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: 428 9.8%
  • Grummz finishes developing his game

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

    Votes: 144 3.3%
  • Cold fusion

    Votes: 1,671 38.3%
  • The inevitable heat death of the universe

    Votes: 1,972 45.2%

  • Total voters
    4,366
doesn't every programmer copy code from time to time, but edits it afterwards, or atleast when it is getting on the test/live version? I learned that I need to review my own code and optimize it before releasing it.
But I guess maldy never learned anything like that
If you fix it afterwards, yeah, it's all good; but we're talking about PirateSoftwaere here. If you don't clean it up afterwards, your game is going to run like shit, repeating/copy-pasting code not only wastes the coder's time but the computer's time too. You're stuck with this bloated, irregular and un-reusable code that you just have to keep using instead of writing a proper reusable function. I saw he just used a regular array (list of things) for dialogue, this is probably the worst fucking way of doing it. It's not an object-oriented array (x correlates to y) but just a list of every single dialogue option ever as a regular list. It doesn't even go into "whoopsies, should've put a bit more thought behind this", it goes into "wow I just don't think at all"-levels of idiocy.

The fact he uses GameMaker is honestly just icing on the cake, pure Undertale dick-sucking, the fact that he feels as if he needs to use the same engine.
 
Man, if Thor had any sense, he'd come out and say it was a work. The only way it would succeed is if it had a villain to challenge against.

We'd know he's talking shit, but the rest of the Internet might be into his making face saving scumfuckery lying.
 
  • Like
Reactions: Lie Eater
Simple words, nigga. I have no idea what any of what you said means.
Here's the millionth explanation as to why Maldy is a dogshit ferretshit "programmer."
...Actually I think I'm confusing the issue even more. Fuck it don't read this

Madly is using what I'll just call The List. This really is just a gigantic list of one number after another: Someone could implement it like choices[0] choices[1] choices[2] etcetera and so on. The List is used to keep track of every tiny dialogue choice, every bit of quest progress, every weird interaction, every boss killed, every block pushed, every puzzle solved. Real games track quests in a similar... yet not-so-retarded fashion.

Okay so, when the code says choices[2], that could be referring to a moment very early on in development where the player chose "Yes" or "No" when talking to Glup Shitto down at the crack shack. Maybe the code will say choices[41] and that's referring to the name the player gave the chicken they hatched ("Sneedikins" is valid and gets saved just fine) as part of some bigger puzzle. On a technical level, this usage of pure numbers is technically more performant for the computer. But only by technicality...

A couple more relevant problems to look out for with The List are so:
One, you need to look at something else to tell what The List is doing. You can actually see a bunch of comments (words that do nothing, meant for only humans to read) in the infamous screenshot of Maldy's code. That's what he's been relying on to understand his own unreadable garbage code. He's basically doodling in the corner of his incomprehensible college thesis to explain everything at a 4th grade level, which turns out to be the only way to understand it. There might as well not even be a college thesis to begin with, just the childish doodles.
Two, you can only append new quest choices to the very end of the list. You'll see why:


Let's say that there's a Coffee Dude all the way in Chapter 1. The ferretfucker who coded him at the beginning of development told the game to use choices[98] to track whether the player chose true or false, representing "hot" and "cold" respectively. (You see, limiting yourself as much as possible like that is very CPU-efficient. In turn, that makes you look very, very smart. You are so smart indeed.)

A couple years later, ferrethumper decides that Coffee Dude makes a cameo in Chapter 9... but, he came up with a totally great bit that isn't possible without adding a Tea Lady into Chapter 1 as well. Plus, we need to change Coffee Dude's choices a little bit afterwards, too, so that his Ch. 9 counterpart can react accordingly. Well, okay, fine. First we'll add Tea Lady, then tack on her new quest progress to the end of The List. So we now have Tea Lady's quest being tracked with variable... choices[1069] somehow??? Oh shit, that's right, we've had two years of development time to add a thousand brand new variables!! Yet we went back in time anyways, and now it's really bothering us!!

"Hey! Lemme just take choice[99] and move it over to the next space in The List! That's the neat part about using Lists, you can inject anything into anywhere! Therefore, I can have Tea Lady under choice[99] after all! What could possibly go wrong?!" Congrats, retard. Every single line of code that interacted with any and every choice from choice[100] onwards, for over 1000 fucking quest choices, is now bricked. And you now have to manually go through every single time you told the code to touch The List and tweak every single fucking number to unfuck everything, all without losing your place and accidentally incrementing one thing multiple times, or else you have to deal with the most ungodly little bugs and broken quests littering the entire game. Either you go ahead and deal with that, wasting hours and hours on that menial bullshit, or you just roll over and allow The List to bother you for eternity with choice[1069] sitting there in Chapter 1 as a monument to your incompetence.

