Maar krijg je hier een update van (per mail bijvoorbeeld?)
Van wat ik zo kon vinden, lijkt het er niet op. Al wordt het wel genoemd in de devlog (http://devlog.themeparkitect.com/), welke ook regelmatig hier geherpost wordt.
Het spel is nog in pre-alpha, dus tot op zekere hoogte mag er wel wat actief checken (of er updates zijn) verwacht worden.
Het spel is nog in pre-alpha, dus tot op zekere hoogte mag er wel wat actief checken (of er updates zijn) verwacht worden.
Heb t ook maar even gekocht. Draait pretty smooth, ook op m'n laptop! Ziet er tof uit
Ben benieuwd naar toekomstige updates, ik ga dit weekend ff lekker een park bouwen haha
Owner of DBIT Consultancy | DJ BassBrewer
Update 64
Art Stream
It’s the end of the month, which means its time for another art creation livestream! Join us on Garrets Twitch channel on Wednesday, starting at 12pm PST.
(Voor precieze tijden klik hier)
Devlog
We added a Vertical Drop Coaster!

It features vertical chain lifts, vertical drops and beyond-vertical drops.
Art Stream
It’s the end of the month, which means its time for another art creation livestream! Join us on Garrets Twitch channel on Wednesday, starting at 12pm PST.
(Voor precieze tijden klik hier)
Devlog
We added a Vertical Drop Coaster!

It features vertical chain lifts, vertical drops and beyond-vertical drops.

Nice. Gisteren gekocht en meteen verslaafd! De enige park-sim die het goede oude RCT1 gevoel heeft wat mij betreft:D
Voor een Pre-Alpha is het zeker al een tof spel!
Voor een Pre-Alpha is het zeker al een tof spel!
Whow dat ziet er goed uit zeg. Leuke grafische style ook.
Zodra de Mac Alpha uit is ga ik mee doen!
Edit: Nice de Mac Alpha is al uit! Morgen gelijk proberen.
Zodra de Mac Alpha uit is ga ik mee doen!
Edit: Nice de Mac Alpha is al uit! Morgen gelijk proberen.
[ Voor 23% gewijzigd door Donstil op 01-10-2015 23:23 ]
My thirsty wanted whiskey. But my hunger needed beans
Gisteren ook gekocht.
Best moeilijk nog, mijn personeel is binnen no time chaggie op de een of andere manier.
Terwijl mijn achtbanen alle logica te boven gaan.
Best moeilijk nog, mijn personeel is binnen no time chaggie op de een of andere manier.
Terwijl mijn achtbanen alle logica te boven gaan.
HANDTEKENING!!!
Ook maar gekocht, ik kijk uit naar alle 3 RollerCoaster games die dit jaar/aankomend jaar uit gaan komen.
De pre-alpha even getest en het ziet er toch echt leuk uit. Vanavond even wat verder proberen
Zou je, als je via de website betaald hebt, dus het later via Steam kunnen installeren?
De pre-alpha even getest en het ziet er toch echt leuk uit. Vanavond even wat verder proberen
Zou je, als je via de website betaald hebt, dus het later via Steam kunnen installeren?
[ Voor 18% gewijzigd door Salmon op 02-10-2015 10:59 ]
En gisteren een nieuwe release online gekomen met super veel wijzigingen en paar nieuwe attracties. Ze zijn goed bezig daar
Owner of DBIT Consultancy | DJ BassBrewer
Hier de repost mensen van de nieuwe Pre-Alpha
Update 65: Pre-Alpha 3 available
Hey everyone,
Pre-Alpha 3 is available now - this is also the first Mac release!
Simply grab the download from Humble.
Here’s how to get your download link if you don’t have it yet:
Lake Lagertha by Seameus, from ParkitectNexus
Pre-Alpha 3 Changelog:
- added Mac support
- added Double Ferris Wheel ride
- added Vertical Drop Coaster
- added Helix track segments
- added newest available game version check to splash screen
- added edge scrolling (disabled by default)
- added settings menu (+ settings for enabling edge scrolling, changing sound volumes)
- added coaster brake release sounds
- added support for 4:3, 5:4 screen aspect ratios
- added separate tab for transport rides
- added ride last maintained/toilet last cleaned displays
- added new Workman outfit
- adjusted support height limits to more closely match real rides
- balance: made guests less picky/stingy with rides
- balance: lowered how tired people get from walking
- balance: guests become more interested in different rides over time
- new attractions are more popular for a while
- redesigned save/load windows
- set default graphics quality to “Fantastic” instead of “Fastest”, OOPS (you can change graphics quality in the launcher before the game starts)
- increased zoom range
- performance: lowered people memory usage, reduced people load times ~12x
- made Entertainer recolorable
- fixed vomit footprints not being rendered properly anymore
- fixed chain lifts not catching trains properly sometimes
- fixed shop/flat ride/fence/path builders freaking out a bit when hovering cursor over vertical terrain
- fixed sometimes not being able to build a ride/shop next to vertical terrain even though there’s enough space
- fixed a case where trains did not derail when they should
- fixed broken water on lower quality settings
- fixed queue signs being misplaced if spawned on stairs
- fixed 5° banks not behaving properly, throwing the entire track banking off
- fixed missing collision/height limits checks on first tracked ride segment
- fixed building blueprints through trees
Update 65: Pre-Alpha 3 available
Hey everyone,
Pre-Alpha 3 is available now - this is also the first Mac release!
Simply grab the download from Humble.
Here’s how to get your download link if you don’t have it yet:
- if you own a Humble account and used that for the purchase, please check under Purchases -> Unclaimed Purchases
- if you don’t own a Humble account/it doesn’t show up there, please give the Key Render a try
- if both fails send us a mail: themeparkitect@gmail.com!

Lake Lagertha by Seameus, from ParkitectNexus
Pre-Alpha 3 Changelog:
- added Mac support
- added Double Ferris Wheel ride
- added Vertical Drop Coaster
- added Helix track segments
- added newest available game version check to splash screen
- added edge scrolling (disabled by default)
- added settings menu (+ settings for enabling edge scrolling, changing sound volumes)
- added coaster brake release sounds
- added support for 4:3, 5:4 screen aspect ratios
- added separate tab for transport rides
- added ride last maintained/toilet last cleaned displays
- added new Workman outfit
- adjusted support height limits to more closely match real rides
- balance: made guests less picky/stingy with rides
- balance: lowered how tired people get from walking
- balance: guests become more interested in different rides over time
- new attractions are more popular for a while
- redesigned save/load windows
- set default graphics quality to “Fantastic” instead of “Fastest”, OOPS (you can change graphics quality in the launcher before the game starts)
- increased zoom range
- performance: lowered people memory usage, reduced people load times ~12x
- made Entertainer recolorable
- fixed vomit footprints not being rendered properly anymore
- fixed chain lifts not catching trains properly sometimes
- fixed shop/flat ride/fence/path builders freaking out a bit when hovering cursor over vertical terrain
- fixed sometimes not being able to build a ride/shop next to vertical terrain even though there’s enough space
- fixed a case where trains did not derail when they should
- fixed broken water on lower quality settings
- fixed queue signs being misplaced if spawned on stairs
- fixed 5° banks not behaving properly, throwing the entire track banking off
- fixed missing collision/height limits checks on first tracked ride segment
- fixed building blueprints through trees
Zijn er ergens systeem specificaties bekend voor de Mac Alpha (of kan iemand een schatting doen).
Ik heb hem gister even getest op een iMac met goeie specs en videokaart en draaide prima.
Echter heb ik in de woonkamer nog een wat oudere Mac Mini *i5/8GB/SSHD/Intel3000 waar ik hem ook wel op zou willen spelen indien mogelijk. Iemand enig idee?
Ik heb hem gister even getest op een iMac met goeie specs en videokaart en draaide prima.
Echter heb ik in de woonkamer nog een wat oudere Mac Mini *i5/8GB/SSHD/Intel3000 waar ik hem ook wel op zou willen spelen indien mogelijk. Iemand enig idee?
My thirsty wanted whiskey. But my hunger needed beans
Zal vast geen probleem zijn. Wellicht niet op de hoogste setting, maar normaal speelbaar is het denk ik wel.Donstil schreef op vrijdag 02 oktober 2015 @ 18:26:
Zijn er ergens systeem specificaties bekend voor de Mac Alpha (of kan iemand een schatting doen).
Ik heb hem gister even getest op een iMac met goeie specs en videokaart en draaide prima.
Echter heb ik in de woonkamer nog een wat oudere Mac Mini *i5/8GB/SSHD/Intel3000 waar ik hem ook wel op zou willen spelen indien mogelijk. Iemand enig idee?
Mijn broertje speel het op een macbook air, het vraagt dus niet heel veel.Zijn er ergens systeem specificaties bekend voor de Mac Alpha (of kan iemand een schatting doen).
Bron
Update 66
Garret created a new outfit for the Workmen during last weeks livestream:

(They previously used the same outfit as the Janitors)
We added a new confirmation UI element that should be less annoying than the previous “Are you sure you want to do this?” dialog that popped up in the center of the screen before:

I’ve added some caching for blueprint files, so even with hundreds of blueprints the blueprint picker should open without any lag now, whereas previously it had to touch and evaluate every file. It also allows us to add the number of available blueprints for a ride to the UI:

We put the first guest voice into the game! It’s 138 different sound clips alone and Gordon recorded a bunch of different voices, so there should be enough variation in the end
Gordon also finished another track! It’s another active one (don’t worry, there’ll also be really calm ones):
https://soundcloud.com/as...rkitect-green-green-grass
Update 66
Garret created a new outfit for the Workmen during last weeks livestream:

(They previously used the same outfit as the Janitors)
We added a new confirmation UI element that should be less annoying than the previous “Are you sure you want to do this?” dialog that popped up in the center of the screen before:

I’ve added some caching for blueprint files, so even with hundreds of blueprints the blueprint picker should open without any lag now, whereas previously it had to touch and evaluate every file. It also allows us to add the number of available blueprints for a ride to the UI:

We put the first guest voice into the game! It’s 138 different sound clips alone and Gordon recorded a bunch of different voices, so there should be enough variation in the end
Gordon also finished another track! It’s another active one (don’t worry, there’ll also be really calm ones):
https://soundcloud.com/as...rkitect-green-green-grass
bron
Update 67
We’ve added another 12 voices to the game, which puts us at a total of ~1.700 different voice audio clips. They still need some proper mixing and Gordon intends to record even more but it’s starting to sound pretty good!
Here’s an impression:
[YouTube: https://www.youtube.com/watch?v=Ok0K8s1zwQw]
The path builder has been long due for a bit of a rework since it hasn’t changed much while the rest of the game grew and evolved. It received previews for the initial tile to make it work like all the other builders in the game:

That also makes building underground and raised paths work as you’d expect:

And other objects snap to underground paths now while in underground view:

I’ve also worked a bit with Luuk Holleman on opening up more systems to modding, so you should be seeing some cool stuff from that area in the future
Update 67
We’ve added another 12 voices to the game, which puts us at a total of ~1.700 different voice audio clips. They still need some proper mixing and Gordon intends to record even more but it’s starting to sound pretty good!
Here’s an impression:
[YouTube: https://www.youtube.com/watch?v=Ok0K8s1zwQw]
The path builder has been long due for a bit of a rework since it hasn’t changed much while the rest of the game grew and evolved. It received previews for the initial tile to make it work like all the other builders in the game:

That also makes building underground and raised paths work as you’d expect:

And other objects snap to underground paths now while in underground view:

I’ve also worked a bit with Luuk Holleman on opening up more systems to modding, so you should be seeing some cool stuff from that area in the future
[ Voor 3% gewijzigd door catwheel18 op 18-10-2015 16:29 ]
het ziet er echt al goed uit! Maar er zijn volgens mij nog erg weinig attracties beschikbaar. Ik kijk regelmatig op parkitectnexus.com en wat daar op staat is toch echt al veelbelovend.
Krijg je voor de 15 dollar voor een key ook de latere en uiteindelijk versie op steam? Zo ja dan ga ik het misschien toch maar eens aanschaffen.
Worden vanaf nu de nieuwe builds ook gelijktijdig voor de mac gelanceerd?
Krijg je voor de 15 dollar voor een key ook de latere en uiteindelijk versie op steam? Zo ja dan ga ik het misschien toch maar eens aanschaffen.
Worden vanaf nu de nieuwe builds ook gelijktijdig voor de mac gelanceerd?
Dat is volgens mij wel het idee ja.Worden vanaf nu de nieuwe builds ook gelijktijdig voor de mac gelanceerd?
De volgende versie ondersteund als alles goed gaat ook custom scenery, wat ook op ParkitectNexus komt. Dat is waar de devlog over gaat.
[ Voor 6% gewijzigd door lukjah op 26-10-2015 12:22 ]
bron
Update 68
Art Stream
It’s time for another art stream! Come join us on Garrets Twitch channel on Wednesday starting at 12pm PST to chat and watch some new Parkitect art being created.
(Voor precieze tijden klik hier)
Devlog
We’ve upgraded to Unity 5.2. It’s been out for a while and wasn’t stable enough to ship builds with, but seems to be fine now. This means we can finally use dropdowns:

Pretty crazy stuff.
We’ve been waiting for that to add assigning employees to zones:

An employee assigned to a zone won’t leave that zone unless he has to (e.g. for fetching a crate), so that should help with keeping your workers nicely distributed.
Garret started working on a set of scenery for the current season:

He also added lower detailed models for a bunch of existing objects for zoomed out views.
And we’ve added this new Alpine Coaster:

It’s a fairly gentle ride, but guests operate the toboggans brakes themselves which makes it a bit more thrilling
Update 68
Art Stream
It’s time for another art stream! Come join us on Garrets Twitch channel on Wednesday starting at 12pm PST to chat and watch some new Parkitect art being created.
(Voor precieze tijden klik hier)
Devlog
We’ve upgraded to Unity 5.2. It’s been out for a while and wasn’t stable enough to ship builds with, but seems to be fine now. This means we can finally use dropdowns:

Pretty crazy stuff.
We’ve been waiting for that to add assigning employees to zones:

An employee assigned to a zone won’t leave that zone unless he has to (e.g. for fetching a crate), so that should help with keeping your workers nicely distributed.
Garret started working on a set of scenery for the current season:

He also added lower detailed models for a bunch of existing objects for zoomed out views.
And we’ve added this new Alpine Coaster:

It’s a fairly gentle ride, but guests operate the toboggans brakes themselves which makes it a bit more thrilling
[ Voor 3% gewijzigd door catwheel18 op 27-10-2015 11:51 ]
Ik heb de alpha nu ook en het is echt heel vet om elke keer die nieuwe content toegevoegd te zien worden. Heel knap wat hun hebben bereikt in dat ene jaar.
Misschien een idee om foto's toe te voegen van je "park", tenminste met wat er mogelijk is in de alpha?
Misschien een idee om foto's toe te voegen van je "park", tenminste met wat er mogelijk is in de alpha?
Als het regent in mei, dan is april voorbij
Goed idee.
Hier 2 foto's van mijn park, niet heel bijzonder maar geeft een idee.


Ik weet het dik in de min
Maar dat werkt volgens mij nog niet helemaal goed.
Hier 2 foto's van mijn park, niet heel bijzonder maar geeft een idee.


Ik weet het dik in de min
[ Voor 255% gewijzigd door catwheel18 op 30-10-2015 23:46 ]
Het linken vanaf dropbox is volgens mij niet goed gegaan, zie in ieder geval de foto's nietcatwheel18 schreef op dinsdag 27 oktober 2015 @ 19:43:
Goed idee.
Hier 2 foto's van mijn park, niet heel bijzonder maar geeft een idee.
Ik weet het dik in de minMaar dat werkt volgens mij nog niet helemaal goed.
Zal kijken dat ik vanavond ook een paar screenshots van mijn pas begonnen parkje upload
[ Voor 11% gewijzigd door Chrosser op 28-10-2015 11:27 ]
Als het goed is zijn de screenshots nu wel zichtbaar.Chrosser schreef op woensdag 28 oktober 2015 @ 11:25:
[...]
Het linken vanaf dropbox is volgens mij niet goed gegaan, zie in ieder geval de foto's niet
Zal kijken dat ik vanavond ook een paar screenshots van mijn pas begonnen parkje upload
Kan ze op dit moment nog niet zien in ieder geval.
Ben vergeten screenshots te maken van mijn park, kijken of ik iets geupload krijg vanavond
Ben vergeten screenshots te maken van mijn park, kijken of ik iets geupload krijg vanavond
Hier mijn park haha, zwaar in de min maar is ook nog vrij lastig om eruit te komen haha.

De achtbaan links was de bedoeling dat die ging lijken op de Baron van de Efteling maar dat werkte niet helemaal goed haha.

Verder wil ik die entree uitbreiden alleen de attracties die in de weg staan zijn daar te populair voor om zo maar weg te halen.

De achtbaan links was de bedoeling dat die ging lijken op de Baron van de Efteling maar dat werkte niet helemaal goed haha.

Verder wil ik die entree uitbreiden alleen de attracties die in de weg staan zijn daar te populair voor om zo maar weg te halen.
Als het regent in mei, dan is april voorbij
Update 69 + Pre-Alpha 4
Garret created this fantastic Haunted House during this weeks art stream, and some fitting terrain textures and fences:

(We also fixed that annoying bug where objects placed in front of water would have lots of white pixels around them)
Gordon created a new spooky ambient song
(link naar nummer)
And Pre-Alpha 4 is available now!
Happy Halloween!
Pre-Alpha 4 Changelog
- added Alpine Coaster
- added Haunted House
- added people voices
- added 2 new fences
- added a bunch of spooky scenery items
- added 2 new terrain materials
- added assigning employees to zones
- added Imperial unit system option
- added LOD for a couple of objects
- added terrain height limit
- added transparent tunnels while in underground view
- updated path builder (improved build previews, raising/lowering paths)
- made snapping to paths work while in underground view (improves building underground paths, shops, benches etc.)
- improved underground view on/off toggling
- allowed placing new initial station platform after removing all segments of a ride from within the track builder
- increased max. path height
- performance: loading blueprint lists is pretty much instant now
- opened up more systems for modding
- improved park loading speed a bit
- fixed Double Ferris Wheel not working anymore after loading savegame
- fixed wrong sitting pose on Log Flume cars
- fixed not being able to right-click-delete through build previews
- fixed: removed handrails on stairs into underground tiles
- fixed follow-cam button scrolling view to wrong position if putting a tracked ride into test mode while game is paused
- fixed built object moving around while shift-raising and moving the camera
- fixed various smaller annoyances related to building stuff
- fixed white artifacts around objects placed in front of water
- fixes problems with cursor not matching UI positions in fullscreen mode
- fixed Janitors path sweep animation not playing correctly
- fixed Janitors sometimes getting stuck in toilets if cleaning them while guests are using them
Garret created this fantastic Haunted House during this weeks art stream, and some fitting terrain textures and fences:

(We also fixed that annoying bug where objects placed in front of water would have lots of white pixels around them)
Gordon created a new spooky ambient song
(link naar nummer)
And Pre-Alpha 4 is available now!
Happy Halloween!
Pre-Alpha 4 Changelog
- added Alpine Coaster
- added Haunted House
- added people voices
- added 2 new fences
- added a bunch of spooky scenery items
- added 2 new terrain materials
- added assigning employees to zones
- added Imperial unit system option
- added LOD for a couple of objects
- added terrain height limit
- added transparent tunnels while in underground view
- updated path builder (improved build previews, raising/lowering paths)
- made snapping to paths work while in underground view (improves building underground paths, shops, benches etc.)
- improved underground view on/off toggling
- allowed placing new initial station platform after removing all segments of a ride from within the track builder
- increased max. path height
- performance: loading blueprint lists is pretty much instant now
- opened up more systems for modding
- improved park loading speed a bit
- fixed Double Ferris Wheel not working anymore after loading savegame
- fixed wrong sitting pose on Log Flume cars
- fixed not being able to right-click-delete through build previews
- fixed: removed handrails on stairs into underground tiles
- fixed follow-cam button scrolling view to wrong position if putting a tracked ride into test mode while game is paused
- fixed built object moving around while shift-raising and moving the camera
- fixed various smaller annoyances related to building stuff
- fixed white artifacts around objects placed in front of water
- fixes problems with cursor not matching UI positions in fullscreen mode
- fixed Janitors path sweep animation not playing correctly
- fixed Janitors sometimes getting stuck in toilets if cleaning them while guests are using them
Update 70
If you tried Pre-Alpha 4 already you probably noticed some lag spikes whenever guests come on screen. It turned out to be a bug in Unity 5.2 that we didn’t notice before release, so I’ve spent some extra time this week on creating and reporting reproduction cases of performance issues and bugs in all of our third party tools. And I’ve also done some optimizations on our side of course.

Yep, something is definitely wrong here.
I’ve also worked some more with Tim and Luuk of ParkitectNexus, and as a result the game will be able to run mods without requiring the ParkitectNexus Client (although that’s still an excellent tool for easily installing mods and keeping them up to date).
This also means that mods will work on Mac (and Linux, once available)!
The default behaviour when dragging paths above ground is to build stairs across hills. You can simply hold shift now to build a tunnel instead:

The “active” window is slightly highlighted now and can be closed using Escape. Pinned windows are excluded from this.
If you tried Pre-Alpha 4 already you probably noticed some lag spikes whenever guests come on screen. It turned out to be a bug in Unity 5.2 that we didn’t notice before release, so I’ve spent some extra time this week on creating and reporting reproduction cases of performance issues and bugs in all of our third party tools. And I’ve also done some optimizations on our side of course.

Yep, something is definitely wrong here.
I’ve also worked some more with Tim and Luuk of ParkitectNexus, and as a result the game will be able to run mods without requiring the ParkitectNexus Client (although that’s still an excellent tool for easily installing mods and keeping them up to date).
This also means that mods will work on Mac (and Linux, once available)!
The default behaviour when dragging paths above ground is to build stairs across hills. You can simply hold shift now to build a tunnel instead:

The “active” window is slightly highlighted now and can be closed using Escape. Pinned windows are excluded from this.

