's developers for each game specifically.
On top of the lack of even basic support, MaD2 leverages quite a few obscure low level methods of Flash to make the things it does possible, some of which may never be supported by any generic emulators.
When emulators get more fleshed out, I’ll look into them, but they’re not looking very good at all currently.
**Flashpoint**
It's a nice idea for archiving abandoned games, but not viable for games who are still being developed.
Flashpoint doesn't support developers, so I won't be supporting it in turn. Flashpoint uses essentially the same technology as MaD2 download to run games locally, but MaD2 download actually supports the game and future updates.
The version of MaD2 available on Flashpoint is an outdated one from 2018, with links to MaD2 download added by myself, so I'm fine with it.