All this was done by harnessing the power of really really bad fps, and high cpu usage. When these requirements were met, I just continually slammed into any and all borders, only one failed and that was the river near Otto's house.
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Hey thanks so much for discovering this! I had noticed this behavior occasionally when playing around with the game speed, but I didn't think it could be replicated in the wild!
Your hypothesis is spot on; there are invisible walls stopping players from moving through certain objects, and if the fps is drastically reduced, when the game calculates the player's position, it bypasses the wall entirely. And I think your solution is perfect as well, by increasing the thickness of the walls, even a delayed calculation should still end up 'in' the wall, preventing the player from moving through it.
Thanks so much!!
-Jason