Heb vandaag een perspective cam mod gemaakt, die de isometric view weghaald en er een meer rct3 stijl camera van maakt. Hoop dat jullie het handig zullen vinden.
https://parkitectnexus.co...ee/perspective-flying-cam
https://parkitectnexus.co...ee/perspective-flying-cam
Zo heb je jaren geen themepark spel en zo heb je er 3 
Ben benieuwd hoe dit spel zich staande houd en of het het RCT2 gevoel kan terug geven met een complexer simulatie algoritme.
Ben benieuwd hoe dit spel zich staande houd en of het het RCT2 gevoel kan terug geven met een complexer simulatie algoritme.
Update 71
We released a hotfix (Pre-Alpha 4b) for the lag spikes mentioned in last weeks blog post. Get it from your download link if you’re not using it yet
This week we added offset half loops that move one tile to the left or right:

The path builder received more attention this week yet again. Back when I implemented the drag-building for paths we didn’t have tunnels yet, so there were situations where dragging didn’t produce any useful results.
That’s been changed now:

It’s a tool that you use a lot, so it should be as easy to use as possible. I think we achieved that and I’m really happy with it now.
Originally we planned to mainly work on gameplay this month, but you might have seen that people started adding custom objects to the game:

Building elements mod by KenneyNL
Which is totally awesome!
We want building pieces from different sets to somewhat work with each other, and depending on how we implement our building tools these pieces might need to be modeled slightly differently, so Garret started working on a castle walls set to figure out how this’ll work and to sort of set a standard:

So we’re switching plans a bit and work on building tools for a couple weeks longer
We released a hotfix (Pre-Alpha 4b) for the lag spikes mentioned in last weeks blog post. Get it from your download link if you’re not using it yet
This week we added offset half loops that move one tile to the left or right:

The path builder received more attention this week yet again. Back when I implemented the drag-building for paths we didn’t have tunnels yet, so there were situations where dragging didn’t produce any useful results.
That’s been changed now:

It’s a tool that you use a lot, so it should be as easy to use as possible. I think we achieved that and I’m really happy with it now.
Originally we planned to mainly work on gameplay this month, but you might have seen that people started adding custom objects to the game:

Building elements mod by KenneyNL
Which is totally awesome!
We want building pieces from different sets to somewhat work with each other, and depending on how we implement our building tools these pieces might need to be modeled slightly differently, so Garret started working on a castle walls set to figure out how this’ll work and to sort of set a standard:

So we’re switching plans a bit and work on building tools for a couple weeks longer
Die kenney is weer bezig met een nieuwe mod, deze keer wild west stijl.
http://parkitectnexus.com...al/8-wild-west-mod?page=1
Hij zoekt trouwens ook nog mensen die hem willen testen: https://parkitectnexus.co...r-to-create-mod-previews#
http://parkitectnexus.com...al/8-wild-west-mod?page=1
Hij zoekt trouwens ook nog mensen die hem willen testen: https://parkitectnexus.co...r-to-create-mod-previews#
[ Voor 36% gewijzigd door lukjah op 17-11-2015 10:20 ]
Die gast is goed bezig zeg!lukjah schreef op dinsdag 17 november 2015 @ 10:12:
Die kenney is weer bezig met een nieuwe mod, deze keer wild west stijl.
http://parkitectnexus.com...al/8-wild-west-mod?page=1
Owner of DBIT Consultancy | DJ BassBrewer
Ik heb samen met de developers van Parkitect een wedstrijd geregeld waarbij de prijs is dat jouw achtbaan in de game kan komen.
Meer info en deelname hier te vinden https://parkitectnexus.co...hly-steel-coaster-edition
Meer info en deelname hier te vinden https://parkitectnexus.co...hly-steel-coaster-edition
Update 72
Art Stream
It’s time for another Art Stream once again! Join us on Garrets Twitch channel on Wednesday 12pm PST to chat and watch some new Parkitect art being created.
(Voor precieze tijden klik hier)
Devlog
We added a Bobsled Coaster!

Unlike the other coasters we have the Bobsled Coaster doesn’t run on rails, which means it can derail if you don’t design it carefully. That also made it a bit challenging to implement… I’m expecting to see some wacky stuff that needs fixing once everyone gets to play with it.
And we also added some alternate cars for existing coasters:
Art Stream
It’s time for another Art Stream once again! Join us on Garrets Twitch channel on Wednesday 12pm PST to chat and watch some new Parkitect art being created.
(Voor precieze tijden klik hier)
Devlog
We added a Bobsled Coaster!

Unlike the other coasters we have the Bobsled Coaster doesn’t run on rails, which means it can derail if you don’t design it carefully. That also made it a bit challenging to implement… I’m expecting to see some wacky stuff that needs fixing once everyone gets to play with it.
And we also added some alternate cars for existing coasters:

[ Voor 6% gewijzigd door catwheel18 op 24-11-2015 17:47 ]
(bron)
Update 73 + Pre-Alpha 5
Pre-Alpha 5 is now available for download! Simply grab it from the download link that you received back when you purchased the game.
This is also our first Linux release! Note that officially we’re only supporting Ubuntu 12.04+, as that is what our engine supports.
The full change log is at the end of this post.
Devlog
We had another fun art stream and Garret worked on some mixed stuff this time, including these nice Mine Carts that are alternate cars for the Wild Mouse coaster:

We had scenery objects that can be build off-grid or alternatively snapped to a grid while holding the Alt key for a while To make it a bit more clear what’s going on the grid overlay rescales now while snapping is active:

And you can change the grid resolution now, for example hitting Alt + 1 snaps to the center of a tile, Alt + 2 subdivides each tile into 2x2 cells, Alt + 4 subdivides into 4x4 cells and so on:

And finally you can toggle between snapping an object to the center or the edges of the grid cells by hitting the key combination for the currently active grid resolution again, e.g. this is what happens when using Alt + 1 repeatedly:

The problem with key combinations is that they aren’t immediately obvious…you have to learn them somehow, you rarely just accidentally find them by yourself.
I’m still thinking about how the game can teach this to new players without a big “Hey did you know you can do this cool thing?” notice. Resizing the grid is mostly useful for the more “advanced” users who want to build a lot so it might not be too bad if it’s just casually mentioned somewhere deep in the control settings menu, but we’ll see…
Pre-Alpha 5 Changelog:
- added Linux support
- added Mod loading support
- added Bobsled Coaster
- added Castle Walls set
- added alternate cars for: Steel Coaster, Wild Mouse, Wooden Coaster
- added sounds for: Steel Coaster, Wild Mouse, Wing Coaster
- added offset half loops
- added tower ride height limits
- added terrain grid intensity option
- added closing windows with Escape
- added: hold Shift while dragging path to build tunnels through existing terrain
- added Entertainer functionality
- added adjustable terrain grid snapping for deco objects that aren’t locked to the grid (Alt + number key to change grid resolution)
- widened Wing Coaster loops so cars don’t clip into them
- using °F instead of °C when using imperial units
- disabled sounds for preview trains
- reduced memory usage
- improved path dragging behaviour when dragging over terrain that isn’t simple slopes
- improved builder behaviour when building raised objects (stays snapped to position + height after build)
- improved park load times
- improved terraforming performance
- overall performance improvements
- disallowed building tracked ride stations too far below the ground/too high up for paths
- Mac: disabled menu bar and dock in fullscreen mode
- fixed Enterprise being misplaced if rotated
- fixed balloons going crazy during low FPS
- fixed some of the terraforming tools freaking out a bit if dragging outside terrain bounds
- fixed weird stuff happening if starting to edit a tracked ride while its info window is open
- fixed new parks starting at wrong date if another park has been loaded before
- fixed visual glitches if editing a tracked ride while a visualization view was enabled
- fixed clicking attraction platforms not properly opening the attraction info window as intended
- fixed guests being stuck on rides if ride exit leads into an employee path
- fixed bad things happening if double-clicking the “New Park” button on the splash screen
- fixed grasses and terrain overhangs being visible in underground view
- fixed underground paths having handrails in some situations
- fixed a case where path tiles would not properly get removed
- fixed game being unresponsive if loaded with a corrupted settings file
- fixed clicking on terrain slopes not building stairs although the preview showed stairs
- fixes terraforming sounds sometimes not stopping
Update 73 + Pre-Alpha 5
Pre-Alpha 5 is now available for download! Simply grab it from the download link that you received back when you purchased the game.
This is also our first Linux release! Note that officially we’re only supporting Ubuntu 12.04+, as that is what our engine supports.
The full change log is at the end of this post.
Devlog
We had another fun art stream and Garret worked on some mixed stuff this time, including these nice Mine Carts that are alternate cars for the Wild Mouse coaster:

We had scenery objects that can be build off-grid or alternatively snapped to a grid while holding the Alt key for a while To make it a bit more clear what’s going on the grid overlay rescales now while snapping is active:

And you can change the grid resolution now, for example hitting Alt + 1 snaps to the center of a tile, Alt + 2 subdivides each tile into 2x2 cells, Alt + 4 subdivides into 4x4 cells and so on:

And finally you can toggle between snapping an object to the center or the edges of the grid cells by hitting the key combination for the currently active grid resolution again, e.g. this is what happens when using Alt + 1 repeatedly:

The problem with key combinations is that they aren’t immediately obvious…you have to learn them somehow, you rarely just accidentally find them by yourself.
I’m still thinking about how the game can teach this to new players without a big “Hey did you know you can do this cool thing?” notice. Resizing the grid is mostly useful for the more “advanced” users who want to build a lot so it might not be too bad if it’s just casually mentioned somewhere deep in the control settings menu, but we’ll see…
Pre-Alpha 5 Changelog:
- added Linux support
- added Mod loading support
- added Bobsled Coaster
- added Castle Walls set
- added alternate cars for: Steel Coaster, Wild Mouse, Wooden Coaster
- added sounds for: Steel Coaster, Wild Mouse, Wing Coaster
- added offset half loops
- added tower ride height limits
- added terrain grid intensity option
- added closing windows with Escape
- added: hold Shift while dragging path to build tunnels through existing terrain
- added Entertainer functionality
- added adjustable terrain grid snapping for deco objects that aren’t locked to the grid (Alt + number key to change grid resolution)
- widened Wing Coaster loops so cars don’t clip into them
- using °F instead of °C when using imperial units
- disabled sounds for preview trains
- reduced memory usage
- improved path dragging behaviour when dragging over terrain that isn’t simple slopes
- improved builder behaviour when building raised objects (stays snapped to position + height after build)
- improved park load times
- improved terraforming performance
- overall performance improvements
- disallowed building tracked ride stations too far below the ground/too high up for paths
- Mac: disabled menu bar and dock in fullscreen mode
- fixed Enterprise being misplaced if rotated
- fixed balloons going crazy during low FPS
- fixed some of the terraforming tools freaking out a bit if dragging outside terrain bounds
- fixed weird stuff happening if starting to edit a tracked ride while its info window is open
- fixed new parks starting at wrong date if another park has been loaded before
- fixed visual glitches if editing a tracked ride while a visualization view was enabled
- fixed clicking attraction platforms not properly opening the attraction info window as intended
- fixed guests being stuck on rides if ride exit leads into an employee path
- fixed bad things happening if double-clicking the “New Park” button on the splash screen
- fixed grasses and terrain overhangs being visible in underground view
- fixed underground paths having handrails in some situations
- fixed a case where path tiles would not properly get removed
- fixed game being unresponsive if loaded with a corrupted settings file
- fixed clicking on terrain slopes not building stairs although the preview showed stairs
- fixes terraforming sounds sometimes not stopping
Update 74
Improvements for the color picker have been on our list for a long time and it gets requested a lot lately, so we started working on that. We still need to clean it up and make it look nice, so here’s just a screenshot of the current work-in-progress state:

There are new tools for picking colors from existing objects and recoloring them, and palettes can be saved.
Objects can have varying amounts of custom colors (1-4), which made designing the user experience for this window surprisingly difficult. I’m not entirely satisfied with how it currently works, but we got some ideas how to improve it. A couple more days of thinking and work and it should be fine
As a nice side-effect, with a little extra work we could also make these tools work for changing the colors of individual track segments and coaster cars:
Improvements for the color picker have been on our list for a long time and it gets requested a lot lately, so we started working on that. We still need to clean it up and make it look nice, so here’s just a screenshot of the current work-in-progress state:

There are new tools for picking colors from existing objects and recoloring them, and palettes can be saved.
Objects can have varying amounts of custom colors (1-4), which made designing the user experience for this window surprisingly difficult. I’m not entirely satisfied with how it currently works, but we got some ideas how to improve it. A couple more days of thinking and work and it should be fine
As a nice side-effect, with a little extra work we could also make these tools work for changing the colors of individual track segments and coaster cars:

[ Voor 5% gewijzigd door catwheel18 op 08-12-2015 09:54 ]
Bron
Update 75
It’s been a bit of a slow week, with a mix of smaller stuff and some non-development related tasks getting done.
The color picker has been completed for now:

