Jason Thor Hall / PirateSoftware / Maldavius Figtree / DarkSphere Creations / Maldavius / Thorwich / Witness X / @PotatoSec - Incompetent Furry Programmer, Blizzard Nepo Baby, Lies about almost every thing in his life, Industry Shill, Carried by his father, Hate boner against Ross Scott of Accursed Farms, False Flagger

Which will happen first?

  • Jason Hall finishes developing his game

    Votes: 17 0.7%
  • YandereDev finishes developing his game

    Votes: 210 9.1%
  • Grummz finishes developing his game

    Votes: 82 3.5%
  • Chris Roberts finishes developing his game

    Votes: 86 3.7%
  • Cold fusion

    Votes: 928 40.0%
  • The inevitable heat death of the universe

    Votes: 997 43.0%

  • Total voters
    2,320
But this is industry standard now, isn't it?
It would be very funny if our girlboy went full Phil Fish and killed his little project to own the haters.
He seems like the type, plus then he wouldn't have to deliver on this year's long grift he calls a game
If nobody bothers to make servers, it must not be a good game. Also, video games are for babies grow up.
Nobody gives a shit about your opinion on video games, do you have anything to contribute about Jason the faggot furry? If not stop shitting up the thread
 
A serious critique about his coding habits and style. Spoiler alert: It's bad, real bad. I'll try and make this readable for non-devs.

It's unironically so bad, even the bugs are asking for a transfer to a different codebase. It's unironically so bad that his error messages start with, "Look, we need to talk...". It's unironically so bad that while watching his stream my computer started sending me therapy ads. It's unironically so bad that the code started writing negative reviews about itself online.

The entire maldbound game is literally ALL arrays and switch-cases. I went and looked at several streams and collected various snippets, and I couldn't find a single instance of him not using massive arrays and switch cases. Holy shit, this is babies first coding tutorial taken to the omega extreme. The reason you don't develop a game like this is if you want to fix, change, or add anything, you have to update every single instance a certain number from an array is used. I have a feeling this is why his game is taking so long to make. It's simply bad, really bad, really really bad. I'm actually amazed he's as far along as he is and not once asked himself "there must be a better way".

For a large narrative-based game with tons of dialogue and branching pathways in any game engine, you'll want to have a system that is both modular and scalable. This is neither. This guy has never programmed anything before in his life and it shows. Someone told him switch-cases are performant and mald decided "omgwtfbbq switch-cases for everything!"

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Why Arrays and Switch-Cases are bad, and why it shouldn't be used in the context of a game like maldbound where you have a large narrative based game with tons of dialogue and branching pathways.

1. Scalability Issues

  • Complexity: As a game grows, managing thousands of dialogue lines and branches in large arrays and switch cases becomes unmanageable. Each new dialogue option adds complexity, making it harder to track and debug.
  • Code Bloat: Large switch-case statements quickly lead to bloated and messy code. This makes your project difficult to navigate, update, or debug, especially when dealing with branching narratives that can have many different outcomes.

2. Maintainability Problems

  • Hard to Modify: Updating or adding new content becomes cumbersome. If you need to change a piece of dialogue or alter a branching path, you have to sift through potentially massive arrays and lengthy switch-case blocks to find the right spot.
  • Error-Prone: The more code you have to manually maintain, the higher the chance of introducing bugs. Simple typos or misaligned cases in switch statements can lead to errors that are hard to trace.

3. Poor Readability

  • Obscured Logic: Large arrays and switch cases hide the narrative structure within dense blocks of code. This makes it difficult to understand the flow of the game at a glance, which is critical when working with complex stories and branching paths.
  • No Context: Arrays and switch cases lack the context or labels that more structured data formats (like JSON) can provide. This makes it harder to see the relationship between different pieces of dialogue or how they connect.

4. Inflexibility

  • Hard-Coded Logic: Switch cases are static and inflexible. Changing the logic or flow of the game requires altering the code directly, rather than simply updating a data structure.
  • Limited Reusability: If you want to reuse dialogue or branching logic across different parts of the game, you’ll have to replicate switch cases or array elements, leading to code duplication and increasing the risk of inconsistencies.

5. Performance Concerns

  • Inefficiency: Large arrays and switch cases can become inefficient as the number of options grows, especially if every frame involves checking multiple conditions. This can lead to unnecessary performance overhead.
  • Memory Usage: Storing all dialogue and choices in large arrays can consume significant memory, especially if the game is extensive. Dynamic loading (as would be possible with more advanced data structures) can be much more efficient and performant.

