Game Released I tidied up the game to make it fit to release. It’s mostly a tech demo; at this point, it is a relic regarding GameMaker Studio’s capabilities. For example, functions and methods did not exist during development, so I used a system of script arguments to replicate the functionality. Additionally, I used the built-in … Read More

April Progress (1 year later)

I haven’t done much with the game in the past year other than revise some of the platforming physics and update the tileset graphics. I had a long list of neat ideas that I wanted to implement but they really distracted me from my original goal, which was to actually finish this project. With that … Read More

Area Prefabs and the Dungeon Builder

I spent today updating the ‘area reader’ code and it evolved into a replacement for my previous level generator object. I combined the code into a single loop so that once the areas have been dumped into DS grids and the Hamilton path has been generated, the game goes through the maze in order and … Read More

March Progress

I hit a bit of a snag recently with some of the refactoring I had been meaning to do with my code. Basically, I was relying on a system of 2D arrays for most of my level creation code, which was fine, but it turned my code into a disorganized mess. I spent more time … Read More

February Progress

I derived a new method of determining wall placement that will be easier to manage and apply to a variety of features. I first created macros that define each type of exit direction.


I changed the Everyday Tower project quite a bit. I kept adding stuff and settled on something simple but with actual gameplay. Right now it is a simple platformer but the levels are randomly generated using a Hamiltonian Path. The way the code is currently written, I can generate levels with n² rooms. The variable n … Read More

Everyday Tower

Everyday Tower has been released on

Sprite test

Idle animation test for my first wrestler sprite.

First test image of KoS

This image gives an idea of what King of Suplex might look like. I’m still working on the scale of the assets but this is roughly what I want it to look like.