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: 34 0.8%
  • YandereDev finishes developing his game

    Votes: 443 9.9%
  • Grummz finishes developing his game

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

    Votes: 148 3.3%
  • Cold fusion

    Votes: 1,699 38.1%
  • The inevitable heat death of the universe

    Votes: 2,019 45.2%

  • Total voters
    4,464
Yet somehow it would be a bigger problem for indie devs according to Maldy. It's always the least skilled people who cry about sharing their work.
This is also a retarded argument because minecraft still has older updates that people maintain or modify, same goes for terraria just not as much as the mods usually get pushed to the latest version faster than minecraft.
 
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"
Let Him,
We just have to embrace the idea of being vagabonds. We can still milk the Ferret Molester.
Mald Will lose. So Fucking Mote it be
 
A few minutes of Mald bitching about the negative reviews and SKG on the latest stream. Just 2 more rooms and animus is done
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"I put out an update every month. Thats what I do"

Why can't Mald realize that people see through his little piecemeal updates. Faggot will add the # to the ingame font and *streeeeeeeetch* aah thats enough work for the month.

I can't imagine that if Mald's favorite new Zogchow game promised an update only to reveal they only added an optional healthbar color he wouldn't cry foul. Its the simplest concept in the world. The updates themselves are not as important as the content therein.

Edit: he even tells us to view the patchnotes, I would think its rather the people reading these that are upset. His retard fans just think "new update wahoooo! Thor-Daddy going another month strong".
 
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?
To expand on @Not Yet Implemented bought up, it's not necessarily a simple question - it depends on what the code for it looks like. If you're skilled and spent the right amount of time up front building a system with all the functionality and contingencies, it's butter-smooth and takes no time at all, but if you're trash, poorly-specced the thing, realized it's got incomplete functionality, resists expansion or adjustment and you coded it in such away that you're fighting uphill against the system just trying to work with it, then it takes longer.

It's almost like you're asking how long it takes to build a birdhouse, but before we can answer that, we have to discuss the tools you assembled for the job - did you make yourself a drill and tablesaw, or are you doing some sticks and rocks caveman shit that's more likely to hurt you, break and need to be fixed before it does anything of value, putting aside how slow it is? There's a lot of things like that in coding, where you get bit in the ass for building something badly up front by accruing "technical debt" that slows you down and costs you more time over the lifetime of the project.

Of course, the complicating factor is that a lot of prefab solutions do exist depending on your environment, a lot of IDEs like GameMaker have user-built tools that can handle a lot of the basic functionality a lot of people prefer to use to spare themselves the time investment in building a toolset, though there's still valid reasons to hold out and do it yourself such as the desire to learn or because the game you want to make needs some unique non-generic features.
 
A few minutes of Mald bitching about the negative reviews and SKG on the latest stream. Just 2 more rooms and animus is done
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"Villian"?

Mald your a huge fucking faggot. thinking your better then Me.., and ANYONE else That doesn't Shill you!
Remeber all what he does to his ASSHOLE CAUSE HE WOULD FUCKING LIKE IT, Fucking Dirty Nigger

1751155309623.webp
 
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To expand on @Not Yet Implemented bought up, it's not necessarily a simple question - it depends on what the code for it looks like. If you're skilled and spent the right amount of time up front building a system with all the functionality and contingencies, it's butter-smooth and takes no time at all, but if you're trash, poorly-specced the thing, realized it's got incomplete functionality, resists expansion or adjustment and you coded it in such away that you're fighting uphill against the system just trying to work with it, then it takes longer.

It's almost like you're asking how long it takes to build a birdhouse, but before we can answer that, we have to discuss the tools you assembled for the job - did you make yourself a drill and tablesaw, or are you doing some sticks and rocks caveman shit that's more likely to hurt you, break and need to be fixed before it does anything of value, putting aside how slow it is? There's a lot of things like that in coding, where you get bit in the ass for building something badly up front by accruing "technical debt" that slows you down and costs you more time over the lifetime of the project.

