Golden Crayon Update for March 4th, 2026

Written by tunmi13 Revised with Claude Opus 4.6

The Verdict

3 years, everyone. 3 years since all of these shenanigans began. And hopefully, they will be over soon.

Golden Crayon has come a long way since 2023. Ever since the first Python build, to the newest NVGT one (0.7 as of now) I've been working hard with my fellow developers and staff members to bring this game up to speed. Not only that, but the beta testers have been finding bugs left and right, making things a heck of a lot easier.

But with each passing day, each passing month, and each passing year, I think I finally see an ending. One that I didn't see back in 2024, or early 2025.

If someone had told me that all of this happened in the last stretch of 2025 back in 2024, I would have scoffed.

But alas, I suppose I surprised myself.

If luck is on my side, and assuming I don't rush myself, the game is nearly complete.

Question is, when.

That remains to be seen.

I've reached my second, if not my third, burnout. So I'm going to try and get back into the groove of things. One last push should do it... hopefully.

So, what's Been Done?

Map system

The map system is now fully converted and operational.

The first time I had attempted this was ages ago, and I had damaged the server beyond repair. But thankfully, that's what branches are for, and a simple restore fixed everything.

Then, determined to make it work, I tried again in 2025, with successful results.

Now, I will admit, none of this would have been done without support from both Claude Sonnet (back when I didn't have a pro plan) and then Claude Opus 4.5-4.6 (when I finally upgraded).

As you may know, my coding skills are not top notch, and I needed all the help I could get.

My trust runs rather thin these days, so I was trying to avoid handing it to people I didn't know very well, despite their coding knowledge.

The map system is currently backwards compatible. It will remain that way for an indefinite duration of time, however the plan is to eventually remove it. The map converter will still exist, however.

Interactables

Interactables are mostly complete now. You can create triggers, buttons, levers, buttons that trigger other levers that trigger other buttons, counters, the list goes on.

Sadly, these are not backwards compatible. Due to how the old interactables system worked (which this new one puts that old one to shame) you'll have to use the new syntax.

This new system relies more on if statements, coupled with IDs. You can use the ID of another interactable to make it trigger when pressing something else. For instance, you could create a button that toggles a source on and off.

I won't go into too much detail on this, however there is a rather large guide included that will guide you.

Sub-zero maps

Maps can now go negative. They always could, but by negative, I mean everything. X, Y, and Z.

Honestly, this one surprised me. I didn't think it would be as big of a deal as it turned out to be. All I cared about before was being able to go into negative numbers with the Z axis. But once it was in, a whole range of possibilities opened up. More flexible underground areas, structures going past the minimum map edges (usually 0), you name it. The game handles it now.

New elements

A fair amount of new map elements have made their way in. Specifically, things that I had always envisioned being in the game but never quite got around to. Most, if not all, of these are backwards compatible, so existing maps won't break. I won't reveal them all right now, but I've provided an overview of some of them.

Reverb Spaces

Golden Crayon is now able to produce reverb, allowing you to create unique effects to tailor your coridors, rooms, closets, wardrobes, ball rooms (okay I'm done).

There are five parameters. Dry, wet, room size, damp, and width.

  • Dry is how much of the original, unprocessed sound you hear.
  • Wet is how much of the reverb effect is mixed in.
  • Room size controls how large the simulated space feels. Bigger rooms produce longer, more drawn out reverb tails.
  • Damp controls how much the high frequencies get absorbed by the surfaces, so a higher damp value gives you a darker, more muffled reverb, like a room with a lot of carpet or soft walls.
  • Width controls how wide the reverb sounds in the stereo field.

This gives you flexible control over how you want your reverb to sound.

Occludeable spaces

If you've ever walked into a room in a game and noticed the audio change around you, that's essentially what this is. You can define spaces that have their own acoustic properties. Step outside and the sounds inside take on a different character. It's a small thing, but it adds a lot.

URLs, everywhere

Streams were the only thing that could use a URL before. That's no longer the case. Any sound element in a map can now point to a URL instead of a local file. Simple change, but it opens up a lot of flexibility for map makers.

The map converter

It's built into the game now, sitting under Map in the settings. I figure if I'm going to eventually drop old syntax support, I should at least make it as easy as possible to move over.

The builder

The builder has had a pretty significant overhaul. If you've used it before, you'll notice it right away.

The old approach was very enter-by-enter. Input box, press enter, input box, press enter. It worked, but it wasn't exactly the smoothest experience. Now, the builder uses a tabbing layout with popup menus and lists where appropriate. It feels a lot more like an actual form.