But wait! We're not done! What about Coffee Dude and his true/false choice? Weren't we gonna change that, too? Okay, easy enough! We'll turn that into potentially 0, 1, 2, 3, and 4 to represent even more different funny dialogue choices, and now... Uh-oh! Every comment related to Coffee Dude is now out-of-date and all his quests are completely broken. See, by changing that true/false shit into numbers, all the code you wrote across years that was expecting true/false is now throwing a shitfit tantrum. Plus, we now have to go through every single fucking comment we left behind and fix every single one of those without missing a single one. If we don't, we'll just come back to this code two months later, try to follow the comments, realize that the comments are lying, then get frustrated and have a ragequit. Endless hours of self-inflicted delight.

Everything is like this. Fucking everything. Not just the most insignificant brick joke, but the most important story-changing events and necessary game progression checks, too. Every single time you merely CHECK for a certain true/false, you have to glance at The List every single time just to ensure you didn't write down "1" instead of "2" or "11" or some shit. Or check if you really did accidentally swap "true" for "false" because you forgot if your dialogue had a double negative instead of a negative. You can't go back to the past without dealing with the shitty List. You can barely move forward into the future without pausing every 2 seconds to document, document, doodle, document. Maldy's code is a painfully unmaintainable spiderweb of shitty practices. And the shittier it is, the harder it all becomes.

The harder it becomes to dive back into it.
The harder it becomes to make the next feature.
The harder it becomes to want to work on your so-called passion project.
The harder it becomes to muster up the motivation to even open the editor.
The harder it becomes to create excuses without looking like a 40 year old know-nothing manchild.
The harder it becomes to not just scrap everything.

And the easier it becomes to just retreat into your hugbox of adoring iPad tweenagers while you play games other people made for 12 hours a day, every day.

Don't code like Maldy.

You know what the best part is? All Madly had to do was make the system work like this: choices.chapter1.COFFEE_GUY_GET = "hot" ...And that's it. The code instantly becomes human-readable, meaning you don't have to write thousands of comments (no exaggeration) explaining what your """efficient""" code is doing or asking. Nor do you have to deal with shit you wrote in the past coming back to haunt you. Now the worst you have to deal with is accidentally typing "hto" every so often... Which is still a bastard to fix, but I'm certain there's a solution to that out there, too.

"But hay, what bout muh performance??!?!??1/"

This isn't Noita or Teardown where every line of code is an excruciating commitment, where the CPU has to handle simulating thousands of voxels every 1/60th of a second with the speed of greased lightning on laxatives. No, you're writing an RPG quest system where you might check exactly one variable every 5 seconds - because that's how long it takes the player to read through a dialogue box. Computationally speaking, some tiny fucking milliseconds of performance gain every few seconds is completely goddamn irrelevant. You'll save more CPU cycles by closing that browser tab you've had open all week rather than keeping a fucking quest system "optimized."

Actually, the extra-funny part happens when you take all the code you've written and finally compile it into a playable game that you can actually run. When you tell the editor to compile your code, the compiler is smarter than 99.9% of all programmers and will convert your code into the most performant version of itself anyways. Maldy never had to write in this "performant" fashion in the first place other than out of pure incompetence and/or narcissistic posturing. Even his beloved switch-cases will just get converted into evil demonic if-then statements wherever it's truly most performant. Seriously, this isn't 1970 anymore, Maldavius Figtree. Close that browser window with dozens of The Jargon File tabs and YandereSim code breakdown videos all over it, you fucking wannabe. Unless you're screaming about niggerlicious glow-in-the-darks, you aren't smarter than any compiler that has had dozens of neckbeards tweak it to near-perfection. Focus on making your code readable first, then focus on not writing code so bad that not even the compiler can save you.
 
Aaaaand on stream, says the exact same line. What a guy:

View attachment 7598971
Maybe I'm jumping to conclusions here, but this really lends credence to the theory that he prepares the "advice" he gives on stream in advance. I mean nigger literally recited, word for word, what he'd written on Discord. He's too much of a midwit to come up with his obviously bullshit talking points on the spot.
 
...Actually I think I'm confusing the issue even more. Fuck it don't read this

Madly is using what I'll just call The List. This really is just a gigantic list of one number after another: Someone could implement it like choices[0] choices[1] choices[2] etcetera and so on. The List is used to keep track of every tiny dialogue choice, every bit of quest progress, every weird interaction, every boss killed, every block pushed, every puzzle solved. Real games track quests in a similar... yet not-so-retarded fashion.

