You are using an out of date browser. It may not display this or other websites correctly. You should upgrade or use an alternative browser.
CultcowEvaXephon / 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
This creature is the very reason you should never learn Unity as your first game engine and ignore all Unity shills.
Unity doesnt support visual scripting (At least not at the time YandereDev started this project) and requires at least an intermediate proficiency in coding as you will be writing all of your code from scratch instead of using the neat little visual scripting nodes in other game engines that prevent bullshit like YandereDev's meandering here and tell you where something went wrong for an easy 1 minute fix and you learn as you go compared to a generic debugger and trying to retrace your steps to fix anything like YandereDev clearly does.
1. You're a retard. There is absolutely an objectively best way to write something. You're describing Minimum Viable Product, which isn't even "getting the job done".
Wrong. CPUs are fast, but they arent fast enough to do 64million operations in 16ms. That would require a speed of 3.84 Gigahertz, and that only if every pixel requires only 1 instruction. Thats why GPUs exist.
Did you know that GPUs don't support IF statements? For performance reasons I hear...
A one gigahert cpu can execute one billion instructions per second. Most cpus have more than one core, so a dual core one gigahertz cpu can execute two billion instructions per second. All modern intel cpus use hyper threading, which is like a second thread for each core but they share memory, so you get even more than two billion instructions per second but not necessarily double that.
Therefore, a one gigahert dual core cpu executing 64 million operations a second could do 15 instructions per pixel given an instruction is 1 cycle. On all modern cpus instructions like multiplies have throughput optimizations allowing two multiplies to execute per cycle. Therefore, 30 of those operations could be done per pixel. Another feature of modern cpus is SIMD, allowing two to eight instructions to be executed at once. You can easily do 30+ instructions on the described cpu.
gpus do support if statements but they are implemented differently. They are slower than on the cpu because the cpu is optimized for branching code and the gpu is optimized for throughput. Further, Alex's code doesn't execute on the gpu only shaders are on the gpu.
- It is no longer possible to report a corpse to a teacher if you are currently bloody/insane, or if a student has just taken a photograph of you committing murder.
- Fixed bug that would cause Raibaru to stand at the location of Osana’s death and talk to the air, if Osana was killed while she wasn’t present.
- Fixed bug that caused Osana to float up in the air if her phone was stolen on Thursday and it wasn’t given back to her until after 4:00 PM.
Okay but, how would you write that code without performing a conditional expression follow by a jump? If sometimes one code path needs to be taken and other times a different code path need to be taken, then you have to do a conditional check and a jump. Whether to write that as a series of if statements or a switch statement, that's how it will be compiled.
That said, design patterns like state machines would help with testing for conditions that don't make sense. Eg. if you're bloody you only need to check for things that can be done while bloody. Therefore, you save some time but that's what I was talking about originally with "don't do unnecessary work".
I agreed that his style of writing everything as if-else statements is a likely cause of the excessive bugs and time taken to develop the game.
This creature is the very reason you should never learn Unity as your first game engine and ignore all Unity shills.
Unity doesnt support visual scripting (At least not at the time YandereDev started this project) and requires at least an intermediate proficiency in coding as you will be writing all of your code from scratch instead of using the neat little visual scripting nodes in other game engines that prevent bullshit like YandereDev's meandering here and tell you where something went wrong for an easy 1 minute fix and you learn as you go compared to a generic debugger and trying to retrace your steps to fix anything like YandereDev clearly does.
Unity hate is stupid, it's just an engine and really isn't that bad, it's bad developers like Alex that produce bad games. Also visual scripting is kind of ass since it's important to know how to code. My honest suggestion to a first time developer would be either Godot for it's easy to learn programming language and abundance of features (plus open source which provides all sorts of benefits not least of which being cost) or if they really want something like Unity but better than Unreal which is far more user friendly but just as fully featured. Unity though is a perfectly capable engine which has been used to make some great games, at the end of the day it's the workman and not the tools that make the game.