On top of that, there are now two modes. Classic mode, which keeps things closer to what long-time users are used to, and form mode, which is the new layout. You can switch between them depending on your preference. Neither is going away anytime soon.

The builder also now knows the difference between fields that are required and those that are optional, so you're no longer left guessing what you actually need to fill in.

The action builder

This one goes hand in hand with interactables. Instead of writing conditions and logic blocks by hand, there's now a proper UI that walks you through it. I know writing raw syntax isn't for everyone, so this felt like a necessary addition.

Conclusion

Well, let's just put it like this, guys. This may be one of the last updates you will ever see.

We're that close. Just stay tuned. You may never know when this drops.

Now Offering My Music Services for Games and/or Projects

Introduction

Hello guys,

So I was planning to write this post yesterday, but Brave ended up quitting in the background on my phone. Upon opening it, I had discovered that it had saved my changes. However, upon clicking the preview button, everything was wiped due to the Cloudflare thing enabled on the website. And due to the post being so long, I did not have the motivation to write it all over again. Since I'm writing this on my computer, I can just save this to a Notepad++ document just in case the website gets ideas.

Anyways, that aside (since I digress), this post is to let people know that I have decided to offer my music services for games. Previously it was just for artists, but I have decided to expand. The reason for this is I will be pushing out my music library pretty soon here, but I also want to provide more flexible options too.

Disclaimer

If you are looking for something studio quality and/or professional 101, I will admit that I am not that, perhaps not even close. I can only do basic to intermediate production. So if you have plans to put me in a movie or something that requires extreme cinematic quality, you may be disappointed. I just want to clear this up now beforehand in case questions arise.

Genres

I work in a variety of genres. Next to each, I've provided skill level, along with sub genres if I come up with any. Skill levels are basic, good, or advanced.

  • Trap: Advanced
  • Drill: Good (UK, New York, California, Club Jersey)
  • LoFi: Good
  • HipHop: Good (sort of falls under the LoFi category but can also do more upbeat stuff)
  • Orchestral: Basic — simple things like menu music, simple battle tracks, that sort
  • Afrobeat: Advanced — naturally because I'm of Nigerian blood (includes Amapiano, Afro Pop, Afro Soul, etc.)
  • Rock: Basic
  • Metal: Basic

Pricing

Pricing works as follows:

  • The first track is free to see if you like my services.
  • Additional tracks are $30 USD per track.
  • In the case where the price is too high in your country's currency, or you are not the age to use a credit card, we can negotiate. This will be discussed privately, as it may be different for everyone.

Contact and Payment

You can contact me through the Email tunmi12@mail.com, or you can use this link to e-mail me directly if it makes things easier.

You can also reach me on Discord (tunmi13) as well as Mastodon, X/Twitter, and Instagram, though keep in mind I do not check X very often.

Remember, you only need to pay for any additional tracks after the first one.

I accept payment through PayPal, Venmo, and Stripe. I do take Cash App, but that's as a last resort.

Final Thoughts

I hope I help people by doing this. However, I can't guarantee how fast I can deliver your music to you. I will try to do so as fast as I can, but as a college student, it may take time.

Kind Regards.

Time to Lay it All Out: Stress, Change, and Projects

AI Disclaimer: This was revised with GPT-4 for better readability. The content is below this notice heading.

Introduction

Hey everyone — tunmi13 here, back with an update on my apps, games, and everything in between.

If you’ve followed my work over the years, you know I’ve developed quite a few apps and games. But now feels like the right time to take a step back, reflect on what’s happened, and share what’s next.

What Happened with the Frequent Updates?

I used to push updates to my apps and games constantly — sometimes weekly, sometimes even daily. But over time, things slowed down. And there’s one word that best explains why:

Stress.

Let’s rewind a bit. When I first started college, everything felt manageable. I was juggling multiple projects, cranking out big updates, fixing bugs, and honestly enjoying the process. But things changed when I switched my major to Computer Technology Support and Administration. This included topics like Cybersecurity, Cloud Computing, INET, and general CTSA coursework.

The problem? These classes weren’t accessible. Many of the tools and platforms used in these courses were either partially accessible or not accessible at all. Professors tried their best to help — and I’m grateful for that — but often they simply didn’t know how to support blind students properly.

That left me struggling to keep up. I couldn’t access the same material as my sighted peers, and any modifications made it harder for me to truly grasp the content. As a result, my academic stress bled into everything — including my development work.

