Well, the site is down, possibly because Jim might be adding the new forums or fixing the "ABOUT" page. If so, there might be a new layout coming or something! Adura stated, " Performing some maintenance (DB resync). Sorry abourt the downtime.
--Server Admin Guy". And yes there are typos he made like "abourt", haha!
Tuesday, December 18, 2012
Sunday, December 9, 2012
New news post: Blurb
Hey, so my bastard brother is attempting to do a video project with some funding and has a kickstarter here. If you are feeling at all generous, please check it out.
As for my previous post, I'd just like to clarify a few things. Happy Wheels in its current form will always be free and available as long as I can afford hosting. I'm always going to need a database no matter what I end up doing, so I don't see that changing. I will still update flash Happy Wheels on occasion. The reason I'm working on a game in c++ is because flash is very limiting. I'm not just converting what currently exists. I'm making a new game.
I plan on keeping things 2d, but I'll be using 3d modeling to create the graphics. I've started using sculptris and it is awesome. Textures will still be flat, but the depth of the models will allow me to use normal mapping, which means I can make use of dynamic lighting. I plan on using a similar look to the current art style, but objects will be lit differently as they rotate.
I'll ramble on some more as I progress.
As for my previous post, I'd just like to clarify a few things. Happy Wheels in its current form will always be free and available as long as I can afford hosting. I'm always going to need a database no matter what I end up doing, so I don't see that changing. I will still update flash Happy Wheels on occasion. The reason I'm working on a game in c++ is because flash is very limiting. I'm not just converting what currently exists. I'm making a new game.
I plan on keeping things 2d, but I'll be using 3d modeling to create the graphics. I've started using sculptris and it is awesome. Textures will still be flat, but the depth of the models will allow me to use normal mapping, which means I can make use of dynamic lighting. I plan on using a similar look to the current art style, but objects will be lit differently as they rotate.
I'll ramble on some more as I progress.
Tuesday, November 27, 2012
FORUMS UPDATED!....oh.
The Total Jerkface forums as seen on Nov. 27, 2012. |
Tuesday, November 20, 2012
New News Post: oh haaay
Hello friends,
Very sorry for the long absence. Rereading the last post, I was a bit shocked at how miserable that made my situation sound. I shouldn't have left that up there so long. I may have been quite frustrated that day, but I AM IN FACT DOING SPLENDIDLY. I'm currently in Los Angeles, California for two weeks. I've eaten nearly 800 tacos.Yesterday we shot guns. Before that I was in Portland for a week. I've never been to either, and decided to visit when Jason had some obligations over here.
As for the site... we are actually testing a new version Sean recently completed and will make the transfer once we're done. It looks the same, but the site will now be on a much stabler, more secure framework. Once that is done, it will be much easier to pinpoint inefficiencies in the database...which is the constant source of the site troubles.
I've been spending my own time creating a new version of Happy Wheels from scratch. At least, I assume it will be Happy Wheels. I'm learning c++ and opengl. It is fun to have something new and challenging, so I'm pumped to have something showable soon. I promise it will be awesome (if you liked Happy Wheels and my judgement hasn't expired). The plan is to sell a version of the game for $5-10. I think this will eliminate a lot of horrible levels from being created. I'd still like everyone to have access to the game though, so I will see about the possibility of releasing a free version eventually that doesn't include the level editor. Perhaps that could be in webgl. This is all very far off and just speculation.
Probably the most exciting part of this news post for myself is that I will have a booth at PAX East next March in Boston. I actually can't wait, but I suppose I am forced to. I missed my chance to do this several times before due to stupidity. It will be wonderful to leave my mother's locked basement and meet anyone who has played Happy Wheels (as this is actually very rare in real life). Just please, NO DIRECT SKIN CONTACT. Latex gloves will be available.
Very sorry for the long absence. Rereading the last post, I was a bit shocked at how miserable that made my situation sound. I shouldn't have left that up there so long. I may have been quite frustrated that day, but I AM IN FACT DOING SPLENDIDLY. I'm currently in Los Angeles, California for two weeks. I've eaten nearly 800 tacos.Yesterday we shot guns. Before that I was in Portland for a week. I've never been to either, and decided to visit when Jason had some obligations over here.
As for the site... we are actually testing a new version Sean recently completed and will make the transfer once we're done. It looks the same, but the site will now be on a much stabler, more secure framework. Once that is done, it will be much easier to pinpoint inefficiencies in the database...which is the constant source of the site troubles.
I've been spending my own time creating a new version of Happy Wheels from scratch. At least, I assume it will be Happy Wheels. I'm learning c++ and opengl. It is fun to have something new and challenging, so I'm pumped to have something showable soon. I promise it will be awesome (if you liked Happy Wheels and my judgement hasn't expired). The plan is to sell a version of the game for $5-10. I think this will eliminate a lot of horrible levels from being created. I'd still like everyone to have access to the game though, so I will see about the possibility of releasing a free version eventually that doesn't include the level editor. Perhaps that could be in webgl. This is all very far off and just speculation.
Probably the most exciting part of this news post for myself is that I will have a booth at PAX East next March in Boston. I actually can't wait, but I suppose I am forced to. I missed my chance to do this several times before due to stupidity. It will be wonderful to leave my mother's locked basement and meet anyone who has played Happy Wheels (as this is actually very rare in real life). Just please, NO DIRECT SKIN CONTACT. Latex gloves will be available.
Thursday, October 11, 2012
Null?
Just today, i found out that all usernames in the game (Featured Levels and Browser Levels) were read as "null".I found out that it was just some bug or something that Jim was doing, and i also had trouble logging back into my TJF account because of it. Jim will fix hopefully. The picture on the right shows (in my level browser) a picture of the bug. I'm just letting you all know about some strange thing happening, well at first i thought it was a glitch, but it's just some messed up bug. I don''t know how this happened.
Friday, September 21, 2012
Irresponsible Mom!!!
The new character is out on V1.70! Related to Irresponsible Dad, this character has 3 characters, like Santa Claus! A baby boy in the front in a basket, has Timmy's voice, and the little girl in the back, who has Effective Shopper's voice, but higher pitched. The mom i wouldn't say is the Dad's wife, maybe, the little girl could be a sister of Timmy too, or Timmy's girlfriend! Jim will hopefully add different brand new voices that he will record. The little girls voice might stay because it's its first use. The mom someday might react to the death of her children, like Irresponsible Dad.
