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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Found on blue hellsite… I'm upset at just how accurate this is.

http://the-hx.tumblr.com/post/179840533193
 
No worries, programming is weird like that.

The small bits do indeed add up, but you need to have millions of them before they actually become visible. The massive chunk of lag you get when YS renders the first frame of the school is a good example - every single student needs to do pathfinding when they load, so they all do it simultaneously and the game just stalls for a couple seconds while it grinds out 60+ paths. Each of those is probably something like 100,000 conditionals, but modern computers are amazing so it only takes a couple seconds instead of an hour.

When people say the else-if chains are a problem and he shouldn't have that many conditionals it's not about CPU usage as much as it is that his lack of structure means he's doing the same thing by hand, over and over, in a ton of different places. Rule one of programming is to reuse as much of your code as possible (even conditionals) because the less code you have the easier it is to find bugs and the more obvious the bugs tend to be since the error will show up everywhere the reused code is called instead of just one weird place.

Assume that a dozen things need to be checked in order to see if a student is able to pick something up. A well-written program would just wrap all those checks in a function and call that function whenever it was needed because this allows you to have one single copy of the logic that’s easy to update if it changes. Alex never does this and will write out all the entire logic over and over in his conditionals. Then something will change involving that logic (like the addition of the pokemon go phone game) and he’ll go through and update every single copy of it. When he misses one it results in a bug and him releasing a ‘bugfix patch’ a day or two later where he changes the old conditional he missed to match the new one.

Multiply this sort of thing by a thousand and you get the reason why he doesn’t make progress anymore - any sort of logic addition is going to involve him checking conditionals for hours since his underlying structure is so garbage.

Long else-ifs can be bad on their own (which would be another long post) but they’re a minor ding compared to not using functions to save work.

This post brought to you by my 45 minute bus commute and need to escape political banter

Ooooh. Interesting. That honestly sounds like it should be common sense. Something even a self taught person who watched YouTube tutorials, or even following the unity tutorials that are given to you, would have and should have figured out on their own pretty quickly. This just makes me more sad that he didn't seem to figure this out on his own sooner...



Side note. I'm subbed to this guy...yet somehow haven't seen this video he released last year. This just seems way too on the nose given the current situation to not share it.

 
I stop checking the forum for 5 days (give or take) and I come back to this glorious chimpout of a video, holy shit.

He keeps refusing to improve, and it just keeps making the end product worse. If you're a writer, (he is writing the "lore" after all) you should always go back and check earlier parts of your story to make sure they don't contradict later parts, which he never does, and he doesn't revise his code either. Both his writing and his code are a travesty, and yet, he goes "oh I haven't made a "v-slice" yet". Also would a "v-slice" not just be a DEMO?
 
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I love how in the script he's comparing a dieter eating a chocolate bar once a month to what is obviously us complaining about him streaming Vidya for 4-5 hours every single day
What would be more comparable would be saying your going on a diet and constantly talking about how hard your working on your diet then being caught eating junk food everyday
 
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You know, it would be funny if either this script thing is a hoax or YandereDev just doesn't release the video. Not releasing the video would be the perfect way to response to the leak as it makes anyone who jumped on it (like Repzilla) look bad.
 
  • Agree
Reactions: Lexi62 and Marvin
What is a "v-slice?"
Vertical Slice.

Basically it's a small section of your game that shows you what the game is and what you do. E3 demos do it all the time. Normally you can whip one up in a few months to get people excited. Alex can't even get one up after idk how many years. He keeps adding bloat content with no real context for what the game is. I actually don't know what he's trying to do anymore.
 
How 2 Maek Yan Dev Video.

1. Come up with an analogy about bunnies or cake.
2. Create a cliche, poorly written script using skills honed by writing edgy fanfiction.
3. Force volunteer-slaves to draw an unreasonable number of pictures in a short amount of time.
4. Announce a deadline... and then break it for no apparent reason.
5. Delete all negative comments and valid criticism on published video.
 
I stop checking the forum for 5 days (give or take) and I come back to this glorious chimpout of a video, holy shit.