Recoloring objects received a quick transition effect:

Gordon put sounds for the Bobsled Coaster and Vertical Drop Coaster into the game.
We’re testing some new rain:

(The animation is very fluent in the game, choppiness is due to GIF)
Guests don’t have to wait until their coaster car is at the front of the station anymore before they can leave. This allowed us to give rides a “wait until full” setting, which also means that the Alpine Coaster cars won’t run empty anymore.
And you can let your guests take a bath now:

We don’t show stuff that doesn’t make it into the game here very often, but here’s a little something - we thought it would be fun if a claw from a claw crane machine grabbed the guest when you pick him up, including rope physics:

It didn’t work as well as expected. The swinging made putting the guest down exactly where you wanted pretty annoying, so it got scrapped.
Update 75
It’s been a bit of a slow week, with a mix of smaller stuff and some non-development related tasks getting done.
The color picker has been completed for now:

Recoloring objects received a quick transition effect:

Gordon put sounds for the Bobsled Coaster and Vertical Drop Coaster into the game.
We’re testing some new rain:

(The animation is very fluent in the game, choppiness is due to GIF)
Guests don’t have to wait until their coaster car is at the front of the station anymore before they can leave. This allowed us to give rides a “wait until full” setting, which also means that the Alpine Coaster cars won’t run empty anymore.
And you can let your guests take a bath now:

We don’t show stuff that doesn’t make it into the game here very often, but here’s a little something - we thought it would be fun if a claw from a claw crane machine grabbed the guest when you pick him up, including rope physics:

It didn’t work as well as expected. The swinging made putting the guest down exactly where you wanted pretty annoying, so it got scrapped.
Mooi om te zien dat ze er zo hard mee bezig zijn, wordt met iedere update weer een stuk beter om te spelen
Steam/Origin/Uplay: Batumulia | Star Citizen GoT organisation / Referral code | Gamerig
Nice, dat gasten nu niet meer onderwater kunnen lopen
. Vind dat deze game heel netjes vooruit ontwikkeld blijft worden, hopelijk kunnen ze dit volhouden tot V1.0.
Grillmeister
bron
Devlog Update 76
You might have seen a couple of bigger Parkitect videos this week, e.g. by Nerd³, Olli43 and MonotoneTim - it’s been a pretty great week (with a lot of time spent on answering emails), but we still got a few things done.
We added an Inverted Coaster!

And here it is in action:

And we added some ride music:

If you’re familiar with Gordons previous work you might recognize some of these titles…
There are only these four short calliope tracks so far that we’ll probably combine into one longer piece. More to come over time!
Devlog Update 76
You might have seen a couple of bigger Parkitect videos this week, e.g. by Nerd³, Olli43 and MonotoneTim - it’s been a pretty great week (with a lot of time spent on answering emails), but we still got a few things done.
We added an Inverted Coaster!

And here it is in action:

And we added some ride music:

If you’re familiar with Gordons previous work you might recognize some of these titles…
There are only these four short calliope tracks so far that we’ll probably combine into one longer piece. More to come over time!
Zou mij zo vet lijken als een game als dit gewoon Multiplayer word.
Vroeger in die goede oude tijden speelde ik altijd samen met mijn broer RTC2 met zen 2en achter 1 scherm. Maar als je zo'n park gewoon cloud based kan opslaan en editen zou het echt.... epic zijn.
Vroeger in die goede oude tijden speelde ik altijd samen met mijn broer RTC2 met zen 2en achter 1 scherm. Maar als je zo'n park gewoon cloud based kan opslaan en editen zou het echt.... epic zijn.
Weet iemand hoe je de laatste updates kan binnen halen? In de game staat wel "up-to-date" maar ik heb de laatste 4 updates nog niet?
"Ideas are easy. Implementation is hard." | PSN: JSKam
Je originele link na registratie gebruiken en daar opnieuw downloaden.
Ah oke, opnieuw downloaden van de Humble Bundle website dus?
"Ideas are easy. Implementation is hard." | PSN: JSKam
Devlog Update 77
Art Stream
Usually we’re doing a live stream at the end of the month, but due to the holidays we’re shifting it to January this time. Same for the next Pre-Alpha update.
Devlog
I made a simple change this week that improves the staff/guest AI quite a bit and helps with performance as well.
Imagine a worker who’s tasked with grabbing a delivery crate from the stack and bringing it to a shop. First of all the worker needs to figure out how to get to the delivery crate stack, if he even can get there at all. This is done using a pathfinding algorithm. Once the worker reached the crate and picked it up he needs to figure out how to get to the shop, again using a pathfinding algorithm.
But what if there is no path from the position of the crate to the shop? The worker unnecessarily went all the way to pick up the crate and wasted time that he could have used to work on something else. It would be better if the game checked whether the crate can be delivered before the worker goes to get it. Pathfinding is relatively fast, but doing a lot of it would quickly get too expensive. So this needs to be done slightly differently!
The solution is that the game simply knows at all times which paths are interconnected. This can be calculated very fast (and only needs to be recalculated if a path gets added/removed) using Flood fill, so now we can essentially check for free whether the crate and shop are reachable before doing the more expensive pathfinding calculation for how to get to these locations.
Here’s a debug view of this connectivity information:

It visualizes which paths are interconnected, so for example any path tiles with a dark green cube can only be reached from other path tiles with a dark green cube. If you’re on a path tile with a dark green cube you can’t reach tiles with a blue cube.
The game keeps separate versions of this for the guests and employees, since guests can additionally use rides to move around the park.
This can be used in a couple of other scenarios too: for example employees who are assigned to a zone will now immediately return to that zone if they’re outside of it (e.g. Janitors who transported a trash bag out of the park). It was previously too expensive to find a reachable path tile within the zone.
Art Stream
Usually we’re doing a live stream at the end of the month, but due to the holidays we’re shifting it to January this time. Same for the next Pre-Alpha update.
Devlog
I made a simple change this week that improves the staff/guest AI quite a bit and helps with performance as well.
Imagine a worker who’s tasked with grabbing a delivery crate from the stack and bringing it to a shop. First of all the worker needs to figure out how to get to the delivery crate stack, if he even can get there at all. This is done using a pathfinding algorithm. Once the worker reached the crate and picked it up he needs to figure out how to get to the shop, again using a pathfinding algorithm.
But what if there is no path from the position of the crate to the shop? The worker unnecessarily went all the way to pick up the crate and wasted time that he could have used to work on something else. It would be better if the game checked whether the crate can be delivered before the worker goes to get it. Pathfinding is relatively fast, but doing a lot of it would quickly get too expensive. So this needs to be done slightly differently!
The solution is that the game simply knows at all times which paths are interconnected. This can be calculated very fast (and only needs to be recalculated if a path gets added/removed) using Flood fill, so now we can essentially check for free whether the crate and shop are reachable before doing the more expensive pathfinding calculation for how to get to these locations.
Here’s a debug view of this connectivity information:

It visualizes which paths are interconnected, so for example any path tiles with a dark green cube can only be reached from other path tiles with a dark green cube. If you’re on a path tile with a dark green cube you can’t reach tiles with a blue cube.
The game keeps separate versions of this for the guests and employees, since guests can additionally use rides to move around the park.
This can be used in a couple of other scenarios too: for example employees who are assigned to a zone will now immediately return to that zone if they’re outside of it (e.g. Janitors who transported a trash bag out of the park). It was previously too expensive to find a reachable path tile within the zone.
bron
Devlog Update 78
Hello 2016! Last year was already pretty interesting, but this year should get quite exciting as well
The modding community over at ParkitectNexus keeps growing, which is fantastic! What’s not so great is that many mods need some kind of settings dialog and so far had to implement it themselves and opened it when hitting some hotkey, which started to become chaotic. So on the initiative of the modding community we added a mod settings screen that unifies all of that and also allows to turn off mods without having to uninstall them:

I also made two small mods myself for things that don’t need to be part of the main game - one is a template for a color palette changing effect:

The other is Twitch Integration, which allows viewers of a Twitch livestream to spawn their own guest and follow his activities. That should be fun
That one should be out shortly after Pre-Alpha 6 - which is a bit delayed this time due to the holidays as already said in last weeks post, but it should be done soon. We already started working on getting it stable and ready.
Devlog Update 78
Hello 2016! Last year was already pretty interesting, but this year should get quite exciting as well
The modding community over at ParkitectNexus keeps growing, which is fantastic! What’s not so great is that many mods need some kind of settings dialog and so far had to implement it themselves and opened it when hitting some hotkey, which started to become chaotic. So on the initiative of the modding community we added a mod settings screen that unifies all of that and also allows to turn off mods without having to uninstall them:

I also made two small mods myself for things that don’t need to be part of the main game - one is a template for a color palette changing effect:

The other is Twitch Integration, which allows viewers of a Twitch livestream to spawn their own guest and follow his activities. That should be fun
That one should be out shortly after Pre-Alpha 6 - which is a bit delayed this time due to the holidays as already said in last weeks post, but it should be done soon. We already started working on getting it stable and ready.
Er is nu ook een Tropical Buildings Mod.

Samen met Tropical Trees Pack maakt het natuurlijk af.

Samen met Tropical Trees Pack maakt het natuurlijk af.
[ Voor 70% gewijzigd door catwheel18 op 08-01-2016 18:05 ]
Bron
Devlog Update 79 + Pre-Alpha 6
Pre-Alpha 6 is available now! Simply 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.
We also have a Windows 64bit version available now (we already had a 64bit version for Linux, and Mac is universal).
Note: if you’re using any mods you should update them, as mods from Pre-Alpha 5 aren’t compatible anymore. Most mods should have been updated to make them compatible by now.

Jumbo Estates, by lord-gonchar
Devlog
Gordon has been very busy with Parkitect audio this week!
Here’s what he’s got to say:
Audio stuff! I know you’re as excited about sound as I am and I am VERY. EXCITED. Firstly, we have added over 200 new audio files specifically to deco items, so now we have 30 new decos that whomp and clank into place when built.
But the really exciting news is that after hearing me whine about how hard it is to get authentic carnival instrumentation, reddit user mikeymillsjr reached out and blew our minds. Mikey is a band organ enthusiast, and has got us access to an INCREDIBLE instrument/machine, a legitimate 1924 Wurlitzer 165 owned by fellow enthusiast Glenn Thomas. This thing is the real deal–an absolute work of art–and we couldn’t be happier to have access to such an amazing machine.
Not only do we now have access to a bunch of real-as-it-gets classic tunes from the early 20th century played from physical paper rolls–roughly half an hour of which will be available in this update–but the machine is equipped to accept MIDI data so we can actually get it to play original compositions as well, and it is all thanks to these two awesome guys. We seriously cannot thank you enough.
Community Update
The modding community made some exciting progress this week as well, specifically H-POPS started working on the first custom flat ride:
More progress has been made since that video, so it looks like there’ll be some cool stuff coming up soon
Pre-Alpha 6 Changelog:
- added Inverted Coaster
- added ride music
- added people <-> water interaction
- added saving color palettes, picking colors from existing objects, repainting existing objects
- added mod settings
- added sounds for: Bobsled Coaster, Vertical Drop Coaster
- added new background music
- added a couple hundred new build sound effects
- added attraction options: wait for half full, wait for full (+ Alpine Coaster can’t run without full cars anymore)
- added new rain
- guests can leave trains now before they reached the front of the station
- improved mechanics behaviour for maintaining/repairing rides with multiple stations
- improved blueprint builder preview performance (a lot)
- some AI improvements; most notably made employees return to their assigned zone if they’re outside of it
- improved track heightmarks: always keep them visible at unconnected track ends
- made sure windows don’t accidentally get lost behind menu bars
- Windows: moved savegames, blueprints and mods to “My Documents/Parkitect” folder; fixes issues on Windows 10
- Linux: should fix windows not rendering properly
- fixed terraforming tool being fiddly when raising/lowering large sections of terrain
- fixed delivery crates getting stacked so high that handymen couldn’t pick them up
- fixed objects not following cursor nicely when snapping to grid corners
- fixed guests being stuck on ride exit if exit isn’t connected to a path
- fixed changing attraction waiting time not working
- fixed bobsled trains derailing when loading the game
- fixed bobsled trains derailing when pausing the game
- fixed excessive bobsled car swing on non-tube tracks
- fixed parts of notification bar text entries/windows sometimes showing through tunnel entrances
- fixed scrolling the deco builder window using mouse wheel sometimes not working properly
- fixed path builder remove button sometimes acting unpredictable, especially when removing stairs
- fixed zone borders/park fences not rendering properly in loaded parks
- fixed file name input fields (for savegames, blueprints) allowing invalid characters
- fixed being able to select/delete underground objects while not in underground mode
Devlog Update 79 + Pre-Alpha 6
Pre-Alpha 6 is available now! Simply 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.
We also have a Windows 64bit version available now (we already had a 64bit version for Linux, and Mac is universal).
Note: if you’re using any mods you should update them, as mods from Pre-Alpha 5 aren’t compatible anymore. Most mods should have been updated to make them compatible by now.