There were days I’d sit in Notepad++ (yes, I still use it — fight me), staring at the same line of code, unsure of what to write next. Sometimes I’d go all-in, coding like crazy. Other times, I’d overwrite something important without backing it up — and Git? Yeah, let’s just say I wasn’t always smart about using it.

The stress was overwhelming — mentally and physically. I went from 165 pounds to 138. I’ve never dropped that much weight before, and it was deeply concerning. My parents said I looked worn, and tired, despite getting tons of sleep. More than anything, I started feeling like I was letting people down — delaying projects, coding slowly, and just barely hanging on.

The Turning Point

Recently, I made a major decision: I’m switching to AA Liberal Arts.

I’m easing into it first, but since English is my second favorite subject, this change feels right. It’s a transfer-friendly path, and if all goes well (and I kick my procrastination habits), I hope to be at a university by mid-2026.

So… What Now?

Now that you’ve heard the whole story, here’s the answer to the big question:

What happens next?

Well, the tough news is: I’m stepping back from actively developing some of my apps and games. No more big updates — at least for those. I’ll still release bug fixes, patches, and minor improvements where needed. But new features and major overhauls won’t be happening for the following projects.

List of Apps and Games

Below are the apps and games that are being scaled back. Some may eventually be deprecated.

Apps

  • Radiology Tools
  • MouseTrack
  • Swamp Keyboard Configuration Switcher

Games

  • Skateboarder Pro
  • Jump Sprint
  • Space Defender
  • Crimson Splash Unlimited Edition

Important: Any apps or games not listed above are still in full development and will continue to receive updates.

Conclusion

I’m truly sorry if any of your favorite projects are on that list. But I have to prioritize my health — both mental and physical — and that means stepping back to recover and regroup.

I’m hopeful that once I’m through with this college chapter, I can leave the stress behind and fully return to what I love doing: creating.

Thanks for sticking with me. It means more than you know.

tunmi13

Golden Crayon Update (March 15th 2025): An Update with Some Extra

AI Disclaimer

This was first written by me, then streamlined with GPT-4, as I am a sloppy writer when it comes to things like this. Please bear with me, and know that I tried to put in effort before using it.

An Update with Some Extra

Hello everyone, It's tunmi13 here, back with a bit of a lengthier update this time. I've taken some feedback from a handful of individuals and am trying to make this one a bit more detailed.

This time, I'm going to dig into the repository history of the game, considering parts that might be worth revealing. However, I'm still trying to be careful about how much I share, so I apologize if this still isn't enough. That said, I want to at least take feedback into account and do my best to provide something with more depth. So here goes nothing.

What Gives? What's with the Short Update on March 14th?

Well, simply put, I was being defensive. I was afraid that if I said too much, I'd reveal parts of the game that I still wanted to keep under wraps. And to be honest, I still am.

However, I also recognize that after two years, you guys at least deserve something more detailed. So it's only right that I accept it and just do it.

I'd also like to include a bit of a disclaimer: Everything in this update is accurate as of right now. Expect changes and modifications as development progresses. I don't want to be blamed for saying something was true yesterday only for it to change today, for example.

Switching it Up. Literally.

At the start of Golden Crayon's development, Python was the intended language. In fact, it remained the language of choice for about a year and six months on average.

However, things took a turn when Sam Tupy released NVGT, short for Non-Visual Gaming Toolkit.

"Inspired by the Blastbay Gaming Toolkit (BGT), which was widely known in the audiogaming community and originally created due to that engine's discontinuation, NVGT aims to not only preserve and improve old BGT games but also provide a new platform for anyone looking to get into game development—without requiring in-depth knowledge of lower-level programming concepts or languages. It continues where BGT left off, but with a completely new codebase and cross-platform support."

Naturally, this made me pause. After putting so much effort into coding the Python version, this had to come out. That's not to say I blame the creators—it just made me wish it had been released much sooner. And so, the internal debate began: should I keep pushing forward with Python, knowing that everything I needed was available in a much simpler engine, or should I switch?

As you've probably guessed, I switched. Many of the challenges I faced in Python—like proper 3D audio and a virtual GUI—were easily solved in NVGT, making me realize I was overcomplicating things. Given everything going on in my life right now, this feels like the best choice.

However, as of right now, the server remains in Python. We've come so far with it that a full conversion would only add unnecessary stress. So, for now, the best approach is to keep the server as-is while benefiting from NVGT on the client side.

