Related Games / Theme Parkitect, new RCT-based game
- 25-August 14
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Roomie Offline
what objects are those roofs made out of? working on a similar jungle area and struggling for roof types.
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muuuh Offline
what objects are those roofs made out of? working on a similar jungle area and struggling for roof types.
roof is made out of wooden beams from Shyguys Dining Set 3.0.
Basically ALT+ 9 -> layer of beams, ALT+9 again and then place the next layer slightly offset to the other layer (same height though) -
RRP Offline
roof is made out of wooden beams from Shyguys Dining Set 3.0.
Basically ALT+ 9 -> layer of beams, ALT+9 again and then place the next layer slightly offset to the other layer (same height though)Make a 1x1 tile blueprint for us muuuh
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muuuh Offline
BeamWoodFullRoof1x1.75.png (110.25KB)
downloads: 7BeamWoodSupportRoof.png (81.65KB)
downloads: 5BeamWoodHalfTileAngle1Roof.png (101.92KB)
downloads: 1 BeamWoodFullTileAngle1Roof.png (88.82KB)
downloads: 1Make a 1x1 tile blueprint for us muuuh
there you go.
You can't ALT+x with blueprints yet so it's not that easy to connect them.
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Roomie Offline
They're back with another great little video
https://www.youtube.com/watch?v=RvAimjvBmZA
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MCI Offline
Great trailer!
Just updated parkitect yesterday and installed the mods I had previously.
Will add some more later today and start playing again. I think.
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alex Offline
haven't posted here in a while so I decided to just show you some of my work in progress
that looks awesome.
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RRP Offline
How cool is this. Dynamic flags which know which way the wind is blowing.
http://www.youtube.com/watch?v=FJ_r2omTcR0
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Roomie Offline
Devlog Update 94We haven’t added a new transport ride in a looong time, but there’s a very iconic one used in many theme parks around the world that we didn’t have yet: the Monorail! Garret modeled it during this weeks Art Stream and here it is in the game:
It’s quite fast and especially great for providing transportation to the more remote areas of your park.
We added a ride synchronization feature. You can synchronize any station (i.e. flat rides or tracked ride stations) with any amount of other stations in the park, no matter where they are located.
(We also changed the previous “Waiting Time” setting to the more intuitive separate inputs for minimum/maximum waiting time)
These settings are also carried over into blueprints, so if you for example build a dueling coaster with two separate tracks and put them both into the same blueprint, the synchronization settings will already be properly set up when someone builds that blueprint.
You can even synchronize tracked ride stations with other stations on the same track. I imagine this might be most useful for dark rides to better control in which parts of the track the trains are, but I’m sure you’ll find some other interesting uses for it
Starting with the next release we’ll change the savegame format to a new compressed one (.park) that reduces savegame size by up to ~85%. The biggest savegame I’ve seen was around 10MB and there’s plenty of disk space nowadays so savegame size was never really an issue, but with content sharing over the internet and cloud storage (and bigger parks in the future) it’s still nice to reduce this.
Don’t worry though: all your old .txt savegames will still be supported, and for those of you who like to manually edit their savegame files this only means that you have to decompress the .park file into a .txt once if you start a new park, which can be done easily with a tool like 7-Zip (or modders could easily create an own tool for it within a few minutes). -
RRP Offline
Ninja'd me roomie Interesting stuff again,especially the syncing of everything. I wonder if this means someone could try make some synced station gates now?
Could this be expanded for modding aswell in terms of basic logic switches? I.e sync track section/map location with animated scenery,photo section
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Roomie Offline
Devlog Update 95 + Alpha 1Alpha 1 is now available for download! As previously announced, aside from any remaining bug fixes this is the version we’ll release to Steam Early Access next Thursday, so if you find any serious or new problems with it please let us know!
The best place to report issues currently is on our subreddit.Grab it from the download link that you received back when you purchased the game.
Use the key resender if you lost your download link.The full change log is at the end of this post.
Cydonia Hills, by Silvarret
Steam Launch Day Stream
We’ll do a Stream on May 5th at 8am PST, right before the Steam launch. If you simply want to hang out and chat a bit we’d be happy if you join us on Garrets Twitch channel
Devlog
There’s a new visualization for last weeks station synchronization feature that shows connections between all synchronized stations of a ride:
It includes all indirectly synchronized rides, too - for example, the above screenshot shows the synchronization setup for the coaster, which has synchronization configured between its stations and the Drop Tower. The Drop Tower is synchronized with the Carousel though, which means that the coaster can’t start before the Carousel is ready even though it is not directly synchronized with it.
This will probably not be a common situation but it can happen.There are also a few new decorative objects:
Aside from that there’s not too much to say this week as we’ve obviously been focused on fixing lots of small bugs and annoyances and adding some polish to make a good first impression on Steam
You can find the more notable results of that in the changelog.Alpha 1 Changelog
- added Giga Coaster
- added Monorail
- added Steam Workshop support
- added synchronizing attraction stations
- added compressed .park savegame format for up to ~85% smaller savegames
- added ride music volume slider
- added spawning supports if terraforming below ground-level tracks
- added option for closing the park only for new guests
- added German translation
- changed attraction “maximum waiting time between new guests” setting to overall minimum/maximum waiting times
- improved people loading speed by ~70%
- improved people animation performance by ~40%
- reduced people RAM usage by ~95%
- improved guest queueing behaviour
- fixed windows could be inaccessible off-screen after changing game resolution
- fixed tracked ride stats resetting to 0 if ride breaks down
- fixed tracked ride stats being wrong on first run after loading a savegame
- fixed tracked rides sometimes allowing to use one car more than the maximum that can fit into the stations
- fixed some graphics options not being applied when loading a new park
- fixed a case where guests would drown if loaded while the car they’re on is above water
- fixed a case where people would not find paths even though their destination was reachable
- fixed a case where guests would walk into a queue without queueing after loading a savegame
- fixed queue lines getting messed up after loading savegame
- fixed guests sometimes playing walking animation when they weren’t moving
- fixed guests sometimes not properly walking through ride entrance gate when entering a ride
- fixed guests moving before “check map” animation finished playing
- fixed firing a hauler deleted the delivery crate he’s carrying
- fixed an issue where trains would drop off passengers at stations that don’t have an exit
- fixed some spinning flat rides doing one additional round at very slow speed (which would also throw off their ratings)
- fixed trash visualization not working for some path tiles -
Roomie Offline
Someone has made the first Coaster Mod for the game and added a arrow/vekoma style corkscrew coaster.
heres a comparison with the current steel coaster in the game (current in blue new in red)
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In:Cities Offline
Some of the new mods and features of this game are incredible. I've been too busy as of late to really play it much, but I recently started to pick it up again. Hoping to start producing more work soon!
I somehow lost my previous save file with my asian park haha
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