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YoloSweggLord

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Posts posted by YoloSweggLord

  1. Having an auto-generated gate system might take some time, but would it be possible for there to be an additional station sprite which not only makes the huts invisible, but the platform itself (leaving only the track)? This would allow us to make our own platforms with gates, even if they don't function properly.

  2. This is because the ride calls the closest mechanic. Assuming your park is well-staffed, the likelihood of the mechanic being close enough to avoid getting lost is extremely high. I actually have, in the past, seen mechanics get stuck in the process of responding to a breakdown before; they just don't display a "lost" status. Guests, on the other hand, don't pick rides that are the closest to them.

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  3. If the track is a complete circuit, I don't see how the train can be merged onto another track. When it reaches the "split", it will continue on the track it is currently on rather than switching to the new track. This is what make switchtracks work correctly, e.g. at the "split" the train continues on the track it is already on: the track forming the ramp.

  4. I was playing around with merging coasters, trying to figure out which designs work, which operating modes to use, etc. when I had an idea for a new operating mode specifically for merged coasters.

    Basically this new operating mode would have a new operating state. Along with "open", "testing", and "closed", there would be a "record" state (I suggest it be a blue flag/light). This mode would run with only 1 train on the tracks and would be required to be complete before the coaster can be tested or opened. This mode would treat block brakes differently: when the train hits a block brake, it is slowed down as normal, but instead of the game checking the next block brake for clearance, the game would record the block brake in a list. If everything works properly and the train makes it back to the station, the game would end up with a saved list of the block brakes the train hits and the order in which it hits them. At this point the coaster can be tested/opened.

    Obviously there would be some obstacles to this. First of all, the new operating mode would have to recognize block brakes on tracks other than the "main" track that the train is recognized as part of. This probably won't be possible until the new save file format is out, seeing as the list of block brakes on merged tracks most likely can't be saved as a part of the current save file. Also, the new save file format would have to recognize the additional operating mode.

    This was just one of those "shower thoughts" that popped into my head and I thought I'd share it with you guys. Its probably a long way off and would require some extensive recoding but I figured it might be of interest to some of you guys.

  5. I have seen that glitch happen once before, though I'm not entirely sure what combination of merges causes it. I've tried a few times, and so far I haven't figured it out. Just saying it's probably not a random fluke but occasionally happens due to whatever merge pattern is being used.

  6. On the topic of Frontier and Atari, let's keep in mind that Atari screwed up two other times, with both RCT3D and RCT4M. Frontier, on the other hand, successfully ported RCT3 over to iOS devices in what was probably the biggest corporate middle finger of 2015.

  7. At least he listed his PC specs. It may not have been needed at this time, and yes he did leave out the most important bit of info, but you gotta give him credit for that.

    Also, just throwing an idea out there, would it be possible for the game to record the build in each dump file created? If not in the dump file itself, maybe in the name somewhere?

  8. Ok, this is probably a known glitch but doing terrain editing near the edges of a map can cause the edge texture to glitch out. I think I've figured out what causes it and how it can be fixed.

    It seems that using the mountain tool near the edge of the map can affect the 'invisible' edge tiles.SCR116.pngSCR118.pngSCR119.png

    When this happens, the vertical terrain faces on the edge of the map glitch become extremely glitchy. Lowering the outermost visible tiles all the way down, then using the mountain tool on them by dragging it downwards seems to fix the glitch.SCR120.pngSCR121.pngSCR122.pngSCR123.png

    Seeing as this started occurring when the update was released allowing us to claim the outermost visible tiles, I expect that the glitch occurs somewhere between the mountain tool's code and the code implemented for the land claiming.

     

  9. Blast Processing, another song by Waterflame.

    The name "Blast Processing" refers to the term used by Sega to explain why their Genesis was better than the Super Nintendo (The Sega Genesis has blast processing, the Super Nintendo Doesn't...) This song actually contains some audio from those old commercials, and has a nice tune that reflects off of the old 8-bit music styles. I imagine this would be extremely nostalgic to anyone who remembers those commercials, or simply to anyone who used to own a Sega Genesis.

    And yes this was in Geometry Dash.

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