Wednesday, August 8, 2012
New news post: ARG!
Jim said: I have been tremendously frustrated lately with the way things are going. Despite moving to a new hosting setup, the site is still struggling to deal with traffic. There were, and still may be, several new problems that popped up when we went from one database server to two. Data must be replicated from one to the next, and so some new functionality had to be created.
The large problem is that I'm not getting the help I desperately need. I have Sean (Adura) in Canada who has been acting as my systems admin, but it has not been enough. He has no experience with a multi-server setup and is learning as he goes. I was under the impression my new host would be able to put more time into helping with site optimizations, but that does not seem to be the case.
If I were very familiar with these things, I would do this on my own. Unfortunately, I am not a backend programmer/systems admin. I have a decent understanding of things. Several times I've known more about these things than the people I'm trying to hire, which is very disappointing. I do not want to spend the massive amount of time that would be necessary to learn these things when I could be spending that time creating things in the game. It is absurd to me that I can't just find someone willing to accept my money who is capable of fixing this crap.
I do not want to lose massive amounts of daily users just because the site will not function properly.
I'm writing this post just to let everyone know that I'm trying my best to fix these things, and it's seriously stressing me out. Every day I sign into facebook or gmail and see complaint after complaint. It sucks.
I would love more than anything to work on a new character, but I cannot do so while the game is broken. My time has been spent ineffectively reaching out to people for help. I guess I have to keep doing this until I find someone, or get to learning and fixing everything by myself.
PUUUUUKE
The large problem is that I'm not getting the help I desperately need. I have Sean (Adura) in Canada who has been acting as my systems admin, but it has not been enough. He has no experience with a multi-server setup and is learning as he goes. I was under the impression my new host would be able to put more time into helping with site optimizations, but that does not seem to be the case.
If I were very familiar with these things, I would do this on my own. Unfortunately, I am not a backend programmer/systems admin. I have a decent understanding of things. Several times I've known more about these things than the people I'm trying to hire, which is very disappointing. I do not want to spend the massive amount of time that would be necessary to learn these things when I could be spending that time creating things in the game. It is absurd to me that I can't just find someone willing to accept my money who is capable of fixing this crap.
I do not want to lose massive amounts of daily users just because the site will not function properly.
I'm writing this post just to let everyone know that I'm trying my best to fix these things, and it's seriously stressing me out. Every day I sign into facebook or gmail and see complaint after complaint. It sucks.
I would love more than anything to work on a new character, but I cannot do so while the game is broken. My time has been spent ineffectively reaching out to people for help. I guess I have to keep doing this until I find someone, or get to learning and fixing everything by myself.
PUUUUUKE
Friday, July 27, 2012
Tuesday, July 24, 2012
Forgetful blog! V1.68
I forgot the new update on Happy Wheels! There's new options for the trigger tool! There is a trigger by option, where you can activate the trigger by: only the playable character, all characters including NPC's, and by blocks. Sadly there were no new sounds added.
Friday, July 6, 2012
New news post + V1.67!
Jim said: "Ok, the new update is up (but not entirely finished). With Thailand jail and the length of time this took, it's actually been a long while since my last update to the game. Sorry about that.
The update is a new tool that you can use to trigger events during gameplay. The player rides through a trigger area, and various things are activated. Right now you can either activate an object or play a sound.
In most cases, activating an object is waking it up if it's in a sleeping state. Certain special items have more useful activations. Mines will explode and boosts and fans will turn on. You currently cannot decide what the activation will be; you are given a default action. I will change that with a future update... I ran out of time and only thought of it halfway through developing. It'd be cool if rather than just waking up a shape, you could make it appear, disappear, set it to a fixed or non-fixed state, give it a certain velocity, fade in/out, blah blah blah.
If you choose to play a sound effect instead, you don't attach the trigger to any other objects. You just select the sound, and set the volume and panning. With proper use of delay, you can probably make some horrible songs from various screams. Now you can hear "oh my leg!" until it's unbearable (if it's not already).
I do plan on adding ambient sounds but ran out of time today. I will work on that first thing next week. Going through various sound libraries and setting up loops is longer and more tedious than expected."
This new tool (picture above) i do not understand how to use it and how it works!
The update is a new tool that you can use to trigger events during gameplay. The player rides through a trigger area, and various things are activated. Right now you can either activate an object or play a sound.
In most cases, activating an object is waking it up if it's in a sleeping state. Certain special items have more useful activations. Mines will explode and boosts and fans will turn on. You currently cannot decide what the activation will be; you are given a default action. I will change that with a future update... I ran out of time and only thought of it halfway through developing. It'd be cool if rather than just waking up a shape, you could make it appear, disappear, set it to a fixed or non-fixed state, give it a certain velocity, fade in/out, blah blah blah.
If you choose to play a sound effect instead, you don't attach the trigger to any other objects. You just select the sound, and set the volume and panning. With proper use of delay, you can probably make some horrible songs from various screams. Now you can hear "oh my leg!" until it's unbearable (if it's not already).
I do plan on adding ambient sounds but ran out of time today. I will work on that first thing next week. Going through various sound libraries and setting up loops is longer and more tedious than expected."
This new tool (picture above) i do not understand how to use it and how it works!
Saturday, June 30, 2012
New post: almost done
Jim: Hello pals. 2 weeks ago I said I'd have an update ready for last week on Facebook. I was incorrect. I am a bit famous for underestimating the amount of time something takes me.
This week, I am again incorrect in saying the update would be ready for this week. It's very very close, but there are little things I have to fix... and now it's already Friday. It will (definitely...ignore what I said above about underestimating) be ready early next week, and I think it will be very worth it.
I also know it will be hard to read this post because my stupid servers have been overwhelmed with new traffic. I really should have taken care of this sooner, as I'd really like you all to play the game when you'd like. Today though I sent out my ok to a new host, and the site will soon be moving (possibly this weekend) from 2 to 4 servers. This is the same host collegehumor uses, so they should be able to easily handle my site.
Last but not least please check out a video project my brother worked on HERE.
I'll make another post soon to explain the new tool.
