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

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Which will happen first?

  • Jason Hall finishes developing his game

    Votes: 33 0.8%
  • YandereDev finishes developing his game

    Votes: 411 9.6%
  • Grummz finishes developing his game

    Votes: 117 2.7%
  • Chris Roberts finishes developing his game

    Votes: 143 3.4%
  • Cold fusion

    Votes: 1,637 38.4%
  • The inevitable heat death of the universe

    Votes: 1,922 45.1%

  • Total voters
    4,263
And with that in mind, Shaye has repeatedly "playtimed" with the ferrets despite Covid.

This is impressively retarded and demonstrates how little the two of them actually know about ferrets. Mustelids have a respiratory system that is remarkably similar to humans - so much so that ferrets are often used as model organism for pathogens such as influenza and.... coronaviruses.

There was enormous concern during the pandemic about farmed minks catching covid from fur farmers and acting as reservoirs for this very reason; I'm far from an expert on the matter but I would think the risk of passing covid to a ferret would be fairly high. I know for a fact that they can easily acquire influenza.

Still lame that Primeagen associated himself so closely with Jason. He seemed mature enough to be able to smell Jason's weirdo personality.

Isn't a primagen some furry thing though? Hardly surprising that he'd want to rub shoulders with another "tech" furry e-celeb. I don't think representing himself as a furry robot is a particularly good indicator of moral fibre no matter how competent a programmer he is.
 
Isn't a primagen some furry thing though? Hardly surprising that he'd want to rub shoulders with another "tech" furry e-celeb. I don't think representing himself as a furry robot is a particularly good indicator of moral fibre no matter how competent a programmer he is.
Primeagen presents himself as a no-fap trad-pilled family man.
 
You're so right it hurts, there are many critics here RPing as expert devs while spouting shit that's not that big a deal.
I think it's fake and gay the amount of "devs" coming into this thread to talk shit, however, most of the criticism comes from Jason sperging out about how much of an expert he is in his field so that's why people are emboldened criticizing his shit. Computer Science and such adjacent things are something I know fuck all about so I pay little attention to what technical feedback they give on his game.
 
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Pirate Software on conflict
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HE CAN'T KEEP CALLING HIMSELF OUT LIKE THIS.
I never get tired of this guy getting spanked by hubris. Maldavius started a war with a guild because they kept mob-tagging (which is not a big deal), got his guild regularly camped for being easy marks, culminating in Mald leaving the game entirely to go play Classic WoW (and leaving his guild to clean up the mess he personally initiated.)
 
I can only find 3 episodes, two are on Mald's channel, around early September, and one seems to only be on prime's, late November, nothing else since.

September 6: https://www.youtube.com/watch?v=X1g1IvfyzNg
September 13: https://www.youtube.com/watch?v=9IEADTvt_o8
November 29: https://x.com/i/broadcasts/1OwGWNOLgljKQ?lang=en

Archiving now, will add when done.

September 6:


September 13:


November 29:


 
Still lame that Primeagen associated himself so closely with Jason. He seemed mature enough to be able to smell Jason's weirdo personality.

I hate redditors nitpicking about code. "Oh no a global!" is cargo cultism hangover from OOP ideology. Lookup Tables are a classic time-space tradeoff technique. I'm sure plebbitors just use a string-key hashmap for literally fucking everything. The only issue is that he uses numbers instead of enums. I have seen very few legitimate critiques of a lolcow gamedev. It's always the midwittest of programmer takes "LOL SPAGHETTI CODE". Sometimes it's not optimal but sometimes you gotta write ugly code and as long as it's not in the hot path it's not really a big deal. Nevermind a lookup in an array is O(1) complexity, "but its ugly ewwww".

