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

  • 🐕 I am attempting to get the site runnning as fast as possible. If you are experiencing slow page load times, please report it.

Which will happen first?

  • Jason Hall finishes developing his game

    Votes: 34 0.8%
  • YandereDev finishes developing his game

    Votes: 442 9.9%
  • Grummz finishes developing his game

    Votes: 121 2.7%
  • Chris Roberts finishes developing his game

    Votes: 148 3.3%
  • Cold fusion

    Votes: 1,698 38.1%
  • The inevitable heat death of the universe

    Votes: 2,016 45.2%

  • Total voters
    4,459
That's the problem with Maldy and people like him.

A lot of assumption here, but i'm going to guess he didn't get a lot of push back for his behaviour as a child, for whatever reason. This led to him just spouting off at the mouth and facing largely no repercussions. Fast forward to 10 months ago, and he pops off at the mouth with a clueless take, and assumes history will repeat itself and he won't face any real consequences for his actions.

Now he's locked in to this brain-dead viewpoint (if you can even call it a viewpoint) by way of crippling narcissism. I don't know a damn thing about coding, but even I know he's full of shit. Games used to facilitate self-hosting. I don't know if that was out of altruism, I think it had more to do with offsetting some of the workload to the consumer tbh (server hosting was more expensive in the early days of the internet afaik). With my ignorance, even I can tell that his "concerns" are just gas from a gas-bag.

So anytime someone parrots his talking points online, they're really outing themselves as a mindless faggot-shill.
It's not a braindead viewpoint, I'd say he's somewhat planned how to attack SKG with how direct and malicious he is being with his misinterpretations, even months ago before he made a stand alone video on it he was worried the SKG had the "companies need to have contingencies for when the game servers go offline".

Harmful Opinions first video on this has that clip at 2:51
 
To the code monkeys in thread, answer me this. How hard is it for dialogue to be put into a game, assigned to a character?

I'm a mediocre writer, but I can't fucking imagine, what was it, taking 3 years to add dialogue and drawing pixels for a section of a game. That doesn't fucking make sense to me. I can understand rewrites and maybe changing the story a couple of times, and I can understand that there's "multiple routes" but I don't think it should take this fucking long.
Quite literally a kid with no experience can get a copy of RPG maker and make their own game. I did it as an autistic unmedicated ADHD kid in my teens. It's fucking brain dead.
 
To the code monkeys in thread, answer me this. How hard is it for dialogue to be put into a game, assigned to a character?

I'm a mediocre writer, but I can't fucking imagine, what was it, taking 3 years to add dialogue and drawing pixels for a section of a game. That doesn't fucking make sense to me. I can understand rewrites and maybe changing the story a couple of times, and I can understand that there's "multiple routes" but I don't think it should take this fucking long.
In a Gamemaker game, basic dialouge is piss easy. Its just a basic "event" you link to a trigger, then "closing" that box is the trigger for the next one and so on. Allowing for multiple dialouge routes is a bit more complicated, but all it really takes is a check for a particular flag or two (variables) to decide which one its supposed to display when the trigger is pulled.

Jason's primary issue is all his flags and triggers are coded in the most asinine way imaginable that makes even extremely basic things like fixing a spelling mistake a herculean task because its such a mess of spaghetti that he probably gets lost himself every time he looks at it. Instead of sticking to the tools Gamemaker offers, or making use of shit like JSON files (which Gamemaker supports) to keep his lists clean and concise, he had to be the "special-est boy" and do it his "ultra un-hackable and un-pirateable way", aka, the retard way. It takes so long for him to do basic things to his game literally by his own design, because again, he's fucking retarded.
 
Quite literally a kid with no experience can get a copy of RPG maker and make their own game. I did it as an autistic unmedicated ADHD kid in my teens. It's fucking brain dead.
That's true, but consider this: would a gay furry who uses Notepad++ with a 1337-h4x0r-green colorscheme just to look like a 1337 h4x0r be willing to code a set of tools to handle dialogue/cutscenes, or perhaps use an already existing tool that's more suitable for the kind of "game" he wants to make?
 
I don't think the Internet is ready for the combined Autism of Moldman and Jersh.
Ross & Null.webp

(Nigger Null Realm - SO they can go 100%)
 
To the code monkeys in thread, answer me this. How hard is it for dialogue to be put into a game, assigned to a character?

I'm a mediocre writer, but I can't fucking imagine, what was it, taking 3 years to add dialogue and drawing pixels for a section of a game. That doesn't fucking make sense to me. I can understand rewrites and maybe changing the story a couple of times, and I can understand that there's "multiple routes" but I don't think it should take this fucking long.
Am a designer, not a code monkey.