This week, I am again incorrect in saying the update would be ready for this week. It's very very close, but there are little things I have to fix... and now it's already Friday. It will (definitely...ignore what I said above about underestimating) be ready early next week, and I think it will be very worth it.
I also know it will be hard to read this post because my stupid servers have been overwhelmed with new traffic. I really should have taken care of this sooner, as I'd really like you all to play the game when you'd like. Today though I sent out my ok to a new host, and the site will soon be moving (possibly this weekend) from 2 to 4 servers. This is the same host collegehumor uses, so they should be able to easily handle my site.
Last but not least please check out a video project my brother worked on HERE.
I'll make another post soon to explain the new tool.
Wednesday, May 23, 2012
New TJF news post: "We are alive".
Hello everyone (this is Jason). Here's that news post that everyone has been asking about.
First off, we've added Pogostick Man. All of you know this. As you might guess, he rides a pogo stick. Thanks to Nova for providing vocals. Now when he plays Happy Wheels, he can scream with himself. And the internet becomes a bit less lonely of a place. Some of you have asked about having other YouTube gamers record vocals. We're not really planning on doing that. A male voice was needed and Nova, who happens to have a fairly unique voice, mentioned interest. We'll most likely go and record a bunch of new voices soon. The next character vocals are most likely female.
Pressing up/down moves Pogostick Man forward/backward with small jumps. Holding space bar results in a big jump. Pressing shift makes him stand upright on the pogo stick and control makes him crouch. Some of his joints are stronger than other characters which allow him to land big jumps without breaking to pieces. Once ejected, his joints are normal strength.
The response to Pogostick Man has been pretty incredible, but this of course has resulted in a trend of unoriginal wall-jumping levels which has polluted the level browser. Please make original levels.
Second, we have exceeded ONE MILLION Facebook 'likes'. Hitting this mark was never expected. In fact, we originally were hoping for 5000 (Jim: "we did?"). And of course we talked about doing something for this event, but then planned poorly and missed it. So the surprise is that there was no surprise. We will eventually post some awesome pictures of the socks that Jim bought. Or we won't. We know you love the suspense. Thanks to everyone who clicked 'like'.
Third, the development of the forums is on hold. We estimated it would be done by now, but then something came up.
Forth, things are a bit slow right now because Jim is incarcerated in Thailand, but I assure you we're always working on something and there are a lot of things to come.
First off, we've added Pogostick Man. All of you know this. As you might guess, he rides a pogo stick. Thanks to Nova for providing vocals. Now when he plays Happy Wheels, he can scream with himself. And the internet becomes a bit less lonely of a place. Some of you have asked about having other YouTube gamers record vocals. We're not really planning on doing that. A male voice was needed and Nova, who happens to have a fairly unique voice, mentioned interest. We'll most likely go and record a bunch of new voices soon. The next character vocals are most likely female.
Pressing up/down moves Pogostick Man forward/backward with small jumps. Holding space bar results in a big jump. Pressing shift makes him stand upright on the pogo stick and control makes him crouch. Some of his joints are stronger than other characters which allow him to land big jumps without breaking to pieces. Once ejected, his joints are normal strength.
The response to Pogostick Man has been pretty incredible, but this of course has resulted in a trend of unoriginal wall-jumping levels which has polluted the level browser. Please make original levels.
Second, we have exceeded ONE MILLION Facebook 'likes'. Hitting this mark was never expected. In fact, we originally were hoping for 5000 (Jim: "we did?"). And of course we talked about doing something for this event, but then planned poorly and missed it. So the surprise is that there was no surprise. We will eventually post some awesome pictures of the socks that Jim bought. Or we won't. We know you love the suspense. Thanks to everyone who clicked 'like'.
Third, the development of the forums is on hold. We estimated it would be done by now, but then something came up.
Forth, things are a bit slow right now because Jim is incarcerated in Thailand, but I assure you we're always working on something and there are a lot of things to come.
Thursday, April 26, 2012
V1.65, not much.
Jim just added a new feature that allows a level to auto save for 20 seconds, so it won't freeze or load for a long time.
Friday, April 13, 2012
V1.63 Pogostick Man is here!
Well here he is! I dont understand why is took so long for jim to make him! Learn more about him at Happywheels.wikia.com! There is 1 glitch on him, learn about it on the wiki!
Monday, April 2, 2012
Sunday, April 1, 2012
APRIL FOOLS!!!
IAMURHUSBAND edit 2 Featured Levels, POKEMON TRAINING and String. Pokemon is renamed POOP and String is renamed a bunch of numbers! 74832174839274891372!
Monday, March 26, 2012
V1.62! accidental release again!
Well first of all they accidentally released the new character's name. Pogostick Man. There's a new Movement item, paddle platform. And a new option for characters, hide vehicle. The hide vehicle makes the characters vehicle disappear. If you do this, save the level without forcing a character, go into the character selection screen and the characters will not have vehicles! This was probably a bug. Santa was the only one that fell off the stone hedge.
Wednesday, March 14, 2012
New update "sup"!
Hey there,
I've been a bit absent so I just wanted to tell youse all what's up.
For the past couple weeks I've been spending most of my time working on a better physics based animation system. In Happy Wheels, you'll notice characters can only hold certain poses. More complicated animations such as walking, or picking yourself up, or climbing would be extremely difficult to do with box2d (the physics engine used by Happy Wheels) alone. With this additional system, assuming I figure it all out, it would be possible to have complex character animations that still interact with the physics world. It's been a pain in the ass, but I've made a lot of good progress.
Most likely, I would not be adding this system into Happy Wheels. Too much would have to change with the way the current characters are built. It's possible that, when finished, I might make a mini game to illustrate what's possible (was thinking a horrifically violent version of kung-fu). Further down the line, I might want to convert everything currently in Happy Wheels to this new system and possible make it a sequel. It's all speculation right now. It all depends on how things turn out, and possibly new things I discover.
Something that would be possible with the new system would be user contributed animations. Similar to how people submit levels in Happy Wheels, an animation editor would allow people to contribute character animations that could be applied to any character.
I'm excited about figuring this out, as it would allow me to do make some really retarded stuff. I'll still be making Happy Wheels characters and random things, but currently I'd like to make some headway with this new stuff while I remain motivated.
I think that's it for now.