Also fair warning to new devs that while visual scripting is good (and they should learn it because sometimes it's way more convenient) avoiding actual coding isn't a good idea. If you want to dev you need to learn it all at least a little bit from asset creation to engine coding and everything in between, even shit you think someone else can take care of because while you can totally have someone else make a 3d model or asset for you, eventually you're going to want to make some adjustment to that asset. Also I could be wrong because I haven't used Unity in years but I'm pretty sure it has visual scripting now. Another reason why engines aren't as important as the person working them: They tend to change over time and if you want one feature from another engine inside the engine you're working on generally all you need is a plugin.
There are a lot of things to learn from Alex, not using the same engine as him isn't one of them.
If you are watching a 1080p video at 60 fps, your cpu must perform over 64 million pixel operations per second. Whatever work must be done per pixel, it had better be fast. Now going back to Alex, yansim has around 100 students and teachers when combined. Even if he has some atrocious update function that is called every frame... well guess what, those 2 million pixel operations also have to happen every frame.
Maybe I worded my reply wrong. ^ this is what I take issue with. You absolutely cannot compare the work for rendering a video with running the student update script. One happens on the GPU, the other on the CPU. The CPU NEVER iterates over all those pixels @60fps. It would be too slow.
Yes they are implemented by running each side of the if. The If and the else part and later picking the desired result. GPUs in no way support branching code. Like at all. Anyway this was meant more as a Joke.
Okay but, how would you write that code without performing a conditional expression follow by a jump? If sometimes one code path needs to be taken and other times a different code path need to be taken, then you have to do a conditional check and a jump. Whether to write that as a series of if statements or a switch statement, that's how it will be compiled.
Its one huge decision tree where every node is an If statement. Such a tree will get huge if there are a lot of things that should be considered. And you always run the risk of missing a possibility and the AI acting stupid because of it.
While not strictly necessary, but since you asked, one way to not hard code decisions with if statements would be something called "Utility AI". The AI rates every possible action based on its current state and inputs and chooses the highest scored action. No ifs, only math.
I just wish Alex would use state machines. I'd be happy with just that.
Overall, I would love to get my hands on his project, try to optimize it and see what the real performance issues are. I'd even do it for free! Until then, all I can do is speculate. All anyone can do is speculate, and holy shit, speculating about Alex's code really brings out the autism in people.
Maybe I worded my reply wrong. ^ this is what I take issue with. You absolutely cannot compare the work for rendering a video with running the student update script. One happens on the GPU, the other on the CPU. The CPU NEVER iterates over all those pixels @60fps. It would be too slow.
Yes they are implemented by running each side of the if. The If and the else part and later picking the desired result. GPUs in no way support branching code. Like at all. Anyway this was meant more as a Joke.
Maybe to clarify with some pictures.
Right now YanDev's AI looks like this View attachment 2129161
Its one huge decision tree where every node is an If statement. Such a tree will get huge if there are a lot of things that should be considered. And you always run the risk of missing a possibility and the AI acting stupid because of it.
While not strictly necessary, but since you asked, one way to not hard code decisions with if statements would be something called "Utility AI". The AI rates every possible action based on its current state and inputs and chooses the highest scored action. No ifs, only math.
I just wish Alex would use state machines. I'd be happy with just that.
I guess I see your point but that would make yansim a totally different game. Currently, you have many cases like when going to the counselor, an if statement is necessary to check if your bloody and other things. Then, there is checking all the police stuff like if you got blood on you, or if there are finger prints on weapons. I think it's just the way he designs the game that it requires so many conditional checks when events fire. Even if he changed the AI's decision making process the rest of the game would still being branching paths galore. Again, I don't like his method of writing code but I doubt it has much impact on the game's performance like some people seem to think.
Dude, it's not what causing FPS drops, since it's clearly caused by Alex using models from everywhere, but there is no way in hell it doesn't affect performance. Game checks all conditions for every student each frame. In what fucking world you can call it optimized code? It's like if instead of waiting for you to tell me "I am hungry", I would bother you with questions "are you hungry? are you thirsty? are you tired?" every fucking second until you become hungry. And no, fucking switch cases won't help, because the approach is wrong from the getgo.
Then I guess I'm just not skilled enough to feel comfortable making a objective statement on someone else's coding style.
Sorry for my long post.