Generally speaking adding dialogue is such a low effort task you shouldn't need a coder to do it, depending on which engine and tools you use, as well as the amount of dialogue you have, it can take all of 5-10 minutes to add dialogue to characters for a particular scene (my experience is mostly with Unreal where it is very straight forward, especially if using blueprints). If you're on a team, most coders would look at you with utter contempt if you asked them to "make the dialogue work" as it is very much beneath them when they could be working on important stuff like physics, mechanics or implementing fixes.
 
To the code monkeys in thread, answer me this. How hard is it for dialogue to be put into a game, assigned to a character?
The most honest answer is "it really depends on how it's implemented." But it really shouldn't take more than a few hours, testing included, if you already have the scene written.

This is not from direct experience with gamedev, but from intuition: if you plan to reuse the engine (or parts of your client code if you're working with an existing one), you'll want subsystems to contain as little game-specific code as possible. The boundary of what is game-specific is hazy, but for example, you'll want a subsystem that handles arbitrary dialogs in general, separating the generic from the scene-specific logic. Ideally, you shouldn't even need to touch the code at all to add more lines. If a scene does something extra, such as characters moving around and interacting, then maybe you'll have to script that. And that's a grey area between data and code.

(I expect this separation to be weaker in GameMaker, because with many of these frameworks, all your game code is scripting. And it'd be kind of retarded to add a scripting language inside a scripting language, unless you really like DSLs. Then again, Ren'Py kind of works like that; you're describing your scenes in a DSL that can also drop back into Python, if I'm remembering right.)

On the other hand, if you have spaghetti code, you're gonna be losing a lot of time to jumping around in the code trying to find the specific scene and the correct lines to pull from the gigaarray. And at worst reimplementing a dialog tree for every conversation.
 
To the code monkeys in thread, answer me this. How hard is it for dialogue to be put into a game, assigned to a character?

I'm a mediocre writer, but I can't fucking imagine, what was it, taking 3 years to add dialogue and drawing pixels for a section of a game. That doesn't fucking make sense to me. I can understand rewrites and maybe changing the story a couple of times, and I can understand that there's "multiple routes" but I don't think it should take this fucking long.
Not a code monkey, but take a look at this blog post from a sufficiently competent indie dev:
https://fractalsoftworks.com/2023/11/13/you-merely-adopted-rules-csv-i-was-born-into-it/

Tldr the programmer started off manually implementing quests & dialogue in code, but to make it easier on the writer he created a system to add dialogue with minimal need to request scripted features.

It's still a bit opaque, but for people who mod the game it's a hell of a lot easier than having to write and compile Java code every time they want to change some lines or dialogue conditions.
 
Doing 20 years of QA and claiming full game dev credentials is like being a janitor and claiming to be a politician because you work in the same building.
There's that "famous" story about Mald's boss apologizing to Mald's dad because faggot was talking to him and his dad is a bigwig or something. Even if we take that tale at face value, if Mald was a good worker and made his boss look good, why would he apologize for that conversation? Apologizing for him talking to someone means he's a fucking embarrassment that needs to be hidden at all costs. Even when Ferret boy tries to glaze himself he just sounds like an idiot.

I hate how full of shit this dude is. Be an asshole, just come correct.
It's not a braindead viewpoint, I'd say he's somewhat planned how to attack SKG with how direct and malicious he is being with his misinterpretations, even months ago before he made a stand alone video on it he was worried the SKG had the "companies need to have contingencies for when the game servers go offline".
I think perhaps I worded what I said poorly. When I say he's giving a brain-dead take, I mean when you deconstruct what he's saying, it's stupid as hell. I think he knows what he's saying is bullshit, even if he isn't a capable programmer and isn't an expert on the subject. If he wasn't a narcissist he might even back peddle on it just to stop getting heat. My personally opinion is that his stance on SKG is just another virtue signal grift that went too far.
 
My guess would be that it was related to some retards theorizing about botting the EU Initiative with VPNs and fake addresses
I couldn't find some previous posts about it so it's possible they were deleted.