Is Yandere Simulator slow because of too many if statements or is it because of more banal stuff like not having good object culling and level of detail, or things being constantly loaded and unloaded out of VRAM due to improper engine use. My bet is that it's the latter. No one is pushing hardware with their games, they're just using the engine incredibly poorly because they don't really understand what they're doing. Maybe that's a reason you should try making your own.
I agree with the primagen thing. Very weird, probably just clout-dick-riding. Prime has kids, so it's unlikely he has the time to look over maldy's coding streams to see how much of a tard he is. (if he could ever be lucky enough to see one in the first place)

Mald's reasoning for using switch cases was that it gets converted into a jump because muh performance. In a slow paced narrative game, that IS retarded. Especially since when he answered that, it was in response to the narrative selection section of his code (pretty sure it was, most of his game code is switch cases anyway). It's called premature optimization for a reason. You as the developer are supposed to make educated and informed decisions about the development costs associated with your choices to program things a certain way before you start clicky-clacking your keyboard. You try and make everything easier on yourself that you possibly can beforehand, so you can focus your time and energy on things that matter, like idk the game itself? That's what a "20 year game dev vet" does, hell, that's what a 2 year game dev vet does. Make it as easy as possible on yourself and your team and only optimize what is needed, when it's needed.

It's not like we are talking about a FPS or RTS... if it were some sort of real-time game, or a function that gets called in a critical portion of code and is harming frame-time, then sure, optimize it and let the compiler or interpreter convert the code into a jump, that's great and no problem. The problem is that it's a fucking 2d pixel art narrative game. He's never going to hit a computer hard enough to make this choice worth it. He will never see a measurable performance metric from this choice. When are you ever going to select more than one narrative choice in a second let alone in sub-seconds to make this performance optimization matter at all? You're not. So performance talk shouldn't ever be considered here, unless you select a choice and it fucking shits the bed hard, then you profile it and make sure that's actually the problem, then if it is, you optimize. Never before.

As I stated in #4,290, there is no point to optimizing it. It's just bad software design, and proves this nepobaby has no clue what matters in software let alone game dev. The reason you use things like JSON or XML that can help you make narrative games, is because it offloads brain power. I doubt any narrative game in existence uses switch cases like this that isn't on some highly constrained system. What if mid-development cycle you or your team decided "oh man i'd love to add a whole new section before this other part of the game!" or "shit, we should switch this narrative part with this other narrative part" With maldy's system, it's practically futile. With a structured and modular design, it's trivial. It's simply far too complicated and doesn't matter in the slightest and I seriously doubt anyone would be dumb enough to do that on purpose unless required by system constraints. I don't know a single developer who would unironically ever decide to opt for this "style" developing a narrative game.

I don't think it's really about nitpicking his code, it's more along the lines of this "20 year game dev vet" is full of shit who has no idea how to program anything of worth. Proving that he is a blithering idiot who prematurely optimizes things that don't matter, this fully dismantles his entire "20 year game dev vet" fursona. That's why I think people are trying to shit on his code, well that's why I have at least. Idk, maybe im being naive and others are just as retarded, but I have more faith in others.

I definitely agree with trying to make your own engine. You learn so much by doing so, both for software in general and game dev.
 
It's a 2D GameMaker game. The design patterns he's implemented while absolutely ☪️ are unlikely to have any noticeable impact on performance itself. But in terms of readability it's an absolute nightmare
Yeah, was about to comment this.
The real problem is that its a nightmare to work for, probably one of the many reasons he doesn't continue development. Also consider he has to bring outsiders for translation work.

When I unlocked his "super leet unhackable FBI protection" earlier in the thread, I edited a line as a joke and I realized that the text has to be formatted inside the array or its going to overflow the text box / get superimposed over the avatars. The "special text" also has to be formatted there.

Once the array reached a certain size (or when the game left the "demo" phase) he probably should have created another solution to handle all the text.
 
I hate redditors nitpicking about code. "Oh no a global!" is cargo cultism hangover from OOP ideology. Lookup Tables are a classic time-space tradeoff technique. I'm sure plebbitors just use a string-key hashmap for literally fucking everything. The only issue is that he uses numbers instead of enums. I have seen very few legitimate critiques of a lolcow gamedev. It's always the midwittest of programmer takes "LOL SPAGHETTI CODE". Sometimes it's not optimal but sometimes you gotta write ugly code and as long as it's not in the hot path it's not really a big deal. Nevermind a lookup in an array is O(1) complexity, "but its ugly ewwww".
This is why I almost never comment on code quality. I'll just say that I consider the quality of code to be how well it does what it's supposed to and how much complexity was added that is unrelated to the actual problem. If you need to store a thousand flags for tracking storyline events, then that's what you have to do, and who cares if it's in a global array or not? The bedshit there is making it harder on yourself by giving everything implicit names. If you make a typo it could be months before anyone notices that you accidentally softlocked the user on sidequest path instead of lighting candle #599.

