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: 412 9.7%
  • Grummz finishes developing his game

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

    Votes: 143 3.4%
  • Cold fusion

    Votes: 1,638 38.4%
  • The inevitable heat death of the universe

    Votes: 1,925 45.1%

  • Total voters
    4,268
I think he just sucks and would rather play vidya and super hacker like a manchild rather than do actual work/meet obligations.

Put yourself in the mindset (sorry ahead of time) of a degenerate, pseudointellectual master hacker stunted nepo manchild with a sitting community of likewise degenerate, manchild trannies

Option A: work 8-10 hours a day on slow, boring number work to finish an obligation from 6 years ago that you're not interested in and already received your asspats for.
Option B: play with new toys/dress-up and drink monster
Option A: is very small amounts of ass pats for something 99.999999% of the world gives zero shit about
Option B: Is ass pats constantly from your brain dead watchers who will applaud everything you do or don't do.
 
Regarding the translation thing, in Gamemaker, if he absolutely wants it in code in a single data structure, why doesn't he just do 1 constructor struct per language to store his strings, then load the struct corresponding to language setting, otherwise fall back to the english one? It'd allow him to call whatever string he wants with only knowing the id, something like variable_struct_get(new English_Dialogue(),"dialogue001" ? Unless I'm missing something. Then to improves things further, he could even load both structs into 2 variables at once in a single frame at an opportune moment, when relevant, allowing him to access them anytime afterwards and also to fallback to english for specific lines, say if the dialogue001 line doesn't exist in the spanish struct, it goes and gets it from english struct.
 
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I'd also like to note that he has previously bragged about how "translator-friendly" this whole system is. I'm not sure how translator-friendly a system that requires a translator to install GameMaker Studio, load up your entire project and directly edit code just to translate some text is. I have a feeling a lot of them would have preferred a fucking .txt file, and maybe, as a luxury, a small program to WYSIWYG edit the text using the in-game dialogue box and text rendering system so they can make sure it isn't overflowing.
I'd have probably stored them in JSON files. Purely because I've seen translation done that way previously and the tooling for such is universal. They could even be arrays still.

External files be they CSV, JSON, something custom or just plain text are actually easier to hack/mod. Look at Dwarf Fortress or some roguelikes for example. Jason's "hackable" solution requires you to recompile the game constantly.

Another benefit of such a format is you can easily automate shitty translation with translation apps or even the boogie man of AI/LLMs. Keeping that as a stopgap measure until you get a proper human to translate.

The WYSIWYG idea is also something I'd assume quite a lot of games do, at the very least they probably add a command to load or display arbitrary text for testing. Anything to make the development loop quick.
 
gamemaker stretches the dev time of earthboundvanias by x10, this means that a 2 year game will take 20 years to make, it takes decades to complete something like deltarune or hearthbound
this is why shigeru miyamoto used RPG Maker to develop his earthbound clone, mother 3, which just took 2 years
The problem is that Jason scopecreeps his shitty dialogue system because he wants his game to have 10000+ different endings (probably just says it to wow people).

Also I'm convinced he's only using Toby Foxs coding style and engine of choice because he thought it would just be a little bit of work.

I dont think he actually researched any real design methods. There are many textbook solutions to 2D story game that don't involve an 8 year cycle.
 
SyndereN did it again today. I don't have the clip. He said something about publicly apologising to his co caster if he was wrong, which piratesoftware wouldn't do (I may be getting the detail wrong.) I believe it was during game 2 of the final series. Danes and their grudges, I guess!
 
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SyndereN did it again today. I don't have the clip. He said something about publicly apologising to his co caster if he was wrong, which piratesoftware wouldn't do (I may be getting the detail wrong.) I believe it was during game 2 of the final series. Danes and their grudges, I guess!
You mean this one?

 
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