A one gigahert cpu can execute one billion instructions per second. Most cpus have more than one core, so a dual core one gigahertz cpu can execute two billion instructions per second. All modern intel cpus use hyper threading, which is like a second thread for each core but they share memory, so you get even more than two billion instructions per second but not necessarily double that.
Multi-threading isnt the magic bullet you think it is. Its all wonderful and great until you run into race conditions and locks where one thread is waiting for another. Granted, the game engine might abstract this, but I programmed a multithreaded program once and there is alot of attention needed in order to optimize multi-threaded programs.
Therefore, a one gigahert dual core cpu executing 64 million operations a second could do 15 instructions per pixel given an instruction is 1 cycle. On all modern cpus instructions like multiplies have throughput optimizations allowing two multiplies to execute per cycle. Therefore, 30 of those operations could be done per pixel. Another feature of modern cpus is SIMD, allowing two to eight instructions to be executed at once. You can easily do 30+ instructions on the described cpu.
SIMD doesnt execute multiple instructions, it operates on multiple pieces of data. If you have framebuffer data you want to move around quickly or somrthing, thats when you would use it. Or you want to do some linear algebra matrix math.
gpus do support if statements but they are implemented differently. They are slower than on the cpu because the cpu is optimized for branching code and the gpu is optimized for throughput. Further, Alex's code doesn't execute on the gpu only shaders are on the gpu.
Both GPU and CPU code support branching. And yes GPUs run binary assembly code, its just that it varies from GPU to GPU and you interface with it with a layer like OPENGL or VULKAN. And the GPU does a bit more than shaders.....
Okay but, how would you write that code without performing a conditional expression follow by a jump? If sometimes one code path needs to be taken and other times a different code path need to be taken, then you have to do a conditional check and a jump. Whether to write that as a series of if statements or a switch statement, that's how it will be compiled.
To be fair, you kind of have a point here. But switch statements are easier to deal with at the IR optimization stage than else if statements. This is because switch statements work on one condtion/element, while else if statements can contain different unrelated conditions. If the else if statements are written wrong then the compiler cant optimize them like it could for a switch statement.
That said, design patterns like state machines would help with testing for conditions that don't make sense. Eg. if you're bloody you only need to check for things that can be done while bloody. Therefore, you save some time but that's what I was talking about originally with "don't do unnecessary work".
I agreed that his style of writing everything as if-else statements is a likely cause of the excessive bugs and time taken to develop the game.
Why not event loops or streams? Ever heard of Node.JS? An entire programming runtime was built on the ability to respond to events by waiting for them to happen asynchronosly, not just check every single frame.
Honestly, discussing Alex's code is such a circle jerk. Since, there isn't an objective standard to judge someones code by.
Most people, myself included, consider Alex's style of coding unorthodox/bad but many legendary programmers like Jon Blow and John Carmack write in unorthodox styles. In the end, I don't see the point in sperging about coding style """if""" it gets the job done.
Many people express performance concerns when evaluating Alex's code. However they commonly backup their performance concerns with stylistic critiques. Such as, the infamous if-else sperging. The thing is, and what people don't realize is, the computer doesn't execute the code Alex writes. The compiler has to translate his C# code to machine code -- code that a cpu can run. During the translation, many optimizations are made, such as, long if-else chains can be replaced with faster performing jump tables. At the end of the day, a computer program is a long list of instructions a cpu must execute. No matter how many functions or files you split your code into, it still get smashed into one executable as a long list of instructions to be executed. Both Blow and Carmack advocate for longer functions and large files, arguing it makes programming easier and actually increases performance.
Now does that mean you can write any old program and have the compiler make it run fast? Of course not! The compiler can only try and find faster ways to compute what it was asked to compute. Thus, spawned the "computer-science" field of "data-structures and algorithms". As as side note, a lot of bullshit comes out of this field, but it has a few good core concepts, unfortunately some people hopped up on their own farts ran way to far with those concepts. I digress. If you need to increase performance beyond what the compiler can do, there are some simple ways to achieve that.
