Happy Wheels Play Now?!
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a couple more things
By Jim on January 19, 2015

So I've been making more small changes that are at least worth mentioning in a new post.
  • A fullscreen option is now available in the options menu or level editor drop down menu. This will make the level editor easier to use. It may perform much worse if your computer is old. I would set blood setting to 2, as that is the only vector blood setting and will scale up nicely. Press escape at any time to exit fullscreen. Because I can't change the escape key functionality, it no longer brings up the in-game menu. You must now hit Tab, R to restart levels. IT FEELS TERRIBLE RIGHT NOW, but I am confident that everyone can adapt over time.
  • Groups can now  have their collision values changed with triggers. This will only affect regular shapes in the group, not special items.
  • Trigger delay has been extended to 30 seconds
  • fixed some more bugs maybe 5 people knew about
  • I really really have to go eat some lunch right now.

*** added two more things
  • groups can now be set to fixed angle, which will prevent them from rotating. This would be good for something like a ferris wheel, where the whole thing rotates, but the carts attached to it remain upright.
  • a fullscreen button has been added to the mid-game popup menu. If you accidentally hit esc and lose fullscreen, you can now restore it without having to go all the way back to the options menu.
minor things
By Jim on December 17, 2014

Hello. Since the initial mobile game won't have a public level browser, sets of levels are being made. I'm temporarily stopping what I'm doing to help make some myself, so I've been forced to use my own level editor. Just now I've updated the game with some minor adjustments and fixes for stupid stuff that has bothered me during this process.
  • Probably the most meaningful addition is that now you can change the collision values of regular shapes with triggers. If you wanted a shape that disappeared like a trap door, previously you'd have had to delete the shape. However, once you delete a shape it's gone. By just changing the collision value, you can cause the shape to not collide with the player or anything else. If you want to set it back to its original collision value you can do that as well. You could make a bridge of separate pieces, where each piece disappears and returns in a looping sequence. That wouldn't have been possible before.
  • Groups can now be set to fixed initially. This was already possible, but only through triggers after gameplay started. 
  • Triggers can now start in a disabled state. It was possible to disable triggers before, but only through other triggers after gameplay started.
  • Per request I lengthened the trigger repeat interval from 10 to 30 seconds.
  • I fixed a bug where non-fixed shapes wouldn't appear behind fixed shapes even if they were set that way in the editor. That was dumb. I'm surprised nobody yelled at me for this before.
  • Fixed another bug where triggers were moving slightly from where they were intended upon loading the level from xml. The fix will only alter levels created after this update to not mess with older levels that were already working despite this.
  • Fixed some other minor stuff nobody cares about.
Yeah, so that's about it I think. Uhhh... happy holidays?
new joint
By Jim on November 21, 2014

In a minor, rare update, I have added sliding (prismatic) joints into the level editor. These let you constrain two bodies to each other on an single axis aligned with the screen. They're good for things like pistons or elevators. There are also new trigger actions for joints, which allow you to dynamically change and disable joint limits. So...now you know.

When you search for Happy Wheels on google, you have to steer clear of around 100 other fake Happy Wheels sites. Thankfully my real site is at the top due to actual use. I don't really mind when someone shares the demo version of the game, but when a site is created that claims ownership of the game for the sole purpose of attaining ad revenue by misleading others, I must contain my internet rage. With the current google search results you'll see a little info box to the right with a short writeup of the game. There's a photo there of some old man with missing teeth, which links to a fake Happy Wheels google+ page, that I'm not at all responsible for. Someone decided they would represent my game with this imagery, so now that's the first thing you see upon searching for Happy Wheels. Don't click on it, as you'll give the page more views. I've sent takedown requests on my own, but google doesn't seem to believe that I'm the owner of the game despite me having a registered trademark. I imagine this image autopopulates due to the popularity of the fake page, which is now increasing daily due to it's search ranking. I've since created my own google+ page here . If you don't mind, please follow the page just so I can try to outrank that fake one. You can also press the new google+ follow button under Happy Wheels itself.  Finally, if you'd like to be very very helpful, you can search for Happy Wheels, find the info box to the right, and click on feedback. From there you can label mark the image as wrong. My attempts at doing so were ignored.  THANK YOU LOYAL PALS.

Yes, I am still working on the new game and will continue to do so until it's ready. My life currently has no other purpose. I had prototyped everything in flash. The basics of the new physics engine are done, and I've been learning c++ and opengl inside and out so I don't make any grave mistakes when I rewrite it all. SO MUCH READING....arg.

That's it for now, enjoy turkey soon if applicable.