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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I assume the intent is "switch to low poly model when NPC is not visible in camera" but instead it's "switch to low poly model when part of NPC is not visible in camera".
it might have to do with the detail distance threshold (forgot what is called) option I turned it on and put it to 100m so I don't have to load students across long hallways. It might be registering the distances wrong or something because of some fuck up but It most likely what you say.

Creepy low poly model popping up at close range... and ghost socks.
Good work. How does he fuck up so badly?
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You can get the low Poly model with the actual skin just floating on top of it not just socks but it only happens occasionally. It was not skin it was just accessories but since the hair and most distinctive features were accessories my brain just filled in the skin.
 
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it might have to do with the detail distance threshold (forgot what is called) option I turned it on and put it to 100m so I don't have to load students across long hallways. It might be registering the distances wrong or something because of some fuck up but It most likely what you say.
You can get the low Poly model with the actual skin just floating on top of it not just socks but it only happens occasionally.
He must have done something really fucking weird. Low poly models that are triggered by distance are extremely common in games, it's a key optimization feature and has been for years.
It makes no sense to have the low-poly placeholder show up, but somehow parts of the original poly stay visible, like hair or socks. How? just how? Are these parts not fully connected? Is the code just really shit? How do you fuck that up?
 
He must have done something really fucking weird. Low poly models that are triggered by distance are extremely common in games, it's a key optimization feature and has been for years.
It makes no sense to have the low-poly placeholder show up, but somehow parts of the original poly stay visible, like hair or socks. How? just how? Are these parts not fully connected? Is the code just really shit? How do you fuck that up?
Its because all his accessories are special case conditioned for characters, and he probably missed one.

I also note that the floating accessories are still animating as expected. Which means the animator is still firing, even though a low poly as aggressive as his should *really* disable the animator too, as its a full fledged state machine chugging away in the background, and when your getting that aggressive, every little bit helps.
 
He must have done something really fucking weird. Low poly models that are triggered by distance are extremely common in games, it's a key optimization feature and has been for years.
It makes no sense to have the low-poly placeholder show up, but somehow parts of the original poly stay visible, like hair or socks. How? just how? Are these parts not fully connected? Is the code just really shit? How do you fuck that up?
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I also note that the floating accessories are still animating as expected. Which means the animator is still firing, even though a low poly as aggressive as his should *really* disable the animator too, as its a full fledged state machine chugging away in the background, and when your getting that aggressive, every little bit helps.
I remember this guy talking about some of the animations not stopping.
 
I strongly believe, that whatever check he uses to determine if a student is off-camera uses a point on their head.
If the head of a student is not currently visible, the students turn into these low poly pink and blue monstrosities.

Try it out if you like. Kinda weird because it leads to these obvious graphical glitches that are described here.

All this business of turning of animations is way to visible to the player. Its a giant band-aid. Other games proof it to be possible to have at least around 10 animated characters at once on screen. What other game has NPC's sliding around at 20m distance? I can't think of a single one. That is just unacceptable.
 
Is this over him all the time? Is this like when Bethesda made a moving train in FO3 by just turning a train car into a hat for an NPC that runs really fast?

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Alex can at least claim his coding and bug testing is as good as Bethesda's I guess.
this was a hilariously brilliant way of getting around engine limitations.

don't compare this stroke of genius to anything yandev has ever created
 
You can do it earlier and I kinda messed up on stopping Ribaru from moving forward in this clip. You just get the knife go back and push Ribaru. This starts the animation so osana leaves with senpai. then all you have to do is stand in front of rabaru and stop her enough before the front gate so the path are messed up.

edit: you can probably optimize this better but i was just trying one of my ideas

edit 2: i'll try to optimize it see how fast I can do it
Check out the moment at 1:10 where she just walks right through a conga line of students going in the opposite direction :lol:

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Essentially it takes 4:20 min to kill Osana and get away with it
















Had to cut down the video length so you don't see the part where I go get the knife but that only adds an extra 30-40 sec. No audio because I was a sped and did not notice Youtube auto-play was on and music kept playing in the background.
 
