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  • catwheel18
  • Registratie: november 2011
  • Laatst online: 18-08 11:20
Devlog Update 92

It’s been a pretty crazy week :)
We released a new trailer and announced the Steam Early Access launch date (scroll a bit further down if you missed it!). Reactions to that have been really positive, and woah did we get a lot of reactions! We’ve been really busy answering questions about the game all over the internet. Add to that the release of Pre-Alpha 9 and all the feedback for that and you can imagine there’s been a lot going on.

The remaining time this week was spent on getting the Giga Coaster into the game that you might have seen Garret model during one of our previous monthly Art Livestreams:



It can go higher and steeper than any other coaster in the game currently (although we’ll probably enable the steeper slopes for some of the other coasters too).

The coaster support code had to be a bit updated for it to allow these square supports and the angled ones that are slightly offset from the top, and after a certain height it turns off the angled side supports entirely. Some of the older coasters should benefit from these changes too.

While I was already working on supports anyways, ground-level tracks finally spawn supports if you terraform below them as you’d expect:


  • GWBoes
  • Registratie: juni 2007
  • Laatst online: 22:31

GWBoes

Rik B.

Hoe loopt het spel bij jullie eingelijk?
Ik heb nu een redelijk park (alsnog "maar" 550 gasten) maar als ik volledig uitgezoomd ben haal ik 10-12fps met een GTX780 en i7-4770. Hij zou toch meer moeten halen aangezien de gpu nog maar 30% belast is en hij niet overschakelt op de 3D clocks.

Diablo3 - Flickr


  • TheDeeGee
  • Registratie: oktober 2005
  • Niet online
quote:
GWBoes schreef op zondag 10 april 2016 @ 23:20:
Hoe loopt het spel bij jullie eingelijk?
Ik heb nu een redelijk park (alsnog "maar" 550 gasten) maar als ik volledig uitgezoomd ben haal ik 10-12fps met een GTX780 en i7-4770. Hij zou toch meer moeten halen aangezien de gpu nog maar 30% belast is en hij niet overschakelt op de 3D clocks.
Unity is nog niet zo best kwa performance, daar kunnen de Parkitect Devs niks aan doen. Ook is de volgende Unity Update uitgesteld, dus zal het nog wel een Maand of 5 duren voordat de Performance Update komt.

  • lukjah
  • Registratie: januari 2010
  • Laatst online: 29-05 18:58
quote:
TheDeeGee schreef op maandag 11 april 2016 @ 09:05:
[...]


Unity is nog niet zo best kwa performance, daar kunnen de Parkitect Devs niks aan doen. Ook is de volgende Unity Update uitgesteld, dus zal het nog wel een Maand of 5 duren voordat de Performance Update komt.
2* in juni komt hij uit maar er zijn al beta's beschikbaar om te migreren.

  • TheDeeGee
  • Registratie: oktober 2005
  • Niet online
quote:
lukjah schreef op maandag 11 april 2016 @ 09:24:
[...]


2* in juni komt hij uit maar er zijn al beta's beschikbaar om te migreren.
Hij zou rond Maart/April al uitkomen geloof ik, en de Parkitect Devs wachten altijd een Maand of twee in verband met bugs.

Dus duurt nog een poosje.

  • Chrosser
  • Registratie: september 2008
  • Laatst online: 22:44
quote:
TheDeeGee schreef op maandag 11 april 2016 @ 09:59:
[...]


Hij zou rond Maart/April al uitkomen geloof ik, en de Parkitect Devs wachten altijd een Maand of twee in verband met bugs.

Dus duurt nog een poosje.
Mooie parken maak jij zeg! Maak je ook timelapse filmpjes voor youtube ofzo? Ben benieuwd hoe je de opbouw van zo'n park aanpakt. Dan kan ik er ook weer beter van worden 8)

Laaaam!


  • TheDeeGee
  • Registratie: oktober 2005
  • Niet online
Ik heb dat Park alleen gestreamed op Twitch, doe verder niks met Videos.

  • Soldaatje
  • Registratie: juni 2005
  • Niet online
Wat is eigenlijk het nut van die alleen-personeel-voetpaden?
Gebruikt iemand die?

  • catwheel18
  • Registratie: november 2011
  • Laatst online: 18-08 11:20
quote:
Soldaatje schreef op dinsdag 12 april 2016 @ 15:41:
Wat is eigenlijk het nut van die alleen-personeel-voetpaden?
Gebruikt iemand die?
Je hebt bijvoorbeeld wat snackshops gebouwd en je wil dat de toevoer van producten snel verloop achter de attracties langs of onderdoor. Wat over je kronkel pad langer kan duren.

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  • rejer
  • Registratie: februari 2012
  • Laatst online: 23:32
quote:
catwheel18 schreef op dinsdag 12 april 2016 @ 15:59:
[...]


Je hebt bijvoorbeeld wat snackshops gebouwd en je wil dat de toevoer van producten snel verloop achter de attracties langs of onderdoor. Wat over je kronkel pad langer kan duren.
En het is een stukje realisme 8)

Wikipedia: Disney utilidor system

rejer wijzigde deze reactie 12-04-2016 16:17 (29%)


  • Timmerito
  • Registratie: oktober 2013
  • Laatst online: 29-07 18:52
Heb het spel nu al een tijdje, merk wel dat het spel wat geoptimaliseerd is sinds pre-alpha 9. Het sspel loopt nu een stuk beter op mijn laptop en pc. Ik hou nu al van dit spel, speelt heerlijk, ziet er goed uit, en vind het heel knap wat ze met 3 man voor me kaar krijgen, in een relatief korte tijd. En de interactie met het publiek vind ik ook erg goed, ze reageren overal op.

Timmerito wijzigde deze reactie 17-04-2016 17:09 (11%)


  • catwheel18
  • Registratie: november 2011
  • Laatst online: 18-08 11:20
Devlog Update 93

Art Steam

Due to the imminent Steam launch this months Art Stream will be a week earlier than usual - come join us on Wednesday at 2pm PST on Garrets Twitch channel to watch him live while he’s creating some new art for the game.

(Voor precieze tijden klik hier)

Devlog

If you’ve played the game you probably noticed that some of the audio volume seemed a bit off - especially coasters were way too silent. The problem is that our game is a bit of a special case with its near-orthographic camera and its huge range of heights at which objects can be placed: you can have certain objects like drop towers or coasters that are 50 units or so above the ground that you want to hear, and at the same time you want to hear everything that’s going on at the ground too…but not stuff that’s going on at the ground and 50 units away from the center of the screen, because if you’re zoomed all the way in, the stuff that’s on ground level and 50 units away is way off-screen.
Instead of Unitys default volume attenuation that determines volume depending on world space distances we needed one that considers whether an object is on screen or not, and we got a first version of that working now.
In short: coasters and other things should start to sound better over the next versions!

Most of this week was spent on Steam stuff though. I’ve integrated Steams content delivery systems into our build tools and can automatically create a new game build and put it onto Steam with a single click now, which is really nice :)
And we added support for sharing savegames and blueprints on Steam Workshop!



We’re designing the content upload tools in a way that should allow it for other services like ParkitectNexus to plug into it too.

And the track builder got an update so it can adapt better to the requirements of whatever ride you’re currently editing because we were running out of room for slope buttons with the new steeper slopes on the Giga Coaster. And for example for rides that can’t be banked the banking wheel is entirely gone now:



Less uselessly confusing visual clutter!

  • aDutchCow
  • Registratie: december 2013
  • Laatst online: 16-08 14:00
Ik weet niet wat het is, maar ik mis bij deze game nog dat kleine duwtje in de rug dat ik er een hele avond mee bezig ben haha

Als het regent in mei, dan is april voorbij


  • Fzim
  • Registratie: september 2010
  • Laatst online: 17:25
Heeft iemand de laatste trailer al gezien?



Ik vind dat ze het leuk doen, die trailers zo! :)

  • Soccer98
  • Registratie: oktober 2015
  • Laatst online: 18-08 17:26
Iets wat me niet geheel duidelijk is hoe de camera in deze game nou is. Zie je alles echt alleen vanuit een 2D-ish oog of kan je ook 360 graden roteren? In filmpjes zie ik dat laatste voorbij komen soms, maar ik dacht dat het echt een 2D game is.

  • rejer
  • Registratie: februari 2012
  • Laatst online: 23:32
quote:
Soccer98 schreef op donderdag 21 april 2016 @ 19:04:
Iets wat me niet geheel duidelijk is hoe de camera in deze game nou is. Zie je alles echt alleen vanuit een 2D-ish oog of kan je ook 360 graden roteren? In filmpjes zie ik dat laatste voorbij komen soms, maar ik dacht dat het echt een 2D game is.
Dat kun je met mods doen.

  • Donstil
  • Registratie: maart 2006
  • Laatst online: 23:02
quote:
aDutchCow schreef op donderdag 21 april 2016 @ 17:59:
Ik weet niet wat het is, maar ik mis bij deze game nog dat kleine duwtje in de rug dat ik er een hele avond mee bezig ben haha
Ik heb dat ook eigenlijk. Het is nog niet uitdagend genoeg op een of andere manier.

Dat de interface en echte draak is als het aankomt op schaling helpt ook niet mee trouwens.