6. Lack of Modularity

  • Tightly Coupled Code: Switch cases and arrays often lead to tightly coupled code where logic and data are intertwined. This makes it harder to separate concerns, test individual components, or make changes without affecting unrelated parts of the game.

7. Difficulty in Expanding

  • Branching Complexity: As branching paths become more complex, handling them with arrays and switch cases becomes nearly impossible. Nested switch cases or multi-dimensional arrays quickly get out of hand, leading to a maintenance nightmare.
  • No Support for Advanced Features: Arrays and switch cases offer no built-in support for advanced features like localization, dynamic dialogue generation, or context-aware responses, all of which are easier to implement with more sophisticated data structures and systems.
Why you use a data structure like JSON.
Someone needs to tell this nepobaby about JSON. This is JSON. JSON or XML is how games like his should be created.
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1. Structured and Readable Data

  • Hierarchy and Organization: JSON allows you to organize your data hierarchically, making it easy to see the relationships between different pieces of dialogue, choices, and scenes. This structure is inherently more readable and understandable than flat arrays or large switch-case statements.
  • Self-Describing Data: JSON uses key-value pairs, making the data self-describing. For instance, you can immediately see what each piece of dialogue, choice, or branch does without having to trace through lines of code.

2. Scalability

  • Easily Expandable: JSON is naturally suited for handling large, complex datasets. Adding new dialogue, choices, or branches is as simple as adding new entries in your JSON file, without the need to modify large blocks of code.
  • Dynamic Loading: JSON files can be loaded dynamically as needed, meaning you don't have to keep all the dialogue and branches in memory at all times. This can improve performance, especially in large games.

3. Maintainability

  • Centralized Data Management: By keeping your narrative data in JSON files, you separate your game's logic from its content. This makes it easier to update, manage, and debug your narrative without having to sift through your game’s codebase.
  • Ease of Updates: Modifying or adding content is straightforward in JSON. There's no need to rewrite or reorganize switch-case statements or arrays; you simply update the relevant JSON entries.

4. Flexibility

  • Easy Modifications: JSON is text-based, so making changes, additions, or deletions is as simple as editing the file. This flexibility allows you to experiment with different narrative structures without being locked into rigid code patterns.
  • Support for Complex Data Structures: JSON can easily handle nested objects and arrays, allowing you to represent complex dialogue structures, including conditions, flags, and variables that influence the narrative.

5. Reusability and Modularity

  • Reusability of Data: JSON makes it easy to reuse dialogue pieces or narrative branches in different parts of your game. You can reference the same data across multiple scenes without duplicating code.
  • Modular Design: By using JSON, your narrative system can be more modular. You can build generic functions to handle dialogue display and branching logic, while the actual content is entirely separated in the JSON files.

6. Integration with Other Tools

  • Compatibility with External Tools: JSON is a widely used format, compatible with various tools and systems. This means you can use external editors, translators, or version control systems to manage and modify your narrative content efficiently.
  • Ease of Localization: JSON is particularly well-suited for localization. You can structure your JSON files to include multiple languages, making it easy to switch between them or add new languages without altering the game's logic.

7. Error Reduction

  • Reduced Risk of Bugs: By separating data from logic, JSON reduces the risk of introducing errors when modifying your narrative. Mistakes in JSON are easier to spot and fix compared to errors buried within large blocks of code.
  • Validation: JSON files can be validated using various tools, ensuring that your data is correctly formatted and free from syntax errors before you load it into your game.

8. Performance Considerations

  • Efficient Data Handling: JSON is more efficient for handling large datasets compared to keeping everything in arrays or switch cases. You can load, parse, and manage only the data you need at any given time, which helps with memory management and performance optimization.
  • Optimized for Parsing: Game Maker and many other development environments have built-in functions for parsing JSON, making it faster and more efficient to work with than custom-built parsers for arrays or switch cases.

9. Ease of Collaboration

  • Team Collaboration: If you’re working with a team, JSON makes it easier to collaborate. Writers, designers, and translators can work on the narrative content directly in the JSON files without needing to touch the game’s codebase, streamlining the workflow.

Summary :A fun roast.

1. Welcome to Spaghetti Code Central

  • You’ve basically decided to take a tour through a labyrinth of switch cases and arrays, each twist and turn leading to another potential dead end of logic. Debugging this must feel like trying to navigate through a maze blindfolded, and each time you add a new branch or piece of dialogue, you’re just making the maze even more convoluted.

