Cultcow EvaXephon / Yanderedev / Alex Mahan / Alexander Stuart Mahan / cannotgoogleme - Edgy weeaboo coomer with pedo tendencies and 15+ years internet history as a lolcow, now known as a disaster developer behind eternal debug build called "Yandere Simulator", confirmed groomer and dollfucker

The end of EvaXephon?


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I like how he had to put fix the FPS rate in the fucking poll. That should already be a priority to get on, And his fanbase ignorant before they widened their eyes after the chill and heated poll pick "More students", Which is part of the reason why the game is laggy as all hell as well as his code and the objects he places in the game, then doesn't know how to delete it so he hides the texture in the literal air from screenshots I've seen.

(The shadows above the grass behind the school, etc.)

Do you have screenshots of that?
 
Do you have screenshots of that?
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Is there a gif or a video of this? I don't remember that particular bug feature.
 
Wow, that's a pretty beginner tier mistake.

Reversing the process of adding the asset to the game world is the best way of removing it.

There's "Beginner's mistakes," which is when you fuck up on something that a newb would easily screw up.

There's "Simple Slip-ups," which is when you make a typo or something during development and it fucks up.

And then you have fucking ReGiCiDE-tier, where you find yourself wondering how in the fuck that even happened, because not even the most inept person would think to handle it that way, because that is not how the human brain works. That is about where Yandere Simulator's optimization is at.
 
Reminds me of when he tried to hide a cutscene under the map but by crawling you could see it.

Professional game developers like Bethseda have utilized similar tricks in their own engine to get around limitations like how they had problem with doing NPC dialogue without having an actual NPC, even if they were trying to do a character that didn't have an NPC body, like how Professor Calvert's voice actually comes from an NPC in an area not meant to be seen by the player in Point Lookout but still possible to see by accident in certain parts of the Fallout 3 Point Lookout expansion.

However, I doubt he had to do this to get around an actual engine limitation, and instead sounds more like he tried to put two scenes in the same world space to save time and didn't separate them in such a way you couldn't see them via normal gameplay, at least not intentionally.

I've put multiple interior areas inside a gameplay map in RPG Maker, but I make sure the map is wide enough that each interior area generally can't be seen from the others unless they are connected in some manner, something he probably should have done, albeit in three dimensions.
 
However, I doubt he had to do this to get around an actual engine limitation, and instead sounds more like he tried to put two scenes in the same world space to save time and didn't separate them in such a way you couldn't see them via normal gameplay, at least not intentionally.
He did end up moving it to the middle of nowhere, you could still find it by glitching through the invisible wall and running for a few minutes in one direction across the void. I have no idea if it's still in the game or if he hide it better.
 
He did end up moving it to the middle of nowhere, you could still find it by glitching through the invisible wall and running for a few minutes in one direction across the void. I have no idea if it's still in the game or if he hide it better.

Sounds like his engine has the same holes the GTA III engine did then, since many areas could be discovered by doing the same.
 
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