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Isabelle
Age: 30
Ethnic: I'm from Slovakia
My gender: Girl
My figure type: Strong
I like to listen: Blues

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You can keep up with what I'm doing by following my very active Twitter hint: you can turn retweets off per-useror by following the feed for my dev log. I write about game development, learning to draw, and miscellaneous technical stuff. I like to explore a single topic in depth, so my writing can be a bit long-winded. Every week, I write up what I've been working on.

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It helps me see how much I'm getting done, and it's lower-volume than Twitter if you're curious what I'm up to. Announcements of things I've released into the wild. Varies from a quick link to extensive commentary that you may find interesting. Honestly, what's the point in drawing if not for this? NSFW and not suitable for younguns, obviously. A free reimplementation of Chip's Challenge, with entirely new art, music, sounds, and community levels.

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Can also load the original levels if you've got them, and has partial support for creating your own. Chip's Challenge 2 support underwary. A small charming puzzle-platformer for the PICO Play as Star Anise and run around trying to find your best friend and also causing minor mischief.

This ZDoom mod tracks how much of the stuff you pick up is lost because you were too close to the carry limit. Play with Plutonia for Double Plutonia! In this wildly NSFW game, you run a sex shop and can have various sex with various customers. Hm, that sounds familiar. Also contains a narrative meta-puzzle that I'm very pleased with.

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Made for Strawberry Jam 3but ran like three weeks late, oops? Then we polished it up and put it on Steam! Very NSFW. A visual novel about running a sex shop and trying to have sex with your customers. Made for my own Strawberry Jam 2. A short, shooty, tower defense-ish platformer made with glip in 72 hours for Ludum Dare Slightly NSFW.

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A platformer about turning into stuff to solve puzzles, made for my own month-long Strawberry Jam. Music, title screen, and a couple sprites were provided by glip, but the rest of the artwork was all mine, which makes this a cool accomplishment. My partner glip and I made this exploratory platformer together for a week-long game jam I was running.

This tongue-in-cheek ZDoom mod adjusts Doomguy's height to nsfw web games more realistic, rendering the game largely unplayable. Interesting mechanic, decent difficulty curve, and music that isn't entirely terrible. This surreal explorational PICO-8 platformer is the first game glip and I made together, and the first standalone game either of us really released. I used Mario Maker to dip my toes more seriously into level de.

In theory, these levels get more interesting over time. You can find a less long-winded list on the Mario Maker bookmark siteassuming that still exists. This is a very complicated If it doesn't make any sense to you, count yourself lucky. A bot in the every word genre, with the added twist that each word is mangled somewhat by Unicode shenanigans. I eventually rewrote it from scratch using CSS animations, which allowed for putting much more crap on the screen. Written on a whim one Christmas, inspired by a friend's Christmas NES cartridge.

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Not sure how that leap happened. I started writing this as extensions to Pyramid to eliminate all the boring tedious parts of web development. I didn't really finish it — turns out an easier solution was to stop doing web development — but it does power glip's webcomic site, Floraverse. Several Flora updates have taken the form of visual novels, using a little engine I wrote and have haphazardly enhanced as necessary.

Simple Python library that makes it relatively easy to serialize objects to YAML in a more explicit, less magical, less dangerous way. Small Python library with a few handy class-related utilities, in the vein of functools and itertools. Microscopic Python library that exposes a dictproxy type for creating read-only dicts. A slow ongoing quest to solve every Project Euler problem — in a different programming language. I started working on this autogenerated Starbound database and did a few cool things with it.

I lost interest in Starbound before it got very far, and it no longer works against their data layout. I started writing a console roguelike in Python, mostly to play with randomness and entity-component and ways of expressing object interactions.

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Then I lost interest. Alas, that turned out to be much more tedious than expected. A modern continuation of the Doom engine. I added support for TERRAIN -based damage and friction to 3D floors; fixed texture scaling on 3D floors; and disabled using switches embedded in the floor when checkswitchrange is active.

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A web implementation of the glulx interactive fiction engine. A procedurally generated adventure game.

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Not actually open source, but I sent one of their devs patches to fix some bugs in their data files, plus an initial implementation of a wiring object that later appeared in the game. A deprecated? Python test framework. I sped up a few specific operations, which shaved entire minutes off a former employer's very large test runs.

A Python library for expressing shell pipelines. I added a TEE modifier for both capturing and piping a process's stdout. A Doom resource and map editor. Nsfw web games fixed a lot of crashes, geometry bugs, and UI papercuts; and wrote most of the implementation of slopes and 3D floors in the map editor. A Python implementation of Sass. I did a ton of work porting it from immediate evaluation to an AST; fixed myriad bugs and Sass mismatches; and added support for a lot of newer Sass features. A Python templating language. A web browser. I made a microscopic CSS patch to a feature that has since been removed.

My name ended up on their obeliskso it still counts. I'm Eevee. I make stuff.

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Here's some stuff I made. If you like my work, you can help pay my salary!

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