News
Notes on iOS update 1.0.6 and Android
By Jason on December 16, 2016

When I began work on the iOS version of Happy Wheels, I questioned whether or not it would be accepted into the App Store at all. I found examples of bleeding limbs, gibs, blood explosions and screams in iOS games, but no one example seemed to put all these effects together like Happy Wheels does. Also, at the time, the App Store guidelines were intentionally vague in places, "What is objectionable content? We know it when we see it." So I submitted our little game and breathed a sigh of relief when it was accepted with a 12+ age rating.

However, the App Store and its guidelines are living, breahting entities that change over time. Eventually one of our updates was reviewed by someone who felt the violence was not "cartoon/fantasy", but "realistic", requiring an age rating of 17+ (and banishment from the Brazilian App Store–Sorry, Brazil!). We didn't love this as many Happy Wheels players are below the age of 17, but we went along with it and really nothing seemed to change. Goody.

But then the App Store issued an objection which was not as easily remedied: inury to Irresponsible Dad's child. We were always a bit concerned that this might be an issue and if so, how would we work around it? We ended up going with the obvious solution which was to disable injury to the child. Before anyone throws their arms up in angry protest, I suggest you try it. The child can fall off the bike and will ragdoll, but always remains intact. If you find this lack of violence utterly offensive, let us know. We're considering an alternate solution.

Because of the aforementioned changes, it was easy to implement the option to remove blood/gore from all characters. This option can be found in the Option > Advanced Options. This was request made by a few people... very few.

With that out of the way, the update 1.0.6 also includes levels 1-5 for Wheelchair Guy.

I am actively working on the Android version. After other solutions failed, I decided to go with a pure C++ rewrite of the code. This is unfortunately the best, but slowest solution. At this point, I've got the base characters working as well as couple of the vehicles. It's a good start, but it's still a ways off. Sorry about that. I'd give a more specific timeframe, but I would be guessing and probably inaccurately.

Jim says that he'll update the blog soon.
Yet another minor Happy Wheels update
By Jim on October 27, 2015

After reading a couple suggestions in the last news item, one of them was actually a new idea I hadn't thought of that would be very easy to implement. Another I thought was going to be simple, but instead was much more complicated... and now I am slightly mad at myself for spending as much time as I did on the old game. Here's the changes:
  • you can now set triggers to be activated by mouse click by setting "triggered by" to 6. 
  • triggers can now trigger multiple actions per object for most objects.
  • selected items that can be double clicked into are now surrounded by blue bounding boxes. 
These are fairly straightforward, but I feel they're fairly helpful. Mouse clicking should add a lot of new funny possibilities.

Ok, I'm now going back to working on the sequel in severe, painful isolation... permanently if I can manage it.

As for mobile Happy Wheels, there are several new levels in production... we'd like to get them out for the next character as soon as possible.

**10/29/15 - fixed the inevitable new feature bugs for mouse activated triggers

**11/2/15 - fixed them again.
Minor Happy Wheels Update
By Jim on September 23, 2015

So for the sake of ourselves making some more interesting IOS levels, I made couple small changes in the flash level editor. They mostly all involve the harpoon gun:
  • Harpoon guns can now be set to a fixed angle of your choosing. The turret will only aim in one direction, and will fire as soon as a human target crosses it's cleared path. There is no path prediction when firing at the target, so the harpoon has a lower chance of being fatal. This will make it easier to have characters jump over a bunch of harpoons without causing instant death.
  • Harpoon guns can now be fired with triggers. It is also possible to set it so this is the only way the harpoon will fire.
  • Triggers can also be used to activate and deactivate the harpoon gun.
  • A little light now signals the state of the harpoon gun. Red is normal, blue is a fixed angle harpoon gun, green means it will be fired by triggers only, and black is deactivated.
  • Boost panels now have a variable power setting. They were originally set to 20, and now go from 10 to 100.
Ok, that's it!
Happy Wheels iOS deep thoughts
By Jim on August 21, 2015

After only one day, Happy Wheels is ranked as the #1 free app in the iOS app store! Why? I don't know. I'm guessing a lot of you must have tried it out. It sure is exciting. Forget those apps that help you navigate home or communicate with your significant others. They have always been worthless. Repeated failure and human dismemberment are what's important in life. Thanks so very much to all the new and long term fans for putting the game where it currently is. I have no idea how long it will stay there.

I wanted to address a few things regarding the mobile game that some of you may be wondering about. As you may have noticed, there is no user level browser. There is also only one character available for the 15 levels we provided. The game was released this way because the most important thing was just to initially get Happy Wheels accepted into the Apple App Store. Segway guy is probably the most tame and easy to control of all the initial characters. Seeing irresponsible dad and his son explode as they are crushed under a van isn't the first thing I wanted the people responsible for judging the game to see. User levels introduce a huge risk where someone could release a level that violates some of Apple's guidelines and immediately get us taken down. This has never been a problem on the internet, where I can apparently put whatever the hell I want into the game.

Now that the game is in the store, and things like Mortal Kombat X exist, I think it's safe for us to slowly introduce the rest of the game. I know there are a lot of new casual players who have never seen the game before, and I'd like them all to know, preferably as soon as possible, that there is a lot more that they haven't seen. There will be a user level browser, and we will release "featured" levels for other characters as soon as we have some quality stuff.

As for the android version, we're very aware, especially after these last 24 hours, that there is a high demand. We're working on it. I can't even play the mobile game on my own phone until this happens, so I'm looking forward to it as well.
Happy Wheels iOS Now Available!
By Jason on August 19, 2015

You can now download Happy Wheels for iOS. The approval came sooner than we expected. If you search for "happy wheels", we're currently the 22nd result, so you'll have to do some scrolling. It's exhausting, but possibly worth it.
Happy Wheels iOS... so close
By Jason on August 17, 2015

I'll try and keep this short. Happy Wheels for iOS has been submitted to the App Store. The average wait time is 8 days. If it's approved, it should be available next week. Most of the info in this post is still accurate except for two big details. First, we're starting small and launching with just the first chapter featuring 15 levels for Segway Guy (known as "Business Guy" in iOS). We'll add more later. Second, the download will be free with ad support. For $1.99 you can remove ads (and this will also unlock future chapters as they become available). Here's the video I promised you about 100 years ago. Watch it at 720p for 60 frames per second.

Happy Wheels Cartoon
By Jim on May 05, 2015

If you hadn't guessed by the title of this post, there's going to be a Happy Wheels cartoon! I'm actually pretty excited about it now that it appears to be happening. Bunim-Murray, creators of the educational Kardashian series and the Real World, contacted me with interest in creating a digital series, and we eventually worked something out. The series will be part of Machinima's new programming slate.

Yesterday I attended Machinima's newfronts event where they announced Happy Wheels along with several other new series. There was free pizza. I met RoboCop, and I discovered we had a lot in common. As far as work is concerned, it's very rare for me to be involved in anything with other people, so it was a nice change to be networking with other living individuals in my field.

In case you were worried, the vast majority of my time will still be spent on video game development as that is still what I enjoy most. I will only be participating in this series in an advisory, creative role. However, based on early discussions, it seems like they are very much on board with creating something true to the game and have already shown me they are very capable. I've already had to come up with a lot of character information Happy Wheels history that I had never even thought of before. I'll keep everyone updated on how things progress.

** Update 5/7/15 **

I added in a collision value 7 for shapes, which will only collide with characters. I also fixed collision values 5 and 6 to work how they were originally intended. Old published levels will be unaffected, but may perform differently for you if loaded in the level editor.