Okay so, when the code says choices[2], that could be referring to a moment very early on in development where the player chose "Yes" or "No" when talking to Glup Shitto down at the crack shack. Maybe the code will say choices[41] and that's referring to the name the player gave the chicken they hatched ("Sneedikins" is valid and gets saved just fine) as part of some bigger puzzle. On a technical level, this usage of pure numbers is technically more performant for the computer. But only by technicality...

A couple more relevant problems to look out for with The List are so:
One, you need to look at something else to tell what The List is doing. You can actually see a bunch of comments (words that do nothing, meant for only humans to read) in the infamous screenshot of Maldy's code. That's what he's been relying on to understand his own unreadable garbage code. He's basically doodling in the corner of his incomprehensible college thesis to explain everything at a 4th grade level, which turns out to be the only way to understand it. There might as well not even be a college thesis to begin with, just the childish doodles.
Two, you can only append new quest choices to the very end of the list. You'll see why:


Let's say that there's a Coffee Dude all the way in Chapter 1. The ferretfucker who coded him at the beginning of development told the game to use choices[98] to track whether the player chose true or false, representing "hot" and "cold" respectively. (You see, limiting yourself as much as possible like that is very CPU-efficient. In turn, that makes you look very, very smart. You are so smart indeed.)

A couple years later, ferrethumper decides that Coffee Dude makes a cameo in Chapter 9... but, he came up with a totally great bit that isn't possible without adding a Tea Lady into Chapter 1 as well. Plus, we need to change Coffee Dude's choices a little bit afterwards, too, so that his Ch. 9 counterpart can react accordingly. Well, okay, fine. First we'll add Tea Lady, then tack on her new quest progress to the end of The List. So we now have Tea Lady's quest being tracked with variable... choices[1069] somehow??? Oh shit, that's right, we've had two years of development time to add a thousand brand new variables!! Yet we went back in time anyways, and now it's really bothering us!!

"Hey! Lemme just take choice[99] and move it over to the next space in The List! That's the neat part about using Lists, you can inject anything into anywhere! Therefore, I can have Tea Lady under choice[99] after all! What could possibly go wrong?!" Congrats, retard. Every single line of code that interacted with any and every choice from choice[100] onwards, for over 1000 fucking quest choices, is now bricked. And you now have to manually go through every single time you told the code to touch The List and tweak every single fucking number to unfuck everything, all without losing your place and accidentally incrementing one thing multiple times, or else you have to deal with the most ungodly little bugs and broken quests littering the entire game. Either you go ahead and deal with that, wasting hours and hours on that menial bullshit, or you just roll over and allow The List to bother you for eternity with choice[1069] sitting there in Chapter 1 as a monument to your incompetence.

But wait! We're not done! What about Coffee Dude and his true/false choice? Weren't we gonna change that, too? Okay, easy enough! We'll turn that into potentially 0, 1, 2, 3, and 4 to represent even more different funny dialogue choices, and now... Uh-oh! Every comment related to Coffee Dude is now out-of-date and all his quests are completely broken. See, by changing that true/false shit into numbers, all the code you wrote across years that was expecting true/false is now throwing a shitfit tantrum. Plus, we now have to go through every single fucking comment we left behind and fix every single one of those without missing a single one. If we don't, we'll just come back to this code two months later, try to follow the comments, realize that the comments are lying, then get frustrated and have a ragequit. Endless hours of self-inflicted delight.

Everything is like this. Fucking everything. Not just the most insignificant brick joke, but the most important story-changing events and necessary game progression checks, too. Every single time you merely CHECK for a certain true/false, you have to glance at The List every single time just to ensure you didn't write down "1" instead of "2" or "11" or some shit. Or check if you really did accidentally swap "true" for "false" because you forgot if your dialogue had a double negative instead of a negative. You can't go back to the past without dealing with the shitty List. You can barely move forward into the future without pausing every 2 seconds to document, document, doodle, document. Maldy's code is a painfully unmaintainable spiderweb of shitty practices. And the shittier it is, the harder it all becomes.

The harder it becomes to dive back into it.
The harder it becomes to make the next feature.
The harder it becomes to want to work on your so-called passion project.
The harder it becomes to muster up the motivation to even open the editor.
The harder it becomes to create excuses without looking like a 40 year old know-nothing manchild.
The harder it becomes to not just scrap everything.

And the easier it becomes to just retreat into your hugbox of adoring iPad tweenagers while you play games other people made for 12 hours a day, every day.

