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News
oh haaay
about 3 weeks ago
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.
about 3 weeks ago
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.
ARG
about 4 months ago
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.
about 4 months ago
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.
sort of done
about 5 months ago
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.
about 5 months ago
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.
almost done
about 5 months ago
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.
about 5 months ago
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.
We are alive
about 6 months ago
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 toNova 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.
about 6 months ago
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 toNova 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.
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