I made a fake small town outside of the park because I had to do something with all these community creations
No one goes past the 7/11
No one goes past the 7/11
Ok, still working on the same area. Mostly because I learn new things all the time and keep improving on what I have. That is especially true for paths. Right now I am adding custom surface to all my paths..which takes ages of course
So here are some updated progress shots:
I've been working on my castle courtyard area in The Kingdom. Learning from that path tutorial, I'm now going square-cornered queues all day every day.
Edit: Also working on optimizing the line of sight when entering the park.
Built a monorail station for my fantasy area, built it in such a way that I'll be able to copy it and also use it in my Alpine area. Think it went rather well. Not sure if I should build cross-beams to 'fill in' the large squares (in the sections where there is wall, not the open ones) on the portion of the building where the actual station is.
Edit: And actually noticed the street lantern right in front of the entrance queue, forgot to remove that when I moved the path . The planter as well
Edit: Corrected screenshot:
Finished up my Rapids ride, it didn't take nearly as long as I expected
Video:https://www.youtube.com/watch?v=dA4ar-1VF6E
Blueprint: http://steamcommunity.com/sharedfiles/filedetails/?id=804611290
Tomorrow im going to record a tour through the aprk and also upload it to the workshop. Glad I could insih it after so many hours fixing it and finsihing the roman part.
Here's a sandbox park I've been working on. Still very early with only two themed areas, but there's five rides in place, including an inverted coaster, and a few shops/buildings. I like what I've done with the queue for the coaster, it snakes through the terrain to create a creepy and foreboding feeling before guests board the ride.
Link to the entire album: http://imgur.com/a/NcaWG
How do you guys sync up your animatronics? I'm pulling my hair out over here trying to get my knights to march in formation, or hold their axes over the gate at the same time.
Maan this game is so mixed bag for me :-O
The designing part of it is incredibly amazing , but on other hand the management / gameplay part is sooo basic and sooo easy even in challenge mod
... which is almost refund-worthy for a person like me who values the tycoon part more and the designing and creative part is just once and done (aka create the dream park in sandbox once and maybe play again if the tycoon part is fine)
Conflicted if I should wait or reefund :-(
Are you using triggers? I don't think you can actually sync them for the animation unless you use a trigger and those only work on coasters iirc. You could always link it to a random coaster nearby so everytime a car goes through they sync up. actually - you could try to just make a small one near by and try to hide it - not sure if that's possible, though. Then solely use it for the triggers..
Hmm, I gotta test that myself..
That might work, I haven't tried it yet but it sounds like it would work. Its a shame if there's no way to manually set the timing of the animatronics, like having the random animation starting point be a checkbox in the animatronic's settings or something, so that you could sync them by just pausing and placing them.
Edit: Being able to add a trigger to a path so that it activates when a guest walks over that tile would be really cool too.
Tomorrow im going to record a tour through the aprk and also upload it to the workshop. Glad I could insih it after so many hours fixing it and finsihing the roman part.
Can you give me some pointers on how you're making the signs with detailed text on them? I can't figure that out at all & it would add so much to my park
You can edit/write on the signs that are in building -> custom -> wallsigns. Add them then click on them again to edit font text and color. All of the ones that are labeled as "editable" but pretty much all the ones that have blank space even if they don't have it in the name can be written on. With that said - I really wish there was support for google font or something. So you get a bigger range than the ones that are there :/
I run into a weird issue. I can't for the life of me figure out why I cannot add water in the second ditch/level for another rice field. It's completely closed but I only get the red marker and can't add any water at all. Anyone any idea?
You can edit/write on the signs that are in building -> custom -> wallsigns. Add them then click on them again to edit font text and color. All of the ones that are labeled as "editable" but pretty much all the ones that have blank space even if they don't have it in the name can be written on. With that said - I really wish there was support for google font or something. So you get a bigger range than the ones that are there :/
I run into a weird issue. I can't for the life of me figure out why I cannot add water in the second ditch/level for another rice field. It's completely closed but I only get the red marker and can't add any water at all. Anyone any idea?
Judging by the screenshots here it seems like customization of buildings is like Sims?
All pathing is external atm, but that's not a bad idea...I might try to see if I can make the queue/exit paths mostly internal. Would look a lot cleaner, particularly don't like the exit path right now.Would love to see the inside/waiting queue for this.
Still, you're building buildings right? I don't think even RTC series had that. Closest are just "prop walls".
Still, you're building buildings right? I don't think even RTC series had that. Closest are just "prop walls".
You don't have to at all. It's just that some of us really like to create unique/our own buildings/props etc and you can, to an almost insane depth. The fact that they have a really good system helps.
Never played the Sims so I can't compare.
Sims has pretty much everything in rigid steps. In that you place walls and objects on a pre-determined grid and objects attached to walls are also on one of several slots on those walls. Only through cheats are you able to place objects in overlapping positions, and even then because of the grid-based nature of placing them, there's limited freedom in what you can actually create.
As you may remember from yesterday's competition announcement[forums.planetcoaster.com], we have a new update coming to Planet Coaster today!
It's live and ready for you to download now. The update notes are below. Don't forget there is a December update on the way too which includes more free content.
Enjoy!
