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?


  • Total voters
    2,413
Well yeah, it does one thing and does it well. Nobody is using RPG Maker to make non-RPGs, so being limited doesn't matter.
Eh, well is giving a little too much credit. It does it okay. It will get it done if you literally can't handle anything better. But again an engine like Godot where you can dig in deeper would easily surpass RPG Maker even at making a 2D top-down RPG. It would require more work however, but for that extra work you'd be able to do so much more.

Edit: Let me clarify. Basically RPG Maker offers a limited tool set for making RPGs, Godot and other fully featured engines like Unreal and Unity make you build (or buy, or download if the community is generous) your own tool sets to make whatever game you want. Because you're able to craft your game to your specific needs you can get a lot more out of it than the more limited system of RPG Maker even if you're making an RPG because you can customize the tools to that specific RPG you're making. The problem with limited and hyper-focused engines like RPG Maker is they only work well if you can manage to build within it's limitations, but even if the developer can they'll always end up running in to issues or things on their wishlist for the game that can't make it in because the system was developed a specific way not tailored to what they need.

Anyway, a final PSA before I drop this because I don't want to derail this thread into RPG Maker defense force saves the day: Coding is not the enemy, it is not impossible, coding is your friend and it will save your game.
 
Last edited:
Never said RPG Maker was bad, just said it was massively limited and a noob trap, which it is. See the problem with RPG Maker is it's a tool with limited uses where as if you learned to make 2D games in an engine like Godot which robustly supports them but also is more flexible then you'd end up with a better tool that you can do more with at the end of the day. This is why generally all people can list when it comes to good RPG Maker games are Lisa and To The Moon, neither of which are exactly lighting the world on fire they just have solid plots.

Yes, someone with talent could make something very entertaining on RPG Maker, but they'd be able to do more with another engine.
I disagree on limitations; you can do a lot with the engine, you just need to browse around. And I mean it, this rabbit hole goes deep, people just tend to be overwhelmed by childish shit with no skills - I agree on the noob part. And really good RPG Maker games tend to not look like RPG Maker games at the first glimpse. RPG Maker can be also good tool to help aspiring indie game dev without massive skillset. You can learn programming and game design, but what about art, music? You get everything in one nice package. And then, after learning some stuff, you can improve and go for it. First iteration of Corpse Party was made in old RPG Maker engine, it wasn't even 2000, but older niche Japanese version. After that, the original game was improved, twice, for PC and then for 3DS release. Then VN games like Books of the Shadows. Voice actors, CGs and music, they thoroughly milked this cow for years. And it started with RPG Maker game.

Remember Yume Nikki? Off? Didn't tried OneShot yet? Seriously, OneShot is great short game, try it. Crooked Man series. Wadanohara and the Great Blue Sea. Grey Garden. Mogeko Castle. Dreaming Mary. LieEat series. Toilet in Wonderland, that one weird funny game. Angels of Death, they made anime about it even. Big protip: instead of browsing games made by kids on Steam, it's better to look for translated japanese games for free.
 
Artists can make art regardless what tools they're provided. Add Jimmy and the Pulsating Mass to that laundry list in the last post, it's easily the best RPG I've played in a decade and that's solely due to the author knowing exactly how to leverage the limited toolset to create an intense feeling of dread and paranoia lurking over a game that's otherwise bright and cheery.

Yansim could run perfectly well on RPG maker, but in order for something on rpgm to be at all notable it has to be compelling enough that we stop caring about the limitations. Given the plot outline from a few pages back, Yansim sounds indistingushable from hundreds of other deviantart/itch RPGM games, especially due to how on-rails all the executions seem to be.
 
If YanSim would have good enough graphics to look like Corpse Party, that would be entirely sufficient. Mix it up with another RPG Maker like this: https://www.youtube.com/watch?v=IIjQVSfhbIk and voila. Corpse Party is kinda edgy and has a plot line from B-horror movie, just like YS. Even target demographic is the same. Frankly, I'm surprised it didn't occurred to me earlier how similar in some aspects these games are. I'm sure it would work. I'm not certain if it would be actually easier, though. It's easier to yoink some generic Unity model and modify haircolor, than creating original sprites, character art and CGs. You would need to employ some artists, whole team of them. You can imagine Alex wouldn't be too happy with that. It's easier to steal assets from niche japanese hentai games.

But, main selling point of Yandere Simulator was always the freedom which was promised. You can't argue how RPG Maker games tend to railroad player just because you move from square to square, up down left or right. It's great when you want to tell a story, but far from perfect if game is supposed to be sandbox-like.
 
Last edited:
There is someone in the discord who claims he gets stable 80FPS with a monster build.
photo_2020-09-05_16-57-47.jpg


His build is:
i9 9900k
64gb ram
rtx 2080ti

Also, yandere dev uses win 7 and phone consistency is broken. I doubt that windows 7 thing though. Probably just some random user talking crap.
photo_2020-09-05_16-57-55.jpg
photo_2020-09-05_16-57-58.jpg
 
Look. At. This. Code.
Just look at it.