Data structues and algorithms are very important. Yes, there is alot of theoretical stuff in there you wont use in reality, but there is a huge chunk of stuff that you kind of need to know like linked lists, b trees, dags, complexity (Big O) etc..... This statement alone makes it hard for anyone to take your seriously.
A list that is likely to simplistic to be of practical use day to day but a programmer can look through their code trying to find things they're accidentally calculating that aren't needed or things that can be cached and reused. Certainly there are more ways to optimize code for example; multi-threading, use of modern processors' features, rewriting in a faster programming language or not using a shit engine, haha. Going back to the simplistic list and what I said about compilers, I hope you can see, at the most basic level a programmer decides what needs to be calculated and the compiler finds faster ways to calculate those things. Further, I hope you can see, coding style has little to do with choosing what work needs to be done and therefore programming style has little to do with performance.
Unity is a very advanced engine. Its been used in big triple A games that turned out to be fun and mostly bugfree. The problem is the developer, not the engine.
Last month, YandereDev teamed up with us to do a Q&A where any user could leave a question in a thread and we (wiki staff) would compile them all into a list (cutting out some if duplicates or too vague). Well, we compiled them all and he's answered them!
Its mostly boring lore garbage. The only "interesting" questions I found where:
A lot of them, actually! The old game prototypes that I constantly think of are:
A spiritual successor to an old Flash game called "Seventh Sky". It was a very basic game about robots fighting in the sky, but I've never played another game with the same "feeling" as Seventh Sky, and I would really like to capture that feeling and build upon it.
A game about being a bartender serving drinks to a cast of unique and funny characters. The emphasis would be on allowing the player to easily put new characters and scripts into the game so that users could generate lots of fun content for each other.
A game with similar game design to Wind Waker (sailing across a giant ocean, discovering and exploring islands) but with a different setting.
A fighting game that I spent a lot of time prototyping and designing characters for.
A Metroidvania-style game, using aspects of the combat system from Kingdom Hearts: Birth By Sleep.
A dating sim about dating monster girls.
A game for the Playdate, utilizing the "crank" on the side of the device. I think it would be fun if the crank was used to manually power a chainsaw that is used to attack enemies.
A side-scrolling stealth game that I've wanted to make for more than 10 years. A lot of emphasis would be on moral dilemmas and the player's choices drastically changing the gameplay and the story.
A game that uses the same mechanics as Yoshi's Island for the SNES; converting enemies into ammunition, hovering, richocheting bullets off of walls, etc.
I had a dream about a game about a giant spider monster that protects a little girl who is searching for a way to revive her dead mother; the player would control the spider monster. Even if it's a short, 60-minute experience, I would really like to turn this dream into a reality.
A game with similar mechanics to Valkirya Chronicles, since it feels like there are absolutely 0 other games in that genre (combining turn-based strategy with real-time strategy).
A spiritual successor to No More Heroes; a hack-and-slash game about a character with a laser weapon who does part-time jobs by day, and hunts down their enemies by night.
Before I started developing Yandere Simulator, I had a ton of other game ideas, and developed a bunch of simple game prototypes. However, I lacked the models and animations necessary to actually turn those prototypes into finished games, so none of them left the prototype stage. I decided that my next game should be designed around models and animations that I had access to, so I could actually go further than prototyping.
I searched for models in an online store, and spotted an "anime schoolgirl" character model. This made me try to imagine a game with an anime schoolgirl for a protagonist. I asked a friend of mine for suggestions, and he proposed a "delinquent simulator". I tried to imagine the most extreme version of that idea, which made me envision a game about a serial-killing, instead of mere delinquency. I asked myself what kind of schoolgirl would kill people, and instantly thought of the "yandere" archetype - a character that kills anyone between her and the one she loves.
I asked a high-traffic message board if they would be interested in a "yandere simulator", and received a very positive response. All of my previous game ideas had not generated very much interest or excitement, so when I saw people getting hyped about this "yandere simulator" idea, I knew that it had potential to be a successful game. Just one thread about the game was enough to convince me to begin developing it immediately.
I like how he never says he pitched the idea on 4chan. I’m pretty sure in his videos he’s called it “an anonymous image board”, but now he’s gone even vaguer.
