Cultcow EvaXephon / Yanderedev / Alex Mahan / Alexander Stuart Mahan / cannotgoogleme - Edgy weeaboo coomer with pedo tendencies and 15+ years internet history as a lolcow, now known as a disaster developer behind eternal debug build called "Yandere Simulator", confirmed groomer and dollfucker

The end of EvaXephon?


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"Aren't you supposed to be busy? You still have another build to do, not that I'm crushing your relaxation or anything."
This story may be a more accurate depiction of Alex than we had previously assumed.

I find it hilarious that the very first few emails from Eva in this cringy thing are pretty much “the emails, those stupid emails, causing me stress uGH I have to take a break”
 
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So, what he is trying to say?
That his code was much better before the programmer messed with it, and will become one of the reasons to garner a delay an excuse of reverting all the shit code back to the old shit code? Yep, it's never his fault - never ever his fault!!
Also, the words he uses to describe his code problems seems like he doesn't know the difference between variable scope, class member access, and explicit object reference... it gave me a brain aneurysm.

You know how you can fix this eva? You want to know the secret to communicate easier with other programmers? Well, in a practice you are unfamiliar with called "software engineering", we have this super wonderful thing called :optimistic:Documentation:optimistic:. You know, stuff like: requirements docs, code comments, uml diagrams, design charts, test cases, revision logs...; all the things that would of helped the programmer you had to try and understand your shit code.
But knowing you, you probably just went: "I just finished a game/anime and I gonna steal this idea put into the game just because I feel like it, *clack clack clack*, build done, stream time!"
 
So, what he is trying to say?

He used "public" (or as he should have said, global) variables as temporary variables, because the distinction did not exist in the code, but only in his head.

(Just to confirm: is there any sample of the actual YS JS code that contains the "var" keyword)

The other guy ran a migration tool, the tool assumed that those variables are fields of the object the script is attached to, and the guy said "what a fucking mess, I ain't paid enough to deal with it".
I found a video with some C# code and it really looks like something straight from a converter.

On an unrelated note: when looking through the videos to find where that piece of code I attached to my previous post is from, I heard this:
A very talented sprite artist was kind enough to create all of the assets that I need, in order to create the maid Cafe mini game that I described in a previous video.
Now that I have all of these assets, it would probably only take me a day or two to create the mini game.
But it’s hard for me to justify taking time away from Osana, when she's already been delayed long enough.
March 2017 :story:
 
:autism: All those Discord screencaps make me wonder if there any genuine fans of Alex on that server. Seems like most of them are only there to gather information. :autism:

Sorry for the early quote, it submitted on accident.

Yeah I know a handful of people on there aren’t even legit fans.
 
going through the yansim tumblr tag gives you tons of them. i wonder how many would keep it up if they knew how shitty yandev is?

In all truth you can't be kin with something that has no developed personality, not to mention as incomplete as this :/ They probably kin with headcanoned versions of characters if they're at all. It must suck for them if characters get removed and all that in this developing "game", but that's why you don't kin characters from a garbage fest like this.

Have fun to possibly being removed from existence, that's all I have to say.
 
I don't know if anyone mentioned this as an Indie title created by a single developer, but Stardew Valley should stick out as the single most successful title created by one man, becoming one of the most downloaded games on Twitch, THE most downloaded game on the Switch, and selling over 3.5 million copies on multiple consoles.

STARDEW VALLEY1.PNG


This game took 4 years to develop with zero store bought assets and he was not given thousands on patreon or youtube, he only saw success and income once the game was released. This success story puts Alex to shame, I would like to see him give us an excuse for why he can't be an honest hard working developer who replies to his fan's emails, questions, and concerns while finishing the game within 4 years and creating something unique and fun, something not stolen from unity asset stores and kind volunteers. Something that didn't involve a story that is so flush with unnecessary candor and stereotypical ideologies ripped straight from anime and more video games than anyone could possibly attempt to keep track of. Imagine being honest, being imaginative, and having to work a real job to support yourself instead of guilting your fanbase into supporting you, attacking them if they dare question your perverse and hilariously unprofessional methods.

You can't compare your game to Zelda, Alex, but here's something you can compare yourself and your game to... but that would be too embarrassing, wouldn't it? And it sure as hell wouldn't fit your narrative as a "hard working successful single developer"...
 
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Honestly, Alex should blame himself for making the game's development slow. He was the one who decided to make a dozen stupidly long
cut scenes for each rival and Senpai, requiring voice acting, animations, and subtitles.

Unfortunately for him, he didn't realize how tedious it would be to listen to ten minutes of two people talking (one of which is INTENDED to be terribly boring) and sabotage a stupid task every day (usually by only pressing a few buttons and walking around "stealthily"). It's tedious for everyone who has to play it, and it's tedious for the people who have to make it.

