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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>make the protagonist of the video a female character so that it would be easier for my audience to relate to her

Does he realise that he just confirmed the criticism he's trying to debunk?

He's saying he wants people to relate to her. Near the end of the video he pulls the rug under your feet by replacing her with himself, trying to force people's sympathies for the girl onto him.
Does he even think before he types?
How the hell do you argue a point by not actually arguing it?
"No officer, you don't understand, I didn't rape her, I was just having sex with her without her consent."
 
Hate and Shame 2: now with 1000% more unpaid labor. I can't wait.



Just for reference you can get these yourself in like 5 minutes:

1. Download any yansim build and dnspy. You probably want netcore-win64 (not the unity specific ones).
2. Find the file 'Assembly-csharp.dll' in the yandere sim _Data folder and open it with dnspy. (There may also be assembly-csharp-firstpass.dll, but this is almost always just library code)
3. Browse the classes at your leisure under the lefthand tree menu. Classes without namespaces are in the '{}' group . Alex always names his scripts <something>Script.cs so it's easy to pick out stuff he wrote.
5. If you feel like hacking, you can rightclick any method and pick 'edit class' to make changes. Gotta mash ctrl-S afterwards though because dnspy is weird about saving changes for some reason.
Unity doesn't use .NET Core, and there might be some small differences. Get dnSpy-net472.zip instead. Actually forget that - the difference is the actual build of dnSpy (as in one version compiled for .NET Core and one for .NET 4.7), not what it targets, so it doesn't matter which one you get.
The Unity-specific files are just for turning release builds of Unity games into debug builds so that you can attach a debugger or have the ability to see proper stacktraces on exceptions.
 
The Discord is open and has been for months. You just have to wait a few minutes before you can see other channels and everyone is chat restricted for 24 hours, but that's not really stopping people from joining just to post pictures of Alex's face or other things that aren't covered by the instantban bot yet.

Edit: There's apparently Twitch Subscriber only channels, but screw paying for access to that shit.

I tried opening it cause I wanna send him milk pictures, but it says I'm banned. I've never once entered that server.
 
I tried opening it cause I wanna send him milk pictures, but it says I'm banned. I've never once entered that server.
I assume there's a list of prebanned users based on whether or not they've been members of servers that are the Discord equivalent of r/Osana, and usernames are probably checked by a bot to see if they contain any certain words or phrases.
 
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I tried opening it cause I wanna send him milk pictures, but it says I'm banned. I've never once entered that server.
I'm :late: as fuck, but one of Alex's bots, MidoriBot IIRC, has code which can check what servers you're in and if they see you in a "hate" server
you could literally lightly sneeze in Alex's direction and he'd screech "hate" and "harassment"
you get banned. Some people have reported that being in Yandere DataDigger's server or the Osana subreddit's Discord will trip the ban filter.
Apparently, the bot might be violating Discord's TOS, not that I know about that.
 
I'm still stunned by Alex demanding professional art for free. I'm not an artist myself, but I'm sure that many, many artists would ask for commissions in this situation.
Alex asks Mulberry to do it for exposure.
The man has thousands of dollars in Patreon money, but he's too greedy to fork over a penny for the artwork for his video.

:story:
 
might be that he wanted to avoid people saying stuff like last time.

View attachment 1383715
Why? He's already "debunked" this.

And also
dontdoit.PNG
Doesn't seem that he is going to change tactics.
 
There's a new section in the FAQ in the Discord:
View attachment 1368903
TL;DR - it's not final, therefore you can't critique it.
I think he's claimed in the past that a lot of the elements of the game are literally just shit that already exists in Persona 5, so if this was ever true, which it isn't, he could easily just make a design document instead of coding a game.
It's fucking easy, here I'll make something like it right now:
"Characters are able to engage in small side-jobs in order to obtain some extra money [see: Shenmue II: Part-Time Job] which they can then spend on items to assist with game play [see: Hitman 2: Buying items]"
 
Sorry if this question is dumb, but can someone explain why YanSim runs so poorly?
I thought bad code only resulted in a bunch of bugs (like the Kokona burning ones), not 30 fps.
 
Because the lines of code are repeated, thus taking the game longer to process the repeated code.
You also have to consider that the sheer number of possible execution paths in the update functions likely limit the CPUs branch prediction/speculative execution opportunities. I don't have the mental fortitude to look through the whole disassembled codebase, but the inherent difficulty of writing correct multithreaded code makes me doubt that Alex employs any sort of parallelism in the situations where it would be beneficial.
tl;dr: compilers are good at optimizing your code, but there's not much they can do when the code is fucking dogshit.
 
Sorry if this question is dumb, but can someone explain why YanSim runs so poorly?
I thought bad code only resulted in a bunch of bugs (like the Kokona burning ones), not 30 fps.
One of the things that bad code/design tends to result in a great deal of inefficiency, meaning the game is wasting a lot of time doing things it wouldn't be doing if properly designed instead of doing the things it absolutely must do to maintain a steady framerate. It's like the difference between picking up an object and carrying it across a room versus using several Rube Goldberg machines to accomplish the same task; one method is clearly going to take a lot longer and be much less efficient.
 
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