2. Unmanageable Behemoth

  • If you’ve managed to keep track of all the different branches, hats off to you. But let’s be honest—at some point, you’re going to be drowning in an ocean of case statements, desperately trying to remember what each one does and how they all connect. That moment when you realize you need to make a small change to a dialogue option? Yeah, have fun tracing that back through 50 different switch cases.

3. Maintenance Hell

  • Imagine trying to tweak something months after you wrote it, only to find that you have to touch a dozen different cases spread across multiple switch statements. Now imagine doing this for every little update. If you’re not already pulling your hair out, you will be. And good luck if you ever hand this project off to someone else—they’ll probably curse your name for the rest of their coding career.

4. Performance Nightmares

  • Let’s not forget that your code is probably as slow as molasses in January. Every time the game needs to evaluate a player’s choice, it’s likely slogging through dozens of unnecessary conditions, wasting precious milliseconds that could have been saved if you’d used a more efficient structure like JSON. Enjoy those performance hitches, especially as your game grows larger.

5. Collaboration Killer

  • Trying to collaborate on this mess? Good luck. You’ve basically created a codebase that only you can understand (barely). Anyone else who looks at it is going to think they’ve wandered into a coding horror show. They’ll have no idea where to start, how to add anything new, or how to avoid breaking everything in the process.

6. Zero Flexibility

  • Need to localize your game? Oh, that’s going to be fun. Instead of just swapping out a few JSON files or just adding structure to the current JSON itself, you’ll need to wade through all those arrays and switch cases, manually inserting and editing dialogue for each language. Sounds like a blast, right? Flexibility? That’s for people who didn’t sign up for a self-inflicted torture session.

7. No Modularity, No Peace

  • Your code probably has about as much modularity as a solid brick wall. Reusing dialogue or branching logic? Ha! You’re stuck copying and pasting like it’s going out of style, making your code even more bloated and prone to errors. When you finally do hit that error, good luck tracing it back to its source.

8. Code Aesthetics? What's That?

  • The next person who looks at your code will probably think they’re staring at an abstract art piece, except instead of finding any beauty, they’re just going to be confused and maybe a little horrified. You’ve essentially crafted a monument to complexity where simplicity would have sufficed.

9. Future-Proofing? Nah, Let's Live Dangerously

  • You’ve built a system that’s essentially a ticking time bomb. Sure, it might work for now, but as you add more content, you’re setting yourself up for inevitable crashes, bugs, and performance issues. Your future self is going to hate past you for not thinking ahead.
In summary, mald's bravely gone where no developers dare to tread, and while mald might have something that barely works, it's held together with solidified furry cum and sheer retard strength willpower. Maybe it's time to step back, refactor, and give yourself a break, mald. Or, you know, just keep riding this painfilled chaos train until it inevitably derails.

I seriously want to gouge out my eyes and give myself an excerebration for having sat through listening to this fucking retard and reading his retarded code. It's painful seriously "nut + mandoline slicer" level of masochism. Pain Olympics has nothing on this.
 
Lucking out on a crypto does not make you not a loser.
Lmfao, why would somebody only make $200k on Crypto? If I knew how to do that shit I'd be making a lot more than that. For all you know I own a shit shoveling company. Also most people are losers, who gives a fuck. I have more respect for terminally online losers who game 24/7 than I do for materialist consoomers spending a quarter of their paycheck on weed and booze.

The whole point of the movement, and why this retard Thor is a cuck shill, is that gaming companies are sucking every penny they can out of their customers, just to rug pull all of it the second they aren't able to squeeze anything else out. If you buy something, you should own it outright and indefinitely.
 
abolishing IP would allow people to reverse engineer and make their own games easily, so there would be no need for EU garbage if I paid 100 bucks for software.
Thats your argument, to destroy all IP law? because thats not a much more uphill battle? Fucking retard.
Look at this forum, for example, where the owner paid 100 bucks for the software only for his license to be revoked. Should that be illegal? He then pirated it, and it's working just fine. The moral of the story is: only buy physical disks and don't play video games.
Pirating isn't possible with the software mentioned. You CANNOT pirate say, the crew, because 90% of the game on servers nobody has access to. And physical disks which still use online services are still prone to this.
Computer gaming has not been good since Lego Worlds shut down. I have never cared about video games since
You are LITERALLY complaining about a game being killed, while being against an initiative to keep games from being killed. This is perhaps the most autistic thing you've ever said.
Lucking out on a crypto does not make you not a loser.
Honestly income has nothing to do with this, you are just a fucking retard. And your bit about "it was a bad game" is also unbelievably retarded, because how easy it is to preserve has NOTHING to do with the game quality. I've seen absolute turds preserved for years, and I've seen absolute gems disappear. Imagine applying this logic to anything else.