Zeker als je net twee uur zonder problemen Prison Architect hebt gedaan met een prima interface op dezelfde machine (12" MacBook retina)

Le Silencieux: Awesome Mix Vol. 1 - Le Silencieux: Awesome Mix Vol. 2


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  • TheDeeGee
  • Registratie: oktober 2005
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De nieuwe Trailer laat meer van mijn Park zien dit keer ^^

  • rejer
  • Registratie: februari 2012
  • Laatst online: 23:32
quote:
TheDeeGee schreef op vrijdag 22 april 2016 @ 11:33:
De nieuwe Trailer laat meer van mijn Park zien dit keer ^^
Hoelang ben je bezig geweest om zo iets te maken?

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  • TheDeeGee
  • Registratie: oktober 2005
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Week of 2-3 (4-6 uur per dag)

Heb het allemaal gestreamed.

  • GWBoes
  • Registratie: juni 2007
  • Laatst online: 22:31

GWBoes

Rik B.

quote:
Soccer98 schreef op donderdag 21 april 2016 @ 19:04:
Iets wat me niet geheel duidelijk is hoe de camera in deze game nou is. Zie je alles echt alleen vanuit een 2D-ish oog of kan je ook 360 graden roteren? In filmpjes zie ik dat laatste voorbij komen soms, maar ik dacht dat het echt een 2D game is.
Je kan volledig vrij rond draaien alleen de camera hoogte is wel gelimiteerd. Met mods kun je idd wel volledige vrij rondkijken.

Diablo3 - Flickr


  • catwheel18
  • Registratie: november 2011
  • Laatst online: 18-08 11:20
Devlog Update 94

We haven’t added a new transport ride in a looong time, but there’s a very iconic one used in many theme parks around the world that we didn’t have yet: the Monorail! Garret modeled it during this weeks Art Stream and here it is in the game:



It’s quite fast and especially great for providing transportation to the more remote areas of your park.



We added a ride synchronization feature. You can synchronize any station (i.e. flat rides or tracked ride stations) with any amount of other stations in the park, no matter where they are located.



(We also changed the previous “Waiting Time” setting to the more intuitive separate inputs for minimum/maximum waiting time)

These settings are also carried over into blueprints, so if you for example build a dueling coaster with two separate tracks and put them both into the same blueprint, the synchronization settings will already be properly set up when someone builds that blueprint.

You can even synchronize tracked ride stations with other stations on the same track. I imagine this might be most useful for dark rides to better control in which parts of the track the trains are, but I’m sure you’ll find some other interesting uses for it :)



Starting with the next release we’ll change the savegame format to a new compressed one (.park) that reduces savegame size by up to ~85%. The biggest savegame I’ve seen was around 10MB and there’s plenty of disk space nowadays so savegame size was never really an issue, but with content sharing over the internet and cloud storage (and bigger parks in the future) it’s still nice to reduce this.
Don’t worry though: all your old .txt savegames will still be supported, and for those of you who like to manually edit their savegame files this only means that you have to decompress the .park file into a .txt once if you start a new park, which can be done easily with a tool like 7-Zip (or modders could easily create an own tool for it within a few minutes).

  • aDutchCow
  • Registratie: december 2013
  • Laatst online: 16-08 14:00
Weet iemand hoe ik rotsen kan resizen? Ik zie op Parkitect Nexus veel parken met grotere rotsen dan standaard in de game zitten :)

Als het regent in mei, dan is april voorbij


  • Fzim
  • Registratie: september 2010
  • Laatst online: 17:25
quote:
aDutchCow schreef op woensdag 27 april 2016 @ 22:49:
Weet iemand hoe ik rotsen kan resizen? Ik zie op Parkitect Nexus veel parken met grotere rotsen dan standaard in de game zitten :)
Je kunt de size van de stenen aanpassen door in het deco menu de steen te selecteren en dan op het plusje rechtsboven in het vakje te drukken. Dit opent een slider waarmee je de stenen kunt resizen.

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  • catwheel18
  • Registratie: november 2011
  • Laatst online: 18-08 11:20
Devlog Update 95 + Alpha 1

Alpha 1 is now available for download! As previously announced, aside from any remaining bug fixes this is the version we’ll release to Steam Early Access next Thursday, so if you find any serious or new problems with it please let us know!
The best place to report issues currently is on our subreddit.

Grab it from the download link that you received back when you purchased the game.
Use the key resender if you lost your download link.

The full change log is at the end of this post.



Cydonia Hills, by Silvarret

Steam Launch Day Stream

We’ll do a Stream on May 5th at 8am PST, right before the Steam launch. If you simply want to hang out and chat a bit we’d be happy if you join us on Garrets Twitch channel :)

(Voor precieze tijden klik hier)

Devlog

There’s a new visualization for last weeks station synchronization feature that shows connections between all synchronized stations of a ride:



It includes all indirectly synchronized rides, too - for example, the above screenshot shows the synchronization setup for the coaster, which has synchronization configured between its stations and the Drop Tower. The Drop Tower is synchronized with the Carousel though, which means that the coaster can’t start before the Carousel is ready even though it is not directly synchronized with it.
This will probably not be a common situation but it can happen.

There are also a few new decorative objects:



Aside from that there’s not too much to say this week as we’ve obviously been focused on fixing lots of small bugs and annoyances and adding some polish to make a good first impression on Steam :)
You can find the more notable results of that in the changelog.

Alpha 1 Changelog

- added Giga Coaster
- added Monorail
- added Steam Workshop support
- added synchronizing attraction stations
- added compressed .park savegame format for up to ~85% smaller savegames
- added ride music volume slider
- added spawning supports if terraforming below ground-level tracks
- added option for closing the park only for new guests
- added German translation
- changed attraction “maximum waiting time between new guests” setting to overall minimum/maximum waiting times
- improved people loading speed by ~70%
- improved people animation performance by ~40%
- reduced people RAM usage by ~95%
- improved guest queueing behaviour
- fixed windows could be inaccessible off-screen after changing game resolution
- fixed tracked ride stats resetting to 0 if ride breaks down
- fixed tracked ride stats being wrong on first run after loading a savegame
- fixed tracked rides sometimes allowing to use one car more than the maximum that can fit into the stations
- fixed some graphics options not being applied when loading a new park
- fixed a case where guests would drown if loaded while the car they’re on is above water
- fixed a case where people would not find paths even though their destination was reachable
- fixed a case where guests would walk into a queue without queueing after loading a savegame
- fixed queue lines getting messed up after loading savegame
- fixed guests sometimes playing walking animation when they weren’t moving
- fixed guests sometimes not properly walking through ride entrance gate when entering a ride
- fixed guests moving before “check map” animation finished playing
- fixed firing a hauler deleted the delivery crate he’s carrying
- fixed an issue where trains would drop off passengers at stations that don’t have an exit
- fixed some spinning flat rides doing one additional round at very slow speed (which would also throw off their ratings)
- fixed trash visualization not working for some path tiles

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  • rejer
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- improved people loading speed by ~70%
- improved people animation performance by ~40%
- reduced people RAM usage by ~95%

Dat is goed te merken

  • Donstil
  • Registratie: maart 2006
  • Laatst online: 23:02
Maar nog steeds die verschrikkelijk grote interface. Haast niet mee te werken zo.



Donstil wijzigde deze reactie 30-04-2016 18:01 (41%)

Le Silencieux: Awesome Mix Vol. 1 - Le Silencieux: Awesome Mix Vol. 2


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  • Poedelini
  • Registratie: juli 2015
  • Laatst online: 17-08 11:03
quote:
Donstil schreef op zaterdag 30 april 2016 @ 14:11:
Maar nog steeds die verschrikkelijk grote interface. Haast niet mee te werken zo.

[afbeelding]

[afbeelding]
Welke resolutie speel je?
Ik heb het zelf niet zo erg.

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Iedereen z'n steam key al ? :) Hier staat ie al klaar in Steam om hem morgen te downloaden. Ben benieuwd!

Is het al bijna vrijdag?


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  • Donstil
  • Registratie: maart 2006
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quote:
Poedelini schreef op woensdag 04 mei 2016 @ 13:45:
[...]


Welke resolutie speel je?
Ik heb het zelf niet zo erg.
Ik speel op een 12" MacBook. De resolutie daarvan is 23xx bij 14xx maar dat wordt helaas niet ondersteund. Mede daardoor is het hoogste wat ik nu kan kiezen 1440x900.

Opzich wel jammer. Ik speel BV ook Prison Arcitect op deze machine en daar past de interface zich wel netjes aan (daar speel ik op 1920x1080).

Ik heb de developers al een paar keer getweet hierover. Ten tijden van pre-alpha 5 hoorde ik dat er meer mensen hierover klaagde en dat er een oplossing zou komen. Helaas is dat niet gebeurd.
quote:
DennusB schreef op woensdag 04 mei 2016 @ 13:50:
Iedereen z'n steam key al ? :) Hier staat ie al klaar in Steam om hem morgen te downloaden. Ben benieuwd!
Nou je het zegt. Ik heb mijn steam key nog niet nee.

De alpha heb ik al wel ge´nstalleerd verder. (is al beschikbaar voor de mensen buiten steam)

Donstil wijzigde deze reactie 04-05-2016 15:11 (21%)

Le Silencieux: Awesome Mix Vol. 1 - Le Silencieux: Awesome Mix Vol. 2


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quote:
Donstil schreef op woensdag 04 mei 2016 @ 15:10:
[...]


Nou je het zegt. Ik heb mijn steam key nog niet nee.

