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Wall glitching issue on Diagonal Walls
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thorneakavar
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- Joined: March 13th, 2011, 8:15 am
- Name: Thorne
Wall glitching issue on Diagonal Walls
I have encountered a problem. When I build a wall that goes at 45 degree angle the user can walk across that area if its linked to a platform and also by jumping into that part of the wall. is there anyway of preventing a player from walking across the wall? If my description is not clear I can add photos to detail this issue.
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arcones
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Re: Wall glitching issue on Diagonal Walls
I have a couple ideas:
1) Place a straight wall of clip around the section you don't want people to walk across.
2) Use jumppad entities so that if anyone jumps onto the roof, they immediately get pushed off (you can mess around with the power and angle of the jumppad on your own). I wouldn't use a mapmodel either, as it'll ruin the look.
Arcones
1) Place a straight wall of clip around the section you don't want people to walk across.
2) Use jumppad entities so that if anyone jumps onto the roof, they immediately get pushed off (you can mess around with the power and angle of the jumppad on your own). I wouldn't use a mapmodel either, as it'll ruin the look.
Arcones

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thorneakavar
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- Joined: March 13th, 2011, 8:15 am
- Name: Thorne
Re: Wall glitching issue on Diagonal Walls
Thanks I will try those and see what I come up with. I havent decided if I want people to be able to get on the roof or not. Its a zombie game, so I havent decideded. The house it takes place in is huge! I am still working on it and I am about 25% done and already have 14 rooms. I am modeling it after a real house, which makes me think to myself that I hope the people who live in this mansion never play the game. It would be very unsettling to pick up a really scary game only to find that your playing it in your own house.
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arcones
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Re: Wall glitching issue on Diagonal Walls
Well I certainly would want to play it. As a friend mine said once, 
Your house is perfect for an assassination!

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thorneakavar
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- Name: Thorne
Re: Wall glitching issue on Diagonal Walls
I honestly get the giggles designing this house, although I am making some creative changes here and there it still resembles the original. I have decided the starting location of the player as the mansion is going to be the primary location, but there is other buildings around (just none as large). I think I am going to have the player (or a movie) start in the street around the house where they have to quickly escape into the house to get away from a mob of zombies. I just picture some very rich kid going online because they heard about the LATEST GREATEST MOST HORRIFYING GAME EVER (hopefully reviews will sound like this) installing the game loading it up, thinking Yeah I am going to pwn these zombies! Only to have their jaw drop as they round the corner of a building and see their house. Of course a zombie survival game (especially the way I am making it) is probably going to be hardcore for the general sandbox audience and I took this in consideration while working on the prototype. So I have decided that the game will contain a lite option that will reduce the amount of gore for more sensitive players as well as a PG-13 version of the game that will replace the questionable content with more friendly stuff. (Zombies will become something like clown..um bananas (lol) and instead of surviving an apocalypse against flesh eating monsters, weapons will probably become squirtguns and etc it will be more of comedy game.) I figure by having the main game give a light option I am opening the game up to more sensitive players and a younger (but mature) audience. Then by providing a clone that wont leave a casual viewer with emotional scars I can allow a much younger audience to enjoy a sandbox creation where otherwise they couldnt/wouldnt.