
I’ve been a very active member of the community, on both the developer and the player side, making me the bridge between players and developers. Changing the order gives players much move control about what elements should be drawn on top of the others, allows for hiding supports, allows players to have fences and walls next to supports, and have control about what elements to hide completely. One of the my biggest contributions is the tile inspector, which allows players to click on a tile, view all the map elements on this tile, and allowing them to change their order, and remove them. Other that fixing bug, I also reported a bunch, as well as feature requests and taking part in discussions.
OPENRCT2 TILE INSPECTOR CODE
Debugging made me more familiar with the code architecture, as it made me look at code that I wouldn’t look at otherwise. Most of my commits to the projects were bug fixes from both the original game, and bugs that were only in OpenRCT2.
OPENRCT2 TILE INSPECTOR FREE
OpenRCT2 has become one of the first things I play with whenever I have free time, both the game itself and the code. The way map data was saved interested me, and by looking at the code I was able to find the purpose of a few unidentified flags. I’ve always liked to know how games I play work, I’ve always tried to figure out how the developers made it, and this project was a big opportunity to see how RCT2 was made.Īt the beginning I mostly looked through the code, playing with it and figuring out how all of it was connected to each other. From the moment I heard about an open source re-implementation of one of my favourite games, I hopped in right away. The source code of this project can be found on Github. OpenRCT2 is an open source re-implementation of the game RollerCoaster Tycoon 2.