I've been a bit absent so I just wanted to tell youse all what's up.
For the past couple weeks I've been spending most of my time working on a better physics based animation system. In Happy Wheels, you'll notice characters can only hold certain poses. More complicated animations such as walking, or picking yourself up, or climbing would be extremely difficult to do with box2d (the physics engine used by Happy Wheels) alone. With this additional system, assuming I figure it all out, it would be possible to have complex character animations that still interact with the physics world. It's been a pain in the ass, but I've made a lot of good progress.
Most likely, I would not be adding this system into Happy Wheels. Too much would have to change with the way the current characters are built. It's possible that, when finished, I might make a mini game to illustrate what's possible (was thinking a horrifically violent version of kung-fu). Further down the line, I might want to convert everything currently in Happy Wheels to this new system and possible make it a sequel. It's all speculation right now. It all depends on how things turn out, and possibly new things I discover.
Something that would be possible with the new system would be user contributed animations. Similar to how people submit levels in Happy Wheels, an animation editor would allow people to contribute character animations that could be applied to any character.
I'm excited about figuring this out, as it would allow me to do make some really retarded stuff. I'll still be making Happy Wheels characters and random things, but currently I'd like to make some headway with this new stuff while I remain motivated.
I think that's it for now.
Saturday, March 10, 2012
Just fun!
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<j t="0" x="9634.4" y="18.4" b1="s8" b2="s7" l="f" m="f" c="f"/>
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<j t="0" x="6645.6" y="15.2" b1="g0" b2="s0" l="f" m="f" c="f"/>
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</joints>
</levelXML> Copy this and paste it in the data box in the editor! Just go into load.
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<sp t="4" p0="7961.6" p1="18" p2="36" p3="400" p4="90" p5="f"/>
<sp t="4" p0="8323.2" p1="18" p2="36" p3="400" p4="90" p5="f"/>
<sp t="4" p0="8694.4" p1="18" p2="36" p3="400" p4="90" p5="f"/>
<sp t="4" p0="9075.2" p1="18" p2="36" p3="400" p4="90" p5="f"/>
<sp t="4" p0="9448" p1="18" p2="36" p3="400" p4="90" p5="f"/>
<sp t="4" p0="9827.2" p1="18" p2="36" p3="400" p4="90" p5="f"/>
<sp t="4" p0="10206.4" p1="18" p2="36" p3="400" p4="90" p5="f"/>
<sp t="4" p0="10588.8" p1="18" p2="36" p3="400" p4="90" p5="f"/>
<sp t="4" p0="10969.6" p1="18" p2="36" p3="400" p4="90" p5="f"/>
<sp t="4" p0="11345.6" p1="18" p2="36" p3="400" p4="90" p5="f"/>
<sp t="4" p0="11724.8" p1="18" p2="36" p3="400" p4="90" p5="f"/>
<sp t="16" p0="5961.3" p1="519.65" p2="0" p3="4473924" p4="5" p5="42" p6="1">
<p7><![CDATA[Death Box]]></p7>
</sp>
</specials>
<groups>
<g x="6174.25" y="300" r="0" ox="-6176.4" oy="-300" s="f" f="f">
<sh t="0" i="f" p0="6175.75" p1="260" p2="950" p3="520" p4="0" p5="f" p6="f" p7="1" p8="4473924" p9="-1" p10="100" p11="1"/>
<sh t="0" p0="6175.75" p1="550" p2="950" p3="100" p4="0" p5="f" p6="f" p7="1" p8="8947848" p9="-1" p10="100" p11="1"/>
<sh t="0" p0="6602" p1="313.2" p2="570" p3="100" p4="-90" p5="f" p6="f" p7="1" p8="8947848" p9="-1" p10="100" p11="1"/>
<sh t="0" p0="5750.75" p1="294" p2="570" p3="100" p4="-90" p5="f" p6="f" p7="1" p8="8947848" p9="-1" p10="100" p11="1"/>
<sh t="0" p0="6175.75" p1="50" p2="950" p3="100" p4="0" p5="f" p6="f" p7="1" p8="8947848" p9="-1" p10="100" p11="1"/>
</g>
</groups>
<joints>
<j t="0" x="9634.4" y="18.4" b1="s8" b2="s7" l="f" m="f" c="f"/>
<j t="0" x="9258.4" y="20" b1="s7" b2="s6" l="f" m="f" c="f"/>
<j t="0" x="8884.8" y="16" b1="s6" b2="s5" l="f" m="f" c="f"/>
<j t="0" x="8504.8" y="20" b1="s5" b2="s4" l="f" m="f" c="f"/>
<j t="0" x="8128.8" y="12.8" b1="s4" b2="s3" l="f" m="f" c="f"/>
<j t="0" x="7774.4" y="19.2" b1="s3" b2="s2" l="f" m="f" c="f"/>
<j t="0" x="7395.2" y="16.8" b1="s2" b2="s1" l="f" m="f" c="f"/>
<j t="0" x="7016" y="16" b1="s1" b2="s0" l="f" m="f" c="f"/>
<j t="0" x="6645.6" y="15.2" b1="g0" b2="s0" l="f" m="f" c="f"/>
<j t="0" x="11536" y="12.8" b1="s13" b2="s12" l="f" m="f" c="f"/>
<j t="0" x="11155.2" y="16" b1="s12" b2="s11" l="f" m="f" c="f"/>
<j t="0" x="10782.4" y="11.2" b1="s11" b2="s10" l="f" m="f" c="f"/>
<j t="0" x="10019.2" y="12.8" b1="s9" b2="s8" l="f" m="f" c="f"/>
<j t="0" x="10401.6" y="11.2" b1="s10" b2="s9" l="f" m="f" c="f"/>
<j t="0" x="11916" y="15.2" b1="s13" b2="-1" l="f" m="f" c="f"/>
</joints>
</levelXML> Copy this and paste it in the data box in the editor! Just go into load.
Friday, March 2, 2012
New update post!
Hello, Jason here. So we made a few updates to Happy Wheels. Let me tell you about them using words. Here I go!
We've added new vocals to the Moped Couple and Lawnmower Man. I did the voice of Moped Guy and friends of ours did the vocals for Moped Girl and Lawnmower Man. Screaming as if you're being torn in half is pretty cathartic. I recommend it.