Of course, the complicating factor is that a lot of prefab solutions do exist depending on your environment, a lot of IDEs like GameMaker have user-built tools that can handle a lot of the basic functionality a lot of people prefer to use to spare themselves the time investment in building a toolset, though there's still valid reasons to hold out and do it yourself such as the desire to learn or because the game you want to make needs some unique non-generic features.
It also heavily depends on how much you want to have scriptability in the code itself, or if you want it to be in the config/dialogue files. For example, earthbound has a LOT of scriptability in the dialogue "files"

Of course, it's a tradeoff. If you only put text into the dialogue files, those are very easy to adjust, but then you have to put all special behaviour in the code itself, so whenever a line of dialogue has to fire off some event, like displaying an emotion, or moving a character to somewhere else on screen, or whatever else you can imagine, you have to write it into the dialogue sequencing itself.

If you however put all those things into the dialgoue itself, you obviously have a more complex dialogue sequencer, as it has to check for what events any given dialogue has to call and when. But from that you get a much more general system, where you can adjust what happens in scenes without re-compiling the game at all, but rather just changing the dialogue files. Allows for much faster iteration speed, at the cost of more upfront work.
 
It's almost like you're asking how long it takes to build a birdhouse, but before we can answer that, we have to discuss the tools you assembled for the job - did you make yourself a drill and tablesaw, or are you doing some sticks and rocks caveman shit that's more likely to hurt you, break and need to be fixed before it does anything of value, putting aside how slow it is? There's a lot of things like that in coding, where you get bit in the ass for building something badly up front by accruing "technical debt" that slows you down and costs you more time over the lifetime of the project.
I'm just going to intersect and put this in layman's terms: The best example of this is Bethesda, who has been using pretty much the exact same engine with a few bells and whistles here and there with every new entry since Morrowind(2002). This is also directly one of the reasons why Starfield is as shitty as it is and why every single one of their other games is so janky/buggy, they're essentially still using a game engine from the 90s and their games are kept together with spit and duct tape. The "technical debt" here is that nobody in the company even knows how the engine works, all the people who did never left any documentation and that just makes things even worse for the new diversity hires. Ironically enough, the most talented devs for Bethesda games are the fans since they worked on these games for years. At this point, however, Bethesda invested so much time and money into this engine that switching to something like Unreal would not be feasible, as it would require completely re-training all their hires and figuring out how this style of RPG would even work in it(for reference, Avowed and Outer Worlds are the most direct comparison to Bethesda RPGs in the Unreal engine). Todd is stuck between a rock and a hard place and that's because his company barely invested in any new tech over the last 20 years, just been living off their past successes and the goodwill of their fans/modders.

Of course, even that's on a whole different level than ferret boy jerking himself off in front of a stream and and pretending he's getting anything done for years on end.
 
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You can hear the nervous laugh after he says "it doesn't effect us what so ever"
To be fair, is he wrong?
Heartbound is never going to release, or, If it does, it's either going to be unfinished, or in an eternity.
Most sales of heartbound have already been closed, he's already got the money.
Giving a black mark to a game that nobody buys anymore is not going to affect sales.
 
It also heavily depends on how much you want to have scriptability in the code itself, or if you want it to be in the config/dialogue files. For example, earthbound has a LOT of scriptability in the dialogue "files"

Of course, it's a tradeoff. If you only put text into the dialogue files, those are very easy to adjust, but then you have to put all special behaviour in the code itself, so whenever a line of dialogue has to fire off some event, like displaying an emotion, or moving a character to somewhere else on screen, or whatever else you can imagine, you have to write it into the dialogue sequencing itself.

If you however put all those things into the dialgoue itself, you obviously have a more complex dialogue sequencer, as it has to check for what events any given dialogue has to call and when. But from that you get a much more general system, where you can adjust what happens in scenes without re-compiling the game at all, but rather just changing the dialogue files. Allows for much faster iteration speed, at the cost of more upfront work.
Definitely. Having a parser that allows for inline function calls adds a lot of versatility. It makes the system a little bit less accessible to non-coders, but the payoff is that it's a really versatile and expandable system.
 
