About & Contact

Hello!

I'm Vadym Diachenko (also known as YellowAfterlife), a Ukrainian software engineer.

I'm best known for my work on Nuclear Throne, Nidhogg series (1, 2), Forager, and Rivals of Aether. The full list of projects includes a wider range of videogames and software.

I primarily work with C++, C#, Haxe, and GameMaker (full list of what I'm familiar with).

I also write tutorials and technical posts on this blog.

Contact

My username is yellowafterlife on most places and I can be reached in a number of ways:

  • Email: (username) @hotmail.com
  • Twitter: @yellowafterlife
  • Discord: (username)
  • Skype: (username)
    Note: I no longer check Skype too often so you'll usually have to send me a message somewhere else asking to check Skype.

Due to war in Ukraine I have limited availability, but may still be able to pick up some small work.

If you've sent me an email and have not gotten a response in several weeks, please send a follow-up to verify that it didn't get lost.

Want to inquire about guest posts, ads, or other once-in-a-lifetime offers?

But have you noticed that this is a personal blog and I have no intention of running it into the ground?

71 thoughts on “About & Contact

  1. Hello! I love the way that terrasavr works and have used it many times, I was just wondering if you will be adding the rest of the items to the journey research mode as there are about 200 items that are not in the research all option, such as all the quest fish

    • Check if you can research quest fish when playing normally – I do add every single item to the research list, so it’s possible that the game simply blacklists some items.

      • Hi, I can confirm that quest fish are indeed able to be researched. It asks for two of each. Based on what has been stated by the devs, the only things that can’t be researched are things that the player cannot legitimately obtain in the first place. Stuff like the naturally generated dirt background walls from the surface to the cavern layer, for example.

        • From what I figured, Bestiary is not saved inside the character file (in fact, your Bestiary is different for each world), so that is not a job for Terrasavr

  2. Hello, I have a question in regards to Terrasavr. Do you plan to update the tool with the upcoming Journey’s End release? Thanks in advance for response!

      • Whenever I try to load my characters it says “Failed to load profile. The error was
        RangeError: offset is outside the bounds of the DataView

        I am using a plr file of my character, no mods. It worked before on the same character, but now it does not. What do I need to do? Thanks so much.

        • Refresh the Terrasavr page so that it shows June 6 or newer on the bottom – I have released a new update that fixes 1.4.0.5 compatibility.

  3. Hey, not sure if I can ask here but I noticed that you’ve helped with a lot of multiplayer games and I was wondering how exactly are you doing it?
    I have very little experience with networking and I only managed to make multiplayer on GameMaker Studio 2 but I’m not sure about its limitations. Is it possible to make an online game (or at least proper local multiplayer) with it or is it better to use a 3rd-party library?
    Because it seems like a difficult task to make a proper synchronization without sending too much data that can be lost due to high latency or whatever.

    • Built-in networking functions are perfectly fine. You can find a plenty of GML extensions that aim to reduce the amount of typing required (GMNet, GloomyNet, etc.), or make your own.

      If you are targeting Steam, you can instead use my extension that wraps Steam’s P2P API and saves you from worrying about port forwarding. GOG and Discord Store have similar APIs (while Epic promises to release theirs later this year). Console exports have similar functionality, but built-in.

    • Have you tried the normal path that the tool shows on startup (“these are commonly found in…”)?

  4. Hi, ‘For Terrasavr’

    I mean have you dropped the support for this ” Beautiful Artwork ” of yours?

    Come on, I mean it’s the best tool for Terraria I’ve told a lot of my friends about this and they love it. Come on please update it, it was updated last at 1.3.5.

    • The current version is 1.3.5.3, I last updated Terrasavr when 1.3.5 came out – as far as I can tell, it still works perfectly fine? There haven’t been any items introduced in the 1.3.5.x hotfixes and the save file format did not change at all so there’s nothing that needs to be done here.

  5. hi,
    i love your site.
    i’m developing for hobby and i had study everythings alone and your site had help me so much. Thank you.

    i’m wondering if you can help me with a problem. i had search everywhere on internet but i don’t find any solution.

    i have game maker 1.4
    i had finish a game and i wanted insert interstitial in my game i use Admob.
    i did it other time and i knew how do it but now that did not work.
    i had make a research on internet i had discoveryi had use a game maker extension obsolete….
    i had donwload new extenstion but stil i can’t see interstitial in my game

    wich extesion i must donwload?

    i had donwload it:
    https://marketplace.yoyogames.com/…/20…/google-play-services

    and also i donwload it:
    https://marketplace.yoyogames.com/…/google-play-services-iap

    and i put both extension in my project.

    but not work.

    • Hello, I don’t do mobile development at the moment so can’t advice much on anything related to that. I’d suggest asking on official forums or /r/gamemaker’s Discord server instead.

  6. Do you have the 5 original game maker resources packs? I cant download it from the official site. If you do have them, please upload it and then send me the link. Also, your refactored pack doesn’t have resources I truly need and units selection download link is dead.