Yansim and Minecraft, two of the most irrelevant games, have been compared by Kim Jong Alex. That's a pretty astounding feat. Though I guess I shouldn't be surprised, this is the man that smashed contradicting Persona and Hitman concepts together and hoped they'd work.
All he did was cherry-pick elements of Yansim that vaguely resembled Minecraft in some way and called it a day. Basically blowing smoke up his own ass. He doesn't at all go into how Minecraft is a fully moldable randomly generated 3D world where you can do whatever you want with a tiny bit of guidance from the achievement system, while Yansim has a singular goal in mind with often-linear steps (or the game's many exploits) you have to take to achieve that goal. The lore of the world is also detailed to a sickening degree.
It's funnier still when you consider how long he's been saying publically that he's been taking inspiration from Hitman (and Persona) that he now seems to be backpeddling on.
This is probably one of his lazier attempts to try and stay relevant. But still no less funny.
Well, that's not true. I always thought it went this way - Alex makes a thread about that idea, pedos weebs from /v/ approve of it and he returns some time later with a prototype, but it went as good as you can expect from him.
A spiritual successor to an old Flash game called "Seventh Sky". It was a very basic game about robots fighting in the sky, but I've never played another game with the same "feeling" as Seventh Sky, and I would really like to capture that feeling and build upon it.
A game about being a bartender serving drinks to a cast of unique and funny characters. The emphasis would be on allowing the player to easily put new characters and scripts into the game so that users could generate lots of fun content for each other.
A game with similar game design to Wind Waker (sailing across a giant ocean, discovering and exploring islands) but with a different setting.
A fighting game that I spent a lot of time prototyping and designing characters for.
A Metroidvania-style game, using aspects of the combat system from Kingdom Hearts: Birth By Sleep.
A dating sim about dating monster girls.
A game for the Playdate, utilizing the "crank" on the side of the device. I think it would be fun if the crank was used to manually power a chainsaw that is used to attack enemies.
A side-scrolling stealth game that I've wanted to make for more than 10 years. A lot of emphasis would be on moral dilemmas and the player's choices drastically changing the gameplay and the story.
A game that uses the same mechanics as Yoshi's Island for the SNES; converting enemies into ammunition, hovering, richocheting bullets off of walls, etc.
I had a dream about a game about a giant spider monster that protects a little girl who is searching for a way to revive her dead mother; the player would control the spider monster. Even if it's a short, 60-minute experience, I would really like to turn this dream into a reality.
A game with similar mechanics to Valkirya Chronicles, since it feels like there are absolutely 0 other games in that genre (combining turn-based strategy with real-time strategy).
A spiritual successor to No More Heroes; a hack-and-slash game about a character with a laser weapon who does part-time jobs by day, and hunts down their enemies by night.
1. Rip-off.
2. Rip-off of VA-11 HALL-A.
3. I remember him spewing something like this in YS threads to show that he is a big boy game designer.
4. THREE MONTHS OF WORK, still salty, I see.
5. Shame Mike didn't grill him for this one too.
6. The one he was shilling at Newgrounds?
7. No idea.
8. Well, considering the state of YS, it can wait 10 more years.
9, Never heard about this one.
10. "little girl"- Alex, you're making it too easy.
11. So another rip-off?
12. If you spent all those money not on fap-arts, but on an actual developer, your shitty game would've had a sequel by this point.
13. Where are Boobie clicker and Super deepthroat 3D?
Twelve fucking game ideas from a guy who is yet to make one! Brilliant!
I understand what he was going for, but I've already explained why it took so long with some of those games. Teams were incredibly small, sometimes one-man small and with Owlboy it wasn't so much about "platformers are hard to make", but more about the team being gathered two years into that "almost a decade" of development, switching between numerous prototypes until they found the one that would work and having all sorts of personal tragedies during that time. They also were as rich as your typical indie game devs, so they couldn't work on that game full-time all the time.
Alex on the other hand had an army of volunteers, 5000+ on Patreon and his army of flying monkeys, but still it wasn't enough.
