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 9.6%
  • Grummz finishes developing his game

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

    Votes: 143 3.3%
  • Cold fusion

    Votes: 1,640 38.4%
  • The inevitable heat death of the universe

    Votes: 1,930 45.1%

  • Total voters
    4,275
There are other things he could be doing better - storing everything in 500 individuals drawers is obviously not always ideal in the first place, and you might be able to set up systems where you can automatically bag everything relevant into one group and don't even have to check more than one or two drawers - but he can't even hope to manage that without having to go through the painstaking process of figuring out what parts go where.
An analogy would be having cabinets for higher level concepts, like one for garden related stuff, one for kitchen related stuff. Have each drawer in each cabinet refer to something specific within the cabinet. Like first drawer of the kitchen cabinet referring to the fridge. Then divide each drawer further into compartments to refer to stuff even more granularily. Like veggies in the fridge.

Aka, something that actually makes sense.
 
Yes, it's not comprehensive; there are many promises he made about Animus during his livestream that are missing, but it highlights the main points about HeartBound's development. Thanks for pointing out the error about the name, don't know how that happened, but I'll fix it
There's nothing wrong with your graph, it's amazing. I'm making fun of the year-long gaps in development where literally nothing was done. "James" is from Louis Rossman's stream where he didn't give enough of a shit about Maldavius to even get his name right.
 
Any coders present here's more laughing at his shit code
>MFW game is cracked by removing simple code checks
Truly some baffling bad code.Its baffling in a different way from yandereDev, from the prospective of a developer.

YandereDev's code, as a point of comparison, reminds me a lot of webcomics. Many early webcomic artists just do it as a hobby, something for fun and their early art reflects that: its fucking awful. As the comic becomes profitable, the art often improves but you are stuck with your early comics, the point readers will often have to restart at in order to catch up. YandereDev started his game as essentially a joke, something to impress people on /v/ despite his complete lack of any knowledge of programming and the unity game engine. He coded like a beginner, doing things inefficiently or badly because he was quite simply unaware there was a better way. If you're not aware the modulo function exists, and your retarded and dont look up "how to check if a number is even" of course your going to make some baffling if statement that simply declares them to be even or odd. As he's improved (a little) he's stuck with his old awful code and cant do what most game devs do when there learning: throw it out and make a new game that sucks less. You do this a few dozen times and eventually you make something that doesn't suck quite as badly.

Mald is different. He does in fact know how to code above a level of a beginner. He's at least somewhat familiar with the engine he's using. To me his code look a lot like the code of a second year compsci student. Just barely familiar enough with the basic building blocks, but still struggling with how to write code that isn't a trainwreck. The issue is of course that he's been working in the game industry for a very long time, supposedly and shouldn't code like he's trying to pass Introduction to Data Structures.

For the noncoders, a few examples.

Lets say the baffling 1000+ element array is required for some reason and that we dont have a better way. Early in the video we see him setting each indiviual element of the array to 0, except for about 8 of them which need to initialized to a specific value. Instead of doing this, you could have instead created the array from scratch at all 0 in one line (maybe 2 if you prefer to use a for loop for some reason) , and just manually set 8 values. This reduces the line count from over 500, to about 10. Both work, technically the 500 line solution might be the most marginal amount faster since you don't have to change a 0 to a 1, but its infinitely more readable and managable.

Later on we see a bit of animation code that determines which sprite to use. For example if the player is facing left, we want to use the sprite that is facing left. This is perfectly normal. The issue is his baffling switch case statement and how he's setting the values. He has assigned each direction a value between 1 and 4. The switch case checks which direction the player is facing, and than assigns the sprite. This sounds correct... until you realize that the directions and the sprites have the same value. His code is essentially "If direction = 1, than sprite equals 1" and we could change it to "set sprite equal to direction". This would delete the entire switch case, dropping 20 lines of code down to a single line. Hell it would even be more performant, no check needs to be made at all. Oh, but there is a second state the player could be in that requires a different sprite set, maybe a different outfit or the character is battle damaged. Well, since its still only 4 sprites, and were storing them in the same sprite array, and were apparently smart enough to know that we shouldn't randomly change the order of direction, we can simply add 4 to the direction and get the sprite. One line solution, with a single arithmetic operation instead of a comparison. If you don't like literals (you shouldn't), you can make a constant "SPRITES_PER_STATE" for maintainability purposes.