Jumbo Estates, by lord-gonchar
Devlog
Gordon has been very busy with Parkitect audio this week!
Here’s what he’s got to say:
Audio stuff! I know you’re as excited about sound as I am and I am VERY. EXCITED. Firstly, we have added over 200 new audio files specifically to deco items, so now we have 30 new decos that whomp and clank into place when built.
But the really exciting news is that after hearing me whine about how hard it is to get authentic carnival instrumentation, reddit user mikeymillsjr reached out and blew our minds. Mikey is a band organ enthusiast, and has got us access to an INCREDIBLE instrument/machine, a legitimate 1924 Wurlitzer 165 owned by fellow enthusiast Glenn Thomas. This thing is the real deal–an absolute work of art–and we couldn’t be happier to have access to such an amazing machine.
Not only do we now have access to a bunch of real-as-it-gets classic tunes from the early 20th century played from physical paper rolls–roughly half an hour of which will be available in this update–but the machine is equipped to accept MIDI data so we can actually get it to play original compositions as well, and it is all thanks to these two awesome guys. We seriously cannot thank you enough.
Community Update
The modding community made some exciting progress this week as well, specifically H-POPS started working on the first custom flat ride:
More progress has been made since that video, so it looks like there’ll be some cool stuff coming up soon
Pre-Alpha 6 Changelog:
- added Inverted Coaster
- added ride music
- added people <-> water interaction
- added saving color palettes, picking colors from existing objects, repainting existing objects
- added mod settings
- added sounds for: Bobsled Coaster, Vertical Drop Coaster
- added new background music
- added a couple hundred new build sound effects
- added attraction options: wait for half full, wait for full (+ Alpine Coaster can’t run without full cars anymore)
- added new rain
- guests can leave trains now before they reached the front of the station
- improved mechanics behaviour for maintaining/repairing rides with multiple stations
- improved blueprint builder preview performance (a lot)
- some AI improvements; most notably made employees return to their assigned zone if they’re outside of it
- improved track heightmarks: always keep them visible at unconnected track ends
- made sure windows don’t accidentally get lost behind menu bars
- Windows: moved savegames, blueprints and mods to “My Documents/Parkitect” folder; fixes issues on Windows 10
- Linux: should fix windows not rendering properly
- fixed terraforming tool being fiddly when raising/lowering large sections of terrain
- fixed delivery crates getting stacked so high that handymen couldn’t pick them up
- fixed objects not following cursor nicely when snapping to grid corners
- fixed guests being stuck on ride exit if exit isn’t connected to a path
- fixed changing attraction waiting time not working
- fixed bobsled trains derailing when loading the game
- fixed bobsled trains derailing when pausing the game
- fixed excessive bobsled car swing on non-tube tracks
- fixed parts of notification bar text entries/windows sometimes showing through tunnel entrances
- fixed scrolling the deco builder window using mouse wheel sometimes not working properly
- fixed path builder remove button sometimes acting unpredictable, especially when removing stairs
- fixed zone borders/park fences not rendering properly in loaded parks
- fixed file name input fields (for savegames, blueprints) allowing invalid characters
- fixed being able to select/delete underground objects while not in underground mode
Ik ben zelf ook nog met een custom flat ride bezig. Vroege versie met genoeg bugs:
YouTube: Parkitect bumping cars mod
YouTube: Parkitect bumping cars mod
Leuk begin wellukjah schreef op zondag 10 januari 2016 @ 12:01:
Ik ben zelf ook nog met een custom flat ride bezig. Vroege versie met genoeg bugs:
YouTube: Parkitect bumping cars mod
In Roller Coaster tycoon 1/2 waren de botsauto's altijd een hit. Dus ik zou hem bouwen in ieder geval
My thirsty wanted whiskey. But my hunger needed beans
Devlog Update 80
Art Stream
Garret will catch up on the December art stream next week. Join us on his Twitch channel on Wednesday, 12pm PST to chat while watching new Parkitect art being created.
(Voor precieze tijden klik hier)
Devlog
It’s been a bit of a boring week for the devlog. Garret has been ill all week, but he’s better now.
I updated the game to use the latest Unity version, which as usual fixed some old issues we had in exchange for adding some new ones. Here are some of the more interesting glitches I encountered:


After a bit of work it’s running fine again now.
I also spent some time on internal tools, like this one that identifies some common problems with our audio setup:

And finally I tried an idea for getting the problem with people walking in circles on wide paths a bit under control:

It works alright on 2 and 3 tile wide paths, which seem to be the most common ones. On wider paths or big plazas it doesn’t work perfectly but reduces the problem. I think it’s a good tradeoff between an ideal solution and being performance friendly, but we’ll have to see what happens once everyone gets to play with it.
Art Stream
Garret will catch up on the December art stream next week. Join us on his Twitch channel on Wednesday, 12pm PST to chat while watching new Parkitect art being created.
(Voor precieze tijden klik hier)
Devlog
It’s been a bit of a boring week for the devlog. Garret has been ill all week, but he’s better now.
I updated the game to use the latest Unity version, which as usual fixed some old issues we had in exchange for adding some new ones. Here are some of the more interesting glitches I encountered:


After a bit of work it’s running fine again now.
I also spent some time on internal tools, like this one that identifies some common problems with our audio setup:

And finally I tried an idea for getting the problem with people walking in circles on wide paths a bit under control:

It works alright on 2 and 3 tile wide paths, which seem to be the most common ones. On wider paths or big plazas it doesn’t work perfectly but reduces the problem. I think it’s a good tradeoff between an ideal solution and being performance friendly, but we’ll have to see what happens once everyone gets to play with it.
Devlog Update 81
Art Stream
We had another fun art stream this week - and to get back on our normal schedule there’ll be another one next week!
As usual, it’ll be on Wednesday, 2pm PST on Garrets Twitch channel.
(Voor precieze tijden klik hier)
Counting Down To
Devlog
The deco builder window received an overhaul this week. We added object categories to organize everything a bit better, and the window also opens faster again because it doesn’t have to load everything at once.

The categories themselves aren’t finalized yet.
Garret set up this style guide for wall pieces to make sure all of our wall sets (and modded ones) will somewhat fit together.

We also released some objects for modders as scale reference. You can get them here.
He also reworked the existing castle walls to fit this style and added a bunch of nice new objects
Raised dirt paths turn into these shaky wooden constructions now.

We also added some SSAO. It’s really subtle and hard to see in a side-by-side comparison, but it does make a difference in the game and works well with our art style. Some closeups, first without SSAO:

And with SSAO:

If you properly want to see the difference, open the images in new tabs and switch between them.
Art Stream
We had another fun art stream this week - and to get back on our normal schedule there’ll be another one next week!
As usual, it’ll be on Wednesday, 2pm PST on Garrets Twitch channel.
(Voor precieze tijden klik hier)
Counting Down To
Devlog
The deco builder window received an overhaul this week. We added object categories to organize everything a bit better, and the window also opens faster again because it doesn’t have to load everything at once.

The categories themselves aren’t finalized yet.
Garret set up this style guide for wall pieces to make sure all of our wall sets (and modded ones) will somewhat fit together.

We also released some objects for modders as scale reference. You can get them here.
He also reworked the existing castle walls to fit this style and added a bunch of nice new objects
Raised dirt paths turn into these shaky wooden constructions now.

We also added some SSAO. It’s really subtle and hard to see in a side-by-side comparison, but it does make a difference in the game and works well with our art style. Some closeups, first without SSAO:

And with SSAO:

If you properly want to see the difference, open the images in new tabs and switch between them.
[ Voor 6% gewijzigd door catwheel18 op 24-01-2016 22:49 ]
Bron
Devlog Update 82 + Pre-Alpha 7
Hey! It’s been a short month for us due to Pre-Alpha 6 being a week late, but here’s Pre-Alpha 7 anyways!
As usual, 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.
Devlog
Garret created a new Star Shape ride during the last art stream (which you can still watch here), and here it is done and in the game:
I’m really happy with how the animation turned out, especially with these physics-driven seat beams. I was also more careful with taking measurements for rotation speeds etc. from footage of real versions of this ride instead of eyeballing it (although my estimates weren’t too far off). I should go back and do the same for some older rides.
Pre-Alpha 7 Changelog:
- added Star Shape ride
- added deco builder categories
- added Ambient Occlusion (can be disabled in graphics settings)
- added some new deco objects, stone bench, new dirt path platforms
- added visualizations for the remaining person stat values
- added some more people outfits, hairstyles & hair color variation
- reduced people walking in circles on wide paths
- improved builder window loading times
- overall performance improvements
- fixed workmen dropping crates when loading savegame
- Linux: fixed decimal number input fields not working properly with a non-english locale
- Windows 10: fixed empty coaster/transport ride tabs when installing the game to C:/Program Files
Devlog Update 82 + Pre-Alpha 7
Hey! It’s been a short month for us due to Pre-Alpha 6 being a week late, but here’s Pre-Alpha 7 anyways!
As usual, 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.
Devlog
Garret created a new Star Shape ride during the last art stream (which you can still watch here), and here it is done and in the game:
I’m really happy with how the animation turned out, especially with these physics-driven seat beams. I was also more careful with taking measurements for rotation speeds etc. from footage of real versions of this ride instead of eyeballing it (although my estimates weren’t too far off). I should go back and do the same for some older rides.
Pre-Alpha 7 Changelog:
- added Star Shape ride
- added deco builder categories
- added Ambient Occlusion (can be disabled in graphics settings)
- added some new deco objects, stone bench, new dirt path platforms
- added visualizations for the remaining person stat values
- added some more people outfits, hairstyles & hair color variation
- reduced people walking in circles on wide paths
- improved builder window loading times
- overall performance improvements
- fixed workmen dropping crates when loading savegame
- Linux: fixed decimal number input fields not working properly with a non-english locale
- Windows 10: fixed empty coaster/transport ride tabs when installing the game to C:/Program Files
Devlog Update 83
It’s been a very busy week for us!
Pre-Alpha 7a was released earlier this week with a couple of good fixes, so you should get that if you haven’t already. Pre-Alpha 7 introduced a few issues on some Mac and Linux systems, but we’ll have to wait for Unity to resolve those.
We added some decorative TV screens to the game that show a slide show of your park:

Delivery crates received stickers showing their contents:

There’s a new animation for the mechanic, so you can actually see him fixing the ride now instead of magically making it work again:

And most flat rides received a setting for adjusting how many rounds they go:
It’s been a very busy week for us!
Pre-Alpha 7a was released earlier this week with a couple of good fixes, so you should get that if you haven’t already. Pre-Alpha 7 introduced a few issues on some Mac and Linux systems, but we’ll have to wait for Unity to resolve those.
We added some decorative TV screens to the game that show a slide show of your park:

Delivery crates received stickers showing their contents:

There’s a new animation for the mechanic, so you can actually see him fixing the ride now instead of magically making it work again:

And most flat rides received a setting for adjusting how many rounds they go:

Devlog Update 84
Garret spent a lot of time this week on money balance. As usual with balance it’s nothing final, but you can actually build some profitable parks now. Feels better and is a good first step towards a working economy
There’s been a suggestion over on our subreddit recently to allow connecting paths to the ride entrance/exit from the sides instead of just from the front that gained a lot of support, and we were able to make it happen:

And we added a toggle for looking through scenery:

Scenery can’t be clicked in this mode, so this allows to access shops, rides, paths or whatever else was hidden behind scenery, and you won’t accidentally delete it.
Community Update
You might remember H-POPS as the guy who added the first custom flat ride to Parkitect a while ago. He’s been very busy since with creating a fantastic looking modding tool that allows bringing custom objects into the game without requiring any code. It also has some other helpful features like setting up collisions on objects, which has been tricky to do for mods so far.
And most of all it has really great tools for animating rides with just a couple of mouse clicks:
It’s making use of the games code for ride animations, so ride animations created with this are able to perfectly match the feeling of our own rides.
We also gave him some of our internal tools for integration into his modding tool.
This is not available yet, but it looks like it’s progressing nicely
Luuk Holleman from ParkitectNexus released a nice Billboards mod recently:

These billboards can show your own images, and it even stores them in the savegame, so you can easily share them with other users of this mod!
Garret spent a lot of time this week on money balance. As usual with balance it’s nothing final, but you can actually build some profitable parks now. Feels better and is a good first step towards a working economy
There’s been a suggestion over on our subreddit recently to allow connecting paths to the ride entrance/exit from the sides instead of just from the front that gained a lot of support, and we were able to make it happen:

And we added a toggle for looking through scenery:

Scenery can’t be clicked in this mode, so this allows to access shops, rides, paths or whatever else was hidden behind scenery, and you won’t accidentally delete it.
Community Update
You might remember H-POPS as the guy who added the first custom flat ride to Parkitect a while ago. He’s been very busy since with creating a fantastic looking modding tool that allows bringing custom objects into the game without requiring any code. It also has some other helpful features like setting up collisions on objects, which has been tricky to do for mods so far.
And most of all it has really great tools for animating rides with just a couple of mouse clicks:
It’s making use of the games code for ride animations, so ride animations created with this are able to perfectly match the feeling of our own rides.
We also gave him some of our internal tools for integration into his modding tool.
This is not available yet, but it looks like it’s progressing nicely
Luuk Holleman from ParkitectNexus released a nice Billboards mod recently:

These billboards can show your own images, and it even stores them in the savegame, so you can easily share them with other users of this mod!
De voortgang die ze maken is echt heel gaaf om te zien!
Ja geniet eigenlijk meer van het hele proces dan van de game zelf. Die alphas vind ik eigenlijk niet echt lekker spelen tot nu toe.
My thirsty wanted whiskey. But my hunger needed beans
Devlog Update 85
Art Stream
Next week is the last Wednesday of the month once again, and that means it’s time for another Art Stream! Join us on Garrets Twitch channel at 2pm PST to chat while watching some new Parkitect art being created.
(Voor precieze tijden klik hier)
Devlog
We’re all very busy currently, working on many different parts of the game at once and it feels like we’re getting lots of good stuff done. It’s exhausting, but that’s alright
We finally found a look for flowing water that we’re satisfied with:

The object deletion tool was improved to allow deleting stuff much faster, which is mostly useful for scenery. Simply hold and drag the mouse around after right-clicking an object to only delete objects of the same type/from the same category:

And we added the first park utility building, the Staff Room:

For now it’s simply a place for staff to take a break so they don’t have to hang out on benches with the park guests.
And another first: we added the first dark ride, the Ghost Mansion Ride!

It’s a slow ride with self-powered trains.
The cars can rotate into any direction as defined by the track designer:

Similar to brake segments the segment length influences the rotation speed, so you’ve got a bit of control over that. For example here’s a rotation on a short segment:

And the same rotation on a longer segment:

This ride is more limited in its build options compared to big coasters with their loops and whatnot, but having this rotation option makes it still interesting. Pretty happy with it overall
Art Stream
Next week is the last Wednesday of the month once again, and that means it’s time for another Art Stream! Join us on Garrets Twitch channel at 2pm PST to chat while watching some new Parkitect art being created.
(Voor precieze tijden klik hier)
Devlog
We’re all very busy currently, working on many different parts of the game at once and it feels like we’re getting lots of good stuff done. It’s exhausting, but that’s alright
We finally found a look for flowing water that we’re satisfied with:

The object deletion tool was improved to allow deleting stuff much faster, which is mostly useful for scenery. Simply hold and drag the mouse around after right-clicking an object to only delete objects of the same type/from the same category:

And we added the first park utility building, the Staff Room:

For now it’s simply a place for staff to take a break so they don’t have to hang out on benches with the park guests.
And another first: we added the first dark ride, the Ghost Mansion Ride!

It’s a slow ride with self-powered trains.
The cars can rotate into any direction as defined by the track designer:

Similar to brake segments the segment length influences the rotation speed, so you’ve got a bit of control over that. For example here’s a rotation on a short segment:

And the same rotation on a longer segment:

This ride is more limited in its build options compared to big coasters with their loops and whatnot, but having this rotation option makes it still interesting. Pretty happy with it overall
Devlog Update 86 + Pre-Alpha 8
Pre-Alpha 8 is now available for download!
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.

WIP Park, by 72206
Devlog
If you’ve used any Parkitect mods (such as the ones seen in the screenshot above) then you’ve probably used the great scenery sets by Kenney, so we’re very happy to say that Kenney is now supporting us with creating official scenery sets for the game
A lot of time this week was spent on figuring out standards to make sure that pieces from different sets and themes work together as good as possible and follow the same style. The first results are this generic set from Kenney that should work with about every theme:

And Garret made a set of spooky walls during the Art Stream this week:

And we finally added the Spiral Slide ride that Garret made during a Stream a while back:

Pre-Alpha 8 Changelog
- added Staff Room
- added Ghost Mansion Ride
- added Spiral Slide
- added generic and spooky walls
- added setting to flat rides for controlling how many rounds they go
- added “see through scenery” toggle
- added connecting to ride entrances/exits from the sides
- added color filters to graphics settings menu
- added TV deco objects
- added ride repair animation
- added log flume water flow animation
- added delivery crate stickers
- added fast object deletion: right-click an object, then drag the mouse around to only delete objects from the same category
- added recoloring multiple objects by click-dragging with the brush tool
- changed castle walls to be recolorable
- a bunch of game balance adjustments
- made path styles moddable
- fixed not being able to right-click-delete queues sometimes
- fixed custom colors of entrance tile not updating when recoloring queue
- fixed a case where guests stepped onto employee paths (possibly ride platforms too?)
- fixed Janitors not cleaning up if you dropped them on a pile of trash
- fixed bad path cursor positioning when right-click-deleting paths
- fixed delivery crates of removed shops staying around forever (get reused now if needed)
- fixed not being able to initiate angle slider drag by clicking anywhere on the circle
- fixed terraforming tools stopping to work when switching between tabs
- fixed guests occasionally leaving train before it’s fully inside station
Pre-Alpha 8 is now available for download!
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.

WIP Park, by 72206
Devlog
If you’ve used any Parkitect mods (such as the ones seen in the screenshot above) then you’ve probably used the great scenery sets by Kenney, so we’re very happy to say that Kenney is now supporting us with creating official scenery sets for the game
A lot of time this week was spent on figuring out standards to make sure that pieces from different sets and themes work together as good as possible and follow the same style. The first results are this generic set from Kenney that should work with about every theme:

And Garret made a set of spooky walls during the Art Stream this week:

And we finally added the Spiral Slide ride that Garret made during a Stream a while back:

Pre-Alpha 8 Changelog
- added Staff Room
- added Ghost Mansion Ride
- added Spiral Slide
- added generic and spooky walls
- added setting to flat rides for controlling how many rounds they go
- added “see through scenery” toggle
- added connecting to ride entrances/exits from the sides
- added color filters to graphics settings menu
- added TV deco objects
- added ride repair animation
- added log flume water flow animation
- added delivery crate stickers
- added fast object deletion: right-click an object, then drag the mouse around to only delete objects from the same category
- added recoloring multiple objects by click-dragging with the brush tool
- changed castle walls to be recolorable
- a bunch of game balance adjustments
- made path styles moddable
- fixed not being able to right-click-delete queues sometimes
- fixed custom colors of entrance tile not updating when recoloring queue
- fixed a case where guests stepped onto employee paths (possibly ride platforms too?)
- fixed Janitors not cleaning up if you dropped them on a pile of trash
- fixed bad path cursor positioning when right-click-deleting paths
- fixed delivery crates of removed shops staying around forever (get reused now if needed)
- fixed not being able to initiate angle slider drag by clicking anywhere on the circle
- fixed terraforming tools stopping to work when switching between tabs
- fixed guests occasionally leaving train before it’s fully inside station
Mm de nieuwe Alpha is niet echt stabiel hier (Osx 10.11.4), ik heb een klein park gebouwd zonder problemen (Al lopen er pas 45 mensen maar oké), echter de game loopt nu direct vast als ik iets probeer te bouwen, bouw ik niets dan blijft het goed gaan.
Edit: inmiddels ook op mijn andere Mac geprobeerd. Zelfde verhaal, na een half uur bouwen de eerste vastloper, na het herladen van de Savegame komt het vastlopen terug maar dan al sneller.
Edit: inmiddels ook op mijn andere Mac geprobeerd. Zelfde verhaal, na een half uur bouwen de eerste vastloper, na het herladen van de Savegame komt het vastlopen terug maar dan al sneller.
[ Voor 27% gewijzigd door Donstil op 05-03-2016 13:36 ]
My thirsty wanted whiskey. But my hunger needed beans
bron
Devlog Update 87
Pre-Alpha 8 was released on Monday, so we took some time this week to watch people play to see what common problems they encountered and to find the areas that we need to improve most. The time right after a release is also great for fixing long-standing issues and improving old code, because if I break something now we’ve got a couple weeks left until the next release to notice it (on the contrary, doing bigger changes a couple days before release is always a bit scary).
We also worked on giving our website a makeover. Almost done! Won’t go online for a couple weeks though
We added a tilt-shift effect (blur near the top and bottom of the screen to make everything look more like a miniature):

It is disabled by default, but if you want to take some nice screenshots or record videos or even play with it there’s an option for it.
And we added the Tourbillon ride:

It looks a bit like something out of a science fiction movie, but it is a real ride currently in development. The movement pattern in the game is randomized.
Vine video.
Devlog Update 87
Pre-Alpha 8 was released on Monday, so we took some time this week to watch people play to see what common problems they encountered and to find the areas that we need to improve most. The time right after a release is also great for fixing long-standing issues and improving old code, because if I break something now we’ve got a couple weeks left until the next release to notice it (on the contrary, doing bigger changes a couple days before release is always a bit scary).
We also worked on giving our website a makeover. Almost done! Won’t go online for a couple weeks though
We added a tilt-shift effect (blur near the top and bottom of the screen to make everything look more like a miniature):

It is disabled by default, but if you want to take some nice screenshots or record videos or even play with it there’s an option for it.
And we added the Tourbillon ride:

It looks a bit like something out of a science fiction movie, but it is a real ride currently in development. The movement pattern in the game is randomized.
Vine video.
[ Voor 4% gewijzigd door catwheel18 op 07-03-2016 16:12 ]
Devlog Update 88
Blueprints got a lot cooler this week - they can contain about anything now!
Scenery…

Paths, Flat Rides, Shops…

And any combination of these really, even multiple coasters:

You might remember from last years Blueprintannouncement postt that unlike savegames they can only store up to a certain amount of data, but don’t worry:

The Pier, by kev-vink
There is a lot of space - you could put entire small parks into it. The above blueprint is only filled to 40%.
You pick the objects that go into the blueprint with a rectangle or individual object selection tool:

We can’t wait to see what you’ll come up with!