They aren't concept art, 4 models actually exist Alex just hasn't added them to the game for whatever reason. One can be seen in the demo credits as a "proof of concept" where he states that if you contribute to his ebegging campaign he will update the models, and another one was discovered by the people on r/Osana (I know, I know, we hate them) to be modelled by Druelbozo as cover art for the music of a composer known as "Only Wednesday" who apparently does the music for YanSim. The other 2 remain a mystery to this day.
Ehh, still skeptical. The model he provided as an example clearly isn't any in the image, and while the second one seems to be a similar style the color of the skirt was different. I mean maybe it was edited but that only really confirms 1 out of the 4 for me. Maybe they do exist and he just lost the rights to all of them due to how much of an Ass he likes to be.
Let's talk about Alex's first rise to infamy, Ok, the first one was his RahXephon autism, therefore second one is his rise and immediate fall as a vidya game streamer. Twice. Just wait, we'll get to that.
By his own words, Alex streamed a game for the first time on January 15, 2009. Or was it 17th? Alex, make up your fucking mind! Ok, let's pretend it was 17th. Back in the day many people from 4chan /v/ were trying this new thing with streaming, but since it was before rise of Twitch, they were using a website called Mogulus(which allowed multiple people to stream on one channel, by the way), later renamed into livestream.com. According to witnesses, it was as good as you may expect - people streaming from their dark bedrooms with a camera pointed on a screen instead of using capture card. This is where EvaXephon got lucky - his equipment was way better, so he quickly gained an audience. The other thing that helped him gaining audience was his constant spam of /v/ with links to his stream.
Yeah, I know, this one is from 2012, but it also means that he was doing this shit at least till 2012. In fact, it got so bad, that I was able to find archived thread where someone reports him for spamming links to his streams and articles. Seems that Luna wasn't the only thing he terrorized /v/ with.
But were his streams any good? I mean, look at that charmer, how could he be an abrasive asshole?
Oh, I wish people had those during the deepfake craze.
Well, apparently he could, since in early 2009 his steam had a mass exodus of viewers and other streamers to the website called Vidya Revolution that belonged to a dude named SageSaria, banned by Eva, who hated people for "making channels just to spite him", by the way. Why? It seems, that the straw that broke our meerkats back was his relationship with Sisefs, who was 14 at the time, while Alex was about to turn 21(more on that in the future, hopefully, once and for all). From her blog it seems, that it happened in early-mid March, since here she puts a screenshot of Alex's stream from Tue, March 31 and says they broke up by that time.
There is also this picture from her blog, where some guy writes her name on his forehead, while streaming it on VR. It happened on Tuesday, June 2 and 2009 is one of the years that had that.
Even if the reason was different, their Steam group was created on April 21th, 2009, so it took Alex just a couple of months or so to fuck everything up.
Now everything about it is history and witness accounts, 'cause eventually everyone just lost their interest and everything died. It seems, that the only thing that left of them is this abandoned Steam group, Twitch channel and Twitter account. What's also interesting though is that someone tried to edit their article on EvaXephon. Someone with an IP from LA.
But maybe Alex learned something after that? I mean, losing your viewers so hard, that's gotta be a great kick in the pants for someone like Alex. Sure it is and he blamed it all on the one who kicked him, since around a year after it happens again - Alex was able to build his viewerbase back by spamming links, but got mad at some guy named Keefers for getting more attention that he was getting. So mad in fact, that he banned him and then everyone who were unhappy with that. Keefers, however, just used this opportunity to make his own website for people, who got tired of Alex's bullshit. According to one account, which I can attest sounds very realistic considering his other claims, Alex got desperate and literally begged his viewers to come back and when they didn't, tried to buy a domain for Keefers website. Seems that it didn't work out, since on February 4th Keefers was inviting people to visit his website thekeefersvidya.com and someone posted on /a/ the picture you all know and love.
Also, a week after that Alex has this heated exchange in his emails, where he basically says "I owe you nothing, my stream is privilege, not the right".
Alex spazzed out so hard, that he even created his first debunk page!(although, maybe he made it after the first mass exodus, idk) Yes, it is as onesided and self-pitying as his other "debunk" pages.
Keefers, however, was doing ok - people, who were unhappy with Alex, ended up at his stream and there was a lot of those, as you may have guessed.
