Coding

2019 to 2026, in whatever language got an idea built: Scratch, GameMaker, Python, C#, Godot. None of it shipped anywhere; this is the closest thing to a changelog.

Learning

2019 Ads in a nutshell Scratch
The Scratch editor showing block scripts for an animated project called Ads in a nutshell, sprite costumes and sound cues driving a running stage.

An animation built entirely from Scratch's block scripts: costume switches on timers, sound cues, broadcast messages between sprites. The first thing that ran on its own.

2019 Test cloud thing Scratch
Two colored sprites on a Scratch stage next to block scripts reading keyboard input and cloud variables for two players' positions.

A two-player movement test using Scratch's cloud variables to sync position between two open tabs. A first, crude attempt at networking, before understanding what networking actually was.

2020 Character movement GameMaker Studio 2
The GameMaker Studio 2 editor with a GML script called Step, checking arrow keys to set a character's motion and sprite.

Four-directional movement in GameMaker's own language, GML: keyboard checks driving motion_set and a sprite swap for each direction. The first real typed scripting, after a year of dragging blocks.

Autoclickers, in Python

2022 Velocity Python
A Windows console window titled Velocity, prompting for a CPS range and a keybind for clicking.

A console autoclicker: set a CPS range and a keybind, and it clicks somewhere inside that range instead of at one fixed rate. The first version of an idea I kept rebuilding.

2022 Helios Clicker Python
A console window with an ASCII art banner reading Helios Clicker, prompting for keybinds and a CPS range.

Same idea, rebuilt: separate keybinds, a wider CPS range, and an ASCII banner because I could. Small revisions between versions, not a rewrite from zero.

2022 Omen Python
A console window titled Omen, reporting that javaw.exe was detected before asking for double-click settings.

A double-clicker that checks for a running javaw.exe process before it does anything, so it only turns on alongside Minecraft. First time reading another process's state instead of just my own.

Desktop tools, in C#

2022 CyroWare C#
A small dark window titled CyroWare with a toggle switch and a slider set to 12 CPS.

First real GUI instead of a console window: a toggle and a slider driving click speed, in C#. WPF instead of print statements.

2022 CyroWare, rebuilt C#
The CyroWare window rebuilt with a toggle and a progress bar reading 21 instead of a slider.

Same tool, revised: the slider became a progress bar and the layout got simpler. A small change, but it is the difference between a tool and a sketch of one.

2023 Finality C#
A window called Finality with separate left and right clicker panels, each showing a jitter setting and a list of condition checkboxes.

A combat clicker with per-click jitter instead of a fixed interval, plus a list of conditions - menu checks, hit delay, item slot whitelisting - that decide when it runs at all. The goal stopped being speed and started being behavior.

2024 Memory scanner C#
A C# console project open in the editor, with code scanning a process's memory for matching addresses and writing a new value to each.

A memory scanner in C#: find every address in a running Minecraft process holding a given value, then write a new one to all of them. No more automating input, actually reading and editing what the game holds in memory.

Now

2025 A Souls-like Godot

Gameplay in the editor: real movement and combat instead of a tool that plays one. The shift from utilities into making something meant to be played, not run in the background.