Finally, code reuse. Programmers are lazy by nature, we hate doing more work than we need to. Reinventing the wheel sucks, especially when we're the one who made the wheel. So we try to reuse code whenever possible. But there is a correct way, and a wrong way to reuse code. The wrong way is what Mald has done, literal copy and pasting the code everywhere its needed. This creates a shit ton of files that are almost entirely identical, with massive amounts of repeated code. Each differs by only a small handful of lines of code: setting values to the story array. How any programmer who has had Object Orientation slammed into there skull a million times has likely been taught the concept of inheritance. Using this very simple concept, we can instead make the copies simply say "Use the entirity of this original file, but I want this one function to work differently". Congrats, you have reduced your line count by several thousand across the project and made it infinitely more readable.

There is so much more (using swith cases that only have 1 case, overuse of switch cases in general, making a trillion variables for no reason, the story array, magic numbers, excessive commenting) but i'd be here all day and the video shows a lot of it. Unlike yandereDev this incompetence isn't performant. We aren't getting 2 trillion polygon toothbrushes and 6000 checks a frame on shit that doesn't need to be checked every time. Instead these are issues that result in a working game that under the hood is a complete an utter disaster. This is likely part of the reason development is taking so long, you can't read the damn thing because there is so much fat in the way.
 
Ogay, real shit. All that talk about how garbage Mald's code is made me, a complete knuckledragger who doesn't understand programming and considers it black magic, curious.
Lay it out in the most simplistic, retardproof way. Tell me how and why it's bad and how would you improve it. Provide examples. Any insight helps. I am paying in :semperfi:s.
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Okay, so I can try to help you understand the whole "one global array for everything dialogue related" mess as best as I can.
So imagine that you have a video game that is heavily story based, with dialogues, scenes, etc.
Now let's for the sake of argument imagine that this game is played via a book. Like you have to read a certain page if you want to know what the characters are saying and what are your options.
What Mald did is that he placed ALL of the dialogues into ONE SINGLE GIANT ARRAY, which he then just keeps inside the code, INSIDE THE ENGINE.
This is like playing the aforementioned "book-game" in a way that required you to constantly flick through one giant bible-sized book to check which page you're on, if you're saying no to this character, you have to go to a different page, then you have to check if you are reading the correct paragraph, etc. What he is doing as a developer is that he is constantly ADDING new pages and paragraphs to the same, one, GIANT book. This is very bad for maintaining a cohesive code structure, data, AND it also adds a massive technological debt to the project, as what if I want to edit some dialogue scenes that I wrote like couple of months ago? I have to go through the entire array, find the exact dialogues I'm looking for, make sure I'm not fucking up any dependencies, or that I'm not gonna accidentally allow any sequence breaking... well, in general it's a massive shitty way to maintain your project.
What others pointed out is that GameMaker has built in tools to help you with that. For example "json" structures, which are like PERFECT for keeping data like dialogues. They are essentially lightweight, nicely structured text files that can be used to keep dialogues, translations, menu texts, etc. without the need to keep them directly INSIDE the code. You're just pointing the game to the correct record inside the json file.
So going back to our "book-game" analogy, using jsons would be like first of all, having a nicely organized set of smaller, more compact books, every one with neatly set tables of contents, much easier to read, navigate, etc. and most importantly - MUCH EASIER TO MAINTAIN and develop in the long run.

Alternatively I can draw some boxes in Ms Paint if that would help you understand.
 
Aaaaand on stream, says the exact same line. What a guy:

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I like how he talks that people dismiss his acomplishments despite profs, while having Dune in the background while his undertale clone game update date keeps shifting further and further from the 1st of every month. Also "proof is i say that my boss said x" or his father saying something that aligns with him? I know that there were couple of Halls working at blizzard, we had that talk back in the day when this thread wasnt on top of active threads, but i still don't buy that "noone knew we were related". The fact that his borther didnt get the job, was probably someone at blizz saying "one nepo hire per person" anbd he was just more lucky than his brother.

Another thing, he keps complaining that he was harased by SKG for past 10month, no fucking way, the moment people start complaing he's crying, doing his "ive banned 6 milion people" routine, he only got fair share of criticism after Ross made "well i guess that's it" vide while everyone picked up on the movement. He wouldn't sit quiet about anything at all if it were 10month of complaining. Dire Maul proved that he can't stay quiet about even little complaints.


Also im not beliving in swating unless i see police reports. At the same time its hilarious if he just like Fatrick decides he's gonna keep the same number becasue he won't let trolls win, and just gets tons of retardation.
 