Don't code like Maldy.

You know what the best part is? All Madly had to do was make the system work like this: choices.chapter1.COFFEE_GUY_GET = "hot" ...And that's it. The code instantly becomes human-readable, meaning you don't have to write thousands of comments (no exaggeration) explaining what your """efficient""" code is doing or asking. Nor do you have to deal with shit you wrote in the past coming back to haunt you. Now the worst you have to deal with is accidentally typing "hto" every so often... Which is still a bastard to fix, but I'm certain there's a solution to that out there, too.

"But hay, what bout muh performance??!?!??1/"

This isn't Noita or Teardown where every line of code is an excruciating commitment, where the CPU has to handle simulating thousands of voxels every 1/60th of a second with the speed of greased lightning on laxatives. No, you're writing an RPG quest system where you might check exactly one variable every 5 seconds - because that's how long it takes the player to read through a dialogue box. Computationally speaking, some tiny fucking milliseconds of performance gain every few seconds is completely goddamn irrelevant. You'll save more CPU cycles by closing that browser tab you've had open all week rather than keeping a fucking quest system "optimized."

Actually, the extra-funny part happens when you take all the code you've written and finally compile it into a playable game that you can actually run. When you tell the editor to compile your code, the compiler is smarter than 99.9% of all programmers and will convert your code into the most performant version of itself anyways. Maldy never had to write in this "performant" fashion in the first place other than out of pure incompetence and/or narcissistic posturing. Even his beloved switch-cases will just get converted into evil demonic if-then statements wherever it's truly most performant. Seriously, this isn't 1970 anymore, Maldavius Figtree. Close that browser window with dozens of The Jargon File tabs and YandereSim code breakdown videos all over it, you fucking wannabe. Unless you're screaming about niggerlicious glow-in-the-darks, you aren't smarter than any compiler that has had dozens of neckbeards tweak it to near-perfection. Focus on making your code readable first, then focus on not writing code so bad that not even the compiler can save you.
(Do read the whole thing) but tldr, is he made a shitty list so fucked up, the more he adds to it, the problems explode exponentially, and no one can possibly help him since he's already designed it that no one can possibly understand it.

You want to know how bad? Read NASA's 10 Rules.

It's an extreme comparison, but you'll understand the point of programming conventions and rules.
 
If you fix it afterwards, yeah, it's all good; but we're talking about PirateSoftwaere here. If you don't clean it up afterwards, your game is going to run like shit, repeating/copy-pasting code not only wastes the coder's time but the computer's time too. You're stuck with this bloated, irregular and un-reusable code that you just have to keep using instead of writing a proper reusable function. I saw he just used a regular array (list of things) for dialogue, this is probably the worst fucking way of doing it. It's not an object-oriented array (x correlates to y) but just a list of every single dialogue option ever as a regular list. It doesn't even go into "whoopsies, should've put a bit more thought behind this", it goes into "wow I just don't think at all"-levels of idiocy.

The fact he uses GameMaker is honestly just icing on the cake, pure Undertale dick-sucking, the fact that he feels as if he needs to use the same engine.
out of curiousity I trolled through some of the reviews on steam trying to see if anyone had issues with performance. I didn't scroll for long but the main complaint I saw was that there's simply not enough content for what has been a decade of dev time. Some people are claiming you can run through the game in around 3 hours. I haven't seen anyone complain about bad performance. But as many people have explained in thread, I imagine y'all are pinning the long dev time on both Jason being lazy and how weird he made his code that it would be assumedly very fucking stupid to work with and update on.

I guess my question as a non coder would be, is GameMaker an engine that makes games that can be ran on toasters and that's why performance usually would not be an issue? Or would this be the one thing that Jason has managed to get right? Would you have to try really hard to make a GameMaker game run like shit?
 
If you fix it afterwards, yeah, it's all good; but we're talking about PirateSoftwaere here. If you don't clean it up afterwards, your game is going to run like shit, repeating/copy-pasting code not only wastes the coder's time but the computer's time too. You're stuck with this bloated, irregular and un-reusable code that you just have to keep using instead of writing a proper reusable function. I saw he just used a regular array (list of things) for dialogue, this is probably the worst fucking way of doing it. It's not an object-oriented array (x correlates to y) but just a list of every single dialogue option ever as a regular list. It doesn't even go into "whoopsies, should've put a bit more thought behind this", it goes into "wow I just don't think at all"-levels of idiocy.

