Timeline for Microsoft XNA Platformer Example, is the Collsion Detection implemented accurately?
Current License: CC BY-SA 3.0
10 events
when toggle format | what | by | license | comment | |
---|---|---|---|---|---|
Apr 4, 2016 at 23:14 | answer | added | accordionfolder | timeline score: 1 | |
Jun 2, 2012 at 16:07 | vote | accept | PriestVallon | ||
Mar 6, 2012 at 13:44 | vote | accept | PriestVallon | ||
Jun 2, 2012 at 16:07 | |||||
Mar 6, 2012 at 8:37 | history | tweeted | twitter.com/#!/StackGameDev/status/176949672454270976 | ||
Mar 6, 2012 at 3:00 | answer | added | David Gouveia | timeline score: 12 | |
Mar 6, 2012 at 2:42 | comment | added | PriestVallon | Thanks, I just assumed with the example that what they had done was the best way to do and that I was missing something. Thanks for clearing it up for me. | |
Mar 6, 2012 at 2:35 | comment | added | Gustavo Maciel | Why the minus 1, ppl? The question is valid for me. But here's a short answer: The platformer demo that comes with XNA is just an example, anyway. Not to be followed strictly as a model for your games. It is to show you that a game CAN be done. You shouldn't bother if it's implementation isn't the best at all. | |
S Mar 6, 2012 at 2:34 | history | suggested | Gustavo Maciel | CC BY-SA 3.0 |
Fix code formatting
|
Mar 6, 2012 at 2:33 | review | Suggested edits | |||
S Mar 6, 2012 at 2:34 | |||||
Mar 6, 2012 at 2:28 | history | asked | PriestVallon | CC BY-SA 3.0 |