A few minutes of Mald bitching about the negative reviews and SKG on the latest stream. Just 2 more rooms and animus is done
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I put out an update every month. *scrolls down to April 2025 with December 2023 right below it*
Mald you are a fucking idiot. Why did you scroll THAT far down.
I noticed he showed the spreadsheet with the heartbound progress in that video. Interesting
 
Look at what you fucks made me do
1751155947143.webp

even the non-english speakers are getting in on it.
You know you fucked up when there's a universal language that brings nations together.
Its like Xcom except instead of Aliens its a stupid wannabe indie developer gay furry.

as 1 ferret dies, the others go into a depression, a chain reaction ensues into a singularity... i have become death, destroyer of ferrets
- oppenheimer 1945
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Terrifying.

Yandev also claims much less programming experience.
Imagine being worse than Yandev. I think YD benefitted from a less online less watching social structure too. He made a fool of himself but he wasn't as prevalent and loud fool.
 
A few minutes of Mald bitching about the negative reviews and SKG on the latest stream. Just 2 more rooms and animus is done
This is that review in question. That guy posted the same thing, but with a little extra at the top of it in the discussion forums. That extra bit probably pissed off maldy a lot. I love the technical rebuttal faggot gave to this guy's breakdown of his incompetence: "blah blah blah".. literal fucking child behaviour. He cannot articulate like an adult.

The fact that he can't get that review or the comments underneath it deleted is probably pissing him off tremendously. Not because he cares about his dumb grift he's never gonna release, but just because he has control issues and can't stop it. Seethe-pot boileth over.

"a lot of them are buying the game, putting 0.1 to 0.3 hours on it and then leaving a review"

Now im not saying Mr. Hall is instructing people to leave phony reviews to combat the review-bombing and is telling on himself here, buuuuuut...


There's a bunch of spam in his discussion forums too that he has to keep deleting. He's too prideful to let anyone else manage the page for him, so he has to see all the insults and jabs personally lol.

EDIT: I refreshed his steam page and his negative reviews went down by 3. This guy is systematically going through each review and trying to get it removed. What a fucking loser. 12 hour streams and spends the rest of his day playing damage control online.

If anyone is interested in leaving a negative review for his dog water game, just remember to keep the review about the game, so he can't get satisfaction from getting it removed.
 
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Definitely. Having a parser that allows for inline function calls adds a lot of versatility. It makes the system a little bit less accessible to non-coders, but the payoff is that it's a really versatile and expandable system.
Oh yeah, that's yet another approach, different from mine or just doing it all in code. Mother 2 uses control codes for the scripting.

pretty sure there are many more fundamentally different approaches that I can't think of atm. And of course there's also mixing and matching different amounts of each.
 
To be fair, is he wrong?
Heartbound is never going to release, or, If it does, it's either going to be unfinished, or in an eternity.
Most sales of heartbound have already been closed, he's already got the money.
Giving a black mark to a game that nobody buys anymore is not going to affect sales.
if anything he can use it as an excuse to cancel the game
 
To give some context, "content which doesn’t involve the combat map or the campaign map" is nothing but a text adventure, and so the lite "scripting language" is wired to control conditions under which dialogue options appear, with any reach "outside" the dialogue scope to bespoke function calls obvious and uncommon.

That said, it's still clunky as hell and the .csv format does it zero favors for readability. Ask me how I know.

But the on-topic point being, it's an indie implementation that's still better than whatever Mald is doing, given that it not only supports the dev's modest goals of adding narrative flavor to a combat sim, but has enabled trannymodders to build de facto visual novels therein. Whereas it looks like Mald is trying to make a text-heavy game at its core, not just a combat game with some narrative flavor, yet Mald hasn't managed to implement a toolset adequate for his own goals, let alone a toolset capable of readily implementing what some overenthusiastic modder might hope for.
 
This is that review in question.
Here we can observe the ancient German practice of Tardhinrichtung, a.k.a tard execution.

But the on-topic point being, it's an indie implementation that's still better than whatever Mald is doing, given that it not only supports the dev's modest goals of adding narrative flavor to a combat sim, but has enabled trannymodders to build de facto visual novels therein.
I probably came off more snarky than intended. I like Starsector for its autistic depth, and it was no surprise they needed more and more expressiveness for the dialog system. Under those conditions, it's probably nearly impossible to avoid putting together a DSL.

In contrast, Mald seems to simultaneously struggle with the basics and overcomplicate things for no apparent reason, without commensurate increase in the claimed benefits.

Inevitable complexity vs. midwit complexity-worship, basically.
 
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