De alpha heb ik al wel ge´nstalleerd verder. (is al beschikbaar voor de mensen buiten steam)
Ff inloggen op je Humble Bundle, daar staat de steam key :)

Is het al bijna vrijdag?


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  • Deruxian
  • Registratie: januari 2006
  • Laatst online: 23:10

Deruxian

p4 2.8 1024mb, 6800 gt

Heb de system spec gelezen. Hoe is dit in de praktijk? Heb een wat ouder systeem, maar ik neem naam dat als je RCT3 kan draaien dit geen probleem moet zijn?

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  • ravw
  • Registratie: augustus 2000
  • Laatst online: 23:36
Hij is uit op steam :)

hoe maak je die zones voor die werkers want ik kan niets vinden :(

ravw wijzigde deze reactie 05-05-2016 20:30 (62%)

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  • catwheel18
  • Registratie: november 2011
  • Laatst online: 18-08 11:20
quote:
ravw schreef op donderdag 05 mei 2016 @ 18:46:
Hij is uit op steam :)

hoe maak je die zones voor die werkers want ik kan niets vinden :(
Volgens mij zit dat helaas nog niet in de game. Maar het lijkt mij dat dat er wel in komt.

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  • ravw
  • Registratie: augustus 2000
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quote:
catwheel18 schreef op donderdag 05 mei 2016 @ 21:40:
[...]


Volgens mij zit dat helaas nog niet in de game. Maar het lijkt mij dat dat er wel in komt.
ja het zit er wel in .. je moet naar landschappen, zones en dan eerste zones toe wijzen en dan naar de werker gaan :) en dan de zone die je gemaakt heb pakken :)

zie hier



ravw wijzigde deze reactie 05-05-2016 22:28 (13%)

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  • JST94
  • Registratie: juli 2009
  • Laatst online: 18-08 09:19
Ik heb het spel nu even gespeeld via Steam. Werkt aardig goed! Heb wel het idee dat hij wat langzaam is bij een wat voller park. Verder nog geen grote fouten tegen gekomen. Een keer een bug met een attractie, waardoor bezoekers naar de wagon vlogen :-)

Ik heb al een parkje gemaakt met wat eettentjes etc. Hiervan heb ik een blueprint gemaakt en gedeeld via de Steam Workshop. Werkt goed en leuk om op deze manier dingen voor je park te delen. :)

Voor diegene die interesse hebben in mijn blueprint, hij is hier te vinden: Steam Workshop: Foodcourt

Ik heb nu ook een spookhuis gemaakt en hier wat decoratie omheen gezet. Best leuk om mee te spelen! Deze heb ik ook gepubliceerd als blueprint. Linkje: Steam Workshop: Haunted Mansion including scenery

Feedback er op zou ook welkom zijn! :)

JST94 wijzigde deze reactie 06-05-2016 20:48 (17%)

@_JST94 | Feyenoord Rotterdam


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  • ravw
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laat maar zitten ik weet het al :)

ravw wijzigde deze reactie 07-05-2016 07:16 (60%)

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  • catwheel18
  • Registratie: november 2011
  • Laatst online: 18-08 11:20
Steam Launch Day!

As a reminder, the game will be available on Steam Early Access in about an hour from now! :D
If you’ve previously bought the game or backed our Kickstarter you can retrieve your Steam key from your download page that you received after purchase/that we sent you through Kickstarter by using the “click to redeem on Steam” button. It should look somewhat like this:



If you lost the link to your download page, you can retrieve it using the Humble Order Resender.

Alternatively, in case you claimed the game to an Humble Bundle account you can also find the key on your Keys page:

http://66.media.tumblr.com/593b06caee5038015d0a9da8ebc31cbc/tumblr_inline_o6pg9poQib1si3zx7_1280.png

If you followed these instructions but still have problem retrieving your download page or Steam key, you can reach us at themeparkitect@gmail.com

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  • Mad-Matt
  • Registratie: december 2004
  • Laatst online: 21:17

Mad-Matt

TheDoctor#2181

Heb het spel net gekocht en ben er in bezig, erg leuk.

Maar het valt mij op dat mijn achtbanen amper bezoekers trekken, de mensen die erin gaan zijn super enthousiast, maar voor 70% zijn de karretjes leeg. Wat kan ik hier aan doen?

D3 Profile D3 XP Ladder


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  • Chrosser
  • Registratie: september 2008
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Ik weet niet of het simulatie gedeelte al helemaal naar behoren werkt. In ieder geval is hier de laatste weken een hoop werk aan verricht. Kan zijn dat nog niet alles geimplementeerd is

Laaaam!


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  • rejer
  • Registratie: februari 2012
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Ik mag hopen dat ze ook de mods eens op steam workshop gaan zetten. Ik heb met opzet gewacht tot deze game op steam kwam voor die workshop ondersteuning om er achter te komen dat ze alleen blueprints daar neer zetten atm.

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  • Ferrox1
  • Registratie: augustus 2008
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De parkitectnexus client werkt ook met steam install. Dus zover wijzigd er nog weinig. Ik denk dat het nog even wachten is voordat de workshops goed gevuld zijn.

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  • ravw
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zo hier even een begin van mijn park

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Ziet er goed uit je park , tot hoeveel kan je eigenlijk in de min gaan in de game? Is er een limiet op of is het voorlopig free building en kassa maakt niks uit?

Heeft deze game ook een 'on-ride' camera?

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TheDoctor#2181

quote:
Tiboluk schreef op maandag 09 mei 2016 @ 12:58:
Ziet er goed uit je park , tot hoeveel kan je eigenlijk in de min gaan in de game? Is er een limiet op of is het voorlopig free building en kassa maakt niks uit?

Heeft deze game ook een 'on-ride' camera?
Standaard niet, maar ze hebben mods voor deze game.

Vanavond ga ik de volgende 2 installeren:

Natural colors:
https://parkitectnexus.co...87/defunct-natural-colors

Coaster Cam:
https://parkitectnexus.com/assets/25c6fda0c7/coaster-cam

(en de laatste is dus wat jij zoekt)

Gister de Coaster Cam geprobeerd, werkt erg goed met 1 bug. Zodra je onder de grond gaat doet hij het niet meer, hij clipt door de grond heen.

Mad-Matt wijzigde deze reactie 10-05-2016 08:34 (10%)

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Devlog Update 96

The big thing this week was the Steam launch of course (check here for instructions on how to retrieve your Steam key if you’ve bought the game before it was on Steam).
It went pretty well! The ratings are at 97% positive right now and there haven’t been too many major technical issues - we’ll have to see how things look in a couple weeks, but so far so good :)

In development news we’ve released a patch version (Alpha 1a) since last week that mostly fixed some more small glitches and added a couple minor features (most notably block sections are working as intended now and the Mac/Linux versions are running much more stable now).

The last few days we’ve mostly been reading and responding to feedback. The most common complaints so far are:

The game is not available in my language
This is something I wish we had been a bit more prepared for… we had translation support in the game for a long time but didn’t get any translations done. We could have handled that way better.
We got lots of offers from people to help with translations so to rectify this we’ve set up crowdsourced translations over here, which means anyone can help with translating the game into their language.
We might still get some professional translations done for the more common languages but for now this is the fastest way to fix this and allows us to add support for rare languages too.

There is no campaign
This one is a bit tricky - it simply doesn’t make any sense for us to work on a campaign before the game is feature complete. We’d have to redo it all and throw away a lot of work to update campaign levels as more content gets put into the game in the future.
While the Steam description says that the game only has a sandbox mode at the moment and that a campaign will be added in the future some people don’t seem to read that and then become disappointed after purchase. Not sure yet how to solve this best so we’ll just observe for a bit longer to see if this complaint keeps coming up.

There is no tutorial
For now we’ll add more informative tooltips and such, I think that’s generally a good idea. The coaster builder is a good example for that: it should tell you exactly why a certain build option is currently not available instead of just taking it away. Not a big fan of traditional tutorials personally but we really might need a small one that teaches the basics eventually.

Noticeable FPS drops if zooming out all the way in big parks
To improve this we’re mostly waiting for Unity 5.4, which brings some new features for improving performance if there are many objects on screen at once. The planned release date for Unity 5.4 is June, so I think we’ll have some improvements for this in the game by the end of July if everything goes well.
I’ll also check if we can do some other optimizations before that, but the biggest performance hit for zoomed out views specifically is from rendering all the thousands of individual objects in the park so I expect Unity 5.4 to help more with this than anything I can do right now.

It’s an Early Access game
Yes, it says so on the store page »\_(ツ)_/»

All of our older players are helping a lot with this addressing these issues (thanks so much!) and things seem to calm a bit down now, so we should be able to jump right back into normal development and have some more interesting news again next week :)

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Loopt inderdaad vrij gesmeerd allemaal. Vind het nog steeds knap hoe ze dit allemaal met 3 man voor elkaar hebben gekregen.

Wordt nu tijd om meer attracties en vooral meer scenery/plants/trees/etc te maken/implementeren. Er kan al een hoop met mods maar ik vind dat de ontwikkelaars al een hoop in de basis versie kunnen zetten (vooral als ze het ook in hun screenshots gebruiken).

Om goed gebouwen te kunnen maken zou ik graag een beter menu ontwikkelt zien worden. Ben nu te veel aan het scrollen door lijsten met onderdelen voordat ik de juiste gevonden heb. Daardoor heb ik na 2 gebouwtjes gemaakt te hebben alweer genoeg er van :P

Laaaam!


