I was on sandbox.yoyogames.com. On there, I got 4/5 star ratings for my games. So, you know I'm decent. I'm not perfect by any means, but I've been at this for quite a while.
So far, my best-known work is Dragonian: The Imbalance of Sierr. ...but that's not the only good game I've made.

The floor's movement, being a view drawn onto a surface, is still one frame behind.

However, I figured it's more efficient to draw walls separately than to use blocks for indoor segments. They can stretch and keep doing the depth math accurately.

I saw a video about sprite-stacking, and a part of me is saying, "Yeah, I can do that. I just don't want to do it irresponsibly."

I'll see if I can put it in the Towers project.

...huh.

Didn't realize that debug mode was different on that version of Game Maker. Also shows WAY too much for players to use.

You can also click and drag some of those elements.

If you need to ask about the new project, here's some basics:

Working title: Towers.

The plan: A rotatable top-down isometric camera. Gameplay like Gauntlet. Network-based multiplayer as an option.

Things that need doing: EVERYTHING, more experimentation.

So, I figured out that shaders work by sandwiching code between shader_set() and shader_reset().

...unfortunately, that's ALL I picked up, because nobody seems to explain shaders in anything but word salad and code salad.

Neither of which equal Mode 7.