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nesdoug.com
| | megacatstudios.com
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| | Hello again, ya'll! It's me. Your ol' pal Brendan back to talk about some GRAPHICS. When I first walked into this subject, I thought it was much simpler than it turned out to be. I was once like you. Stupid. Ignorant. Talentless. But then, I learned how to do SNES graphics and that ALL CHANGED. True story. So where do
| | blog.presidentbeef.com
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| | [AI summary] This content provides a comprehensive guide on working with audio and render targets in DragonRuby game development. It covers the differences between sound APIs for various file formats, methods to control audio properties like volume and looping, and techniques for using render targets to efficiently manage complex visual elements such as tiled backgrounds and animated sprites. The guide also includes examples of object-oriented structuring in Ruby for game development, emphasizing modular code organization and state management.
| | sf2platinum.wordpress.com
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| | [This post is a prologue to an upcoming post about parallax scrolling in Street Fighter 2] Most games of the SF2 era were tile-based, meaning the graphics weren't drawn in individual pixels, but with square tiles of pixels. This helped reduce the RAM that would be required to store individual pixels (often in multiple layers)...
| | c0de517e.com
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| Angelo Pesce's homepage & blog on computers, graphics and other things.