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TheDoctor#2181

Wat ik op dit moment erg jammer vind is dat mijn "thrill rides" (de standaard spin etc) als een idioot lopen, enorm rijen etc.

M'n achtbanen totaal niet, per treintje zit er nog geen hand vol mensen in en er is gewoon geen rij. Ook al maak ik hem gratis.

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Het is een flink Album maar dit zijn screenshots van het Park waar ik nu mee bezig ben.

http://imgur.com/a/s55j5

Ik ben meer van de Landscaping en minder van de Rides ^^

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quote:
TheDeeGee schreef op maandag 16 mei 2016 @ 10:34:
Het is een flink Album maar dit zijn screenshots van het Park waar ik nu mee bezig ben.

http://imgur.com/a/s55j5

Ik ben meer van de Landscaping en minder van de Rides ^^
Ziet er heel vet uit! Ik ben nu ook meer aan het oefenen met landscaping, omdat ik het een beetje beu wordt alle rides gewoon naast elkaar te flikkeren haha

Als het regent in mei, dan is april voorbij


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Devlog Update 97

Alright, we’re somewhat back to our normal schedule!

We added a new “Overview” window that is a sort of info hub for everything in your park. It lists all attractions, shops, employees and guests and allows searching through them. For attractions it also gives a quick info about their state and allows changing the entrance fee to make changing prices on multiple rides easier.



People can be marked as “favorite”. It’s simply a little visual marker so you can more easily find them again…



…and it sorts them to the top of the “Guests” overview tab.



The park finance graphs were a bit of a remnant from when we first started working on a proper UI for the game. They never really worked and thus weren’t very useful. That’s changed now!



And we added additional graphs for the amount of guests in the park and all of the park rating categories.


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Devlog Update 98

Art Stream

Time for another Art Stream! Join us on Garrets Twitch channel on Wednesday at 1pm PDT (=1h earlier than it used to be) to chat while watching some new Parkitect art being created.

(Voor precieze tijden klik hier)

Devlog

We spent this week on addressing some general usability feedback and often requested features.

First of all we added an option for scaling the UI up or down. The UI always automatically scaled depending on your screens DPI which is fine for most situations, but on small laptop screens it’d use up too much space; or if you’re recording at a high resolution the UI would look fine on your screen but too small when watched on YouTubes scaled down resolutions. So that can be manually adjusted now.

One thing we always saw people struggle with in the track builder is that after selecting a special segment from the list on the right they got confused by the curve and slope buttons getting disabled. They didn’t know how to deselect these special pieces. The buttons for the special pieces were simple toggles, so to deselect a piece you’d have to click on it again, but we noticed people would try to click on about any button in the builder UI (including the disabled ones) instead of clicking on the selected piece again to deselect it.

So we’re not disabling the curve and slope buttons anymore, and clicking on any special piece but the selected one will deselect it.



This allowed us to add another thing that got requested a lot: building a piece by clicking on the already selected option a second time. We couldn’t do this so far because that was already reserved for deselecting pieces.



Sometimes it wasn’t clear what certain pieces do or why they can’t be built in some situations, so we added tooltips to help with that.



Input fields for currencies and other numbers got formatted properly and received spinner buttons to speed up doing small adjustments. You can also adjust values using the scroll wheel if you’ve got one on your mouse.



And finally, shops received an option for keeping their prices synchronized across the park.


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Tijdens de laatste Stream werd ik door Sebastian (programmer) gewispered op Twitch om het Test Team te joinen :)

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In denial

quote:
TheDeeGee schreef op zaterdag 28 mei 2016 @ 12:50:
Tijdens de laatste Stream werd ik door Sebastian (programmer) gewispered op Twitch om het Test Team te joinen :)
Had je daar graag een ballon bij?

j/k :p leuk!

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Devlog Update 99 + Alpha 2

Alpha 2 is now available for download! The full change log is at the end of this post.



Thrillville, by muuuh

Devlog

We added the Inverted Dark Ride this week:



It has powered trains and the seat rotation can be controlled by the track.
It’s also a bit of a hybrid between a dark ride and a coaster - the track can control the trains speed, so you can make it run slowly through some thematic scenes and then speed up and get quite fast (for a dark ride at least) to add some more thrilling parts to the ride:



We also added Dutch and Danish translations - thanks so much to everyone helping with translating the game over on our translation website!

Community Update

H-POPS released Mod Spark this week, his Parkitect modding tool. It has support for creating all sorts of custom park objects including flat rides, shops, path types and even coaster trains. This tool makes creating mods as easy as it can get, so if you want to get into creating mods for Parkitect you should definitely give it a look :)

Alpha 2 Changelog

- added Inverted Dark Ride
- added “Overview” window that gives an overview of rides/shops/staff/guests and allows searching for them
- added marking staff/guests as favorites to more easily find them again
- added graphs for park population, park ratings
- added synchronized product prices across shops
- added brakes for gentle slopes
- added lift ends act like block brakes
- added UI scale option
- added option for snapping camera to isometric angles (45░)
- added guests remember their favorite ride
- added rebinding for more keys
- added volume setting for people voices
- added spinner buttons to number input fields + changing values using scrollwheel
- added Dutch and Danish translations
- adjusted how much guests are willing to pay for park entrance depending on prices of rides in the park
- improved track builder usability
- improved attraction safety stat (didn’t really work as intended previously)
- improved interaction of block segments with stations
- improved handling of shopkeepers
- improved handling of errors during game startup
- improved initial game loading screen to be responsive while loading and added a loading animation so it’s clear that it didn’t crash
- improved savegame and blueprint load/save times by up to ~20%
- overall performance improvements
- fixed finance graphs and improved them
- fixed guests would never throw away their trash except on paths with trash bins
- fixed guests releasing balloons while on rides
- fixed guests staying stuck in queue if queue is deleted below them
- fixed a case where guests could step onto employee paths
- fixed a rare case where people could get stuck
- fixed a rare case where a guest would never leave the park until the savegame is reloaded
- fixed being able to place Star Shape, Spiral Slide in invalid positions
- fixed being able to build tracks below 0
- fixed a case where employees would stop working
- fixed balloons still having color in visualization views
- fixed background music

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quote:
TheDeeGee schreef op maandag 16 mei 2016 @ 10:34:
Het is een flink Album maar dit zijn screenshots van het Park waar ik nu mee bezig ben.

http://imgur.com/a/s55j5

Ik ben meer van de Landscaping en minder van de Rides ^^
Ziet er nice uit! Zie toffe dingen voorbij komen op YouTube en de Nexus.
Maar hoe zwaar gaat deze game worden? Lijkt me nou niet echt heel belastend maar kan nergens specs vinden. Wel veel over lag etc...

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Lang leve de UI-scale optie. Nu is Parkitect ook speelbaar op mijn Macbook Pro 13".

@_JST94 | Feyenoord Rotterdam


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quote:
SemperFidelis schreef op dinsdag 31 mei 2016 @ 09:45:
[...]


Ziet er nice uit! Zie toffe dingen voorbij komen op YouTube en de Nexus.
Maar hoe zwaar gaat deze game worden? Lijkt me nou niet echt heel belastend maar kan nergens specs vinden. Wel veel over lag etc...
Echt zwaar is de Game niet.

De huidige performance issues met een vol park hebben te maken met Unity. En ergens Juni/Juli komt Unity met een update daarvoor.

De Devs van Parkitect kunnen hier weinig aan doen, al moet ik zeggen dat er duidelijk verschillen zijn vergeleken met 2 - 3 versies geleden.

------------------------

Mijn Parken zitten nu in de Game btw ;)

Northern Highlands en Southern Highlands.

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Die inverted darkride lijkt wel regelrecht te komen van de droomvlucht uit de Efteling. Ik moest er echt meteen spontaan aan denken :)

Waar ze wel even naar mogen kijken is de support van de ride. Ik heb een darkride proberen te maken van 2 verdiepingen, maar de supports gaan door de vloeren heen etc. Zo kijken de mensen alleen maar tegen die supports aan een verdieping lager. Daarnaast mogen ze dan ook gaan werken aan meer scenery zodat je ook wat thema's kunt terug laten komen in je darkride.

Laaaam!


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Devlog Update 100

Paths don’t connect through fences anymore:



(and recolored flowers look nicer now too)

Putting a fence on a raised path replaces the default handrails entirely with the fence:



There’s a new shark costume for the entertainer:



And we’re adding a set of brick walls :)



There’s already a very nice modded brickwork set by grautur, but it uses geometry for the individual bricks and grout. Our wall is a simple flat quad with a texture and a normal map to give the bricks some subtle depth, which should be better for performance.

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Laatste 3 Devlog Updates repost heb ik niet geplaatst vanwege afwezigheid.

Hier kan je ze lezen.

Devlog Update 104 + Alpha 3

Alpha 3 is now available for download! The full change log is at the end of this post.



Riverwood Themepark (no mods), by xRBz

Devlog

Devlog Update 104! I guess that means 2 years of weekly devlogs, wow :)

Garret modeled a Motion Simulator ride during this weeks Art Stream. At just 2x2 tiles it is the smallest ride in the game and should work nicely to fill some gaps in parks that are running out of space.
Getting the animation working in the game with the hydraulics and all turned out to be a bit more difficult than originally expected, but here it is:



(Animation shortened for GIF)

And we added cloud shadows:



They’re fairly subtle but help visualize the current weather a bit better.