Calling this a mess doesn't do it justice. Trashfire would be more like it.
I can even spot one mistake in there.

In the sub-conditional: !this.Teacher && ... && !this.Teacher && this.Yandere.PickUp.Suspicious
It checks twice for !this.Teacher.

Just speaks for the fact that its impossible to keep huge code-statements like this straight. Hence we, who get paid to code professional avoid such.
 
Eh, well is giving a little too much credit. It does it okay. It will get it done if you literally can't handle anything better. But again an engine like Godot where you can dig in deeper would easily surpass RPG Maker even at making a 2D top-down RPG. It would require more work however, but for that extra work you'd be able to do so much more.

Edit: Let me clarify. Basically RPG Maker offers a limited tool set for making RPGs, Godot and other fully featured engines like Unreal and Unity make you build (or buy, or download if the community is generous) your own tool sets to make whatever game you want. Because you're able to craft your game to your specific needs you can get a lot more out of it than the more limited system of RPG Maker even if you're making an RPG because you can customize the tools to that specific RPG you're making. The problem with limited and hyper-focused engines like RPG Maker is they only work well if you can manage to build within it's limitations, but even if the developer can they'll always end up running in to issues or things on their wishlist for the game that can't make it in because the system was developed a specific way not tailored to what they need.

Anyway, a final PSA before I drop this because I don't want to derail this thread into RPG Maker defense force saves the day: Coding is not the enemy, it is not impossible, coding is your friend and it will save your game.
I have to disagree, you don't even need to stick with the same strict horror (read: run around until something goes boo and runs into you) or garbage stock RPG. It's not like you don't have to code on these things either, most of the time you'll wanna do that anyway, as the basic system is very limiting, as you've said. Still, if you know the right language and can think outside the box, you can do unique things with it.

I don't know what Wolf RPG Editor uses, all I've been able to find is that it in itself is made with Visual C++, but I've definitely seen unique games with it, like a sidescrolling beat-em-up. In terms of RPG Maker, everything prior to MV lets you write scripts in Ruby/RGSS, while MV and presumably MZ use Javascript. I don't know if I could find the rhythm game project I'm thinking of, since it died due to lack of interest from musicians, but the version I saw honestly looked nuts. It looked like a typical 2D game, and I honestly don't think it would be possible to tell it's done in RPGM if it didn't say so. In the end, it feels at least partially like preference in language. It mostly seems as limiting as people say if you don't know how to code. Even in that situation, though, sometimes people want to tell a visual, interactive story without having to learn to code. In most cases, it's kids and autists that end up making putrid garbage, but sometimes it's people who really can make it work and may even want the exact aesthetic that RPGM normally offers. I think it's obvious which one TheGameSleuth is out of these two, but there's another thread for that story.
 
There is someone in the discord who claims he gets stable 80FPS with a monster build.
View attachment 1573764

His build is:
i9 9900k
64gb ram
rtx 2080ti

For those parts, that person easily spent $4000 on his gaming PC, minimum. Bare minimum. Possibly $5000 or more.


One of the reasons MineCraft was so popular is because the game used so few resources compared to most games, so anyone could play it. But if people have to have invested 3 or 4 thousand into their fucking computer to play your game reliably, you're excluding millions of people as potential customers. Alex is an idiot for trying to cut corners on optimization.
 
Last edited:
Look. At. This. Code.
Just look at it.

Calling this a mess doesn't do it justice. Trashfire would be more like it.
Oh My God. I hope he somehow patches up the demo and swiftly delete it after kickstarter. I would say "it's getting ridiculous" but we passed that line some years ago. This is event horizon.
 
There is someone in the discord who claims he gets stable 80FPS with a monster build.
View attachment 1573764

His build is:
i9 9900k
64gb ram
rtx 2080ti

Also, yandere dev uses win 7 and phone consistency is broken. I doubt that windows 7 thing though. Probably just some random user talking crap.

Why in the heck are they even talking about adding RTX support? Everything about the visuals of this game is garbage, down to the assets.
These kids are probably the ones that thought that GTA:SA with ENB and Reshaders looked good, y'know, those "REALISTIC" mods.
 
Why in the heck are they even talking about adding RTX support? Everything about the visuals of this game is garbage, down to the assets.
These kids are probably the ones that thought that GTA:SA with ENB and Reshaders looked good, y'know, those "REALISTIC" mods.
RTX worked for minecraft. And thats what 9 year olds are most familiar with.
 
This blur effect is going to date the game so badly if it isn't already. It's actually amusing how much this game feels straight out of 2014. Almost as if a more competent version of Alex had finished Osana only a few months after launching the pre-alpha sandbox and then time-traveled 6 years later.

Man, I feel like playing San Andreas again. The AI is hilariously trashy and the physics can be janky but I love that game so much nonetheless.
 
Back