Otherwise the best way to play this. I'm pretty sure you can also import certain elements from RCT1 if you have it.
An open source re-implementation of RollerCoaster Tycoon 2
11–20 of 132 posts
Re: An open source re-implementation of RollerCoaster Tycoon 2
#12It's the engine without the assets. Kind of like Open Rails, which is an open source engine for Microsoft Train Simulator content. That's been out for a while, and now others are writing content for it.
Re: An open source re-implementation of RollerCoaster Tycoon 2
#13Man what a great project, I've been only lightly following it for the last year or so, but it gets me excited. I think I could see myself choosing this as a first open source project to commit to. Thinking now, I would love to see Dolphin style progress reports every now and then from the project. I'm sure they'd catch a lot of buzz.
what are Dolphin status reports, and what about them is effective?
Re: An open source re-implementation of RollerCoaster Tycoon 2
#14I've never played this but have been aware of it for a while. Judging from the Readme it sounds fairly complete? Like I could play out a full scenario in this without missing features or crashing?
I also head of it for a while before I gave it a spin. I finally got around to it about 6 months ago. The game works really well. I don't remember noticing that anything was still missing in singleplayer. Multiplayer... there was something, but I don't remember what. Desyncs for sure, but I think those were always solveable by just reconnecting. I'm not sure what, but there was a reason why my girlfriend and I didn't…
Re: An open source re-implementation of RollerCoaster Tycoon 2
#15Man what a great project, I've been only lightly following it for the last year or so, but it gets me excited. I think I could see myself choosing this as a first open source project to commit to. Thinking now, I would love to see Dolphin style progress reports every now and then from the project. I'm sure they'd catch a lot of buzz.
what are Dolphin status reports, and what about them is effective?
Re: An open source re-implementation of RollerCoaster Tycoon 2
#16OpenRCT2 requires original files of RollerCoaster Tycoon 2 to play. It's the engine without the assets. Kind of like Open Rails, which is an open source engine for Microsoft Train Simulator content. That's been out for a while, and now others are writing content for it.
Re: An open source re-implementation of RollerCoaster Tycoon 2
#17I thought the size of the device would be an issue, but I've been playing on an iPhone SE with surprisingly great ease! The tap zones are small but very well defined, so you almost never mis-tap. And the game is I believe bug-free because it has never crashed!
The only real tricky part is designing underground paths and building rides with an excitement rating above 6.0! But that's always been tricky…
[1] https://itunes.apple.com/gb/app/rollercoaster-tycoon-classic...
[2] https://play.google.com/store/apps/details?id=com.atari.mobi...
Re: An open source re-implementation of RollerCoaster Tycoon 2
#18I've never played this but have been aware of it for a while. Judging from the Readme it sounds fairly complete? Like I could play out a full scenario in this without missing features or crashing?
I contributed a little bit back in 2014/2015 and it was a lot of fun. Because it is almost all hand-written x86 ASM (which is insane), it was actually not too hard to reason about, certainly far easier than what Clang/GCC will spit out.
Re: An open source re-implementation of RollerCoaster Tycoon 2
#19For all RCT2 fans here: check out RCT Classic on iOS [1] and Android [2]. It's fantastic . I thought the size of the device would be an issue, but I've been playing on an iPhone SE with surprisingly great ease! The tap zones are small but very well defined, so you almost never mis-tap. And the game is I believe bug-free because it has never crashed! The only real tricky part is designing underground paths and buildin…
What I really want next is Pharoah.