Team

I’ve been the sole programmer working on Parkitect so far and it would’ve been cool to finish it alone… there’s a bunch of work left though and our sale numbers are looking good enough that we can afford to bring on some people to lower the work load and speed things up a bit, so Luuk and Tim from ParkitectNexus are joining us part time to help with programming tasks.
Welcome to the team! :D

Alpha 3 Changelog

- added Motion Simulator
- added Shark costume for Entertainer
- added brick walls set and some industrial props
- added sounds for Giga Coaster, Mini Coaster, Alpine Coaster, Suspended Coaster, Monorail, Ghost Mansion Ride, Inverted Dark Ride
- added new path style
- added paths don’t connect through walls and fences anymore
- added paths don’t spawn handrails if wall/fence already exists in same location
- added working queue signs
- added text signs that can be put on paths and act as “no entry” signs
- added underwater tunnels
- added track tunnels automatically updating when terraforming
- added search bar for blueprints
- added embedding log flume tracks into water/terrain without spawning tunnels
- added stats graphs for tracked rides
- added cloud shadows
- added Dutch names
- improved the look of flowers
- improved the look of tunnels (look darker on the inside)
- improved savegame load times by up to ~50%
- fixed a case where guests could queue for a closed attraction
- fixed various issues with building fences
- fixed guests rarely thought an empty queue is full and didn’t enter it
- should fix very rare case where mechanics could get stuck in ride exit gates

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Devlog Update 105

This weeks devlog entry is by Em!

Hi, I’m Em and I work with Gord at A Shell in the Pit Audio making sounds for Parkitect.
This week I had an exciting opportunity to visit Vancouver’s one and only Amusement Park; Playland, on a field recording trip. Christopher Tammik joined in the adventure and we each attended armed with a recorder and microphone. We went thinking that we were going to have to be quite stealthy, but ended up only sneaking our gear under clothes and scarves on the more intense rides. We rode the mini train a ridiculous amount of times with no questions asked! (With the exception of some curious kids, which you’ll hear in the following recording.)



The aim for this game in particular was to capture as many mechanical, engine, and rattling sounds as possible while avoiding people and music. Not the easiest thing to do even on an overcast monday, but we did manage to grab some great stuff. The interesting thing to note about what you hear in the game is that these recordings are not going to be used only for their corresponding rides, and they’re not going straight in as recorded. The squeaky clacking of the mini-train could be a single layer amidst multiple for any ride in the game.

soundcloud opname Em Audible Mini Train



So we pull discrete loops and segments out of these recordings. For example, this mini coaster:

soundcloud opname Em Audible Mini Coaster

What you build in your theme park won’t correspond to this 30 second long mini coaster ride. We’ll simply extract similar bumpy and rattly segments of the recording, edit them together, and make it loop seamlessly so it can work for any coaster you build. In Parkitect we create 5 different speed loops per coaster, including the climb loop, which this ride had a great sound for. We were also able to get close enough to the lift mechanism on Playland’s wooden coaster (one of the oldest in the world!) and record a super long segment. That one will most likely be hidden in a couple different rides. In the Wooden Coaster, it was very challenging to keep the microphone steady; it was hard enough holding on and being thrown about the seat.

soundcloud opname Em Audible Wooden Coaster Winch



Other than coasters we were after engines. The louder the engine, the more it would drown out all the background noise of the crowd and music, which all gets recorded and added in separately. It was usually loudest inside the ride, so we spent a lot of time running around riding everything we could. (Yes, this is a real job.) Though it did get to the point where even the kids rides like tea cups were making us feel sick. Note to anyone planning something like this: Do not ride the most spinny thing first.
Here is one of my favourite engine sounds, the scrambler. I cleaned some of the crowd shouts out a little bit but the engine was powerful enough that I didn’t need to alter it too much.

soundcloud opname Em Audible Scrambler

That’s all for now, next up is a trip to a sightseeing train crawling through a vast park. Hope you enjoyed reading about our fun trip. See if you can find these sounds somewhere in the game later! It won’t be easy.



Here’s a merry little video to close off.

Video: https://twitter.com/emaudible/status/750149643070152704

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Devlog Update 106

The parks you guys are building are getting crazier all the time, so I’ve spent the last two weeks almost entirely on performance optimizations.
There are three major areas that have been improved.

Rendering

Big Parkitect parks can contain tens or even hundreds of thousands of objects, and Unity was not too great at rendering lots of individual objects so far.
That’s why we’ve been eagerly looking forward to upgrade to Unity 5.4, which we’ve been testing over the last half year or so and which seems stable enough to use now.
Unity 5.4 adds instancing, which is a technique that allows faster rendering of multiple copies of the same object and moves a bunch of work that previously needed to be done on the CPU over to the GPU. Due to the way scenery works in Parkitect the same objects are usually on screen tens or hundreds of times and as a simulation game we need all the CPU time we can get, so that’s perfect :)
They also added experimental support for improved multithreaded rendering, which helps quite a bit as well.

Guests

We want to have as many guests in the park as possible, so they have already received the most attention for optimizations in the past.
There were still some improvements left to be done though, especially for off-screen people.

Mouse picking

Some of the parks you’ve built got so big that even something as seemingly trivial as figuring out what object is below the mouse could become a performance problem.
We’ve previously used Unitys mesh colliders for this; their intended purpose is more for adding physics interactions to a couple of objects, but it worked well enough in the past.
Since the game received scenery and more content though we’ve seen parks were it could take up to a second to figure out what’s below the mouse in extreme cases…so we’ve replaced that with a custom solution now that’s more suited for our needs and brings that time down to a couple milliseconds.

Results

We’ve tested with a couple of different scenes. Here are some of the results on two of our test systems (graphs showing milliseconds required to calculate each frame, so less is better):





More stuff

Stuff going wrong can cause performance issues as well. Especially right after game updates we’re receiving a bunch of reports about strange issues and performance problems that are usually caused by mods not being compatible with the newest game version yet. Luuk worked on this error window that identifies broken mods and contains the error message so that the problem can be reported to the mod author:



Tim worked on allowing to set specific colors for certain shop products:



And on this area delete tool that lets you select a bunch of objects at once (like the selection tool for creating blueprints) and then delete them:



And we’re displaying some of the controls on screen now depending on context, which should help new players (can be disabled). Eventually this should evolve into a proper tutorial.



And there are some new palm trees:


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Gisteren de Dev Build even geprobeerd (Devlog 106) en de Performance is echt met grote stappen vooruit gegaan.

Helaas brengt een Dev Build weer kleine bugs met zich mee, maar die heb ik direct gemeld op Discord en werden binnen 2 minuten gefixed ^^

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Devlog Update 107

Art Stream

It’s Art Stream time again! Join us on Garrets Twitch channel on Wednesday at 1pm PST to chat while watching some new Parkitect art being created.

(Voor precieze tijden klik hier)

Devlog

We’re mostly busy with making sure everything still works and runs stable after the engine upgrade. After some days of testing it turned out that the “experimental” improved multithreaded rendering in Unity 5.4 is labeled so for a reason :) We’ll not use it for now which costs a couple FPS compared to last weeks test results, but at least we know that it’s something to look forward to in a future update.
The tracked ride visualizations received an update. So far we’ve only been able to show one value for the entire segment, which was precise enough for most cases but a bit lacking on longer segments like the loops or scaled up curves. Here’s an example showing the velocity:



It shows the train loosing speed as it nears the top of the loop and gaining speed afterwards now, as you’d expect. We also added a second color to distinguish between positive and negative vertical Gs:



(And there’s finally a lateral Gs view too)
And here’s a new 4D Cinema :)


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Devlog Update 108 + Alpha 4

Alpha 4 is now available for download! The full change log is at the end of this post.



Heavens Gardens, by CoasterB

Devlog

We added a Spinning Coaster:



And we worked on audio. One of the main problems we had with audio for a long time was that the default way how Unity handles it doesn’t work well with our game due to its near-orthographic perspective. Consider this scene:



There’s a red coaster on the ground and a blue coaster that’s been raised. They are both roughly in the same position on the screen from this view. Now the way Unity figures out what’s audible and what’s not is that you place an “audio listener” somewhere in the scene. You can imagine that it works somewhat like a microphone - everything close to the listener is loud and the further away an audio source is from it the less audible it becomes. The yellow circle in this example shows everything that’s within the audible range of the audio listener:



Looks about right! But if we look at it from another perspective…



…the two coasters are actually not close to each other at all and no matter where we place the audio listener, one of them will always be outside of its range. We could increase the range, but then we’d hear audio sources that are way off-screen.
What we really needed was a way to control the volume of an audio source depending on its position on screen instead of its physical distance to the audio listener, and that has been added now.
This also means that we need to rebalance our audio, so if things sound a bit too loud or too silent currently that’s why :)

Alpha 4 Changelog

- significant performance improvements
- added Spinning Coaster
- added 4D Cinema
- added palm trees
- added customizable colors for some shop products
- added area delete tool
- added controls instructions (beginning of a tutorial system)
- added monitor selection
- added camera scroll/zoom sensitivity settings
- added autosave + save hotkey (Z by default)
- added more rebindable keys
- added detection of performance problems due to mods
- added lateral and longitudinal G visualizations + graphs
- improved audio panning
- improved tracked ride stat visualizations
- improved weather
- improved Janitor behaviour for cleaning dirty toilets
- improved translation support
- increased guest spawn rate by 25%
- fixed stat heatmap visualizations not working on lowest quality settings
- fixed rides saying they have outdated values after loading savegame
- fixed raised objects not being placed at correct height if raising over sloped terrain
- fixed broken employee colors
- fixed errors when trying to load a savegame containing non-existant tracked rides (e.g. missing mods)

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Devlog Update 109

We added a deco object pipette/cloning tool:



I think this one has been suggested a couple times, and it really speeds up building quite a bit. Simply select any deco object in the park and you can instantly build copies of it (including the same custom colors and custom size of the selected object). Pretty useful and not too complicated to implement, that are my favorite features :)

Between the Alpha 4 release and a patch for it we’ve started working on some bigger tasks that’ll likely keep us busy for the majority of this month. Luuk started with the scenario designer which will ultimately allow us to offer different starting parks with different settings and challenges instead of just the simple empty flat sandbox you all had to put up with for so long. That’ll come one step at a time though and the first task is just getting some UI working and allowing to create different terrain sizes :)

Meanwhile I’ve started working on something that’ll improve handling of trash and shop resources - you’ll certainly need that in bigger parks :)

More on both of these probably next week once there’s a bit more ready to show.