You can now quickly load levels or replays from the main menu by pressing "Load level/replay" and entering a valid URL. To find a URL, browse to that level. In pink you'll see the URL. Copy it and share it with friends and loved ones. Now you won't have to refresh the entire page to view a level someone sends you.
In the editor, you can now adjust the "center cutout" of circles to create donut-like shapes. This is helpful for wheels with spokes. However, this is only a visual change. Cirlce shapes are still solid. That is a requirement of the physics engine.
The force character bug should now be fixed. We are aware of a couple other bugs that we're working on.
Also, you can now chat with other users by clicking here. If the applet is full, you can join the IRC channel #happywheels on irc.rizon.net. A free IRC client can be downloaded athttp://code.google.com/p/xchat-wdk/.
We've added new vocals to the Moped Couple and Lawnmower Man. I did the voice of Moped Guy and friends of ours did the vocals for Moped Girl and Lawnmower Man. Screaming as if you're being torn in half is pretty cathartic. I recommend it.
You can now quickly load levels or replays from the main menu by pressing "Load level/replay" and entering a valid URL. To find a URL, browse to that level. In pink you'll see the URL. Copy it and share it with friends and loved ones. Now you won't have to refresh the entire page to view a level someone sends you.
In the editor, you can now adjust the "center cutout" of circles to create donut-like shapes. This is helpful for wheels with spokes. However, this is only a visual change. Cirlce shapes are still solid. That is a requirement of the physics engine.
The force character bug should now be fixed. We are aware of a couple other bugs that we're working on.
Also, you can now chat with other users by clicking here. If the applet is full, you can join the IRC channel #happywheels on irc.rizon.net. A free IRC client can be downloaded athttp://code.google.com/p/xchat-wdk/.
Thursday, March 1, 2012
V1.61!
Hell ya! V1.61 includes a new level/replay loader in the main menu, new character voices for 2 characters, Moped Couple and Lawnmower Man, a new inner cutout option for shapes, and a new misc item, a wheel BUT, which is unintentionally added. All there is, is the name "wheel".
Sadly no character.
Sadly no character.
Friday, February 24, 2012
Birthday Boy!!!
My birthday is today! 1:17 in the morning! Don't feel any different yet, but I'm going to Olive Garden, and ice skating! Ice Castle! 2/25/98!
Saturday, February 18, 2012
SHIT! Forgot blog, new tiny update to game.
Ok, this don't "effect" version, but speaking of effect,....
That's right! Jim has made a new mascot/ host for the game!
That don't mean he removed Wheelchair Guy, it randomizes.
Jim will make more when he feels like it.
Ya, she don't have the spork. I don't know why.
Tuesday, February 7, 2012
Thursday, February 2, 2012
Im unblocked from wikia!!!
I'm now unblocked! Block started in Nov. 2, 2011, expired today, Feb. 2, 2012! That's all, bye!
Monday, January 30, 2012
polygons and vehicles and stuff
Hello,
I should have written a few news posts since the last one, but I didn't. Since then a few things have been added to the game.
Polygon shapes have been available for a while now. There has been a lot of confusion with there usage so I will try to clarify things in a nice list:
- There is a big difference in functionality when changing the polygon tool from interactive and non-interactive. If you're telling me the polygon tool is broken, you probably didn't uncheck interactive when attempting to draw.
- Interactive polygons are limited in their shape. Shapes can only be convex polygons. This means no inner angle of any vertex can be over 180 degrees, and no edges can overlap each other. Shapes must also be drawn in a clockwise manner and have 10 vertices max. This is done in order to not break the physics of the game.
- Non-interactive shapes have nothing to do with physics, so they have no limitations other than the number of vertices (50). Click while holding shift to end the non-interactive shape early without filling it. You can use this to draw lines.
- Use ctrl+click to remove the last vertex you placed with the polygon tool.
- You cannot change the interactive value once a polygon shape is placed. This was an easier solution than checking if your random art piece obeyed the physics rules, which it probably did not. (also, slight laziness)
- Polygons can't be scaled. There were too many things to consider in order for me to allow it. However, there's no size restriction on them... they just have to fit on stage.
That's the end of the list.
There's now a much improved color selector in the editor. When you choose a certain color, a brightness and saturation spectrum is displayed. Left to right is saturation, and up and down determine brightness. The brightest, most saturated version of that hue will be always be at the top right. You can save and delete custom colors with the plus and minus buttons. Additionally, when dragging colors on the spectrum, you can drag off of the color selector and grab colors from anything in the background.
And finally, there is the new vehicle feature. When selecting a group containing that contains at least one interactive shape, you now have the option of converting that group into a controllable vehicle. Any character you eject can control this vehicle once they've grabbed onto it. I think I will start a new list:
- When first creating a vehicle, you'll notice all of the interactive shapes inside will glow blue. These shapes will act as the handles for the vehicle. If you'd only like for one particular shape (such as a steering wheel) to act as the handle, double click into the group and disable the handle property for the other shapes.
- Leaning is set to zero by default, so be sure to raise this if you'd like the user to be able to lean left and right on the vehicle.
- Pressing up and down while operating the vehicle will operate attached joints. So for example, a wheel is placed on stage (not inside the vehicle), and then attached to the vehicle with a joint. The wheel's top speed and direction are determined by the joint's properties, not the vehicle's.
- Joints attached to a vehicle can be set so they are not controlled by the vehicle.
- Jets and arrowguns that are jointed to the vehicle can be controlled. Set spacebar, shift, and ctrl abilities in the vehicle properties.
- If you'd like to limit the rotation of a jet attached to the vehicle, it's best to set the joint limits to 0 and 0. This will allow the jet to rotate, but it will stay in the correct angle relative to the vehicle.
- You can actually attach vehicles to each other with joints, and they will be controlled by each other. I haven't done anything too crazy with this, but I imagine you can do some very cool stuff. I might also make it so any joint connected to a vehicle indirectly (a joint connected to a shape that is joined to a vehicle elsewhere) could be controlled by the vehicle. With this you could make a whole chain of joints flex or retract upon keypresses. That would have to be cool... I think.
