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An open source re-implementation of RollerCoaster Tycoon 2

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Re: An open source re-implementation of RollerCoaster Tycoon 2

#101
post #52

Earlier quoted context omitted.

If only it wasn't under a restrictive license....

How is the AGPL restrictive in this case?

Seconded. I can't think of any practical reason AGPL would be more restrictive than GPL to the player of a video games.

Re: An open source re-implementation of RollerCoaster Tycoon 2

#102

Earlier quoted context omitted.

That is impressive, was RCT2 mainly just Sawyer too like TT? Makes you reconsider scale when you say Fred/John/Mary is a 10x'er because she/he got a small line of business CRUD app in some high level language with a battery included opinionated web framework shipped in less than month.

You'd be amazed at how productive you'd become if you're working mostly on your own, uninterrupted, and with a clear vision of what you're building. Look at how much you already churn out in the span of a year, then multiply that.

True, but I also think part of it's the Internet and much more opportunity to procrastination (i.e. now). When I was lad... we had slashdot.org, theregister and theonion, you'd be done within 20 mins. Now we have HN, SO, reddit, podcasts, blogs, twitter, etc.. When Sawyer started on TT I don't think 14.4 modems were even widespread.

Re: An open source re-implementation of RollerCoaster Tycoon 2

#103
post #100
post #72

I only have OS X does this mean I can buy the rtc2 (which is windows ) and still be able to play it on OS X?

If you buy it from GOG you should be able to get the Windows exe, you can then try and install it with WINE. That should give you the game files to import into OpenRCT2.

There's innoextract for gog executables

Re: An open source re-implementation of RollerCoaster Tycoon 2

#104

I'm always amazed when I'm reminded that RCT2 was originally written in assembly. How would that much assembly code be organized? I've never seen a large assembly project, but I would imagine something as complex as RCT2 would easily clock in over 100k lines of assembly. That just sounds light a nightmare to me!

Blows my mind. What sorts of optimizations can you do in assembly better than a good C compiler could?

I'm wondering what % performance improvement he saw from doing it this way.

Re: An open source re-implementation of RollerCoaster Tycoon 2

#105
post #17

For 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…

This is the perfect example of IAP done right and wrong.

RCT classic. Full game for around £5. IAP options for the add-on packs £1.99-£5.99. No other IAP anywhere in the app. No adds. IAP done right.

RCT 4 mobile. Free to play. Ad's. IAP £0.61-£93.99. IAP done wrong.

Hell will freeze over before I play RCT 4 mobile. Seriously £93.99 on IAP. I haven't downloaded it, but I'm assuming this is the fairly standard "coin pack" sort of pattern where everything you do in game costs coins.

Problem is that RCT4 actually looks cool. I'd quite like to play it with the updated graphics and mobile friendly interface if the play mechanics were roughly similar to the original. They have just destroyed a once great game.

I also suspect that unfortunately, I bet RCT 4 is more profitable. So companies are going to continue to do it.

Also, the terrible reputation that IAP has means I regularly don't bother with apps because they say 'contains IAP' which makes it far harder for those who want to do it right as people will just immediately ignore the app because of the label. What we need is for the stores to have some way of indicating or listing the number and type of IAP options available before you buy the app.

Re: An open source re-implementation of RollerCoaster Tycoon 2

#106
post #104

I'm always amazed when I'm reminded that RCT2 was originally written in assembly. How would that much assembly code be organized? I've never seen a large assembly project, but I would imagine something as complex as RCT2 would easily clock in over 100k lines of assembly. That just sounds light a nightmare to me!

Blows my mind. What sorts of optimizations can you do in assembly better than a good C compiler could? I'm wondering what % performance improvement he saw from doing it this way.

I started working on games in the early 90s and was one of the first to use C instead of asm because my game was targeting Amiga and PC and didn’t involve significant cpu intensive graphics etc. However the rest of the company was working on Super Nintendo, Megadrive etc and these were exclusively asm. C compilers back then actually did add significant overhead to code and you could do much better by hand, especially since cpus in consoles often lacked features such as floating point units or had cut down memory management units. In addition they had custom hardware that you could use (blitter for example on Amiga, gte on PlayStation) that was easy enough to use from asm and the compiler couldn’t help you.

Re: An open source re-implementation of RollerCoaster Tycoon 2

#107
post #17

For 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…

Hi, OpenRCT2 dev here. FYI: OpenRCT2 has support to consume RCT Classic assets as its base. Also, RCT Classic is available on Steam too (Windows and macOS only, though).

I love the product you work on.

Partially hijacking your comment to say that an easy way to get the original assets in openrct 2 is to install the gog version through wine or play on Linux. Have played it a bit too much to say the least...

Re: An open source re-implementation of RollerCoaster Tycoon 2

#110
post #61

Earlier quoted context omitted.

This might be excessively prurient, but I would love to see some gameplay video or screenshots of what an unplayably vomit-filled park looks like.

> This might be excessively prurient Wait what? What do you want those screenshots for?![0] [0] - https://duckduckgo.com/?q=prurient&atb=v71-6__&ia=definition

Ha! Conflated "prurient" with "vulgar", though I'm guessing that mistake was (hopefully?) obvious from context.

Thanks for the correction, made me chuckle :)

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