  • 88Gamer88
  • Registratie: augustus 2013
  • Laatst online: 14:42
Ik volg Parkitect al sinds de kickstarters project en vind het zeer knap hoe ze de game nu ontwikkeld hebben met zo'n kleine groep. Vind Alpha 4a al aardig qua stabiliteit aanvoelen als een volwassen game.

Alleen ben ik bang juist omdat het door een (te) klein team ontwikkeld wordt het op een gegevensmoment toch de kop gaat kosten als volwaardige game qua attractie, accessoires, thema's en het financiŰle ingame eco systeem. (Niet te vergeten efficientie werknemers)

Ik had al begrepen dat de community het spel verder moeten uitbreiden qua mods alleen vind ik dit zelf tot nu toe beetje tegen vallen niet perse qua aanbod want is er volop maar eerder qua werking van de mods.

Heel veel mods werken gewoon niet in mijn ogen zo als ze bedoelt zijn, dit komt vaak niet eens door de mod bouwer maar meer door te weinig mogelijkheden. dan bedoel ik attracties die falen, accessoires waar gasten door heen lopen of gebruikt wordt waar het niet voor bedoelt is. En ga zo maar door... Nu snap ik natuurlijk dat we ons nog in de Alpha versie bevinden maar sommige dingen hadden al gelijk anders geprogrammeerd moeten worden.

  • lukjah
  • Registratie: januari 2010
  • Laatst online: 29-05 18:58
Het spel is helemaal niet gebouwd om gemod te worden om eerlijk te zijn. Ik heb ooit de alpha versie gekregen via kickstarter en wilde eigenlijk een coastercam. Na een paar avonden kloten kreeg ik de eerste versie aan de praat en heb ik samen met een klasgenoot de modding community opgezet. Dit was nooit het idee van de developers toendertijd. De eerste mod maakte zelfs gebruik van een hacktool voor hearthstone maar dan afgevuurd op parkitect (allebei unity engine).

Natuurlijk heb ik veel contact gehad met de developers over hoe modding verbeterd kan worden. Maar modding was origineel niet gepland.

  • spokje
  • Registratie: maart 2002
  • Laatst online: 19:55
Ik snap ook niet echt waar je dat vandaan haalt inderdaad. De game moet nu juist gefinetuned worden. Heel veel development zat er tot nu toe in het contect creeeren. Als het goed is gaan ze nu bezig met de gameplay zelf.

  • catwheel18
  • Registratie: november 2011
  • Laatst online: 18-08 11:20
Devlog Update 110

So here’s how trash and deliveries will be handled in bigger parks:



A new “Deliveries” building will replace the current crate and trash stacking tiles. It can be connected through pneumatic tubes and conveyor belts to “Depots” that can be placed throughout the park. Shops can be associated with a Depot; if they are, crates will automatically travel to that Depot, from where they then get picked up by Haulers and manually transported the final meters to the shop instead of all the way from the crate stack. Inversely, trash can be dropped off at a depot and then gets automatically pumped to the Deliveries building.
This might sound weird and unrealistic at first, but at least the Disney parks are known to really use a trash disposal system that operates like this (AVAC)!
I’m not aware of a park that uses an automated system for transporting goods, but there are warehouses and airports that operate huge conveyor belt systems like that, so it’s not entirely unrealistic at least - and it should be fun and makes sense for gameplay reasons to have this, so we’re taking that small liberty here.
So far I’ve got the tube/conveyor building working (it works like building paths).

Luuk continued with the scenario editor and made progress with creating tools for defining the owned park area:



Tim added tracking of shop and attraction revenue:



Still lots to do to get all of this operational! Usually we break work down into much smaller tasks that don’t all necessarily have to be completed at once, so even if some tasks aren’t done in time for the monthly alpha update we can ship whatever is ready at that point and it’ll still work… but with these things either the whole system is complete or the entire feature needs to get delayed.
We have a couple weeks left to make it happen but it still makes me a bit nervous…we’ll see!

  • catwheel18
  • Registratie: november 2011
  • Laatst online: 18-08 11:20
Devlog Update 111

We got the crate transportation to and from the depots working:



As described last week, the Depots have to know for which shops they are responsible. We reused parts of the UI for synchronising attractions for setting this up:



All shops got updated with doors in the back. If possible employees prefer using those instead of entering the shop from the front, even if it means taking a detour.



Garret made some nice new awnings:



Tim made good progress with the scenario editor. Scenario files can be saved now and it’s possible to place park entrances and guest spawn points.



There’s a bunch of polish and UI work left to do but it’s starting to become usable :)

  • catwheel18
  • Registratie: november 2011
  • Laatst online: 18-08 11:20
Devlog Update 112

Art Stream

It’s the end of the month, so it’s time for another Art Stream once again! Join us on Garrets Twitch channel on Wednesday at 1pm PST to chat while watching some new Parkitect art being created.

Devlog

Garret has been busy with making all kinds of decorative objects for the medieval theme:



And there’s also this brick wall and scaffolding set:



I made slopes and supports work for the transport system, and transporting trash out of the park:



And Tim and Luuk continued with the scenario editor. Still a bunch of UI left to do though and we also need to make sure that old savegames still work with all of these changes.

  • catwheel18
  • Registratie: november 2011
  • Laatst online: 18-08 11:20
Devlog Update 113 + Alpha 5

Alpha 5 is now available for download! The full change log is at the end of this post.



Devlog

Phew! We managed to get it all stable just in time for this months Alpha update. Somehow this update felt like the trickiest and most exhausting one so far, even though the changelog is shorter than usual.

Garret made some more medieval props. This concludes the work on the medieval set for now.



Changelog

- added resource and trash transport system
- added beginnings of the scenario editor
- added deco object pipette tool (easily clone any deco object)
- added shop and attraction sales stats
- added restocking shops from the back
- added a bunch of deco objects (medieval props, awnings, scaffolding)
- added czech translation (thanks Jan!)
- performance improvements (overall, reduced terrain loading times)
- fixed weather not updating after one year
- fixed guests being confused about where they want to go after using a transportation ride
- fixed path attachments sometimes not being built in the same position that’s shown as preview
- fixed not being able to select objects through path tunnels

catwheel18 wijzigde deze reactie 05-09-2016 22:31 (5%)


  • sbmuc
  • Registratie: juni 2002
  • Laatst online: 18-08 21:02
Het ziet er allemaal echt super uit! Ik vraag me af hoe Theme Parkitect het tegenover Planet Coaster gaat doen. Maar volgens mij is er nog helemaal geen release date bekend van Theme Parkitect toch?

  • GWBoes
  • Registratie: juni 2007
  • Laatst online: 22:31

GWBoes

Rik B.

Nee nog niks over bekend, zit zitten nu nog in alpha dus dat zal ook nog wel even duren.

Ik denk niet dat je planet coaster hiermee kan vergelijken. Parkitect is in mijn beleving meer een indie remake van de eerste 2 RCT's terwijl planet coaster voor AAA titel gevoel gaat.

Diablo3 - Flickr


  • catwheel18
  • Registratie: november 2011
  • Laatst online: 18-08 11:20
Devlog Update 114

Hey! Just a really quick note this time - we’ve been as busy as ever, but with 3 patch releases for Alpha 5 last week there was no time left for anything that seemed interesting enough to show on the Devlog.
We’ll have something for you again next week :)

  • catwheel18
  • Registratie: november 2011
  • Laatst online: 18-08 11:20
Devlog Update 115

We added a Hydraulically-launched Coaster! On a special launch track segment the catch-car grabs the train and accelerates it:



Additionally this coaster features vertical sections with rolls.



(We’ll have to improve the supports for something like that, it looks a bit weird right now.)
Luuk added thunderstorms. They turned out really nice:



We’ll leave it to you to discover what they do :)

  • catwheel18
  • Registratie: november 2011
  • Laatst online: 18-08 11:20
Devlog Update 116

Art Stream

September is almost over, and you know what that means - time for another Art Stream! Join us on Garrets Twitch channel on Wednesday at 1pm PST to chat while watching some new Parkitect art being created.