The fact he uses GameMaker is honestly just icing on the cake, pure Undertale dick-sucking, the fact that he feels as if he needs to use the same engine.
Guess thats the reason he doesn't show it on stream anymore. He doesn't want real programmers see his shitty ass code. His "hiding the narrative" when he streamed that shit for years and suddenly when he is big he stops. Allways keep up that he hacked powerplants for the DoE and worked at blizzard for 7 years.
That Video showing his code is so funny. People would code such things at the age of 13
 
out of curiousity I trolled through some of the reviews on steam trying to see if anyone had issues with performance. I didn't scroll for long but the main complaint I saw was that there's simply not enough content for what has been a decade of dev time. Some people are claiming you can run through the game in around 3 hours. I haven't seen anyone complain about bad performance. But as many people have explained in thread, I imagine y'all are pinning the long dev time on both Jason being lazy and how weird he made his code that it would be assumedly very fucking stupid to work with and update on.

I guess my question as a non coder would be, is GameMaker an engine that makes games that can be ran on toasters and that's why performance usually would not be an issue? Or would this be the one thing that Jason has managed to get right? Would you have to try really hard to make a GameMaker game run like shit?
well the game doesn't do any complicated things, so it would run on a toaster. It is just a walking simulator with some text. So optimizing does little shit. The Game is 380mb big. For context, the original doom was 14mb. The Steam Version with Doom 1 and 2 is 800mb big
 
Ugh... I think he should be able to dictate what people talk about in his own stream chat, that's completely fair. Oh look, he's even showing respect to-
View attachment 7599219
NEVER MIND HE MAD LOL
The virgin Pirate Software : "A handful of people are using this campaign (that I shat on in bad faith and tried to kill) as an excuse to attack me so I hope the entire thing fails and everyone continues to suffer.

VS

The chad Null: "I am the nigger of the internet and the entire system conspires to fuck me over at every turn. I am spending my own time and resources to try to make it better for everyone"
 
Last edited:
what a passive aggressive fucking nothing sentence. Anyone with half a fucking brain and who passed english class would recognize the fucking idiocy of this sentence.
I was thinking the same thing! It's almost like one of Rekieta's attempts at weasely wordplay. What do you think, can Maldavius achieve Lolcow of the Year some day?
 
I haven't seen anyone complain about bad performance. Is GameMaker an engine that makes games that can be ran on toasters and that's why performance usually would not be an issue?
It's a different form of amazing if you can get bad performance out of a 2D game, the moment he jumps to something 3D with this, it's over. 2D image manipulation is probably the easiest thing your computer can render visually. People shit on YandereDev because they can feel and see it running like dogshit. 2D games can run at 1000fps just because it's 2D, there's a whole axis not being realised. Not as if 2D programs can run like ass too, the way some websites still manage to run slow.
 
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.
You're overcomplicating here as well. If there truly was a reason to have a manually written out array of thousands of entries, the solution is to have some sort of precompile step that allows the human to write manageable non-insane code that internally gets transcribed into this bizarre trash.
No matter how good the code you write, you'll forever be a junior dev if you cannot take a step back and e.g. develop tools you need to create better code and workflows.
 
What the furry faggot is trying to imply is that, somehow the win of this will turn sour. Because he sees some far off unintended consequences of having end of life plans for live service games.
That Ross and the wider supporters of the initiative don't see.
MUH GOVENEMENT OVER REACH
The government is not going to have game dev slave mines.
I simply cannot see his issue. Ross and the wording of the whole thing clearly states that the original devs can wash their hands of the games, offer no support or bugfixing and present the files "as is".
If people want to buy/rent out a server cluster to play ASSFAGGOTS 2:To The Moon after the company has moved on, that should be their choice to do so with .zip of the server backend code.
There is enough precedent in the industry to do this. DOOM runs on pregnancy tests for a reason.
It is pure fucking seething cope, that the world is not bowing to his fake voice and mid coding skills.

This reveals that this faggot is NOT A dev, and has NEVER coded in the real world. I have seen end of life and end of service plans in the wild. Turns out in the corporate world if you sell a product as a service, but then turn it off without a good amount of warning, you get into legal trouble. In fact microsoft is warning people about windows 10. Every other software company that is NOT open source does this. You can't sell a bad service AND if they DO sell those packages the companies have a team of modders on payroll with titles such as "software analyst" or "dev" to mod the package. So why are games special? Oh wait they are not and this fur fag needs to be thrown off a building.

This ferret abuser is a corporate gay, a faggot that serves corporate masters while being a blatant faggot.
 
I'd like to remind you that despite Jason crying about muh harassment, he's been bragging about being cool and tough and that haters can't do anything to hurt him. He unironically bragged about being on 4chan and LiveLeak at a young age :story:
 
Back