Essentially it takes 4:20 min to kill Osana and get away with it
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Had to cut down the video length so you don't see the part where I go get the knife but that only adds an extra 30-40 sec. No audio because I was a sped and did not notice Youtube auto-play was on and music kept playing in the background.
I’m okay with the time because every game will inevitably have exploits or techniques to speed run, and many people would consider that a bonus(myself included), but the glitches and the frame rate are inexcusable.
This is the demo Alex wants to use to sell a crowd funding campaign and in this 4 minute video alone we see:

•students transforming into the fighting polygon team from smash 64
•Raibaru’s ghost leg warmers
•floating hair
•a frame rate that vanilla deadly premonition 2 laughs at
•instances where the game just gives up and pauses
•wonky ai that conga lines throughout the school
•muddy visuals
•character models that look like they came from a mid-life Dreamcast game
•still animation
(Tell me if I missed something)

And he will never be able to hide that this took him 6 years to produce. I’m honestly baffled that it’s this bad and I can’t think of what audience Alex wants to reach.

it’s too sexist for tumblr, too anime for hit man fans, too ugly for the average pc gamer, too inaccurate for anime fans, too edgy for regular people, not edgy enough for FNAF kids.... there just isn’t a target demographic
 
I’m okay with the time because every game will inevitably have exploits or techniques to speed run, and many people would consider that a bonus(myself included), but the glitches and the frame rate are inexcusable.
This is the demo Alex wants to use to sell a crowd funding campaign and in this 4 minute video alone we see:
I agree to a certain extent but just two points. First the exploits don't feel as gratifying as breaking other games because all I to do was stand in front of the character and mess up the pathing so I can't count it as a bonus. Second the killing the first rival quickly wouldn't have been a problem if YandereDev were not actively trying to make it not possible. He has been trying to make it harder to kill her quickly so when I go and kill her in 4 minutes and get away with it shows a lack of care in the games basic design to me.

•instances where the game just gives up and pauses
I cut this part out but this happened to me couple time while testing out a few tricks
 
Jesus fucking christ it feels like I just woke up from hypersleep, suddenly eva releases osana and the demo and even then it still ends up to be a boring piece of shit with everything being incredibly messy. :story:

When will he fucking learn
 
I agree to a certain extent but just two points. First the exploits don't feel as gratifying as breaking other games because all I to do was stand in front of the character and mess up the pathing so I can't count it as a bonus. Second the killing the first rival quickly wouldn't have been a problem if YandereDev were not actively trying to make it not possible. He has been trying to make it harder to kill her quickly so when I go and kill her in 4 minutes and get away with it shows a lack of care in the games basic design to me.


I cut this part out but this happened to me couple time while testing out a few tricks
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Was there anything to prompt the camera tutorial? Or does the game not trigger hints properly?

and I disagree that it’s unsatisfying yo ho against his wishes. Partly because he’s a dipshit and I love his incompetence, but also because speed running almost always going against the dev’s intentions. Sure some indie games have built in timers for hopes of getting a streamer following, but the outstanding majority are still games that want you to play at the pace they programmed the game for. So to go against the wishes of a tyrannical dev who did everything in his power to make it nigh impossible to kill a character outside of the intended method with such a small and laughably simple technique me is poetry in my eyes. He failed both as an artist, as a programmer, and as a leader.
 
Was there anything to prompt the camera tutorial? Or does the game not trigger hints properly?
The hint triggers properly it seems to trigger when you're crossing the front gate for the first time. The only problems with the tutorial seems to be spelling errors and a couple glitched ones where it shows A/B as the buttons to press. This can be fixed by pressing down specifically while pressing down other directions cause it to change to Q/E but the moment you let go they are back to A/B
 
The hint triggers properly it seems to trigger when you're crossing the front gate for the first time. The only problems with the tutorial seems to be spelling errors and ta couple glitched ones where it shows A/B as the buttons to press. This can be fixed by pressing down specifically while pressing down other directions cause it to change to Q/E but the moment you let go they are back to A/B
Wow, I didn’t even think to look for that.
Wtf Alex, that had to be the easiest thing to program in this whole demo
 
Wow, I didn’t even think to look for that.
Wtf Alex, that had to be the easiest thing to program in this whole demo
Having some experience in unity, this is ungodly easy to do. Assuming I'm reading this correctly, literally all it takes is checking if there's a controller plugged in by seeing if ength of the controller name is more than 0 with Input.GetJoystickNames(), and then setting the right sprites or text with the corresponding UI element. This is something can be accomplished with about 5 to 10 very basic lines of code.
 
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