He just should've improved the befriending elimination method instead of adding the rejection elimination. That one is more interesting in general - what's more fun, pushing a book into a water fountain or kidnapping a girl and blackmailing her scumbag father into releasing all his clients from debt?

Why didn't Alex realize on the FIRST WEEK of making the rejection elimination method that
1. It requires way too much volunteer work
2. The "stealth" gameplay is incredibly simple and boring. Even if future rivals have more interesting eliminations, what is stealing someone's phone compared to murdering them??
3. Not everyone wants to listen to Osana and Animu Boi talk for 2 minutes every day. Few people even bother to listen to the TAPES, even though they certainly are more interesting than "HUH??!?! WHAT DID YOU SAY!?!?"
4. It's taking MONTHS to finish it, when more interesting things can be finished and/or improved on. The game already has a dozen elimination methods, and people are perfectly happy with them.

Here's how I would fix this problem AND shave off a few months of development off of the game
1. Only have three to four events between the rival and Senpai to show their relationship, not ten. It's more realistic, and having more good events is better than having ten crappy ones.
2. Remove the rejection elimination method completely. Keep gossip as the only way to get Senpai to reject the rival.
3. Improve everything else.
 
Honestly, Alex should blame himself for making the game's development slow. He was the one who decided to make a dozen stupidly long
cut scenes for each rival and Senpai, requiring voice acting, animations, and subtitles.

Unfortunately for him, he didn't realize how tedious it would be to listen to ten minutes of two people talking (one of which is INTENDED to be terribly boring) and sabotage a stupid task every day (usually by only pressing a few buttons and walking around "stealthily"). It's tedious for everyone who has to play it, and it's tedious for the people who have to make it.

He just should've improved the befriending elimination method instead of adding the rejection elimination. That one is more interesting in general - what's more fun, pushing a book into a water fountain or kidnapping a girl and blackmailing her scumbag father into releasing all his clients from debt?

Why didn't Alex realize on the FIRST WEEK of making the rejection elimination method that
1. It requires way too much volunteer work
2. The "stealth" gameplay is incredibly simple and boring. Even if future rivals have more interesting eliminations, what is stealing someone's phone compared to murdering them??
3. Not everyone wants to listen to Osana and Animu Boi talk for 2 minutes every day. Few people even bother to listen to the TAPES, even though they certainly are more interesting than "HUH?‽‽ WHAT DID YOU SAY!‽?"
4. It's taking MONTHS to finish it, when more interesting things can be finished and/or improved on. The game already has a dozen elimination methods, and people are perfectly happy with them.

Here's how I would fix this problem AND shave off a few months of development off of the game
1. Only have three to four events between the rival and Senpai to show their relationship, not ten. It's more realistic, and having more good events is better than having ten crappy ones.
2. Remove the rejection elimination method completely. Keep gossip as the only way to get Senpai to reject the rival.
3. Improve everything else.
Arrogance.
 
I don't know if anyone mentioned this as an Indie title created by a single developer, but Stardew Valley should stick out as the single most successful title created by one man, becoming one of the most downloaded games on Twitch, THE most downloaded game on the Switch, and selling over 3.5 million copies on multiple consoles.

View attachment 384405

This game took 4 years to develop with zero store bought assets and he was not given thousands on patreon or youtube, he only saw success and income once the game was released. This success story puts Alex to shame, I would like to see him give us an excuse for why he can't be an honest hard working developer who replies to his fan's emails, questions, and concerns while finishing the game within 4 years and creating something unique and fun, something not stolen from unity asset stores and kind volunteers. Something that didn't involve a story that is so flush with unnecessary candor and stereotypical ideologies ripped straight from anime and more video games than anyone could possibly attempt to keep track of. Imagine being honest, being imaginative, and having to work a real job to support yourself instead of guilting your fanbase into supporting you, attacking them if they dare question your perverse and hilariously unprofessional methods.

You can't compare your game to Zelda, Alex, but here's something you can compare yourself and your game to... but that would be too embarrassing, wouldn't it? And it sure as hell wouldn't fit your narrative as a "hard working successful single developer"...

Eva acts like no one has ever been able to do what he has been capable of before, but you look at that and could even just look a most fan games of this fandom or other fandoms and put him to shame. Truly he just needs to accept the fact this isn’t going to work and he either needs to study coding via online and drop the project, pissing off milions of people; actually ADMIT to working on the game in less intervals than he claims he does because it’s flat out obvious he’s not working 10 hrs every day per month with “one day off”; OR actually WORK on the game and make decent progress, sacrificing his Stream life so we don’t have to hound on him.

Honestly, Alex should blame himself for making the game's development slow. He was the one who decided to make a dozen stupidly long
cut scenes for each rival and Senpai, requiring voice acting, animations, and subtitles.