TO ANYONE WHO WANTS TO BOT OR FAKE THE SIGNATURES:
You're not helping. In fact, read this paragraph in Jason's voice.
1751150284707.webp
"Oh yeah.. about Stop Killing Games. You know that initiative so many people were mad at me for supposedly misleading people? Turns out - no one actually cares about it. The signatures they got - the one million they had to reach - were botted. So turns out what the EU did is to get a random sample of signatures (pulls up paint) so this is the pool of all signatures that were submitted. Then the EU randomly drew a certain number of signatures - let's say 1000 - and verified that they were legit. (scribbles in paint) This is actually very similar to preventing cheating in video games - you know, the stuff I worked on at Blizzard. It's cheat prevention all the way down. Turns out in this sample, enough signatures were either fake or couldn't be verified, which led the EU to believe the initiative was botted. And the whole thing was thrown out. Actually insane. And everyone online was mad at me? I hope the drama was worth it. You threw away your credibility because online bots told you to be mad at me. It's actually insane.
1751151306783.webp
 
Not a code monkey, but take a look at this blog post from a sufficiently competent indie dev:
https://fractalsoftworks.com/2023/11/13/you-merely-adopted-rules-csv-i-was-born-into-it/

Tldr the programmer started off manually implementing quests & dialogue in code, but to make it easier on the writer he created a system to add dialogue with minimal need to request scripted features.

It's still a bit opaque, but for people who mod the game it's a hell of a lot easier than having to write and compile Java code every time they want to change some lines or dialogue conditions.
In short, rules.csv contains the data used by what amounts to a custom scripting language that hooks into the game code to drive almost all content which doesn’t involve the combat map or the campaign map.
Ah, yes.
Greenspun's tenth rule
Inner-platform effect
 
Quite literally a kid with no experience can get a copy of RPG maker and make their own game. I did it as an autistic unmedicated ADHD kid in my teens. It's fucking brain dead.

No joke. I had a fucking pirated copy of RPGmaker 95 which provided literally my first programming experience. That shit was so easy to use that a literal 12 year old could do it. A nerdy weird 12 year old, but my point stands
 
I couldn't find some previous posts about it so it's possible they were deleted.

TO ANYONE WHO WANTS TO BOT OR FAKE THE SIGNATURES:
You're not helping. In fact, read this paragraph in Jason's voice.

View attachment 7571611
I don't think you can easily bot those things with what I seen (least not super easily), probably asks for all the identification and more and has to be verified before its entered in as a vote too I'd think.
 
To the code monkeys in thread, answer me this. How hard is it for dialogue to be put into a game, assigned to a character?

I'm a mediocre writer, but I can't fucking imagine, what was it, taking 3 years to add dialogue and drawing pixels for a section of a game. That doesn't fucking make sense to me. I can understand rewrites and maybe changing the story a couple of times, and I can understand that there's "multiple routes" but I don't think it should take this fucking long.
It depends on what the dialogue does. If all it determines is moving the plot forward and the game is linear, it should be really easy. If it is an open ended RPG(which I doubt this is), it will take some time since you have to create all sorts of dependencies, take various other quests and events into account, program various other states for the NPC(you can't talk to them if you're attacking them or made them hostile, obviously) and you want to have all of this thought out, ideally, before you start work so nothing unexpected can come up and throw a wrench into your plans. Something tells me Jason isn't the long term thinking type, otherwise he wouldn't be telling Ross to eat his ass for no reason.
What i've read on here heart bound is very poorly coded and probably has lots of spaghetti code, and if he changes one thing or adds he has to then change whatever else is connected to that since he probably codes like a complete retard. I don't code myself but have a kind of general idea of how it works.
Yeah this is coding 101, if you don't have a good structure and planned out how you want to go about it, adding or removing anything is like playing Jenga and it will only make the development last longer. This game isn't ever going to be completed.
 
Obligatory link to jdsl

Also, my personal way to implement a dialogue system would be either json or xml for holding the text contents, where each piece of text has a localization string + what event should be called after that text is shown + what even should be called after the text is closed + parameters for those events (in the form of flag names that should be reference from a dict in memory)

XML:
<dialogue>
    <textLine>
        <id>exampleText</id>
        <text>example_text_reference</text>
        <afterShown>
            <id>moveCharacter</id>
            <parameter>flag_str_currentPartyMember</parameter>
        </afterShown>
        <afterClosed>
            <id>showText</id>
            <parameterLiteral>exampleText2</parameterLiteral>
            <parameter>flag_bool_isC2Friend</parameter>
        </afterShown>
        <afterClosed>
            <id>showText</id>
            <parameterLiteral>exampleText3</parameterLiteral>
            <parameter modify="invert">flag_bool_isC2Friend</parameter>
        </afterShown>
    </textLine>
    <textLine>
      ...
     </textLine>
</dialogue>

Not a good format, as it's very verbose, but you could easily write a tool to autogen it. Also, I literally thought of it off the top of my head.
 
I don't think you can easily bot those things with what I seen (least not super easily), probably asks for all the identification and more and has to be verified before its entered in as a vote too I'd think.
It doesn't necessarily need to be true for Maldy too say it as a cope, and for shitflinging journoscum to put out a piece on it just as another "KIWIFARMS IS EVIL/NAZI/blah blah fucking blah, and everything associated with it is evil, including this petition"
 
Back