New blueprints
​New shops/facilities blueprints for all 5 themes
New scenery blueprints for all 5 themes
New coaster blueprints
​Added a "harder" challenge mode
​Crash fixes/stability improvements
Optimisations
Bug fixes
Loading an old park will not reset your custom music
Fix black artefacts on HD4000 machines
Fix mouse issues on Windows 10 Insider
Fix heatmaps when a train falls off the track
Fix Priority Pass attendant animation issue
Reduced CPU/GPU usage when the game is minimized
Excitement, fear and nausea values now appear on coaster blueprints tooltip
Tacos icons now appear in Guest Inventories correctly
Fixed lights on dark ride in "The Creature Awakens"
Allow guests to stand at different heights on raised queues/paths
Guests re-equip balloons when leaving rides
Fix issue where control rebinding's were not being reapplied if you cancelled out of a change
Fix harness animation on Canyon Runner
Star Studded Career achievement fix
Guests now enter toilets/first aid centrally rather than clipping into the building
Guests with nothing to do leave the park rather than idling on the spot
Improved performance when editing terrain around water bodies
QoL improvements
​Coaster auto-avoid now ignores terrain when auto-tunnelling is selected
Clicking a notification will now rotate the camera to focus on the affected facility/exit/entrance
Height markers now appear when building downhill more often
Community translations now support overriding the games font, allowing support for East Asian languages where characters were previously not included.
Escape now exits the main menu
I haven't watched them but the official planet coaster channel put up some tutorial videos over the couple of days. Also check out Silvarret on Youtube he has started doing tutorials that don't go into controls or anything like that but more how to design a coaster.Ok got the game installed on my home pc!
Now is there a good place to start to learn how everything works? Is there a good video showing how to get started?
Update 1.0.1 is out.
559 MB
Clicking a notification will now rotate the camera to focus on the affected facility/exit/entrance
http://steamcommunity.com/games/493340/announcements/detail/289749803414191761
FANTASTIC path tutorial for all of you struggling (me included!). Explaining and lot of things I didn't know about.
Super helpful, make sure to check it out.
Oh I can do the ones that are editable - but in the photos I've quoted he's got one with ride height information etc etc.
like so:
FANTASTIC path tutorial for all of you struggling (me included!). Explaining and lot of things I didn't know about.
Super helpful, make sure to check it out.
On a side-note - I absolutely adore that the janitors whistle the soundtrack every now and then
Can you give me some pointers on how you're making the signs with detailed text on them? I can't figure that out at all & it would add so much to my park
Oh I can do the ones that are editable - but in the photos I've quoted he's got one with ride height information etc etc.
like so:
Any idea on helping with this, SPR?
I run into a weird issue. I can't for the life of me figure out why I cannot add water in the second ditch/level for another rice field. It's completely closed but I only get the red marker and can't add any water at all. Anyone any idea?
Still, you're building buildings right? I don't think even RTC series had that. Closest are just "prop walls".
Sorry for not responding you before Mike, was busy yesterday and i didnt read the posts so didnt know you were asking.
So ok that type of sign is "handmade" what i did was using the wooden plank you can write (it under themed signs) put a lot one below the other to make a sign. And then use anothe sign for the top decoration but is behind the others so its only used as a decoraction, not for writting). Then on every plank I wrote something, so for example, on the first plank I wrote the name of the ride with the font of the area (pirates in this case), then the Attention Riders in another plank with red modern font, and then in the rest of the planks I wrote the warning message on a normal black font. The problem is, you can only have up to 16 letters and spaces on ANY sign on the game, no matter how big it is, so you need to get creative in the way of how much you can write on them.
Then in the last plank, the NO red signs are done by hand, using the half circle from the artshapes, and sink it behing the plank to get a thin line.
And actually, I use this half circle to create most of the custom signs in my park, for example the huge port imperialis entrance logo, thats done with the art shapes (its tough and you need to be really creative with them, apart of probably wasting an hour to make a large text), but the results are amazing.
Hope this helps.
The left wall is too thin. I know this becuase it happened to me when i tried to create the small lakes. You need a lot of thikness in the walls were you want to put water, sadly.
Eh, is actually the same system as in RCT2 and RCT3, just inmensely improved becuase, intead of being inside a rigid world grid with awful collision detetcion for every object, here they made local grids for walls and roofs you can intersect however you want (to create more complex buildings), and then a bunch of building decorations with no colission detection you can move like if you were actually building something on a real 3d program. Thats why is much more versatile than anything on the sims.
Yes, you can build buildings (or just place props that are not part of a building). Buildings are combinations of (hundreds or thousands) of props though.
You don't have to at all. It's just that some of us really like to create unique/our own buildings/props etc and you can, to an almost insane depth. The fact that they have a really good system helps.
Never played the Sims so I can't compare.
Ahh I see, that is more flexible than what RCT has.Eh, is actually the same system as in RCT2 and RCT3, just inmensely improved becuase, intead of being inside a rigid world grid with awful collision detetcion for every object, here they made local grids for walls and roofs you can intersect however you want (to create more complex buildings), and then a bunch of building decorations with no colission detection you can move like if you were actually building something on a real 3d program. Thats why is much more versatile than anything on the sims.
Ahh I see, that is more flexible than what RCT has.
Yeah.Ah, but you can immediately plop premade ones right?
You could always save your modified terain as a park and then use that as a starting template. Or download terrain parks from the workshop.
Yo, SpacePirate Ridley, turns out that if you craft the Planet Coaster badge twice, you get a Street Fox Coffee badge. Just thought that'd be something you might like to know.
Someone told me that on discord, but thanks for the headsup!
You get it by getting all the crads I suppose no?
You craft a badge level by getting one of each card, yes. Do that twice and you get the Fox badge.
You may want to hold off until card prices fall a little more, though.
They are updating the game today with a tougher challenge mode.
Ive been recording all day the park for the video, it was boring and tedious, tomorrow editing time lol
Made this in the meantime:
Its a one day cicle with the whole park in view.