Stone Man, by TheDeeGee
We also added new cobblestone and gravel path styles:
Blueprints got a lot cooler this week - they can contain about anything now!
Scenery…

Paths, Flat Rides, Shops…

And any combination of these really, even multiple coasters:

You might remember from last years Blueprintannouncement postt that unlike savegames they can only store up to a certain amount of data, but don’t worry:

The Pier, by kev-vink
There is a lot of space - you could put entire small parks into it. The above blueprint is only filled to 40%.
You pick the objects that go into the blueprint with a rectangle or individual object selection tool:

We can’t wait to see what you’ll come up with!

Stone Man, by TheDeeGee
We also added new cobblestone and gravel path styles:

Devlog Update 89
We remade the settings screen:

Apart from looking nicer there’s now a proper way to rebind keys and we’re adding a bunch of new hotkeys. This is also open to modding, so mods can make their controls configurable through this and register their own hotkeys.
The Graphics tab gained options for changing the resolution, which means we can finally disable Unitys default configuration launcher that opened before the game.
Guests now properly head for certain parts of the park even if they don’t own a map, but less frequently than if they have one.
Fences can be raised now (and there’s a new one), rocks received some coloring options, and we added some missing roof pieces:

(Couldn’t think of a proper building to showcase these, heh)
Flat rides can use the “spooky” platform fences that were only used by the Haunted House so far, or you can disable them entirely for easier theming:

We also changed the approach how we’re calculating the excitement rating of tracked rides since the old one didn’t work for dark rides like the Ghost Mansion Ride. We did a balancing pass that should result in some more diversified and fair excitement ratings, but as usual with balancing we’ll see how that works out once everyone gets to play with it.
We remade the settings screen:

Apart from looking nicer there’s now a proper way to rebind keys and we’re adding a bunch of new hotkeys. This is also open to modding, so mods can make their controls configurable through this and register their own hotkeys.
The Graphics tab gained options for changing the resolution, which means we can finally disable Unitys default configuration launcher that opened before the game.
Guests now properly head for certain parts of the park even if they don’t own a map, but less frequently than if they have one.
Fences can be raised now (and there’s a new one), rocks received some coloring options, and we added some missing roof pieces:

(Couldn’t think of a proper building to showcase these, heh)
Flat rides can use the “spooky” platform fences that were only used by the Haunted House so far, or you can disable them entirely for easier theming:

We also changed the approach how we’re calculating the excitement rating of tracked rides since the old one didn’t work for dark rides like the Ghost Mansion Ride. We did a balancing pass that should result in some more diversified and fair excitement ratings, but as usual with balancing we’ll see how that works out once everyone gets to play with it.
De topictitel kan gewijzigd worden, minus PC.PLATFORMS?
The pre-alpha is available for Windows, Mac and Ubuntu Linux.
Ziet er leuk uit dat cartoon-achtige, ik ga de Pre-Alpha kopen voor Linux, ik draai alleen wel Debian maar dat zal wel geen probleem zijn.
Devlog Update 90
Art Steam
Time for another Art Stream! Join us on Wednesday at 2pm PST on Garrets Twitch channel to chat while watching some new Parkitect art being created.
(Voor precieze tijden klik hier)
Counting Down To
Devlog
It’s almost exactly 2 years this week since we started working on Parkitect, so we thought we’d do something different for the devlog: let’s take a look back at some pictures from the very beginning of development, from before this blog started
Alright!

It all started out as an experiment on simulating coasters, so naturally the first gif shows some early coaster physics. The tracks are just lots of boxes placed along a curve. This must be from the first couple days of development.

A few days later there are multiple trains, a station, banked segments, and the tracks have been cleaned up to get an idea how properly looking coaster tracks could be done.


Fast-forward a week and there are guests who can ride the coaster, get some food and sit on benches. That hot dog is the only programmer art that’s still in the game! I’m somewhat proud of that.

Another week later we got some very basic terrain and path building tools. Until this point there were no building tools, everything from the previous tests was placed in the game from code. The first terrain experiments were voxel-based, but it was clear very quickly that this wouldn’t work very well from an isometric camera perspective and it would be too ambitious for a single programmer considering with how many other systems (paths, coasters, water) it would have to work.

Coasters learned to derail, although they didn’t always behave like you’d expect.

With some very basic coaster building tools it was now possible to sort of build a park!

Balloons have been in the game for a very long time.

Garret joins the project mid-April and creates this mockup for what the “final” art might look like.

Around the end of April the first proper art is being put into the game.

And the work on flat rides begins - the first one is an exciting square beam to sit on!

By the end of May a lot more art has been done, including some rides and shops that are still in the game.




The long and tiring process of searching for a name for the game begins, and we start working on intuitive building tools that normal players can actually use.

Near the end of August we have enough of the game working in a very basic but presentable state to have an idea what it’ll take us to finish it. It gets Kickstarted and this blog begins
Art Steam
Time for another Art Stream! Join us on Wednesday at 2pm PST on Garrets Twitch channel to chat while watching some new Parkitect art being created.
(Voor precieze tijden klik hier)
Counting Down To
Devlog
It’s almost exactly 2 years this week since we started working on Parkitect, so we thought we’d do something different for the devlog: let’s take a look back at some pictures from the very beginning of development, from before this blog started
Alright!

It all started out as an experiment on simulating coasters, so naturally the first gif shows some early coaster physics. The tracks are just lots of boxes placed along a curve. This must be from the first couple days of development.

A few days later there are multiple trains, a station, banked segments, and the tracks have been cleaned up to get an idea how properly looking coaster tracks could be done.


Fast-forward a week and there are guests who can ride the coaster, get some food and sit on benches. That hot dog is the only programmer art that’s still in the game! I’m somewhat proud of that.

Another week later we got some very basic terrain and path building tools. Until this point there were no building tools, everything from the previous tests was placed in the game from code. The first terrain experiments were voxel-based, but it was clear very quickly that this wouldn’t work very well from an isometric camera perspective and it would be too ambitious for a single programmer considering with how many other systems (paths, coasters, water) it would have to work.

Coasters learned to derail, although they didn’t always behave like you’d expect.

With some very basic coaster building tools it was now possible to sort of build a park!

Balloons have been in the game for a very long time.

Garret joins the project mid-April and creates this mockup for what the “final” art might look like.

Around the end of April the first proper art is being put into the game.

And the work on flat rides begins - the first one is an exciting square beam to sit on!

By the end of May a lot more art has been done, including some rides and shops that are still in the game.




The long and tiring process of searching for a name for the game begins, and we start working on intuitive building tools that normal players can actually use.

Near the end of August we have enough of the game working in a very basic but presentable state to have an idea what it’ll take us to finish it. It gets Kickstarted and this blog begins
Reageer hier niet vaak maar blijf het een geweldige game vinden die het oude RTC tot leven bracht in een nieuw jasje
Ik zit met smart op de volgende Alpha te wachten eigenlijk.
Vond het eerst niet zo lekker spelen, toen in de latere Alphas al een stuk beter maar Alpha 8 icm 10.11.4 is geen goeie combinatie. Loopt om de haverklap volledig vast (geregeld na het bouwen van een attractie).
Vond het eerst niet zo lekker spelen, toen in de latere Alphas al een stuk beter maar Alpha 8 icm 10.11.4 is geen goeie combinatie. Loopt om de haverklap volledig vast (geregeld na het bouwen van een attractie).
My thirsty wanted whiskey. But my hunger needed beans
Devlog Update 91 + Pre-Alpha 9
Pre-Alpha 9 is now available for download!
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.

Enchanted Gardens, by muuuh
Devlog
We finished the UI for creating and building blueprints:

Building raised objects has been improved to be faster and easier:

And we spent some time on performance improvements. Especially guest performance is much better now, so we increased their spawn rate too
Pre-Alpha 9 Changelog
- added Tourbillon
- added general purpose blueprints (can contain about anything now)
- added cobblestone and gravel path styles
- added changing fence style of flat rides
- added Tilt Shift option to graphics settings menu (disabled by default)
- added options for hiding paths, attractions
- added renaming people
- added new settings screen (+ changing resolution, rebinding keys)
- added a few missing scenery structure pieces
- guests without a map can also head for specific locations like shops and rides etc. now, but less frequently
- did a tracked ride excitement rating balance pass
- made it possible to raise fences
- changed rocks to be recolorable
- improved raised object building
- improved save/load dialog performance
- improved people performance
- overall performance improvements
- increased guest spawn rate
- improved error handling when encountering problems with loading modded objects
- fixed people sometimes getting stuck
- fixed ride entrance/exit sometimes rotating towards a path it couldn’t connect with
- fixed a case where deleting a bobsled coaster station would crash the game
- fixed a case where guests would never leave a coaster
- fixed round settings of some flat rides getting reset
- fixed zoning tools and other mouse tools deleting objects when right-clicking
- fixes issues on Linux with Nvidia GPUs
Pre-Alpha 9 is now available for download!
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.

Enchanted Gardens, by muuuh
Devlog
We finished the UI for creating and building blueprints:

Building raised objects has been improved to be faster and easier:

And we spent some time on performance improvements. Especially guest performance is much better now, so we increased their spawn rate too
Pre-Alpha 9 Changelog
- added Tourbillon
- added general purpose blueprints (can contain about anything now)
- added cobblestone and gravel path styles
- added changing fence style of flat rides
- added Tilt Shift option to graphics settings menu (disabled by default)
- added options for hiding paths, attractions
- added renaming people
- added new settings screen (+ changing resolution, rebinding keys)
- added a few missing scenery structure pieces
- guests without a map can also head for specific locations like shops and rides etc. now, but less frequently
- did a tracked ride excitement rating balance pass
- made it possible to raise fences
- changed rocks to be recolorable
- improved raised object building
- improved save/load dialog performance
- improved people performance
- overall performance improvements
- increased guest spawn rate
- improved error handling when encountering problems with loading modded objects
- fixed people sometimes getting stuck
- fixed ride entrance/exit sometimes rotating towards a path it couldn’t connect with
- fixed a case where deleting a bobsled coaster station would crash the game
- fixed a case where guests would never leave a coaster
- fixed round settings of some flat rides getting reset
- fixed zoning tools and other mouse tools deleting objects when right-clicking
- fixes issues on Linux with Nvidia GPUs
De GUI begint er al beter uit te zien. Ik heb een van de eerste alpha's voor backers gespeeld, maar ik was niet onder de indruk. Denk dat ik ook niet het type speler ben dat spellen moet spelen die om duidelijke redenen nog niet af zijn. Op de een of andere manier haak ik dan altijd af.
Hoewel het er goed uit ziet, denk ik dat ik nu toch maar gewoon wacht op versie 1.0.
Ben wel blij dat ik deze backed heb!
Hoewel het er goed uit ziet, denk ik dat ik nu toch maar gewoon wacht op versie 1.0.
Ben wel blij dat ik deze backed heb!
Mooi!
Ga hem meteen downloaden!
- fixed round settings of some flat rides getting reset
Deze heb ik doorgegeven lol, bugs melden werkt dus ook op Reddit, doen ze wat mee!
Ga hem meteen downloaden!
- fixed round settings of some flat rides getting reset
Deze heb ik doorgegeven lol, bugs melden werkt dus ook op Reddit, doen ze wat mee!
Nice ik ook.
Op twitter kreeg ik te horen dat de Alpha 8 build idd wat buggy bleek op Unix based platformen.
Dit zou met Alpha 9 weer opgelost moeten zijn
Op twitter kreeg ik te horen dat de Alpha 8 build idd wat buggy bleek op Unix based platformen.
Dit zou met Alpha 9 weer opgelost moeten zijn
My thirsty wanted whiskey. But my hunger needed beans
Mooie updates weer. Leuk om de progressie van de game te zien. Gaat allemaal nog best snel
Steam/Origin/Uplay: Batumulia | Star Citizen GoT organisation / Referral code | Gamerig
Ze zijn vast opgekocht door RCTW. Hahahaha
Owner of DBIT Consultancy | DJ BassBrewer
Misschien de stap naar Steam?
You can know all the math in the 'Verse, but take a boat in the air you don't love, she'll shake you off just as sure as the turning of worlds. Love keeps her in the air when she oughta fall down, tells ya she's hurtin' 'fore she keens. Makes her home.
Ooh dat zou goed kunnen ja.
Voor mij niet interessant verder (geen Steam gebruiker) maar voor een developer een grote stap idd.
Haha dat heeft RCTW best nodig volgens mij
My thirsty wanted whiskey. But my hunger needed beans
Systeem:AMD Ryzen 7 9800X3D ,RTX 5080 OC,FURY 64 GB DDR5-6000,ASUS TUF Gaming B850M-PLUS WIFI, SAMSUNG 990 EVO Plus 4 TB
It’s time…