Maps

The May 30th update touched on maps a bit, but there have been quite a few modifications since then.

Syntax

As you may know, the syntax for building audiogames nowadays (at the time of this writing) follows a system where parameters are separated by spaces or colons. For example:

platform 0 50 0 50 0 0 grass
platform:0:50:0:50:0:0:grass

This system is messy, hard to process, and—if you're a Notepad builder like me—can quickly become frustrating when trying to figure out which parameter goes where.

What's worse is that you're only given the parameter values, not their names. That means you're stuck memorizing the order: MinX is the first parameter, MaxX is the second, and so on.

Well, Golden Crayon is getting a new syntax that will hopefully be appreciated by those who prefer a Notepad-style approach to map creation. And honestly? It's just cleaner in general. Here's what it looks like:

platform; minx=0; maxx=50; miny=0; maxy=50; minz=0; maxz=0; type=grass;

The best part? You can arrange them however you like. For instance:

platform; type=grass; minx=0; miny=0; minz=0; maxx=50; maxy=50; maxz=0;

One last example:

zone; text=A demo; minx=0; miny=0; minz=0; maxx=50; maxy=50; maxz=0;

Of course, when the game is released, there will be a converter available so you can port your old maps into the new system—no need to rewrite everything from scratch.

Proper Rights

As you may already know, the game previously used a contributor-based system: if you were a contributor, you had the same rights as everyone else.

As cool as this sounded, it also led to some issues. A big one? Contributors could delete maps or remove the original author.

The game will now have proper ownership handling, identifying who the true author of the map is and who the contributors are. This means that if you're just a contributor and you get any sneaky ideas, the author will still be in control. It also prevents contributors from adding new contributors on their own, among other things.

Real-Time Changes

In the BGT version, making any update to a map would reload the entire thing. This was frustrating and often led to issues—like suddenly falling through the world while exploring or having to wait for updates to take effect. (Granted, the speed improvements have made this less of a problem, but it's still important.)

Now, additions or removals—such as platforms, walls, and zones—will update in real time, without requiring a full reload.

Aaaah, Runtime Error! Or, Not?

One of BGT's biggest issues was that it couldn't handle errors gracefully. It either worked… or it crashed.

With our conversion from BGT, that's no longer the case. Now, if a line is incorrect, missing a parameter, or otherwise invalid, the game will alert you and skip the problematic line until the issue is resolved.

The game will tell you the line number, what it read, and provide a detailed error message. For example, if you accidentally set MinX to 5 and MaxX to 4, you'll get an error like this:

"MinX is greater than MaxX."

No more cryptic crashes—just helpful feedback!

To the Client with You!

There were honestly tons of things on the server that just did not need to be there. If I'm being real, the client was basically just a husk with a map parser. That meant the server was handling all the load, which caused those nasty lag spikes. Even with the massive lag improvements, we can't get too cocky—so we've made some more changes.

Players

Players have been moved client-side. We decided they had no business being on the server. Not enough rizz. Matthew and Jaidon are the only true rizz sources, so we just nuked players off the server. Sorry! Kidding, kidding. What we actually did was shift a lot of their workload to the client. Things like the tracking system (pressing T and P), map checks, and other tasks are now handled client-side, giving the server some breathing room. The server still manages communication and keeps everything in sync, but now the client is pulling its weight.

Inventories

Along with player movement, inventories are now entirely client-side—so no more severe delay when pressing Tab. But before you start celebrating, flexing, and firing up Cheat Engine—no. The server still regulates all items. Feel free to change your coin balance from 500,000 to 1 million, but the server knows what you truly have. You'd just be inflating numbers for your own amusement. We've also cleaned up a lot of the wording, like fixing “lost -5 coins” to properly say “lost 5 coins.”

Staff

We've made quite a few improvements to the staff system, benefiting both players and staff members.

The Staff Panel

Ever since my first game, the staff system was always the same old, same old. Slash commands. /ban, /kick, /mute, /tempban—must I go on? While these commands still exist as legacy commands, staff now have a dedicated panel. Think of it like a builder menu, but for staff. From here, they can ban, mute, kick, issue temp bans, warn players, and manage records—all in one place.

Feedback, Reports, Suggestions, etc.

Golden Crayon never really had a proper way to handle suggestions or reports. You either sent a message to a staff member, who then passed it along, or we just noticed things ourselves and took action. Now, we have a better system: Staff Outreach.