(Voor precieze tijden klik hier)

Devlog

Luuk added guest settings to the scenario editor to allow tweaking the scenario difficulty a bit:



Tim is working on loans. You’ll be offered a couple of loan options with different interest rates and runtimes to choose from that change every now and then.
Once this is complete we can start working on money balance and going bankrupt to finally get away from the purely sandbox-only scenarios :)

Employee paths reflect the color of the zone they are in:

catwheel18 wijzigde deze reactie 28-09-2016 12:01 (5%)


  • catwheel18
  • Registratie: november 2011
  • Laatst online: 18-08 11:20
Devlog Update 117 + Alpha 6

Alpha 6 is now available for download! The full change log is at the end of this post.



Pinewood Acres, by PulseDesign

Devlog

This week, we put the bumper cars into the game that Garret made during the last Art Stream:



The finance overview was one of the first pieces of proper UI we put into the game early last year. Back then it seemed like a good idea to keep it very compact, but in the end it made things a bit cluttered and confusing.
Luuk replaced it with a proper table that should be more helpful:



Tim completed the loans for now:



Since you can’t go bankrupt yet they aren’t terribly useful at the moment, but they’re in Alpha 6 anyways for gathering feedback.

Changelog

- added Hydraulically-launched Coaster
- added Bumper Cars
- added loans (you can’t go bankrupt yet, so this is just for gathering feedback on it)
- added attraction maintenance costs
- added thunderstorms
- added rain ambiance
- colorized employee paths by zone color
- audio improvements
- improved finance overview
- improved performance of large terrain area selections/zones rendering
- macOS: using Metal renderer if available
- fixed not being able to synchronize with stations of same tracked ride anymore
- fixed people getting stuck inside utility buildings/ride platforms if dropped onto them
- fixed problems with placing stuff on the terrain border
- fixed being able to change banking angle using scroll wheel if banking angle slider is disabled
- fixed issues when placing objects next to the terrain border

  • catwheel18
  • Registratie: november 2011
  • Laatst online: 18-08 11:20
Devlog Update 118

We started with some bigger tasks this week that’ll probably keep us busy for the majority of this month, so expect more of the same for the next couple blog posts :)

I started implementing the Go-karts Garret modeled a while ago. What makes them tricky is that they work unlike any other tracked ride we have in the game so far - there are multiple cars racing and overtaking each other at the same time over multiple laps, so figuring that out was the first and most important task. It’s mostly working:



Next up there are lots of smaller details left to do (including making the road look less flat ;)). More progress on that next week!

Luuk started working on advertisement campaigns. It’ll be possible to run advertisements for the park or for individual shops and attractions. A big part of the UI and some of the functionality is done:



More on how advertisements work next week.

  • catwheel18
  • Registratie: november 2011
  • Laatst online: 18-08 11:20
Devlog Update 119

Continued with the Go-karts all week long - had lots of small little tasks left to do that ate a bunch of time. I think they’re done now though :)



And here they are in motion:



Luuk continued with advertisements. After an ad campaign finishes you’ll get feedback about how effective the campaign was. Running the same ads all the time reduces their effectiveness because everybody you can reach already knows about them, so it makes sense to take breaks inbetween campaigns instead of using them to “buy” a constantly high amount of guests.



Tim is currently working on unlocking rides and other game content through research. You can hire multiple research teams that can work on different things.



This is a big task as well so there’ll probably be more updates on this over the next couple weeks.

  • catwheel18
  • Registratie: november 2011
  • Laatst online: 18-08 11:20
Devlog Update 120

Art Stream

Hey, it’s time for the October Art Stream! Come join us on Garrets Twitch channel on Wednesday at 1pm PST to chat while watching some new Parkitect art being created.

(Voor precieze tijden klik hier)

Devlog

You’ll have to pay a bit more attention to your especially grumpy guests in the future - we added vandalism this week.



This finally gives the Security staff a purpose, and the Mechanics got an additional task as well: they repair vandalized objects when walking past them.

catwheel18 wijzigde deze reactie 26-10-2016 13:50 (6%)


  • Chrosser
  • Registratie: september 2008
  • Laatst online: 22:44
Het begint steeds completer te worden! Sowieso Thumps up voor Catwheel18 die zijn best doet om alle updates te posten.

Ik mis nog wat essentiŰle attracties en graag zou ik ook restaurants willen zien toevoegd worden. Ben de afgelopen 2 weken weer wat meer aan het bouwen geslagen en de feel van de eerste 2 rollercoaster tycoons begint er nu echt in te komen (heel positief bedoelt). Helemaal na de laatste updates (met leningen, en advertentie campagnes).

ben benieuwd wanneer er leuke campagnes worden toegevoegd, al zou die toevoeging met name als laatste stap toegevoegd moeten worden. Ben verder benieuwd wanneer de release is, en daarnaast wat ze nog gaan toevoegen en in welke vorm (dlc?) na verschijnen van de game.

Laaaam!


  • catwheel18
  • Registratie: november 2011
  • Laatst online: 18-08 11:20
Devlog Update 121 + Alpha 7

Alpha 7 is now available for download! The full change log is at the end of this post.



Heavens Gardens Halloween Edition, by CoasterB

Devlog

Tim continued with Research to get it all ready in time for Alpha 7 :)
For scenarios it’s now possible to define which things are available/can be researched:



Note that our current default scenario already has everything available, so for now you’ll have to create your own scenario to actually research anything.

Gordon finished another background music song, and it’s awesome! Check it out:

A Shell in The Pit Dandelion Chins

Changelog

- added Go-karts
- added ad campaigns
- added research (note that in the default scenarios everything is already researched)
- added vandalism
- added a new background song
- added a bunch of new sounds
- added changing transparency of hidden objects
- added steeper slopes for wooden coaster
- improved grid lines/height markers/cost labels when building paths/resource pipes
- improved how tasks get assigned to workers, should prefer nearby workers and respect zones more
- small balancing changes
- fixed being able to delete deliveries building transport system connector
- fixed block section lengths not affecting maximum train length usable on track
- fixed acceleration on hydraulic launch sections not being as intended
- fixed off-screen trees not being selected by bulldozer tool
- fixed Janitors getting confused about where to dump trash if there was an unconnected Depot nearby
- fixed camera jittering when following a coaster train
- fixed not showing anything for some untranslated text instead of using the english text as default

  • catwheel18
  • Registratie: november 2011
  • Laatst online: 18-08 11:20
Devlog Update 122

We plan to spend this month mostly on improving existing content - fixing bugs, polishing, and most importantly doing some balancing, starting with tracked ride stats. This means playing the game for a while, taking note of things that feel wrong, changing some numbers around and then repeating that as many times as possible.
It’s a slow process that takes a lot of time, so to speed it up a bit Luuk built a tool for us that takes a bunch of ride blueprints, automatically builds them in an empty park, and saves some test results into a nicely formatted table that looks like this:



It tells us the current stats of the coasters and how they changed compared to the previous run of the tool, so we can easily see the impact our changes make and work on something else while the tool runs in the background.

We’ve also collaborated with StolleJay to bring his custom props that nicely fit the new Go-karts and some of his other custom scenery objects as official content into the game :)


  • Daniel_Elessar
  • Registratie: maart 2010
  • Laatst online: 10-08 13:11
Dit ziet er toch wel erg leuk uit! Ik was eerst niet zo erg gecharmeerd maar nu ik deze laatste screens zie kom ik daarop terug. Lekker bouwen zonder een al te zware pc nodig te hebben. Ga deze toch iets meer volgen dan ik deed :)

Someone now is screaming as the flames fly high.. PSN: DanielElessar


  • catwheel18
  • Registratie: november 2011
  • Laatst online: 18-08 11:20
Devlog Update 123

Just a quick update this week since we’ve continued the balancing/polishing/fixing work started this month as expected. The coaster intensity ratings look pretty good to us now so we’re moving on to the nausea ratings next.

We’ve also overhauled the notifications UI. They slide in from the right edge of the screen now:

https://68.media.tumblr.com/7e949cd6aaf343d39a929eaead5d0497/tumblr_inline_ogqtnv38Og1si3zx7_500.gif

But most importantly there’s a new “Ongoing” tab to inform you about everything happening right now that might need your attention.


  • Beakzz
  • Registratie: juni 2008
  • Laatst online: 23:38
Ben nu druk bezig met Planet Coaster en het bouwen vind ik in dat spel echt geweldig en het ziet er heel sfeervol uit, maar het managent gedeelte is helaas totaal geen uitdaging. De bezoekers zijn veel te snel tevreden.

Is dat in dit spel wel een uitdaging? Want dan wacht ik de Steamsales even af en dan hengel ik deze ook binnen.

  • catwheel18
  • Registratie: november 2011
  • Laatst online: 18-08 11:20
Devlog Update 124

Art Stream

Oh hey, time for the next Art Stream! Come join us on Garrets Twitch channel on Wednesday (November 30th) at 1pm PST to chat while watching some new Parkitect art being created.

(Voor precieze tijden klik hier)

Devlog

And once again we continued with this month of cleanup/balancing improvements. Ride nausea ratings are looking much better now.

We had some time left to add some new content, and because theme parks are not just about having the crazierst coasters we felt it was time to add another calm ride. We added a classic Car Ride:



It comes with alternate cars without a roof:



And race cars are an option as well:



They were originally made for the Go-Karts ride but turned out to be too wide, but for this ride they work nicely :)

catwheel18 wijzigde deze reactie 21-01-2017 13:33 (3%)


  • catwheel18
  • Registratie: november 2011
  • Laatst online: 18-08 11:20
Devlog Update 125 + Alpha 8

Alpha 8 is now available for download! The full change log is at the end of this post.