Aaaaand on stream, says the exact same line. What a guy:

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Holy fuck what a retard, talk about saying the quiet part out loud much!
Why in the world would he say this outside of his discord?! At least in there he has the plausible deniability of accusing anyone sharing a screen cap of being a 'KF troll', but saying it live on twitch makes it fair game for any rando watching to clip and share at their leisure

Please, please let this be picked up by some at least semi-popular sloptuber, I need to see the sheer outcry that'd come from this clip becoming mainstream knowledge
 
>tens of THOUSANDS of death threats DAILY
How are his retarded audience buying this bullshit lmao?

Even if he was reading every post in this thread and taking every "mald should kill himself" as an actual DEATH THREAT, it wouldn't come to tens of thousands. Even if he was reading every post made about him or reddit, 4chan, the farms, AND YouTube comments, it would not be 10k a day.

The level of delusion and lies is clownshoe behaviour dude.
 
I'd show off the code for my game, if it weren't for giving away too much info to tie my internet pseudonym to the farms (well, making it easier, pretty sure those two can be tied together already by someone dedicated enough). I aint a good programmer, but malds code is something else in terms of terrible-ness.
From my experience, also as a shit programmer, is that the ones who say they are really good at programming are usually the ones who are absolute dogshit at it.

I do not understand how Mald can say he's some giga 1337 h4x0r mega mind programmer while he doesnt understand basic control flow
 
What Mald did is that he placed ALL of the dialogues into ONE SINGLE GIANT ARRAY, which he then just keeps inside the code, INSIDE THE ENGINE.
TobyGODS, we're gonna win so much, you may even get tired of winning.
And you'll say, "Please, please. It's too much winning. We can't take it anymore, Mr. Radiation, it's too much."
Toby_Fox.webp
 
As the comic becomes profitable, the art often improves but you are stuck with your early comics
coding doesn't have this same advantage of a "it doesn't really need to improve" that anything art related could have.

I think to Tails got trolled or anything from tamers12345, you can make something "bad" and can make it work without direct improvement to the visuals.
coding? there is not much room for fucking around, if you have a bad foundation, I'd imagine the standard
"it's the wrong way to do things, that's funny, so that's why I do things this way" wouldn't really stand for programing.

but these guys doing programming wrong is funny.
I get more enjoyment from that than their shitty game being optimized.
 
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I do not understand how Mald can say he's some giga 1337 h4x0r mega mind programmer while he doesnt understand basic control flow
He have to say that to keep the lie running, if he were to admit he know's basics you could learn from watching pajeet tutorials, that would undermine his "God of programing" persona that he wears online, and his ego (as from interview with that dr guy) wouldnt stand it, when that guy said he can't take criticism, he litreally wen't "akchualy you are wrong".
 
Finally, code reuse. Programmers are lazy by nature, we hate doing more work than we need to. Reinventing the wheel sucks, especially when we're the one who made the wheel.
I can say, with confidence, that this is THE core of any half-decent programmer. It sucks to repeat oneself (it is boring) and especially if the repetition is a consequence of our own bad design, that is the moment a good programmer set aside a day (or week!) aside to do a refactor, where you make the code better and add no more features.
Mald doesn't.

As a side note, there is one thing that makes refactoring way easier, unit testing, which would make sure your refactor doesn't break shit, allowing you to make large changes quickly and without much fear of breaking. I bet my nuts that...
Mald doesn't.
 
"My car broke, and I don't understand why, can you explain why mr mechanic?"
"Well, your quantofarsical tripetropumps aren't generating enough cardioradiating vibrapulse, which causes the protomotors in the ignipropylene arvensis primers to not piperize."
"thanks"
Simple words, nigga. I have no idea what any of what you said means.
It's hard to make a real life comparision because software architecture is a thing in itself, but I'll try.

Imagine if you have to write a theater play. If you're a normal person, you'd be writing a structured text, and it's irrelevant where you write it, because you can take your papers anywhere. You can always read it from any page and change things on the fly.

If you're Mald, you write the entire thing on numbered sticky notes and give them to according actors right away after writing a piece of dialogue. Because of that, you have to always be in a theater, as you need to be close to these actors.

So now if you need to change/rewrite/rearrange something, you have to find and replace the exact sticky note. Obviously, you don't remember its number, because there are thousands of them.

And after quite some time (let's say, 7 years :smug:) you don't really remember what happens in the play at all, because all you have is a bunch of actors with random sticky notes. The only way to see what actually happens in it now is getting them on stage.
 
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