OK! I think that's the end of it. This may be my longest post. Vehicles have been cool, but I definitely think I have to add some better sounds in there. Perhaps adding a sound property to running joints, and possibly selectable impact sounds for shapes. In any case, I'm seeing a lot of very cool stuff being made with the new tools. On Saturday, the top 50 for the day were all pretty great. I don't know if I've ever seen that before. Thanks so much to everyone participating. A higher quality community will definitely inspire others and lead to even better submissions.
I'll probably make another post soon with a bunch of other crap I forgot."" This is the update that Jim Posted on TJF.
I should have written a few news posts since the last one, but I didn't. Since then a few things have been added to the game.
Polygon shapes have been available for a while now. There has been a lot of confusion with there usage so I will try to clarify things in a nice list:
- There is a big difference in functionality when changing the polygon tool from interactive and non-interactive. If you're telling me the polygon tool is broken, you probably didn't uncheck interactive when attempting to draw.
- Interactive polygons are limited in their shape. Shapes can only be convex polygons. This means no inner angle of any vertex can be over 180 degrees, and no edges can overlap each other. Shapes must also be drawn in a clockwise manner and have 10 vertices max. This is done in order to not break the physics of the game.
- Non-interactive shapes have nothing to do with physics, so they have no limitations other than the number of vertices (50). Click while holding shift to end the non-interactive shape early without filling it. You can use this to draw lines.
- Use ctrl+click to remove the last vertex you placed with the polygon tool.
- You cannot change the interactive value once a polygon shape is placed. This was an easier solution than checking if your random art piece obeyed the physics rules, which it probably did not. (also, slight laziness)
- Polygons can't be scaled. There were too many things to consider in order for me to allow it. However, there's no size restriction on them... they just have to fit on stage.
That's the end of the list.
There's now a much improved color selector in the editor. When you choose a certain color, a brightness and saturation spectrum is displayed. Left to right is saturation, and up and down determine brightness. The brightest, most saturated version of that hue will be always be at the top right. You can save and delete custom colors with the plus and minus buttons. Additionally, when dragging colors on the spectrum, you can drag off of the color selector and grab colors from anything in the background.
And finally, there is the new vehicle feature. When selecting a group containing that contains at least one interactive shape, you now have the option of converting that group into a controllable vehicle. Any character you eject can control this vehicle once they've grabbed onto it. I think I will start a new list:
- When first creating a vehicle, you'll notice all of the interactive shapes inside will glow blue. These shapes will act as the handles for the vehicle. If you'd only like for one particular shape (such as a steering wheel) to act as the handle, double click into the group and disable the handle property for the other shapes.
- Leaning is set to zero by default, so be sure to raise this if you'd like the user to be able to lean left and right on the vehicle.
- Pressing up and down while operating the vehicle will operate attached joints. So for example, a wheel is placed on stage (not inside the vehicle), and then attached to the vehicle with a joint. The wheel's top speed and direction are determined by the joint's properties, not the vehicle's.
- Joints attached to a vehicle can be set so they are not controlled by the vehicle.
- Jets and arrowguns that are jointed to the vehicle can be controlled. Set spacebar, shift, and ctrl abilities in the vehicle properties.
- If you'd like to limit the rotation of a jet attached to the vehicle, it's best to set the joint limits to 0 and 0. This will allow the jet to rotate, but it will stay in the correct angle relative to the vehicle.
- You can actually attach vehicles to each other with joints, and they will be controlled by each other. I haven't done anything too crazy with this, but I imagine you can do some very cool stuff. I might also make it so any joint connected to a vehicle indirectly (a joint connected to a shape that is joined to a vehicle elsewhere) could be controlled by the vehicle. With this you could make a whole chain of joints flex or retract upon keypresses. That would have to be cool... I think.
OK! I think that's the end of it. This may be my longest post. Vehicles have been cool, but I definitely think I have to add some better sounds in there. Perhaps adding a sound property to running joints, and possibly selectable impact sounds for shapes. In any case, I'm seeing a lot of very cool stuff being made with the new tools. On Saturday, the top 50 for the day were all pretty great. I don't know if I've ever seen that before. Thanks so much to everyone participating. A higher quality community will definitely inspire others and lead to even better submissions.
I'll probably make another post soon with a bunch of other crap I forgot."" This is the update that Jim Posted on TJF.
Friday, January 27, 2012
Jim's new vehicle tool video on YouTube!
He made it! Now i know how to use the tool now! After he was finished with it, he didn't publish the level! Don't ask why because i don't know.
here's the link! http://www.youtube.com/watch?v=3WydaovUYVY&lc=hPbE2W9LaNHqFyUAybC-EFyl7IeDMWf9pGsxSMY9ELo&context=G22c1a50FAAAAAAAATAA&feature=g-all-c
here's the link! http://www.youtube.com/watch?v=3WydaovUYVY&lc=hPbE2W9LaNHqFyUAybC-EFyl7IeDMWf9pGsxSMY9ELo&context=G22c1a50FAAAAAAAATAA&feature=g-all-c
Tuesday, January 24, 2012
V1.58 update.
V1.58 is this thing! We got some bug fixes, new collision (4), and a new tool/button. It's a vehicle tool, get an unfixable item, click group item, and then set as vehicle. This will be able to make you create your own vehicle. There's 7 toggle options.
1. acceleration - determine how quickly attached joints reach there sat motor speed when pressing up or down.
2. lock joints - (cant explain, read on HW
3. leaning strength - determine how much force is used when leaning using left or right. The rest is to long, find out on Happy Wheels.
1. acceleration - determine how quickly attached joints reach there sat motor speed when pressing up or down.
2. lock joints - (cant explain, read on HW
3. leaning strength - determine how much force is used when leaning using left or right. The rest is to long, find out on Happy Wheels.
Friday, January 20, 2012
Saturday, January 14, 2012
Heres a Level Data for you!
