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Parkitect Megathread

Parkitect is a business simulation game that charges you with the construction and management of theme parks!

Post November 11th, 2015, 3:29 pm
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I believe it should just do the real life theme park and just keep going deeper and deeper into bankruptcy

Post November 11th, 2015, 4:33 pm
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lol240 wrote:
Oscar wrote:
I am going bankrupt. Halp!

Er... does this game have a message like "You have just failed the mission!"? Well, I was not at all a skilled park manager specially in RCT2! I wish you a better luck, though!

:o + :lol:


It's still prealpha so the meta game as such is not really implemented!
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Post November 11th, 2015, 8:49 pm
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It's in pre alpha. the only thing that feels like pre alpha is lack of content and the occasional bug

oh and the small things missing from the coaster builder
Coaster Count: 582 // Top Five: 1. Helix 2. Nemesis 3. Big Bad Wolf 4. Boulder Dash 5. Balder

Coasterkidmwm wrote:
4 G's to the taint was a bit much for me because I'm not a power bottom like Turbo

Post November 12th, 2015, 12:21 pm
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There are some funny quirks like this one where the person is complaining about the price of toilets when there isn't a fee for them XD
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No need to tell Oscar about the problems. He is magic.

Post November 12th, 2015, 1:35 pm
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:lol: only your park would be complaining about the imaginary toilet fee

Post November 12th, 2015, 3:22 pm

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WOW it looks so much better than I thought it did!

Post November 12th, 2015, 11:33 pm
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When mine comes up, it shows nothing but a blank blue screen, I can not advance time, and I can not change the entrance fee, as when I do, it resets itself to 999.99 dollars to get in. If someone can help me out with this, that would be greatly appreciated.

~titanrocks01

Post November 17th, 2015, 4:21 pm
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sorry for the late update guys, these last few days have been crazy... Here is update 71!

X

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:

Image

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:

Image

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:

Image
Building Elements Mod by KenneyNL

Which is totally awesome! :D

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:

Image

So we???re switching plans a bit and work on building tools for a couple weeks longer :)

Credit To Parkitect Developers
Coaster Count: 582 // Top Five: 1. Helix 2. Nemesis 3. Big Bad Wolf 4. Boulder Dash 5. Balder

Coasterkidmwm wrote:
4 G's to the taint was a bit much for me because I'm not a power bottom like Turbo

Post November 17th, 2015, 4:45 pm
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That castle looks great :D Plus I'm liking the new functionality of the paths - this game is developing well!
Coaster Count - 198
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Post November 18th, 2015, 11:54 pm

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Can you make custom ferris wheels? I really want to make a japanese park and ride the big very slow moving wheel or a jet coaster that i would make with the coaster camera mod.


Post November 19th, 2015, 1:12 am
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There is a default Ferris Wheel at the moment. You can make it quite slow by editing the wait time on it :)
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No need to tell Oscar about the problems. He is magic.

Post November 19th, 2015, 1:37 am

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Post November 19th, 2015, 3:16 am

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Does anybody know the computer space it takes and what cpu it requires? Can't find it.

I can play NoLimits 2 on lowest settings so...
Yes....

Post November 19th, 2015, 3:24 am
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a) It's in development so there's no solid minimum specs available

b) It'll scale with park size naturally

However it doesn't appear to be a hugely taxing game and it's likely if you can run NL2 you can run it - could you post your system specs? This will allow us to help you more.
Coaster Count - 198
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Post November 19th, 2015, 4:07 am
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Just played the newest patch and the guest lag seems to be gone :)
Coaster Count: 582 // Top Five: 1. Helix 2. Nemesis 3. Big Bad Wolf 4. Boulder Dash 5. Balder

Coasterkidmwm wrote:
4 G's to the taint was a bit much for me because I'm not a power bottom like Turbo

Post November 19th, 2015, 4:39 am

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Here are my computer (Laptop) spec and other info there I don't know a thing of lol
Memory: 4.0GB PC3-12800 DDR3 SDRAM 1600 MHz
Processor: 3rd generation Intel Core i3-3110M Processor( 2.40GHz 1600MHz 3MB)
System Graphics: Intel HD Graphics
Yes....

Post November 19th, 2015, 5:57 am

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I think camera mode still needs fixing while its RCT2 game style is now looking solid. Too pale colors which kind of ruin some "structure" reality.
-- I was happy to be with NL1 - [:')] --

Post November 19th, 2015, 7:37 am
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Coaster Mind wrote:
Here are my computer (Laptop) spec and other info there I don't know a thing of lol
Memory: 4.0GB PC3-12800 DDR3 SDRAM 1600 MHz
Processor: 3rd generation Intel Core i3-3110M Processor( 2.40GHz 1600MHz 3MB)
System Graphics: Intel HD Graphics


The developer is/was using an i5 machine so you're below that - and mentioned if anything is an issue would likely be your lack of a dedicated graphics card. That said some guy on reddit/parkitect nexus said he's seen it running on an system similar to yours. That was about 2 weeks ago so should be fairly accurate (as accurate as you can be I guess)
Coaster Count - 198
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Post November 19th, 2015, 12:56 pm
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Hopefully I can release my full park within a week. I'll post some screens tonight, maybe it'll help interest more people in the game.
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Post November 19th, 2015, 6:17 pm
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Coaster Mind wrote:
Here are my computer (Laptop) spec and other info there I don't know a thing of lol
Memory: 4.0GB PC3-12800 DDR3 SDRAM 1600 MHz
Processor: 3rd generation Intel Core i3-3110M Processor( 2.40GHz 1600MHz 3MB)
System Graphics: Intel HD Graphics

I have an i3 and the game runs fine. My computer is ass so yours should definitely be able to run it lol.
Coasterkidmwm wrote:
gouldy wrote:
Just don't employ stupid people and you're golden.

That's like finding a Waffle House with no white trash in it.

Post November 25th, 2015, 9:29 am
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Update 72

It???s time for another Art Stream once again! Join us on Garrets Twitch channel on Wednesday (Today!) 12pm PST to chat and watch some new Parkitect art being created.

Devlog:

We added a Bobsled Coaster!
Image
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:
Image

Credit To Parkitect Developers
Coaster Count - 198
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Post November 25th, 2015, 11:25 am

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^ The most realistic "Dragon" Coaster, lol. :lol:
-- I was happy to be with NL1 - [:')] --

Post November 25th, 2015, 12:39 pm
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Post November 26th, 2015, 4:26 am
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I just dropped a simple out and back blueprint on the exchange! Check it out:

http://www.coastercrazy.com/21106/Rolling-Timber

Also, check out what can be done with Parkitect!

Coaster Count - 198
France 2019 Mini Trip Report

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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:

Image

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:

Image

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:

Image

And finally you can toggle between snapping an object to the center or the corners 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:

Image

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

#weekly
Credit To Parkitect Developers
Coaster Count: 582 // Top Five: 1. Helix 2. Nemesis 3. Big Bad Wolf 4. Boulder Dash 5. Balder

Coasterkidmwm wrote:
4 G's to the taint was a bit much for me because I'm not a power bottom like Turbo

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