Play Total Jerkface Happy Wheels Unblocked Demo game online at School. Happy wheel demo 2 is a racing action fun game offered by totaljerkface.com. You can play it 247 online at petranobel.org. Happy Wheels demo is a physics based platform browser game which is developed by Fancy Force & Created by Jim Bonacci in 2010.
Total Jerkface Happy Wheels Unblocked Demo Game Info:soooooo... here's my new game, Happy Wheels Unblocked. I've worked on it part-time since nearly 4 years ago (arrrrg). It's still not finished. It most likely never will be. That's ok... I still laugh when the fat woman explodes. Hopefully I'm not alone here. This will be an anti-climactic silent launch. I won't be promoting at all until I add a few more things to it (like sound). Actually, there are a ton of things I want to add in there. Characters, levels, editor items, cinematics, more gore... but I couldn't push things back any further without making what I have public, now that the game is fully functional. Since last summer, between free time and freelance work, I've only been able to work on the site itself and the game's menu interfaces. Now that that is finished, It will be nice to go back to the more fun stuff. I'll be putting in sound next week. Following that I will most likely add some better terrain options to the level editor... then go back to making stupid characters. Anyways, I'm very happy to have it up. I'm entirely numb to the game and no longer have an opinion of my own towards it. Hoping everyone enjoys it (the 5 of you who still visit my site) and it eventually develops a bit of a community.
Most Recent Happy Wheels unblocked game's UpdateSo 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.
some New stuffHey...please ignore the over dramatic message in the preloader from Mochi Media. Happy Wheels Unblocked for school is NOT provided by Mochi Media, and is in no danger of shutting down. They are one of several ad networks the site uses. The message assumes the owner of the site is not the developer of the game, and is pasted into every game on the internet making use of Mochi ads. I will update my preloader to remove them before the 31st. Besides that I just uploaded this new video to give you some ideas for new level possiblities with the new features... If you're not aware of what was added, please look at the news post below. While making the video I came across some issues while trying to make examples. As of today I actually added in a couple things:
- Sounds activated by triggers can now play from the location of the trigger. If the trigger is nowhere near the player's current position, you won't hear the sound.
- I changed mostly all of my arrays to vectors. Vectors are more efficient Arrays in actionscript. I've wanted to do this for like 18 years. This should improve performance somewhat.
- Minor bug fixes that would be really boring to describe and hear.
polygons and vehicles and stuffI 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.
Happy Wheels unblocked for school iOS version In Progress…
- iPhone 4S, 5, 5C, 5S, 6, 6+. And although we advise against it, it should install on the iPhone 4, but there is a noticeable drop in framerate.
- iPod Touch 5th generation. Like the iPhone 4, it should install on an iPod Touch 4th gen, but it will probably run slowly so we advise against it.
- iPad 2, 3, 4, Air.
- iPad Mini 1, 2
Happy Wheels iOS Now Available!
Happy Wheels iOS deep thoughtsAfter only one day, Happy Wheels unblocked 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 demo unblocked 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.
What is new in iOS update 1.0.6 and Android
Happy Wheels CartoonIf 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 Total Jerkface Happy Wheels unblocked Demo game 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 unblocked history that I had never even thought of before. I'll keep everyone updated on how things progress.
fixes and stuffOh god....just looked at my last news post date, and I can't believe I've been fixing my last broken update for multiple weeks now. It involved so much reworking of old code, and is all the more evidence that starting from scratch is a much more effective process. I think it's finally stable though, and I added in a few additional things...
- polygon shapes can now scale
- you can easily revert art and polygon shapes back to their original scale
- you can flip art and polygon shapes on their horizontal axis
- art and shape counts have been greatly increased. If it runs terribly, it's your fault, JERK!