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: 1,639 38.4%
  • The inevitable heat death of the universe

    Votes: 1,929 45.1%

  • Total voters
    4,273
BRO YOU PUT THAT SHIT IN A COMMENT BLOCK OR IN A SEPARATE DOCUMENTATION FILE. THERES NO NEED TO REDECLARE EVERYTHING LMAO

Edit: another thing I noticed is he's allocating 1000 entries for the array but only use 433 slots. Probably not a huge deal nowadays but it's still wasting resources.
 
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I just want him to take the stupid limiter and 20Hz -> 140hz boost off of his microphone. I just EQ'd his vocals properly and holy shit it's not as insufferable. Can't get rid of the limiting though, awful transients happen in the 8k -> above range as his consonants sometimes peak the levels. You're not supposed to speak that close to a microphone even if you have the wind filter on. He should get a proper pop filter and speak at least 6 -> 10 inches away from the mic.
 
Am I the only one who finds it ironic that people portray SKG as a massive threat to the corporation, but at the same time, people shouldn't push IP reform because it's a massive threat to corporations?
Of course people should push for IP reform, show me where to sign.
There is no such place as of now, or at least we don't have any serious political initiative to reform copyright laws. So we can either push SKG and hope that copyright reform happens one day in the future or do nothing and hope that copyright reform happens one day in the future.
 
I just want him to take the stupid limiter and 20Hz -> 140hz boost off of his microphone. I just EQ'd his vocals properly and holy shit it's not as insufferable. Can't get rid of the limiting though, awful transients happen in the 8k -> above range as his consonants sometimes peak the levels. You're not supposed to speak that close to a microphone even if you have the wind filter on. He should get a proper pop filter and speak at least 6 -> 10 inches away from the mic.
You should post the properly EQ'd audio
 
It doesn't seem to be that straight forward, though, given multiple menu buttons all point towards a single button. For example: 0, 4, and 6 all move leftwards to 1, which seems to imply the menu looks more like pic related. It'd be interesting to see what menu this code is actually for.
View attachment 7608169
This is interesting, because, like, I can see the logical throughline there, but if I were in his position, I'd probably still insist on trying to make something more beautiful and scalable, maybe something that checks the actual 2D space in the cardinal direction selected from the center or origin point of the selected button, breaking exact ties with preference to the higher index of those selected, etc, if for nothing else but because I like coding. If you resent what you do, that resentment will bleed into the work you produce, and here's a great example.

It might be a bit more work up front, but I dunno, I like playing with that sort of logic more, and then you'd have a system that scales into anything you care to throw at it after that point, rather than having to build a button selection dictionary for each visual interface. Plus, building one rock-solid logical implementation for all cases to infer from means you won't have to debug individual implementations where you fuck up, have to recheck the data, change some numbers, try again, etc. It also opens up more technical potential - for instance, then you could have selection screens that are dynamically-assembled, since you're doing a runtime assessment of the data, rather than using hardcoded instructions.

I could see someone disagreeing with me on that point, though, if they math out that it's less total coding time.
 
What gets me the most is the for loop being hardcoded to go from 0 to 1,000 rather than just using the length of the array. I don't even know what that'd do. I'd imagine in C it'd seg fault but maybe the GML compiler is smart enough to just stop at the end of the array?
I'm also not sure what global.storyline_array = 0 is supposed to do. Is that an attempt to set every index of the array to 0? I'm a bit rusty but I believe the "name" of an array is just a pointer so setting it to zero should just clobber your pointer in any language that doesn't have training wheels on it. I'm tempted to try compiling this in C just to see how many compilation errors I'd get :story:
All I can figure is that maybe Game Maker is forgiving enough that he can get away with initializing the array-to-be as an int of some sort, and also that it's so idiot proof that any time you try and assign a value to an index that exceeds the array size it automatically appends?
 
All I can figure is that maybe Game Maker is forgiving enough that he can get away with initializing the array-to-be as an int of some sort
Maybe, but I checked the GML docs for arrays and it doesn't say anything about initializing an array like that. Only the typical my_array = [0, "fizz"] stuff.

and also that it's so idiot proof that any time you try and assign a value to an index that exceeds the array size it automatically appends?
Yea I have no idea either, I'm guessing something like that must be happening or it'd probably just crash. Maldy is truly in uncharted territory.
 
Holy shit, I looked at his "coding" in that video, besides this huge array stuff. He just has shit like

if (options_state == 0)

Which apparently means "is it a question". It took me one Google Search to figure out that this language actually has Enums..


20 years of coding experience...
It really goes to show that, even if he's somehow not lying about that, what "X years of experience" really means depends on the person and how passionate they are. I've seen people six months deep into a hobby outstrip people who've been in it for a decade or more, and it really comes down to how much you give a fuck and whether you actually like the thing you're doing. It's really not hard to get to a point of functional subsistence with a lot of jobs, but when that's true, real mastery is reserved only for the people who love the thing enough to pursue excellence for its own sake.

It's pretty clear that coding isn't a passion for Jason, it's a job. If that weren't the case, that much time in the field would have him turning out art in the IDE, reciting complex patterns off the back of his hand, because, like many things, a lot of best practices are pattern recognition - the core idea is the same, you just abstract it onto the current context. If he both actually had multiple years of coding experience and gave half a fuck about coding as an art, he'd have solved this problem half his life ago in a much better way, remembered the solution, and wove it right in here without a single bead of sweat off his brow.
 
Holy shit, I looked at his "coding" in that video, besides this huge array stuff. He just has shit like

if (options_state == 0)

Which apparently means "is it a question". It took me one Google Search to figure out that this language actually has Enums..


20 years of coding experience...
The thing is, it doesn't actually matter if your game's code is retarded, as long as it runs well for the people who buy it.
The problem is Maldivous pretends he's some expert level developer who everyone should look up to.
 
1751831756651.webp

>well you see my implementation of arrays are just pure ingenuity
>*win+r* *mspaint* *resize canvas* *paintbucket whole canvas to black* *set color to white*
>*draws boxes* imagine these boxes as cells
>by looping over them and setting them to 0 i can't ensure that they will be set to 0
>so what i do is set each one individually to be 100% sure they are set correctly
>and because gamemaker arrays are really fast it will take no time and can run on a toaster
>numbering each plot event instead of labeling them is better because then i can make it more hackable and i can have each one labeled on notepad on my other monitor
>now applaud me for being the big brains at blizzard
>my dad worked for blizzard btw
 
The thing is, it doesn't actually matter if your game's code is retarded, as long as it runs well for the people who buy it.
I'd say it does matter when you make your code so retarded that it's practically impossible to actually make any real progress in finishing your game. Imagine having to code his "16-32 routes per interaction" with his system
Screenshot 2025-07-06 230317.webp
 
You should post the properly EQ'd audio



It's subtle but if you boost the 4k range you start to hear more of his natural voice. It does push through some of the air that's causing clipping since he's so close to the mic.
 
I just want him to take the stupid limiter and 20Hz -> 140hz boost off of his microphone. I just EQ'd his vocals properly and holy shit it's not as insufferable. Can't get rid of the limiting though, awful transients happen in the 8k -> above range as his consonants sometimes peak the levels. You're not supposed to speak that close to a microphone even if you have the wind filter on. He should get a proper pop filter and speak at least 6 -> 10 inches away from the mic.
The really fun thing about his Big Gay Notch Filter™ is that you're never going to pull those mid frequencies back into existence with EQ. Those fuckers are just gone :story:
 
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