This is a level data to Happy Wheels, my level characterripper desc, just copy it and go on HW, level editor, editor menu on top left of screen, load level, and paste it in the box on the bottom! <levelXML>
<info v="1.55" x="301" y="5255" c="1" f="t" bg="0" e="1"/>
<shapes>
<sh t="0" p0="296" p1="5320" p2="185" p3="5" p4="0" p5="t" p6="f" p7="1" p8="3381759" p9="-1" p10="100" p11="1"/>
</shapes>
<specials>
<sp t="17" p0="491" p1="5233" p2="0" p3="5" p4="f" p5="t" p6="t" p7="t" p8="0" p9="-180" p10="-180" p11="0" p12="0" p13="0" p14="0" p15="0" p16="0"/>
</specials>
<groups>
<g x="492" y="5400" r="0" ox="-492" oy="-5400" s="f" f="f">
<sh t="0" p0="492" p1="5252" p2="55" p3="5" p4="0" p5="f" p6="f" p7="1" p8="3381759" p9="-1" p10="100" p11="1"/>
<sh t="0" p0="473" p1="5299" p2="5" p3="95" p4="0" p5="f" p6="f" p7="1" p8="3381759" p9="-1" p10="100" p11="1"/>
<sh t="0" p0="511" p1="5299" p2="5" p3="95" p4="0" p5="f" p6="f" p7="1" p8="3381759" p9="-1" p10="100" p11="1"/>
<sh t="0" p0="492" p1="5344" p2="45" p3="5" p4="0" p5="f" p6="f" p7="1" p8="3381759" p9="-1" p10="100" p11="1"/>
<sh t="0" p0="495" p1="5448" p2="5" p3="205" p4="0" p5="f" p6="f" p7="1" p8="3381759" p9="-1" p10="100" p11="1"/>
<sh t="0" p0="488" p1="5405" p2="15" p3="5" p4="0" p5="f" p6="f" p7="1" p8="3381759" p9="-1" p10="100" p11="1"/>
<sh t="0" p0="488" p1="5435" p2="15" p3="5" p4="0" p5="f" p6="f" p7="1" p8="3381759" p9="-1" p10="100" p11="1"/>
<sh t="0" p0="487" p1="5454" p2="15" p3="5" p4="0" p5="f" p6="f" p7="1" p8="3381759" p9="-1" p10="100" p11="1"/>
<sh t="0" p0="487" p1="5490" p2="15" p3="5" p4="0" p5="f" p6="f" p7="1" p8="3381759" p9="-1" p10="100" p11="1"/>
<sh t="0" p0="489" p1="5516" p2="15" p3="5" p4="0" p5="f" p6="f" p7="1" p8="3381759" p9="-1" p10="100" p11="1"/>
<sh t="0" p0="487" p1="5472" p2="15" p3="5" p4="0" p5="f" p6="f" p7="1" p8="3381759" p9="-1" p10="100" p11="1"/>
<sh t="0" p0="487" p1="5533" p2="15" p3="5" p4="0" p5="f" p6="f" p7="1" p8="3381759" p9="-1" p10="100" p11="1"/>
<sh t="0" p0="502" p1="5533" p2="15" p3="5" p4="0" p5="f" p6="f" p7="1" p8="3381759" p9="-1" p10="100" p11="1"/>
<sh t="0" p0="503" p1="5515" p2="15" p3="5" p4="0" p5="f" p6="f" p7="1" p8="3381759" p9="-1" p10="100" p11="1"/>
<sh t="0" p0="503" p1="5490" p2="15" p3="5" p4="0" p5="f" p6="f" p7="1" p8="3381759" p9="-1" p10="100" p11="1"/>
<sh t="0" p0="502" p1="5473" p2="15" p3="5" p4="0" p5="f" p6="f" p7="1" p8="3381759" p9="-1" p10="100" p11="1"/>
<sh t="0" p0="503" p1="5453" p2="15" p3="5" p4="0" p5="f" p6="f" p7="1" p8="3381759" p9="-1" p10="100" p11="1"/>
<sh t="0" p0="501" p1="5436" p2="15" p3="5" p4="0" p5="f" p6="f" p7="1" p8="3381759" p9="-1" p10="100" p11="1"/>
<sh t="0" p0="503" p1="5405" p2="15" p3="5" p4="0" p5="f" p6="f" p7="1" p8="3381759" p9="-1" p10="100" p11="1"/>
</g>
<g x="490" y="5090.5" r="0" ox="-491" oy="-5092.5" s="f" f="f">
<sh t="0" p0="491" p1="5248" p2="50" p3="5" p4="0" p5="f" p6="f" p7="1" p8="3381759" p9="-1" p10="100" p11="1"/>
<sh t="0" p0="481" p1="5210" p2="5" p3="75" p4="0" p5="f" p6="f" p7="1" p8="3381759" p9="-1" p10="100" p11="1"/>
<sh t="0" p0="507" p1="5212" p2="5" p3="75" p4="0" p5="f" p6="f" p7="1" p8="3381759" p9="-1" p10="100" p11="1"/>
<sh t="0" p0="494" p1="5176" p2="35" p3="5" p4="0" p5="f" p6="f" p7="1" p8="3381759" p9="-1" p10="100" p11="1"/>
<sh t="0" p0="494" p1="5057" p2="5" p3="245" p4="0" p5="f" p6="f" p7="1" p8="3381759" p9="-1" p10="100" p11="1"/>
<sh t="0" p0="486" p1="5082" p2="15" p3="5" p4="0" p5="f" p6="f" p7="1" p8="3381759" p9="-1" p10="100" p11="1"/>
<sh t="0" p0="486" p1="5064" p2="15" p3="5" p4="0" p5="f" p6="f" p7="1" p8="3381759" p9="-1" p10="100" p11="1"/>
<sh t="0" p0="486" p1="5041" p2="15" p3="5" p4="0" p5="f" p6="f" p7="1" p8="3381759" p9="-1" p10="100" p11="1"/>
<sh t="0" p0="487" p1="5017" p2="15" p3="5" p4="0" p5="f" p6="f" p7="1" p8="3381759" p9="-1" p10="100" p11="1"/>
<sh t="0" p0="487" p1="4991" p2="15" p3="5" p4="0" p5="f" p6="f" p7="1" p8="3381759" p9="-1" p10="100" p11="1"/>
<sh t="0" p0="487" p1="4964" p2="15" p3="5" p4="0" p5="f" p6="f" p7="1" p8="3381759" p9="-1" p10="100" p11="1"/>
<sh t="0" p0="487" p1="4941" p2="15" p3="5" p4="0" p5="f" p6="f" p7="1" p8="3381759" p9="-1" p10="100" p11="1"/>
<sh t="0" p0="503" p1="4941" p2="15" p3="5" p4="0" p5="f" p6="f" p7="1" p8="3381759" p9="-1" p10="100" p11="1"/>
<sh t="0" p0="500" p1="4964" p2="15" p3="5" p4="0" p5="f" p6="f" p7="1" p8="3381759" p9="-1" p10="100" p11="1"/>
<sh t="0" p0="502" p1="4990" p2="15" p3="5" p4="0" p5="f" p6="f" p7="1" p8="3381759" p9="-1" p10="100" p11="1"/>
<sh t="0" p0="501" p1="5018" p2="15" p3="5" p4="0" p5="f" p6="f" p7="1" p8="3381759" p9="-1" p10="100" p11="1"/>
<sh t="0" p0="503" p1="5039" p2="15" p3="5" p4="0" p5="f" p6="f" p7="1" p8="3381759" p9="-1" p10="100" p11="1"/>
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<g x="562.5" y="5483.5" r="0" ox="-562.5" oy="-5483.5" s="f" f="f">
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</g>
<g x="555.5" y="5054.5" r="0" ox="-561.5" oy="-4980.5" s="f" f="f">
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</g>
</groups>
<joints>
<j t="0" x="429" y="5054" b1="g4" b2="-1" l="f" m="t" tq="99" sp="1" c="f"/>
<j t="0" x="557" y="5053" b1="g5" b2="-1" l="f" m="t" tq="999" sp="-1" c="f"/>
<j t="0" x="449" y="5485" b1="g3" b2="-1" l="f" m="t" tq="999" sp="-1" c="f"/>
<j t="0" x="564" y="5482" b1="g2" b2="-1" l="f" m="t" tq="99" sp="1" c="f"/>
</joints>
</levelXML> . Enjoy!