He keeps refusing to improve, and it just keeps making the end product worse. If you're a writer, (he is writing the "lore" after all) you should always go back and check earlier parts of your story to make sure they don't contradict later parts, which he never does, and he doesn't revise his code either. Both his writing and his code are a travesty, and yet, he goes "oh I haven't made a "v-slice" yet". Also would a "v-slice" not just be a DEMO?
To clarify, a vertical slice is not a demo (I have no idea why he kept abbreviating it as v-slice, never heard that before). A vertical slice is showing off the most bare bones version your game can be, by implementing a basic version of all of the features. For instance, one thing he described before was “teachers are a feature, implementing make teachers is a polish,” which is an accurate way to describe how you would implement features when making a vertical slice. Teachers of both genders would not have an effect on gameplay, so they will be added later. Not every game is suited for making a vertical slice, especially story driven games. The indie game “Slime Rancher” had a vertical slice where there was only one kind of slime to find and one type of food, but that was all the developer needed to show off the idea.

That being said, he’s still just making a feature heavy demo/alpha. To use his logic, he already had a way to have 100 students with randomized schedules running around the school. These students having unique designs and personalities and routines would be the polish. The number of clubs wasn’t necessary either, as many of them do not contribute to any additional strategies the player might use. I could go on, but I think you get the idea.
 
At this point if i was Alex (excuse me while I vomit over that concept) I'd just release this build as a "proof of concept" and just start fresh with the experience I gained.

The game is like 20% complete after 4 years, he wouldn't have to design or get assets,he has those already. He'd be able to have a fresh build without the spaghetti code,easter eggs and shit design decisions and if he could swallow his pride (no idea why he is proud of being a NEET) him and an assistant programmer could get back to where they are now in 6 months...

Or Alex could just back seat gamedev and get a bunch of indians to do his programming. And just be the designer。
 
At this point if i was Alex (excuse me while I vomit over that concept) I'd just release this build as a "proof of concept" and just start fresh with the experience I gained.

The game is like 20% complete after 4 years, he wouldn't have to design or get assets,he has those already. He'd be able to have a fresh build without the spaghetti code,easter eggs and shit design decisions and if he could swallow his pride (no idea why he is proud of being a NEET) him and an assistant programmer could get back to where they are now in 6 months...

Or Alex could just back seat gamedev and get a bunch of indians to do his programming. And just be the designer。
Bad idea. Mostly because, like Hello Neighbor before it, the game cannot live up to the hype. It's objectively more lucrative to just ride the hype wave as long as possible and get as many patreon, twitch and youtube shekels as possible. Releasing the game would be amove of desperation after the moneyfountain runs dry.

Speaking of other games, what really rubs me the wrong way is him constantly referring as Mighty No. 9 as the example of a bad game. Alex, at least it's a game, which is more than can be said about anything you've achieved so far. For fucks sake, fan games of your "game" are closer to being a game than your "game" is.
 
I love how in the script he's comparing a dieter eating a chocolate bar once a month to what is obviously us complaining about him streaming Vidya for 4-5 hours every single day
What would be more comparable would be saying your going on a diet and constantly talking about how hard your working on your diet then being caught eating junk food everyday

He also convieniently forgot to mention that prior to this shitstorm he caused he was being PAID 5k a month to "go on a diet"
 
  • Agree
  • Like
Reactions: ren tye and Caecia
Two minor observations since I finally remembered to actually watch the video:

You get a clear shot of his profiler running over a couple of frames. In that profiler each row is a tree view and has a visible milliseconds runtime column. In order to hit 60fps, the numbers on the top level of each treeview need to add up to less than 16.6 (or ~7 if you want 144fps for crazy highend gaming monitors). His pathfinding alone is taking 20ms and his scripts are eating upwards of 40 combined.

The profiler also has a garbage creation column. You want that as close to zero as possible. Without getting too far into it, every once in a while the garbage builds up to a point where it needs to be taken out, and this manifests as hitching. Even well-written Unity games will drop a couple frames every few minutes to deal with it but if you're generating > 10KB/frame it’s going to happen so frequently it becomes noticeable. Out of all the stuff that needs to be optimized this is going to be the biggest nightmare for him because you really, really need to know the nuances of how C# and its compilers work in detail in order to get this number down.

To clarify, a vertical slice is not a demo (I have no idea why he kept abbreviating it as v-slice, never heard that before). A vertical slice is showing off the most bare bones version your game can be, by implementing a basic version of all of the features.

It struck me as him trying to dodge around calling the game a prototype even though a lot of the stuff he described really doesn’t apply to vertical slices (especially the plastic cake metaphor).
 
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