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new art tool
By Jim on April 10, 2015

In an update that took a lot longer than expected, I've just now added in a new art tool which should be very helpful for drawing complicated shapes. Originally polygon shapes could be interactive or non-interactive. Instead, all polygons must now be interactive, and previous art polygons are now art shapes. Art shapes are superior as they will allow you to draw using bezier curves, and are completely scalable. Each vertex of each shape will have its own handles which control the curve of the line. When placing vertices and creating your shape, click, hold and drag your mouse to adjust the handles.

I've also put the whole drawing of shapes process into the undo chain, so you can undo and redo the drawing of your shape like everything else in the editor. Once created, you can now double click on polygon or art shapes (using the arrow tool) to manually edit their vertices. You can delete vertices with delete, and create new vertices by selecting a vertex and hitting enter. Double click on vertices in art shapes to show their bezier handles if they are hidden. Drag them back into the vertex to remove them and use straight lines.

Artshapes, unlike polygon shapes, are scaleable with a,s,d,w.

I think that's it. I originally put a version of this into a developmental version of the game to assist in building levels for the iphone game. It then seemed like a waste not to reuse the code in the full game, so here it is. I will now go back to my work on the sequel. uhhhh... SEEYA!
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?