"what, your house burned down? man, I bet your house fucking SUCKED, because why else would it be gone?"
you can now debate me
While I view them generally as immature and stupid, you are begging for a mass debate thread on you. One of those "debate @rebel on why you should have no software rights", or some shit
 
Pirating isn't possible with the software mentioned. You CANNOT pirate say, the crew, because 90% of the game on servers nobody has access to. And physical disks which still use online services are still prone to this.
ok and? the game sucked
While I view them generally as immature and stupid, you are begging for a mass debate thread on you. One of those "debate @rebel on why you should have no software rights", or some shit
go ahead
Thats your argument, to destroy all IP law? because thats not a much more uphill battle? Fucking retard.
yes
You are LITERALLY complaining about a game being killed, while being against an initiative to keep games from being killed. This is perhaps the most autistic thing you've ever said.
yes then I grew up
Honestly income has nothing to do with this, you are just a fucking retard. And your bit about "it was a bad game" is also unbelievably retarded, because how easy it is to preserve has NOTHING to do with the game quality. I've seen absolute turds preserved for years, and I've seen absolute gems disappear. Imagine applying this logic to anything else.

"what, your house burned down? man, I bet your house fucking SUCKED, because why else would it be gone?
who cares about crap games? not me let it burn for all I care.
Pirating isn't possible with the software mentioned. You CANNOT pirate say, the crew, because 90% of the game on servers nobody has access to. And physical disks which still use online services are still prone to this.
My mom canceled my Xbox Live Gold shortly after I bought it, so I basically played only offline games. Don't buy online games.
 
I'm a retard and don't know how to reply to long posts but @CaptainGarbage what you're saying doesn't surprise me, especially with Jason referring to programming as magic that programmers only understand half the time.
Also saw this short were he says his Second Life furry shop got him into Blizzard which seems doubtful to me with the nepotism allegations
 
He mentioned in a short some time ago (in a short that I can't find atm) that the games save file is the achievement list on steam so it is "Unpirateable"
I don't think that's how it works...
Annnd yup later a post proved that to be true.
He learned about the odd way the algorithm serves shorts to people. If uploaders un-check the "notify subscribers" box, youtube will prioritize serving their shorts to new, active users. Here's the video explaining this:
The only coding that may be worse than his is the coding youtube uses.
Between Primeagen mentioning "death threats" supposedly directed at our girlboy Maldavius, the "all of the game developers contacted me" in both Mald's and Theo's videos, and the "entitled gamers", these retards might be trying to start their very own DeveloperGate.
OHHH DEATH THREATS ONLINE!? We better stop the presses things just got serious. If you get more than like 50 people noticing you online you'll get them. I love how they make that to be an actual argument. I've been put on Antifa "hit lists" for laughing at them on twitter before. Big fuckin whoop they aint gonna do shit its the internet and they're some retarded fat troon. What a terrible excuse they're using.

Computer gaming has not been good since Lego Worlds shut down.
We know who hurt you at least.
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especially with Jason referring to programming as magic that programmers only understand half the time.
That is the most reddit mentality towards programming I've ever heard.
 
I'm a retard and don't know how to reply to long posts
+Quote the message, at the bottom click insert the message, click insert messages, and then replace everything with "this person said some shit". Do this iteratively as many times as you feel like responding to.
what you're saying doesn't surprise me, especially with Jason referring to programming as magic that programmers only understand half the time.
[Insert video of some dumbfuck parroting retardation caught in 4k]
I would say he's not wrong, but he's just parroting what more knowledgeable people than him has said. That's all he really does, parrot things. From takes to code, all parroted. He's a parrot with bird ideas.
I will now quote the greatest programmer that has ever lived.
Also saw this short were he says his Second Life furry shop got him into Blizzard which seems doubtful to me with the nepotism allegations
[Insert video of some dumbfuck retard lying caught in 4k]
There is ZERO chance his second life garbage had any impact on him getting the job. If it wasn't blizzard and not being a nepobaby, the company would have looked at his furry trash example and hard passed him like fisherman looking at a dead fish on the side of the shore. Since it was blizzard and the timing of his hiring (after bliz became toxic furry slop) they probably said "I was already going to hire you nepobaby, you didn't need to say anything more, furry friend!" Disgusting, honestly.
Pirate Software Except Mine has a nice ring to it, though. Time for a rename, Thor!
Jason "Pirate Software Except Mine" Hall, does have a nice ring, doesn't it?
 