    • Those links are now fixed and I did reply to your comments, but would appreciate if you were to have some more patience next time. Especially if you can see by comment timestamps that you are posting the comments at 7:20 AM by my time.

  7. Hi YellowAfterlife, will you be updating Terrasavr for the new Terraria 1.3.5 update? I’m sure you’re busy, I’m just wondering. Thanks for your hard work.

  8. Dear YellowAfterlife i want to ask you if you can provide me an Nuclearthrone.exe w ntt-asemble already installed i dont know why but i cant use ntt-assemble :/

    • Personally, I can’t, because I specifically agreed to not do that (openly sharing what is pretty much the entire game) to get a permission to publish this as such, so you’ll have to ask someone you know [that has the game]. If you know anyone with enough C++\Visual Studio knowledge to figure out why it could misbehave like that, feel free to point them at the source code of NTT-Assemble to take a look, because I don’t know why it does that on computers of a fraction of users running Windows XP.

  9. var ex, ey;ex = instance_nearest(x, y, enemy).x;ey = instance_nearest(x, y, enemy).y;if point_distance(x, y, ex, ey) < 200{instance_create(x, y, obj_Missile)} how can i make in tululoo vadim ??

  10. You’re a life saver! I had somehow accidentally deleted my cell phone in Terraria. Thanks to Terrasavr i now have a new one. It saved me a ton of tedious work.

    I noticed you use ads to support this site. Maybe you would consider a bitcoin donation address as an alternative/addition? I’m so grateful i would love to make a small donation.

    • Donations are currently accepted via the itch.io page. It also offers a downloadable SWF that can be ran standalone without observing any ads (or using up the website’s bandwidth).

  11. I found your Terraria-editor to be perfect. It has only once not done what I wanted, and then I found out that it was my fault. So truly, it has never stopped working, never like, deleted my people, or anything. Truly AMAZING.

  12. Hey Vadim,

    i just downloaded a couple of extremely helpful gamemaker tutorials from your page! thank you so much for the clarity of the design and explanations of your tutorials. they are just perfect for me! :D
    also good work on the site. just neat and enlightening topics here ;)

    • + checking your comment system i noticed the design of the random icons for the commentors. i guess this is some kind of script. if so… amazing ;)

      • Thanks! And the random icons are added by the content management system (WordPress). They are mostly there so the comments section does not start to look confusing if multiple people are signing their comments with the same (e.g. first) name.

  13. Hi there amazing person! I don’t have a website that I am using your scripts on, but I wanted to let you know that I am FOREVER GRATEFUL to you for creating the awesomeness that is the Terrasavr. :D THANK YOU, THANK YOU, THANK YOU!!! I’m sure it wasn’t too difficult for someone with an obviously high intellect such as yourself (please don’t take that as sarcasm, I am completely serious!), but even something so simple can be so powerful. So, once again, thank you so much!!! My fiance and I want you to have our babies!

  14. I love how fast it is for me to use GML with GameMaker.

    I have been looking for something simular with Haxe but I can’t find anything. Stencyl the closest thing but it is all visual and not what I’m after.

    Now I’m thinking there must be a way I could make a program that parses through a scripting language based off GML and generates Haxe files that can be then compiled to whatever language I want.

    I know it would be hard work but I was thinking I could update it as I need new functions making. I think I would speed up my development more using this than coding it myself.

    I was thinking of using HaxeFlixel at first to get it up and running then making it more custom after.

    What are the problems with this idea?

    • I don’t remember why I haven’t replied to this comment before. Probably had lost the draft.
      The problem is the amount of type information present.

      For example, generating JS, Lua, or even GML code from Haxe is relatively easy – you mostly just discard type information and trust compiler (and yourself) to not mix things up to the point of getting runtime errors. The rest is about morphing language structures.

      Generating Haxe code from GML is not so easy though – you have to somehow resolve what type any given variable actually is. A similar problem exists with converting JS to C++ – it takes quite an amount of compile-time analysis to recover type information.

      Maybe it would be easier to write an interpreter for GML and have “core” functions written in actual Haxe. Something similar (but not with Haxe) was done for Hotline Miami 2′ PS4/Vita ports, for example.

  15. Hey, you’re doing great, but is there a downloadable version of the terrasavr? I don’t have internet and I cannot go to my brother’s house everyday, so a downloaded one will be very much appreciated.

  16. Thank you so much for this website. I’ve been reading regularly here and it’s one of my favorite spots to come to to read about games and programming. Your work has brought me much joy.

  17. Hello there i like your examples so if you can make a tutorial of tile-matching like (Bejeweled) will be lovely bcs i can’t find out any tut about that…….

  18. I just want to thank you for your brilliant lightning script. I was looking for a small efficient way to produce a dynamic lightning effect (without using sprites) and your script is absolutely perfect. I will be sure to credit you as a contributor in my game. You other examples look equally interesting and I’m looking forward to examining them as well.

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