Minimus, by kaylnaris-7

Devlog

We’ve added the Power Surge ride that Garret created during this months Art Stream. There’s also a new Pizza Stall:



Tim and Luuk added tracking for a bunch of additional statistics:



And Gordon delivered 3 new ride songs!

A Shell in The Pit ACCELERATOR

A Shell in The Pit Popped Collars

A Shell in The Pit Black Lights

And we’re making a distinction between sandbox mode and “normal” mode now when creating a new park, with the only difference so far being that you can’t spend money anymore when you’re in the red in “normal” mode.

Changelog

- added Car Ride
- added Power Surge
- added new notifications UI + ongoing notifications
- added 3 new ride music songs
- added Pizza Stall
- added new props
- added a bunch of new sounds
- added more statistics
- all kinds of balancing improvements across most parts of the game
- fixed people leaving queues after loading savegame (can still happen on first load with Alpha 8)
- fixed not being able to pick up people while game is paused
- fixed tracked rides not restoring customized train colors properly
- fixed loans not getting paid back
- fixed dozens of smaller bugs

  • catwheel18
  • Registratie: november 2011
  • Laatst online: 18-08 11:20
Devlog Update 126

Unity 5.5, the latest version of the engine we’re using, was released last week and so we upgraded. It broke some minor things in the UI that we need to fix but apart from that went painless.

We changed the workers so that they only help out in other zones if there are no tasks left in their assigned zone. That improves worker efficiency a lot when using zones, but might still be a bit too “smart” - maybe if they are assigned to a zone they should not care at all what’s going on elsewhere in the park…? We’ll have to keep an eye on that.

The attraction overview list can be sorted by various ride properties now such as profit and satisfaction rate to get a quick overview of how all rides in the park are doing:



And Luuk worked on Market Research campaigns, which are a pretty useful tool I think :)
When starting a Market Research campaign a certain amount of guests (depending on the duration of the campaign) are asked about various topics, and in the end you receive a handy report with a bunch of graphs as result. Especially useful for deciding which kind of ride to build next should be the graph that shows the preferred ride intensities of the interviewed guests:



And you also get a snapshot of the current needs such as hunger and thirst, and their overall satisfaction with the park.

  • catwheel18
  • Registratie: november 2011
  • Laatst online: 18-08 11:20
Devlog Update 127

It’s been a pretty exhausting week, but we got a good amount of stuff done :)
Here’s a new flat ride, the Turbine:



It might look like a fairly simple ride, but the physics behind the swinging gondolas took a while to get right.

And there’s a new tracked ride, the Mine Train Coaster:



The wooden supports that are also used on the Wooden Coaster were a bit messy and had some problems, so we’re cleaning them up a bit now that another ride uses them.

  • catwheel18
  • Registratie: november 2011
  • Laatst online: 18-08 11:20
Devlog Update 128 + Alpha 9

Surprise! Alpha 9 is here a week earlier than usual! The full change log is at the end of this post.



Music Rock Park, by CoasterB

Holidays

The reason is that after working non-stop since early 2014 we’re taking a two week holiday break to recharge and think about other things than theme parks for a bit :)
We’ll be back in the second week of January 2017. Hope you all have nice holidays! :)

Devlog

Luuk added adjustable coaster lift speeds:



Tim added a bunch of scenario goals:



They can be set up in the scenario editor with customizable settings and rewards:



Experimental performance improvements

We’ve got some pretty big performance improvements coming up for multi-core systems when lots of objects are on screen. It especially helps when zooming all the way out in very detailed parks, but should also improve performance overall to a smaller degree. In our tests we’ve seen CPU load improvements of up to 35%.

Before turning them on for everyone we would like to do some more testing though! We have created a Steam beta branch for this. If you want to give it a try, right-click on Parkitect in your Steam library, then select Properties, go to the Betas tab and select “Experimental”.

Savegames are compatible between the regular and this experimental version, so you can give it a try without any risk. If you do please let us know your results!

Changelog

- added Mine Train Coaster
- added Turbine
- added Market Research
- added scenario goals
- added sorting attraction/shop list by various properties
- added adjustable chain lift speed
- employees only work on tasks outside their assigned zone if there’s nothing left to do in their zone
- less blurry shadows
- fixed Ferris Wheel being a sadness factory
- fixed all kinds of problems with wooden supports
- fixed problems with building tracked ride blueprints near park border
- fixed lag if loading a new savegame while the game is paused

  • spokje
  • Registratie: maart 2002
  • Laatst online: 19:55
Leuk dat ze met de scenarios bezig zijn :)

  • catwheel18
  • Registratie: november 2011
  • Laatst online: 18-08 11:20
Devlog Update 129

Hey, welcome back! Hope you all had great holidays.

I had time to think about some of the remaining technical challenges and how to solve them. One of them were a couple of visual glitches related to tunnels. I’ve reimplemented them this week and that’s all fixed now:



There was also an annoying bug where you’d occasionally get a “location occupied” error message while building coaster tracks even though that wasn’t the case, which should be fixed now too.

Tim added adjusting the weather for scenarios. There are some presets or you can fully customize it:



And we’ve started working with Gabby. She’s a UI designer and 3D artist and is working on cleaning up and improving our UI :) More on that later.

  • catwheel18
  • Registratie: november 2011
  • Laatst online: 18-08 11:20
Devlog Update 130

Art Stream

Once again, it’s time for an Art Stream! Come join us on Garrets Twitch channel on Wednesday (January 25th) at 1pm PST to chat while watching some new Parkitect art being created.

(Voor precieze tijden klik hier)

Devlog

Signs can be set to “no entry” per employee type now, so you can for example keep Entertainers from running around on your shop stock supply paths:



The blueprints browser received a list of categories to make finding what you want easier:



And deco objects can be filtered by theme:



Objects are also grouped by theme in the object list now instead of purely alphabetical so that for example all the castle walls are listed together instead of having to look for them all over the place.
This is also open for modding. Mods can add their objects to an existing theme or add entirely new themes.

Garret added the wall pieces that were missing in the spooky and brick sets:



And there are a bunch of new fun animated mechanical props:



Tim made banking tracks across the 180░ mark work as you’d expect (it used to snap all the way around instead of going across 180░):



This also allows building a full 360░ roll using just one segment which looks smoother than building it from two segments as before.

  • catwheel18
  • Registratie: november 2011
  • Laatst online: 18-08 11:20
Devlog Update 131

We added the Jumper ride from this weeks Art Stream:



Tim added receiving more park area as a reward for completing scenario goals, which should allow for some interesting scenarios:



And Luuk added a default configuration for the Steam Controller. I don’t own a Steam Controller and was surprised to see how well it works in Luuks demo - almost as fast as using a mouse and keyboard. Pretty cool!

  • catwheel18
  • Registratie: november 2011
  • Laatst online: 18-08 11:20
Devlog Update 132 + Alpha 10

Alpha 10 is now available for download! The full change log is at the end of this post.

Devlog

When we started with this project I knew almost nothing about programming shaders, and while there’s still much left to learn I’ve gained a bit of experience. So I’ve improved the water shorelines and added refractions:



The underwater glass tunnels were faked a bit previously - we simply didn’t draw any water on top of them because I didn’t know how to make it look like they’re not flooded with water on the inside. It looked “good enough” in most cases but always bothered me and especially now with the refractions it looked weird, but I’ve figured out how to make it work properly now:



Garret started working on sciene fiction props:



And Luuk added a maintenance budget setting to rides:



Lowering the budget reduces the monthly maintenance costs but has a negative impact on safety if done for too long.

Changelog

- added Jumper
- added mechanical props
- added science fiction props
- added setting one-way signs per staff type
- added missing pieces for the brick and spooky walls sets
- added adjustable ride maintenance budget
- added receiving land as reward for scenario goals
- added configurable land costs for scenarios
- added adjustable climate for scenarios
- added returning guests
- added theme filters to deco window
- added categories to blueprints window
- added banking across the 180░ mark
- added limited banking to 90░ per segment size
- added restoring weather and camera position when loading savegame
- added default Steam Controller configuration/scaled up UI in Big Picture mode
- added water edges at terrain end
- improved spawn positions of guest/ride info windows so they don’t all appear in the same spot
- improved deco window performance
- improved rain performance
- improved sorting of deco objects (grouped by theme)
- improved the look of water and underwater tunnels
- improves guest animation performance
- improved stopping position in station for Vertical Drop Coaster and Wing Coaster
- should fix “location occupied” error when building coaster tracks although location isn’t occupied (let us know if it still happens)
- fixed a case where Janitors were unable to transport trash out of the park
- fixed tunnel entrances sometimes showing through terrain
- fixed visual glitches on log flume water
- fixed coaster stat graph getting messed up when switching to coaster stat tab repeatedly
- fixed deco builder entries sometimes not showing enough color buttons
- fixed lag when rotating camera while editing a coaster
- fixed lag when switching to coaster stat tab
- fixed a rare case where it was impossible to click anything after loading a savegame
- fixed Star Shape and Turbine rides sometimes being in wrong position while letting guests in after loading savegame
- fixed camera not being able to focus onto objects while game is paused
- fixed not being able to edit scenarios

  • catwheel18
  • Registratie: november 2011
  • Laatst online: 18-08 11:20
Devlog Update 133

This week has been mostly maintenance work… fixing small bugs and annoyances, reducing memory allocations, all that good stuff :)
So here’s just a very quick update - we added two sets of metal walls and supports that were designed by StolleJay:

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