Some dumbass youtuber made a code review video on a Yandere-dev script and now every midwit until the end of time is stuck talking about if vs switch statements, or other random optimization that have no meaningful impact. Game code is especially disposable by nature and games are notoriously complicated, so a lot of the time you just have to drag the bloated corpse of a project across the finish line while the redditers talking about code quality write their 0-15 lines a day.

This is also why I hate "expert beginner" content, where they retread beginner material until the end of time. Prime does it too, to a large extent, even if he branches out more. Channels like this are particularly bad because they teach people that good code is doing cargo culting and you get to develop as a programmer by talking about doing work instead of doing work. I can tell you right now that talking is way easier than doing, and you will very quickly run out of theoretical things you can even talk about to continue improving. I can't wait to review another tetris clone!

This also partly explains why there's so much beginner content and no real "intermediate content" because virtually everyone producing streams or tutorials is an expert beginner who can't talk about anything more complicated than endlessly retreading tetris clones. There's also a revolving door of beginners who constantly join and leave, kind of like people buying assets off the unity store who will never produce a game.

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People did this with Ballatro too. It's written in Lua, and it has a huge file to define all the cards. It works, the game is stable, it runs on a potato, and it actually came out. Of course you then had social programmers who did not make ballatro come out to talk about code quality.

1737085909566.png

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Oh no, it's if/else statements again. You could have refactored this into an automated circumsizer that produces the card values as a side effect. The best part was that almost all of the idiots who responded to this "fixing" the statements were complete wrong. They posted completely incorrect "high quality" code while smugly gloating about how they're too good to use if/else statements. Again, game code is disposal, just fucking write it and move on. Most programmers act much smarter than they are, and if they acted dumber than they are they'd get a lot further.

A lot of this stems from the "social programmer". The general idea is that they get social validation and smugness from the act of talking about programming. Programming is part of their personality and their friends and the act of talking about programming (or smugposting) is fulfilling in itself to them. This also explains why they don't shut the fuck up about if/switch statements, because it's how they socialize.

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This is also a superset of the group that spend their free time infiltrating and slowly subverting communities by minting and enforcing codes of conduct that ban any form of fun. I didn't think think this would turn into a rant about how much I hate programmers but I do hate all of them. On the whole they are some of the dumbest, snarkiest, smuggest retards on the planet. I am going to kill every single programmer. I have a lot more to say about programmers in my book of grudges, but maybe later.
 
You're so right it hurts, there are many critics here RPing as expert devs while spouting shit that's not that big a deal.
A lot of the pages in YandereDev's thread is filled with users sperging about code. Because calling someone a shit coder and agreeing on that is just too simple and we must dedicate an extra 10+ pages about how their code is retarded.
 
That tweet is not in reference to the fat nerd nor our favorite roach. Matt and Trey talked about this in this interview thing for CC a while back. 24:51 in case the timer doesn't work.




Unless that hacker was secretly THOR :stress:
I think what is meant is that the plot of the Boys having to beat someone that was running around ganking everyone was made on the fly after a random got access to the private server they were using to film the episode. This lines up because Matt and Trey are known for changing story beats as they go, and I assume they had longer to work on this episode.

Thor is claiming that the design of the guy behind the keyboard doing the ganking was based on his Dad, Joeyray. The only source we have for this is Jason. This...is possible though. Matt and Trey reached out to Blizzard for this episode, and Blizzard gave them a bit of help with the animation tools. Since Joeyray was one of the Cinematic Leads at the time, Matt and Trey may have met him and based the character off of him.

Attached are the images Jason himself used for comparison.
tl;dr Believable, except for the fact that its coming from Jason which increases the fake and gay ratio.

southpark loser.jpg
 
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