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An open source re-implementation of RollerCoaster Tycoon 2

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41–50 of 132 posts

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

#41
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…

I'm glad they finally delivered this. When they first announced RCT mobile everyone was hyped until it came out and was just another build and wait style game. Hoping simcity gets the same treatment (they had an old one but it doesn't really work on new devices and crashed a lot).

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

#44

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!

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.

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

#45

I'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?

It's mostly complete: a couple levels consistently crash on me [mac os], but for the most part it's pretty awesome.

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

#46
post #38
post #12

OpenRCT2 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.

I believe there is a Doom variant with the same requirements. It requires the image and sound files. I am not a gamer so I can't opine on the quality.

GZDoom! It's amazing. By far my favorite game. You just need the original Doom .wad files.

https://zdoom.org/downloads

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

#47

For more open source game engines or re-implimentations check out: http://osgameclones.com

Interesting site, although the clone I (very) briefly worked on isn't on that list. Probably just as well, the project is more or less abandoned.

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

#48
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…

That's great thanks. I enjoyed replaying Baldur's Gate 1 and 2 on the ipad. What I really want next is Pharoah.

Wow, Pharaoh. That’s a while ago. Pharaoh’s gameplay deserves a modern, deeper treatment. Badly. That pathing and routing mechanic was really fun to optimize and figure out, and jived oddly well with programming. I easily invested hundreds of hours into it, and really wished you could scale the cities up further.

The Westwood alumni showed up last time there was a thread about them so Impressions alumni, if you’re reading, thanks for a great series of games (Caesar too). Kickstarter!

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

#49
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…

Whenever I see IAP on paid apps I'm almost instantly turned off.

Do you know what sort of nature they are? Is the game complete without them? Do they nag about the IAP in game?

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

#50
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…

Whenever I see IAP on paid apps I'm almost instantly turned off. Do you know what sort of nature they are? Is the game complete without them? Do they nag about the IAP in game?

Looks like expansion packs. From the Google Play page: "PLEASE NOTE: Additional content for RollerCoaster Tycoon Classic is available via In-App Purchase, specifically the three expansion packs: Wacky Worlds, Time Twister and Toolkit. The expansion packs are the ONLY content that require an In-App Purchase and In-App Purchases are not used anywhere else in the game."
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