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How did you come up with the idea for your game? Was it based on a concept from another series?Ī lot of people have compared MaD to Interactive Buddy in the past, but it may come as a surprise to many that it wasn’t the original source of inspiration for the game. Neither of the above have directly influenced MaD due to being such different genres, but maybe one day I’ll make the very best 2D platformer, or the grittiest post-apocalyptic shooter of my own. Other games have tried to add similar things, but often they’re scripted interactions instead of fully dynamic, which sucks all the fun out of it. In the end it's really just pretty simple things like stalkers moving between camps, getting into fights with mutants, or hunting artifacts, but it adds a lot to the world. The highlight of these games is the A-Life system, which differentiates them from everything else. While far from perfect, it’s still my favourite shooter series. The fluid movement possible made the game an absolute pleasure to play, and simultaneously pretty much ruined all other platformers ever since for me. And to this date I hold Soldat’s movement system as the best ever made for a 2D platformer. While playing Soldat I first dipped my toes into modding (in Pascal), which got me into programming in the first place. What are your favorite games or influences?
let’s call it market research.), either VR or pancake games of all kinds.
Nowadays I play pretty much whenever I’m not working (and sometimes during.
MUTILATE A DOLL 2 WITHOUT FLASH PLAYER WINDOWS
I’ve played games pretty much ever since I can remember, starting with SNES, Genesis, and Windows 95: Mario Bros., Road Rash, Mortal Kombat, Jazz Jackrabbit, Liero, and so forth during the late '90s.Īfter that I was super into RuneScape and Soldat, which pretty much consumed most of my school years during the '00s. Were you a gamer before you started making your own games? MaD was released on a whim, but I’m really glad it was.Īt first it was great to see thousands of gameplays on Kongregate (“Whoa, people are playing my game!”) but then I also kept getting tons of player feedback, and my first cheque arrived in the mail for a whopping $27 in advertising revenue, and suddenly becoming a gamedev was actually an option. The 18-year-old fresh-out-of-high school me just made stuff I thought was cool, and then ended up releasing Mutilate-a-Doll ( MaD) on Kongregate in 2010, because someone else on a forum I shared it on thought it was cool, too. But honestly? I didn't even know game development was seriously an option.
MUTILATE A DOLL 2 WITHOUT FLASH PLAYER CODE
Inspired, I picked up doodling animations myself, then gravitated from small code snippets, to interactive stuff, to actual games. I grew up watching animations and playing Flash games in school.
MUTILATE A DOLL 2 WITHOUT FLASH PLAYER HOW TO
A lot of my early stuff was simply me learning how to make games in the first place, so there were lots of tutorial clones and experimental prototypes (not so much actual games) in the beginning. I’m primarily self-taught when it comes to programming, so the exact “How long have you been developing games?” timeframe is a bit fuzzy for me. I’m a solo developer who’s been making games for a decade or so now, since 2008.ish. We got to chat with 0rava (Dash-rava) about his experience with MaD2 and its journey from online project to downloadable sandbox sensation.Īre you an independent developer? How long have you been developing games? Boasting 36 million plays, 1,700+ items, and a ton of user-generated content, MaD2’s premium edition has finally come to Kartridge. One of the games with the highest number of plays on is Mutilate-a-Doll 2: a sandbox game where - you guessed it - players can take control of a ragdoll and expose it to everything their imagination can come up with.