Yes! That big milestone is finally close - we’ll be releasing Parkitect on Steam Early Access on May 5th.
Our Steam store page is live already, so don’t hesitate and put the game on your wishlist!
We prepared a cool new trailer over the past few months for this occasion, made my Marlon Wiebe and Gordon:
And we also revamped our website and updated it with a bunch of recent screenshots!

The beautiful parks in these shots and in the trailer have been created by the awesome Silvarret and TheDeeGee.
So what’s changing now that the game will be on Steam?
Not too much for now for you guys, really! We’ll keep up our regular development schedule, so the weekly devlogs and monthly Art Streams and new game versions continue as usual (although - we hope we’ll be so busy talking to all the new players on Steam during May that we’ll have less time for development, so don’t expect a huge May update).
We’ll finally change the game’s label from Pre-Alpha to Alpha, so the next release will be called Alpha 1. The plan is to release this to everyone who owns the game on Humble a few days before the Steam release, just so we got a bit of time to iron out any last-minute bugs.
And we’ll also finally bump up the price slightly from $15 to$17.999, starting on May 5th (only applies for those of you who haven’t bought the game yet, of course). As was the case with the current price we expect this to stay stable for quite some time, with another small increase once significant amounts of new content and features have been added again.

Yes! That big milestone is finally close - we’ll be releasing Parkitect on Steam Early Access on May 5th.
Our Steam store page is live already, so don’t hesitate and put the game on your wishlist!
We prepared a cool new trailer over the past few months for this occasion, made my Marlon Wiebe and Gordon:
And we also revamped our website and updated it with a bunch of recent screenshots!

The beautiful parks in these shots and in the trailer have been created by the awesome Silvarret and TheDeeGee.
So what’s changing now that the game will be on Steam?
Not too much for now for you guys, really! We’ll keep up our regular development schedule, so the weekly devlogs and monthly Art Streams and new game versions continue as usual (although - we hope we’ll be so busy talking to all the new players on Steam during May that we’ll have less time for development, so don’t expect a huge May update).
We’ll finally change the game’s label from Pre-Alpha to Alpha, so the next release will be called Alpha 1. The plan is to release this to everyone who owns the game on Humble a few days before the Steam release, just so we got a bit of time to iron out any last-minute bugs.
And we’ll also finally bump up the price slightly from $15 to$17.999, starting on May 5th (only applies for those of you who haven’t bought the game yet, of course). As was the case with the current price we expect this to stay stable for quite some time, with another small increase once significant amounts of new content and features have been added again.
Hoera!
Ik vind het wel een mooie stap, ze kunnen nu wel een breder publiek aantrekken. Helaas heeft early-access op Steam wel een nare betekenis voor mensen die zich hebben gebrand aan eerdere early-access projecten. Dus iedereen recommendations schrijven op 5 mei?
You can know all the math in the 'Verse, but take a boat in the air you don't love, she'll shake you off just as sure as the turning of worlds. Love keeps her in the air when she oughta fall down, tells ya she's hurtin' 'fore she keens. Makes her home.
Hoebedoel je dat laatste? Dat ze negatief schrijven over de game terwijl ze hem nooit gespeeld hebben?Tylocke schreef op woensdag 06 april 2016 @ 18:33:
[...]
Hoera!
Ik vind het wel een mooie stap, ze kunnen nu wel een breder publiek aantrekken. Helaas heeft early-access op Steam wel een nare betekenis voor mensen die zich hebben gebrand aan eerdere early-access projecten. Dus iedereen recommendations schrijven op 5 mei?
My thirsty wanted whiskey. But my hunger needed beans
Dat veel mensen op Steam terughoudend zijn met early access aankopen omdat er in het verleden (en nog steeds ) veel slechte spellen tussen zaten die na een veelbelovend begin nooit werden afgemaakt.Donstil schreef op woensdag 06 april 2016 @ 18:41:
[...]
Hoebedoel je dat laatste? Dat ze negatief schrijven over de game terwijl ze hem nooit gespeeld hebben?
Theme Parcitect valt hier echt niet onder en ik heb het vertrouwen er wel in maar vast niet iedereen zal er zo over denken.
You can know all the math in the 'Verse, but take a boat in the air you don't love, she'll shake you off just as sure as the turning of worlds. Love keeps her in the air when she oughta fall down, tells ya she's hurtin' 'fore she keens. Makes her home.
Ben er best wel trots op dat ze mijn Park gebruikt hebben in de Video en Screenshots op Steam.
Zal morgen een link achter laten, want ik ben hem aan het Updaten geweest.
Zal morgen een link achter laten, want ik ben hem aan het Updaten geweest.
[ Voor 70% gewijzigd door TheDeeGee op 06-04-2016 23:22 ]
Altijd leuk. Zelf heb ik nog maar 1x een steam early access game gehad en dat is Prison Architect dus geen vervelende ervaringen hier. Parkitect speel ik al een paar maanden, dus ik zit vol vertrouwen.
Hier is de link van mijn Park dat deels gebruikt word in de Video en Screenshots 
https://parkitectnexus.co...8fabb2/northern-highlands
https://parkitectnexus.co...8fabb2/northern-highlands
Het is een beetje offtopic maar heeft iemand dit weleens geprobeerd?
https://openrct2.org/
https://openrct2.org/
OpenRCT2: Open RollerCoaster Tycoon 2Brilsmurfffje schreef op donderdag 07 april 2016 @ 15:49:
Het is een beetje offtopic maar heeft iemand dit weleens geprobeerd?
https://openrct2.org/
Yep, maar kan er niet meer in komen. Parkitect speelt zoveel lekkerder.Brilsmurfffje schreef op donderdag 07 april 2016 @ 15:49:
Het is een beetje offtopic maar heeft iemand dit weleens geprobeerd?
https://openrct2.org/
Damn puik werk zegTheDeeGee schreef op donderdag 07 april 2016 @ 15:00:
Hier is de link van mijn Park dat deels gebruikt word in de Video en Screenshots
https://parkitectnexus.co...8fabb2/northern-highlands
My thirsty wanted whiskey. But my hunger needed beans
Thanks
Het andere Park in de video is van Silvarret, hij maakt nog betere parken. Alleen houd hij het vaak bij small scale, dus nooit een complete map vol.
Ik zie een hele hoop dingen waarvan ik niet eens wist dat het kon. Zoals die stijle helling maar ook die rotsen met achtbanen erdoorheenTheDeeGee schreef op vrijdag 08 april 2016 @ 09:28:
[...]
Thanks
Het andere Park in de video is van Silvarret, hij maakt nog betere parken. Alleen houd hij het vaak bij small scale, dus nooit een complete map vol.
My thirsty wanted whiskey. But my hunger needed beans
Gister nog even bezig geweest.
Alleen ik kan best een hoop uit de screenshots hierboven niet vinden in de game.
Zoals de rotsen en BV de houten paden. Zijn dat dingen die uit mods voort komen? Of moet ik dat vrijspelen oid?
Ook heb ik nog wel wat moeite met de interface. Ik speel de game voornamelijk op mijn 12" MacBook retina. Alleen de interface is onwijs groot, vooral tijdens het bouwen van attracties neemt de interface ongeveer 85% van mijn scherm in. Ik heb dit al een aantal keer aangegeven maar ze doen er helaas niet echt wat mee
Alleen ik kan best een hoop uit de screenshots hierboven niet vinden in de game.
Zoals de rotsen en BV de houten paden. Zijn dat dingen die uit mods voort komen? Of moet ik dat vrijspelen oid?
Ook heb ik nog wel wat moeite met de interface. Ik speel de game voornamelijk op mijn 12" MacBook retina. Alleen de interface is onwijs groot, vooral tijdens het bouwen van attracties neemt de interface ongeveer 85% van mijn scherm in. Ik heb dit al een aantal keer aangegeven maar ze doen er helaas niet echt wat mee
My thirsty wanted whiskey. But my hunger needed beans
Ben begonnen met mijn 5de Building Set voor ParkitectNexus 
http://imgur.com/a/zlWjJ
Ja, de Inface Scaled met je resolutie. Hoe lager die is hoe groter de interface word.
http://imgur.com/a/zlWjJ
Geen Mods en ook hoef je niks vrij te spelen. Voor die houten paden moet je de oranje paden gebruiken. De rotsen staan onder Nature --> Rocks.Donstil schreef op zaterdag 09 april 2016 @ 14:05:
Gister nog even bezig geweest.
Alleen ik kan best een hoop uit de screenshots hierboven niet vinden in de game.
Zoals de rotsen en BV de houten paden. Zijn dat dingen die uit mods voort komen? Of moet ik dat vrijspelen oid?
Ook heb ik nog wel wat moeite met de interface. Ik speel de game voornamelijk op mijn 12" MacBook retina. Alleen de interface is onwijs groot, vooral tijdens het bouwen van attracties neemt de interface ongeveer 85% van mijn scherm in. Ik heb dit al een aantal keer aangegeven maar ze doen er helaas niet echt wat mee
Ja, de Inface Scaled met je resolutie. Hoe lager die is hoe groter de interface word.
[ Voor 83% gewijzigd door TheDeeGee op 09-04-2016 14:22 ]
Nice ik wist niet dat het zand pad hout werd zodra het op palen gebouwd werd
My thirsty wanted whiskey. But my hunger needed beans
Is er eigenlijk een mogelijkheid om je pre-order van humble bundle ook te activeren op steam? Ik zie bij de downloadlink helaas geen key staan voor steam.
Volledig overheen gelezen. Thanks TheDeeGee
Volledig overheen gelezen. Thanks TheDeeGee
[ Voor 14% gewijzigd door vinpower op 10-04-2016 09:50 ]
Steam Key krijgt je toegstuurd zodra de EA op Steam van start gaat.
We’ll finally change the game’s label from Pre-Alpha to Alpha, so the next release will be called Alpha 1. The plan is to release this to everyone who owns the game on Humble a few days before the Steam release, just so we got a bit of time to iron out any last-minute bugs.
[ Voor 70% gewijzigd door TheDeeGee op 10-04-2016 09:34 ]