Yes, I know the name sounds a little cheesy—feel free to suggest alternatives below.

So, what is Staff Outreach? It's a submission/ticket-based system where players can send in reports, feedback, or questions. Staff can then respond, resolve issues, and submit a final response before closing the ticket. Once closed, the player will receive an automated summary of the conversation. This message goes into their PM buffer, meaning it will be archived when they export their buffers—or they can copy and paste it into an editor for safekeeping, since it's multi-line.

Players

Not only have there been updates to the staff, but also to the players. Because what would be the point of updating only one? Well, I suppose there would be some points, but that would be digressing from the topic at hand.

Profiles

Players now have profiles! They contain information such as their current location (if they choose to show it), along with other achievements that will be added over time. But that's not all. You can interact with players directly from their profile in various ways. For example, you can give them one of your items, send them a private message, etc.—all from within the profile itself. This eliminates the need for /pm, though it's still available, giving you two options for communication. Staff also have these abilities, so they can move you, ban you, kick you, etc., directly from the profile screen. But of course, you can't access these features if you're not a staff member!

Group Chats

About time, right? Golden Crayon now has group chats! Well, it doesn't just have them, it's been having them! This was supposed to be introduced in a new update for the BGT version that was never released, but that's around the time I decided to start fresh, so it didn't make it in. But now, it's part of this version! It includes basic group management features such as invitations, bans, and kicking—so you can easily group up with others. I think this will be really helpful for people who prefer to chat privately as a group rather than having to manage multiple PM conversations.

Records

Now, every player (including staff) has a record. This record is essentially a log of all actions staff have taken against you—temporary or permanent—so you always know where you stand.

If your record is clear, you've never broken any rules.

Minor cautions don't usually go on records, but anything beyond that will start building up.

If you successfully appeal a punishment or it's deemed unjustified, the entry on your record may be deleted.

Wrapping it Up

I've covered a solid chunk of the game's updates since the last one. I hope this one provides more insight compared to my rather short one from yesterday (at the time of this writing). I truly hope that, with enough time and effort, Golden Crayon can be back up and running in full force. But it will take time, and I appreciate your patience. Alright, that's about it. If you have any more questions, let Matthew and me know!

Manamon 2 Guide

Hello everyone, This is really late, but given those who still play Manamon 2, or are thinking of playing, I decided to get off my butt and write this. This guide took me about 2+ years to create, with contributions and tips by Kalahami. However, after some heavy grinding and setting aside time to work on it, I am happy to announce that it is now complete, from start to finish. Please note that there is stuff to be worked on. There are several spelling mistakes that need to be corrected. Which is why I have another point to make. The guide is being hosted on GitHub. You can obtain it here. View the Manamon 2 Guide Repository Information as to why it is being hosted on there can be found within the README. There is also a little set of tools you can use to keep the guide updated. It's not a stream-lined method, but I hope it helps. You can get the tools here. Download Manamon 2 Guide Tools I hope this guide benefits those who are playing, or are about to play Manamon 2. Good luck on your adventure.

The Projects Archive

Explanation

As life goes on, there are projects which I find I am no longer interested in continuing anymore.

This is either because I have ran out of motivation, I have completed what I wanted it to be, or I do not have any more ideas.

That is why there is an archive of projects you can look at and still obtain.

View the Archive

If you wish to view the projects archive, you may do so using the following link. View the Projects Archive

Questions and Answers

If you have any questions and answers regarding my abandoned apps and/or games, feel free to put them down below in the comments section, and I will try to respond at my earliest convenience.

Please do not be offended if I do not respond right away, as I have lots of things going on in my life at the moment.

I Don't know Yet

Why hello there. As you can see, my homepage is now a static page, and this is an actual post.

Why Is the Post Named this Way?

Well, for one... I actually do not know yet! I might start posting important updates about games, apps, coding plans, etc, as it may be a more global approach instead of Telegram. However, the decision is still in progress. You can find my posts under their respective categories in the primary menu. This one is Uncategorized, though I will start categorizing them depending on what they are about. As you can see, there isn't really a valid category for this, and this post is so, what is the word... confusing, that it actually does not deserve a category. With that being said, I might as well wrap this up with a summary. I do not know what the posts section of my website will be used for yet. However, I want to keep it around, as it may be a more global approach.

Other Notes

Again, I would like to remind all of you that this website is still being redesigned. Please bear with me as I work to reassemble it, but it will be a gradual process. If you have any comments you would like to make, feel free to toss them on this post.