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I started programming back in early 2013, when I decided to take an online Java course on YouTube. It taught me all the programming logic and some of the mathematical concepts, before I gave up on it. I did not, however, give up on programming, since I took the knowledge I got from this course and applied it into Lua, when I started modding a game written in this language and using the LÖVE 2D Framework. The game itself was Mari0, and the mod was Mari0 +Portal (which later turned into Mari0:HEC). After that, my knowledge of Lua and LÖVE has exponentially increased, and I moved on from modding to having my own projects. For now, that's the only programming language and framework I'm used to, but I have plans of learning new ones and improving my programming skills. Here are some of my best projects:

Here are some of my programs, written in Lua using the LÖVE 2D framework. All of these, and more, can be found at the LÖVE2D Forums.

Pattern Generator

This program was made for those who need a quick access to customizable geometrical patterns, with changes in size, color, output image, etc. With this program, you can print your own graph paper, render repeating textures or generate new textures for your game, artwork, etc. If you cannot get a pattern you're happy with, you can always create your own, as this piece of software has full support for custom content, as well as documentation to guide you through!

In this project, I decided to experiment with screensavers. I wrote a program that, not only plays a screensaver that can be interacted with, but can also load custom screensavers with full support to interactivity. While it is not a proper screensaver on its own, but rather a program that acts like one, you can easily convert it to a real screensaver by turning the executable into a .SCR file!

A program that is both a game and an emulator at the same time, while also acting in as a sub-framework for minigame-makers. While it only contains the games Snake and Tetris (and a small 3D demo), it does have an extensive library and support for custom content, like custom "minigame" cases/skins, new minigames, multiple screens, etc. You can play it both with your keyboard or your mouse, and you can have all sorts of custom settings within each game! It contains documentation on how to create custom sets/skins and how to make custom games, as well as implement all the new graphical functions built-in into this simulator to make minigame-making much easier for everyone!

For those of you unfamiliar with coding, libraries are a set of codes designed to help other people with their own projects. Think of it as "coding plugins", if you will. While making fully-fledged projects takes time, making functional, bug-free, intuitive libraries can take just as long. Here are some of my libraries. More of these can also be found on LÖVE2D Forums.

Simple Path Animation

 This was meant to be just, like the name suggests, a simple library to aid animation in a given path, but was blown out of proportion when I started filling the "tech demo" with all sorts of fancy features and effects. While the demo is pretty fun to play with, the library itself is nice, compact and reliable, and works on pretty much any circumstances: linear paths, curves, polygons, you name it!

This library was created to aid mobile game developers, as an analog-stick controller packed with several customization options, allowing the programmer to adapt it to all their and their games' needs. Completely compatible with PC, Android, iOS and basically any other platform supported by LÖVE.

This library, adapted from my Pattern Generator, was made to aid content creators who need a simple, yet fancy, way of switching items from a given list. These could be maps on a game, pictures on an album, tools on an inventory or... well, patterns on a Pattern Generator. It's very flexible, allowing for custom sizes, movement direction, speeds, colors, quantities, etc.

As the name suggests, this is a quick library made to include all sorts of gradients into LÖVE, as the framework does not have support for those yet. Easy to use, allows for 5 different types of gradients, which you can fit into any shape you want, with all sorts of transformations required to make it fit, as well as allowing you to change the gradient's colors at will.

 While I'm no DaVinci, I have my fair share of drawings, pixel art, animation and 3D models. They are nothing out of this world, but I can usually do a really good job whenever such a thing is needed. Here are a few examples of some of my best images:

Cartoon version of Nockscitney and LB, based on
their coop[1][2] gameplay.

A cartoon version of myself, as a
practice on different art styles.
My rendition of a character named Badaboom,
created by TimbleThimble.

Skull logo design, based on the avatar
of user Konclan.

A paper and pencil drawing with
a layer of digital painting.
Vince, an original character
created by me.

A cartoon-ish digital drawing of Indiana Jones
for a game character competition.

A test animation I made in paper
and later colored digitally.

An animation I made to celebrate
1000 tweets on Twitter

A pixel art version of GLaDOS
I made for a Mari0 map.

Another animation, but this
time made in 3D.

Finally, a pixel art animation based on Cave Story,
made for a pixel art competition.

 I love making content for games as much as I love making games, so here are a few of the maps and mods I've made.

 As my all-time favorite game, I've put quite a lot of time and effort into this, both by playing it and by creating maps for others to play. Here are some of my best puzzles, all of them made with the game's built-in level editor, without mods (decided to open an exception for Beemod, which allows me to make single-portal puzzles) or external tools. I believe that a good puzzle can be made with few tools and a lots of creativity, and that's been my "motto" for custom maps:

 "Quality Control" is a series of maps focused on specific puzzle elements from Portal 2, the different ways they can be used, and their variations. It's an experiment on how much can be achieved in a map if you use a single established item in unique ways.

 This is a series of maps that gives the player a single portal to use, while the other is static. These are some of my best and most clever maps, and the ones I'm the most well-known for.

 Although a lot of my older maps are bad in terms of design and puzzle quality, I decided to leave them on my workshop as a way to display and evaluate my personal improvement throughout the years. All of my Portal 2 maps are contained within these.

 These are some of my personal favorite maps from myself, that although contained in one or more collections from above, still deserve a special highlight.


 Currently my favorite map, this mono-portal puzzle with funnel is both unique and good-looking.

Quality Control: Buttons

 Ranked one of the top Portal 2 maps of all time, this puzzle focuses on the different buttons and their functions.

Total Recall

 To vary from my "McGuffin" maps, this is a purely logical puzzle, with no skills or timing required, but only thinking logically and outside the box.


 One of my most recent puzzles, this one focuses not on one of the major test elements, but rather on a quite overlooked piece of puzzle-making: grating.

 Mari0 is a 2D game written in Lua using the LÖVE 2D framework. In fact, it's the game that got me into programming. It is a crossover between Portal 2 and Super Mario Bros. Here are some maps and mods I've made for it.

 A mappack based around Portal 2, with overgrown chambers, old Aperture and even Wheatley's destroyed tests. Complete with custom graphics and custom elements.

 A mappack based of the original "Blue Portals" mod for Portal 1, which adds its new testing elements and the visuals presented in the original, packed on with new puzzles.

 A mappack made with the intent of experimenting with curves and irregular shapes. Comes with custom graphics and new puzzle elements.

 Short for "HugoBDesigner's Entities and Customization", and formerly known as Mari0 +Portal, this mod was created on my first interaction with coding. Starting as a custom graphics loader, it quickly grew to house all sorts of new features, from editor improvements, multiple sound loader and new gamemodes to new entities, more settings and custom screens of all sorts. Since it's a project I've started on my early coding, it is very buggy, but it's the single piece of software that combines both my past and present coding skills.

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