The little snip of how it looked.
It seems, that he eventually made a YT account, only to then rename himself into GameRageLive. He streamed less and less and in the end just moved away from that.
But not Alex, oh no. He obviously learned next to fucking nothing, since on November 18, 2010 he posted three threads on his now defunct Eva_X_Vidya forums - banned words, where he raged over >implying like a sped, a guide on how to get unbanned and, of course, how to get banned. Funnily enough, first one wasn't even something new. It also perfectly correlates with fanart from his website.
However, I was able to find some fanart that Alex forgot to put on his website for whatever reason.
Guess, it's because of the mic he kept on his neck.
Sadly, only thumbnail.
My attempt at enhancing
So what was next? Well, as you may've guessed, he tried to spam /v/ with his streams from time to time, but since at this point he was one of the most hated people on 4chan, it usually ended either with thread getting reported and deleted or spammed with pictures of Alex's face from Gaia forums/rape fanfictions. As he himself admitted in his post about 6 years wasted on streaming, he barely got any viewers and was mostly hanging out with selected few people in his private chat.
"Wait, there was one occasion when he admitted that he was acting like a prick!" Yes, that happened. However, context matters and here is what it was - it happened almost a month after YanDev'd been found out to be EvaXephon and people started slowly realizing that maybe sucking someone's dick for a bunch of bought assets killing each other with a bunch of bought animations wasn't their best course of action. Alex couldn't allow that, so he quickly pulled the usual "but that was 56 7 years ago, I've changed, guys!", nevermind the fact that mere weeks ago he was again shitting /v/ with his BloodRayne rip-off.
Can't imagine how he was spazzing while calling himself a faggot, I mean, this word is in his "banned words" next to "nigger".
It's also funny how he gets extremely spergy when some outsiders find their way into his chat, even though it has no password and can be easily found by googling EvaXephon.
So just to save Alex's mental health - don't click here, just don't!
"But maybe his streams weren't that bad", you may say, and that's the problem - there is no recordings from that time. All we have are some witness accounts. most of them from /v/, and let's say from that alone Alex belongs in the same category as DSP. The witness accounts include, but aren't limited to:
Alex sucking at games so hard, that he destroyed discs afterwards. Either that anon misremembers it and it was really Prince of Persia, or Alex had a little pile of scratched discs in his room.
Sucking at Persona 3, banning everyone who tried to give him advice and then denying that with a trip on.
Sucking at Persona 4 and creeping on women.
Ragequitting Monster Hunter after getting killed by some easy mobs. And yes, he played it.
Getting banned for mentioning other streamers. Also, it checks with the story of people from The Realm of Bearded Beard hating on him.
Alex does this to this day, by the way.
Banning people for saying "sure is", which you can find in the first version of his "banned words" list.
Banning people for the word "lag", which can be found there too!
Embedding his stream multiple times to trick viewer count. Excuse about horror games can be found on his "fan-art", so it's probably true.
Pirating multiple games. Yes, Alex played Borderlands and him playing pirated RDR checks with his entry on TV Tropes' horrible letsplayers article, which he desperately tried to delete over the years. Entry also checks with this link, since, yes, Alex played Just Cause 2 and there they mention him playing GTA4 week before release.
The result:
Imagine filming this in 2011 to keep your twitch account from getting banned.
Acting like a fucking creep!
And now three things that I don't see mentioned much often, if at all. Firstly, Alex showing his cousin's cleavage on stream and acting with her like he acts with any woman who isn't his mother.
Then the story about chopped steak, which is on the same level with pastas about tendies.
And finally, remember how in chat with Caitlin he said something like "children can be so annoying"? Well, about that.
At least he didn't tell him to sit on a cactus... There was also some miscellaneous stuff, but you can find it with the rest of the links in the attached file. And like I said, the story about him soliciting nudes from minors is for another day.
Also, on the topic of Alex being basically weeb DSP, here is a little something I hope all of you are going to enjoy. Sorry for the quality, the first version was too heavy to upload.
If you recall any instances of Alex screeching at games, acting like a dick towards his audience or outright creeping, link them to me so I could make a supercut.