Unfortunately for him, he didn't realize how tedious it would be to listen to ten minutes of two people talking (one of which is INTENDED to be terribly boring) and sabotage a stupid task every day (usually by only pressing a few buttons and walking around "stealthily"). It's tedious for everyone who has to play it, and it's tedious for the people who have to make it.

He just should've improved the befriending elimination method instead of adding the rejection elimination. That one is more interesting in general - what's more fun, pushing a book into a water fountain or kidnapping a girl and blackmailing her scumbag father into releasing all his clients from debt?

Why didn't Alex realize on the FIRST WEEK of making the rejection elimination method that
1. It requires way too much volunteer work
2. The "stealth" gameplay is incredibly simple and boring. Even if future rivals have more interesting eliminations, what is stealing someone's phone compared to murdering them??
3. Not everyone wants to listen to Osana and Animu Boi talk for 2 minutes every day. Few people even bother to listen to the TAPES, even though they certainly are more interesting than "HUH?‽‽ WHAT DID YOU SAY!‽?"
4. It's taking MONTHS to finish it, when more interesting things can be finished and/or improved on. The game already has a dozen elimination methods, and people are perfectly happy with them.

Here's how I would fix this problem AND shave off a few months of development off of the game
1. Only have three to four events between the rival and Senpai to show their relationship, not ten. It's more realistic, and having more good events is better than having ten crappy ones.
2. Remove the rejection elimination method completely. Keep gossip as the only way to get Senpai to reject the rival.
3. Improve everything else.

Honestly he doesn’t even have to script all the events with voice actors. He could just have animation sequences that better depict what’s going on.
Example, instead of having Taro saying he feels sick or dislikes the food, and Osana responding to it, the simple physical animation of Taro getting sick and Osana looking upset should be enough to tell what is going on. Dialogue isn’t necessary to tell a story as long as the actions are clear enough.

I would have to agree that 10 events is overkill and making 5 is easier. You could have them scattered about and not a certain time, like Monday Morning, then Tuesday Lunch, then Wednesday after school, etc etc.
 
Eva acts like no one has ever been able to do what he has been capable of before, but you look at that and could even just look a most fan games of this fandom or other fandoms and put him to shame. Truly he just needs to accept the fact this isn’t going to work and he either needs to study coding via online and drop the project, pissing off milions of people; actually ADMIT to working on the game in less intervals than he claims he does because it’s flat out obvious he’s not working 10 hrs every day per month with “one day off”; OR actually WORK on the game and make decent progress, sacrificing his Stream life so we don’t have to hound on him.



Honestly he doesn’t even have to script all the events with voice actors. He could just have animation sequences that better depict what’s going on.
Example, instead of having Taro saying he feels sick or dislikes the food, and Osana responding to it, the simple physical animation of Taro getting sick and Osana looking upset should be enough to tell what is going on. Dialogue isn’t necessary to tell a story as long as the actions are clear enough.

I would have to agree that 10 events is overkill and making 5 is easier. You could have them scattered about and not a certain time, like Monday Morning, then Tuesday Lunch, then Wednesday after school, etc etc.
I don't think you have enough time from the roof to the 3rd floor bathroom.
 
Honestly, Alex should blame himself for making the game's development slow. He was the one who decided to make a dozen stupidly long
cut scenes for each rival and Senpai, requiring voice acting, animations, and subtitles.

Unfortunately for him, he didn't realize how tedious it would be to listen to ten minutes of two people talking (one of which is INTENDED to be terribly boring) and sabotage a stupid task every day (usually by only pressing a few buttons and walking around "stealthily"). It's tedious for everyone who has to play it, and it's tedious for the people who have to make it.

He just should've improved the befriending elimination method instead of adding the rejection elimination. That one is more interesting in general - what's more fun, pushing a book into a water fountain or kidnapping a girl and blackmailing her scumbag father into releasing all his clients from debt?

Why didn't Alex realize on the FIRST WEEK of making the rejection elimination method that
1. It requires way too much volunteer work
2. The "stealth" gameplay is incredibly simple and boring. Even if future rivals have more interesting eliminations, what is stealing someone's phone compared to murdering them??
3. Not everyone wants to listen to Osana and Animu Boi talk for 2 minutes every day. Few people even bother to listen to the TAPES, even though they certainly are more interesting than "HUH?‽‽ WHAT DID YOU SAY!‽?"
4. It's taking MONTHS to finish it, when more interesting things can be finished and/or improved on. The game already has a dozen elimination methods, and people are perfectly happy with them.

Here's how I would fix this problem AND shave off a few months of development off of the game
1. Only have three to four events between the rival and Senpai to show their relationship, not ten. It's more realistic, and having more good events is better than having ten crappy ones.
2. Remove the rejection elimination method completely. Keep gossip as the only way to get Senpai to reject the rival.
3. Improve everything else.
If Alex actually took responsibility for shit and tried to improve himself or his game, then he wouldn't be a lolcow.
 
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