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Found 7 results

  1. First of all, I'm very sorry for letting this Indie project fizzle out a while back. This was due to CityBound, the other indie city-building project at the time, looking to be much more popular and promising. However, Avalon is going to get a reboot. With the advent of the wonderful Babylon.js WebGL engine, I've got renewed inspiration to make a indie City-building game, this time in full 3D, that will completely play in the web browser without having to download anything. I didn't want to post just screenshots, so a sample, 'read-only' town be found here: http://misc.blicky.net/c2/?id=1 (high-end desktop only) Note, it will be a bit laggy the first 10 seconds, its building paths and filling the streets and lots with cars. http://misc.blicky.net/c2/?id=1&highfps (high FPS version, still desktop only) This is of course very much a work-in-progress, rough around the edges and all, and I'm hoping for input from veteran city-building gamers to provide direction for this game. Here are some screenshots: disclaimer: I haven't actually played any city-building games in years myself, so I hope I'm not making a any developing faux-pas.
  2. What is Project Akar? Akar means "root" Akar is a mod that changes the UI (User interface) by adding new menu's as well as sub-menus. It provides a user friendly as well as keep everything organized, eliminate the cluttered and unorganized items. Current version works only in Offline mode. Image one : New Menus (Subject may change in future release) Currently, Akar has 5 new menus and 36 new Sub-menus. This addition will allow modders to add their mods in its respective directory without flooding a singular menu, as for users are now pleased with the organized items rather than scouring through massive singular menu. Image two : New Sub Menus All RCI plop (Project Avalon) mod Solution. Credit to SethySquirrel for his image to be use in RCI plop New Custom Content Menu : This is where it is advisable for Modders to add new items that is not categorized in any of the in-game's directory into SimCity. Modders also able to add their own SubMenu, example such as "John Doe's Mod" or "The Simpson's Mod" or even "Gotham City Mod" etc All RCI plop wasn't crossed my mind when constructing this mod, it was intended to get Orion's regional roads, regional UDoN, UDoN, Service Roads as well as normal roads a bit organized. That is where the idea comes in, to make Akar as all around must have mod. Its not just for adding All RCI, it's also an influence for the modding community to continue create custom content and Akar has provided its place. For now, I didn't add All RCI properties in its respective directories mainly because still waiting for an advise from the original author. Will give an update on that soon. 4/7/2014 via email: All RCI plop has given a go ahead by NiclistinRedd . BoC intergration with Akar. Akar and BoC mod by Procskalone are totally two different interface. Therefore, you may choose only one. It is possible to add BoC in Akar, as above, will give an update on that soon. For Modders. How to add contents in Akar? Once you have your package ready, and wish to be added in one of Akar's menus/sub-menus. Go to your Menu2 property File and change the uiToolCategory's instanceID and replace them with any Akar's instanceID menus where you feel its a right place for your content. Method 2 : Right click uiToolCategory "Add Array Item..." for extra instanceID link List of Submenus IDs : For reference (High Res) 0xb514777a - Vanilla Streets 0xb514777b - Regional Streets 0xb514777c - UDoN 0xb514777d - Regional UDoN 0xb514777e - Custom Roads 0xb514777f - Waterways 0xb514778a - RW1D1 0xb514778b - RW1D2 0xb514778c - RW1D3 0xb514778d - RW2D1* 0xb514778e - RW2D2* 0xb514778f - RW2D3* 0xb514779a - CW1D1 0xb514779b - CW1D2 0xb514779c - CW1D3 0xb514779d - CW2D1* 0xb514779e - CW2D2* 0xb514779f - CW2D3* 0xb514780a - IW1D1 0xb514780b - IW1D2 0xb514780c - IW1D3 0xb514780d - IW2D1* 0xb514780e - IW2D2* 0xb514780f - IW2D3* 0xb514781a - CHW1D1 0xb514781b - CHW1D2 0xb514781c - CHW1D3 0xb514781d - CHW2D1* 0xb514781e - CHW2D2* 0xb514781f - CHW2D3* 0xb514782a - M.Landmarks 0xb514782b - H.Landmarks 0xb514782c - N.Landmarks 0xb514782d - C.Resorts 0xb514782e - C.RCI 0xb514782f - Misc 0xb514783a - Subway 0xb514783b - Decorations 0xb514783c - RW3D1* 0xb514783d - RW3D2* 0xb514783e - RW3D3* 0xb514783f - CW3D1* 0xb514784a - CW3D2* 0xb514784b - CW3D3* 0xb514784c - IT3D1* 0xb514784d - IT3D2* 0xb514784e - IT3D3* 0xb514784f - CHW3D1* 0xb514785a - CHW3D2* 0xb514785b - CHW3D3* 0xb514785c - Plop Anywhere - It is advisable not to add anything more into Avalon's Submenu's. * - Not included in LowRes version. Trivia :
  3. As a bit of an airport aficionado myself, the modular airport will probably be one of the first advanced modular structures that will be finished (the other ones in the making are Shopping Mall and Theme Park). Showing here some stills of the progressive construction of an airport: Starting with dragging the airport terminal. Since if it freeform it can by any shape and size (that fits in the grid). Later I hope to add a feature where you can see the inside of the airport 'under the roof', and be able to put down individual shops, restaurants, escalators, travellators, etc. Next dragging some concourses... ...and attaching gates to them... ...paving the apron and connecting taxiways, as well as putting down the control tower... ... extending the taxiways... ...towards the runway. Unlike other city builders i hope to be able to make airports including runways true to size, so eventually this one should reach several kilometers in length. If your city is really big already, you can simply extend the airport by adding another terminal, like a begin has been made here.
  4. My first attempt at a alpha gameplay video for Avalon, complete without narration or sound Building a simple town along an avenue.
  5. As Dirktator was so gracious to give Avalon its own subforum, better make use of it. I will post screenshots here of artwork or features that simtropolis/reddit members contributed to Avalon. First and as a test, one of his perhaps more in the future. And here is what it looks like ingame in Avalon:
  6. This project is being redeveloped, more info here:
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