And he is buddies with several other streamers and youtubers, some of whom are ex-silicon valley types. They could leverage their audiences and sv contacts if they have any. ThePrimeagen and Theo Browne already voiced their opinions on stopkillinggames. Their views are largely in line with Jason's.
Roaches like to gather with their kin. Try not to lose track of them when they scatter after the spotlight shines on them.

>calls himself Pirate Software
>is irrationally upset at the mere possibility of future games allowing piracy
This game blows.
When I first saw his handle, I thought he might be based.
What is it with faggots like this completely misrepresenting themselves?
This is false advertising and I want a refund.

Also, @rebel is an autistic nigger.
 
Preservetube
Jason responded to this:
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He completely glosses over the fact that he fired her while she was asleep and also the anonymous testimonies that were read out in the video
I was looking at the video and it appears the comment is missing. Either Jason deleted it or the creator deleted it. Jason likely deleted it because he doesn't want to have people focus on the info of him driving 2 hours to meet a minor. Kind of like how he edited his youtube comment to one of his SKG videos to remove the part about Offbrand Games.
Wish I would have archived the original youtube comment at the time.
I just have a screenshot of it. He originally had a comment that was like 2 paragraphs long that he was copy/pasting in replies as a boilerplate response, which he even made the pinned comment for his first SKG video. Oddly enough, I just realized this comment under Louis Rossman's video, which was pinned, is no longer there. So he deleted that shit too.

TLDR: His first edit included the point about him being part of Offbrand Games and the conflict of interest, which he removed in the second edit. The numbering is still the same because he added a part, which is at #6 in the second edit, where he copes about people calling him out for not even reading the FAQ and how this won't even effect Live Service Games.

This was his original response he was copy/pasting everywhere.
thororiginal.png
Then he edited it and made this cope-fest of a post.
thoredit.png
And now here's the second edit, which is what it reads as of currently to this post.
thoredit2.png
Little fag is super delete spergy it appears and is desperately trying to control the conversation.
 
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A serious critique about his coding habits and style.
I hope this 20 year veteran sees this, and is bothered that someone that has done more technical work than just moving a rock asset in an MMO, has looked at his current work and led new people, who aren't just his clueless fans, to discuss how utterly shit it is.

It's never too late to learn the basics, Jason. ❤
 
I'm a retard and don't know how to reply to long posts but @CaptainGarbage what you're saying doesn't surprise me, especially with Jason referring to programming as magic that programmers only understand half the time.
Also saw this short were he says his Second Life furry shop got him into Blizzard which seems doubtful to me with the nepotism allegations
I am doubtful this is the case, even nowadays you have furries who make all sorts of pronographic blender models for 100x the value they actually are compared to man-hours who are still forced to scrounge up money now and again or do some form of e-begging. Either way, it makes little sense due to the worship complex he has for his father (which would indicate nepotism, suck him off so you can get jobs elsewhere under his command) or he is SOMEHOW correct about the SL stuff, to which then all previous statements about his father and him being a self-admitted nepobaby is dumb. he has admitted his dad got him in to blizzard in other shorts. So which is it faggot, can't even keep a story straight.

Also job's that require "cybersecurity" and doing base-level social engineering do not require making sex models on SL. idk, seems like a different line of coding entirely to me. Unless you count crashing SL sim servers for your personal sex jihad as social engineering work, I guess.

I was looking at the video and it appears the comment is missing. Either Jason deleted it or the creator deleted it. Jason likely deleted it because he doesn't want to have people focus on the info of him driving 2 hours to meet a minor. Kind of like how he edited his youtube comment to one of his SKG videos to remove the part about Offbrand Games.
I have already seen some faggots run super bowl D-Line defence on the part of Jason, still does not withstand whatsoever the fact that he still drove over to her place for 2 hours, and decidedly fired her for being a minor when he told her personally that she was being fired for "being lazy". Like I said, this guy is a shit liar who cannot keep anything he does straight. He would crumble under any serious interview if you even did a modicum of research. What a total wank
 
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