<info v="1.55" x="301" y="5255" c="1" f="t" bg="0" e="1"/>
<shapes>
<sh t="0" p0="296" p1="5320" p2="185" p3="5" p4="0" p5="t" p6="f" p7="1" p8="3381759" p9="-1" p10="100" p11="1"/>
</shapes>
<specials>
<sp t="17" p0="491" p1="5233" p2="0" p3="5" p4="f" p5="t" p6="t" p7="t" p8="0" p9="-180" p10="-180" p11="0" p12="0" p13="0" p14="0" p15="0" p16="0"/>
</specials>
<groups>
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</g>
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</g>
<g x="562.5" y="5483.5" r="0" ox="-562.5" oy="-5483.5" s="f" f="f">
<sh t="1" p0="564" p1="5482" p2="60" p3="60" p4="0" p5="f" p6="f" p7="1" p8="3381759" p9="-1" p10="100" p11="1"/>
<sh t="0" p0="601" p1="5482" p2="45" p3="5" p4="0" p5="f" p6="f" p7="1" p8="3381759" p9="-1" p10="100" p11="1"/>
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</g>
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</g>
<g x="429.5" y="5055.5" r="0" ox="-427.5" oy="-4976.5" s="f" f="f">
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</g>
<g x="555.5" y="5054.5" r="0" ox="-561.5" oy="-4980.5" s="f" f="f">
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</g>
</groups>
<joints>
<j t="0" x="429" y="5054" b1="g4" b2="-1" l="f" m="t" tq="99" sp="1" c="f"/>
<j t="0" x="557" y="5053" b1="g5" b2="-1" l="f" m="t" tq="999" sp="-1" c="f"/>
<j t="0" x="449" y="5485" b1="g3" b2="-1" l="f" m="t" tq="999" sp="-1" c="f"/>
<j t="0" x="564" y="5482" b1="g2" b2="-1" l="f" m="t" tq="99" sp="1" c="f"/>
</joints>
</levelXML> . Enjoy!
sorry, forgot about the blog. V1.55!
Well i totally forgot about my blog! Anyway V1.55 is up, there's a poly tool! You can draw stuff! Along with V1.54 when the importable by others button in the level editor was removed! I'm happy that its removed but its removed for a while cause Jim will make things better. The poly tool is available in the level editor you know. Heres a link to Jim's video he made http://www.youtube.com/watch?v=D_lzWWD-PWY&lc=o750xSzjnjaJIGt4ZaKhWqN5I7iFLQzbaNF04l51Xjw&context=G21dca56FAAAAAAAAIAA&feature=g-all-c , Jim made a video using the poly tool. This guy he was making is now a level of his on Happy Wheels.
Saturday, January 7, 2012
The Demo is UPDATED!
<< It says V1.52 down there! |
Wednesday, January 4, 2012
well...
Jim said: Today I set it so users can only submit one public level per 24 hours.
I was looking through top rated levels yesterday. I can't keep playing the one where you are lawnmower man and you drop through glass with the little child. I've seen it 800 times and it doesn't warrant its apparent popularity. I went to the author's page, and I noticed he had submitted 20 other levels that day and nothing else. All of them were copied. I checked another author and it was the same thing.
There's not reason for anyone to be submitting more than one level per day. Those who do are more often than not spamming unoriginal crap. If you happen to have actually made 2 quality levels in one sitting, then save that one for tomorrow.
People have also mentioned a problem with Santa. If you hold spacebar and up, you cannot press left and lean backwards. Unfortunately this problem has always existed because of stupid keyboards. The same thing happens with wheelchair guy. For some reason, spacebar, up, and right is completely fine.
The only solution would be to put in an option to change your key setup, so I'll do that soon.
Now lunch.
I was looking through top rated levels yesterday. I can't keep playing the one where you are lawnmower man and you drop through glass with the little child. I've seen it 800 times and it doesn't warrant its apparent popularity. I went to the author's page, and I noticed he had submitted 20 other levels that day and nothing else. All of them were copied. I checked another author and it was the same thing.
There's not reason for anyone to be submitting more than one level per day. Those who do are more often than not spamming unoriginal crap. If you happen to have actually made 2 quality levels in one sitting, then save that one for tomorrow.
People have also mentioned a problem with Santa. If you hold spacebar and up, you cannot press left and lean backwards. Unfortunately this problem has always existed because of stupid keyboards. The same thing happens with wheelchair guy. For some reason, spacebar, up, and right is completely fine.
The only solution would be to put in an option to change your key setup, so I'll do that soon.
Now lunch.
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