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blog.presidentbeef.com
| | blog.eamonnmr.com

[AI summary] The author discusses the development of a 2.5D game, Galactic Night, focusing on technical aspects like perspective rendering, shader implementations, and procedural universe generation.
8.6 parsecs

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| | phoboslab.org

[AI summary] The author details the development process, technical optimizations, and asset strategies for 'Underrun', a twin-stick shooter entry for the js13kGames JavaScript competition.
9.6 parsecs

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| | nesdoug.com

See below for how Offset-Per-Tile modes work Most SNES games use Mode 1 most of the time. It gives you 2 layers of 16 color per tile, and 1 layer of 4 color per tile. All the other blog pages cover Mode 1, and I think we've talked enough about that. Let's take a look...
9.4 parsecs

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| | blog.yiningkarlli.com

The home of Code & Visuals
35.7 parsecs

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