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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March 22nd Bug-Fixing Build (archive)
To read a list of everything that was improved or fixed in the latest build, scroll down past this phenomenal artwork by kyorinsan_831!



Improvements

  • Adjusted Itachi’s likes/dislikes to be more consistent with his personality and what has been said about him in the past.
  • Updated the Art Club’s description so that it includes the “cleaning items aren’t suspicious” benefit.
  • Kyuji’s ponytail hair model and slick hair model now have physics.
  • Added 43 new female portrait poses to Custom Mode.

Fixes

  • Social Butterflies are supposed to react to murder by running to the most-populated area in school. However, if the player piled a bunch of corpses in one spot, the game would recognize it as “the most populated area in school” and Social Butterflies would run there upon witnessing murder. This bug has been fixed.
  • If the player approached any of the Cooking Club students while carrying the library book that is used to complete “generic” tasks, the player would be able to complete the Cooking Club students’ Task without actually fulfilling the correct criteria. This bug has been fixed.
  • I said that the Art Club had gained a new benefit – you can carry cleaning items outside of cleaning time without being considered suspicious – but the benefit wasn’t working as intended. It was only effective for mops, not for buckets or bleach. This bug has been fixed.
  • If the player killed Komako and disposed of her body, her followers would travel to the spot where her body was disposed of and then perform their “changing shoes” animation. This bug has been fixed.
  • If a student witnessed murder while performing the “SocialSit” action/animation, they would remain in a sitting pose while reacting to murder. This bug has been fixed.
  • If the player smothered a rival to death and then disposed of her corpse, the Stats screen would label the rival as “Not eliminated yet.” This bug has been fixed.
  • Upon reaching the “True Ending” cutscene (Ryoba discovers that Jokichi is missing) the game would cease to render its graphics properly. This bug has been fixed.
  • When visiting town to shop, Ryoba was not supposed to wear a ribbon in her hair unless she was in her casual attire. This bug has been fixed.
  • If the player chose Hairstyle #13 for Senpai, his hair would not appear properly during the Amai bus stop scene. This bug has been fixed.
  • The cookbook in the Amai cutscene was wobbling around instead of remaining locked in the protagonist’s hand. This bug has been fixed.
  • The “Remove Rocks” prompt disappeared, meaning that the player couldn’t trigger the Basu Sisters cutscene. This bug has been fixed.
  • In Custom Mode, Gardening Club students did not perform the correct animation during their club activity. This bug has been fixed.
  • If the player gave Senpai facial hair, he would not have this hair in his student portrait. This bug has been fixed.
  • If the player used the “pass 30 minutes” book in Mission Mode, the game would softlock. This bug has been fixed.
  • Osana’s suitor’s hair model was appearing on suitors from 1980s Mode. This bug has been fixed.
  • Amai had two pairs of eyebrows in her student portrait. This bug has been fixed.
 
The only one big youtuber who was willing to look into his past was Mutahar. This is while Charlie who is responsible for the most of EDP bans on different platforms did exactly that - called him a loser who can't get any and moved on to milking some other controversy.
No, I mean talk about how your video was unfairly taken down, try to get them to help you with YouTube support
 
I dunno why, what with all his narcissism, Alex allows you to customise Senpai.

I haven't touched this game in ages but I still bother to read to patch notes because that's the type of loser I am. But I'm actually mad he fixed this bug in particular:
  • Social Butterflies are supposed to react to murder by running to the most-populated area in school. However, if the player piled a bunch of corpses in one spot, the game would recognize it as “the most populated area in school” and Social Butterflies would run there upon witnessing murder. This bug has been fixed.
Come on man, that's just fucking funny game shit operating off technicalities.
 
I dunno why, what with all his narcissism, Alex allows you to customise Senpai.

I haven't touched this game in ages but I still bother to read to patch notes because that's the type of loser I am. But I'm actually mad he fixed this bug in particular:
  • Social Butterflies are supposed to react to murder by running to the most-populated area in school. However, if the player piled a bunch of corpses in one spot, the game would recognize it as “the most populated area in school” and Social Butterflies would run there upon witnessing murder. This bug has been fixed.
Come on man, that's just fucking funny game shit operating off technicalities.
It is, and to be honest I'd be tempted to leave it in - At that point, the players clearly on a stacking bodies meme run, let them have their horror movie moment.

However, it does bring up the question of where else in the code is Alex counting the dead as still being living people. This is one of those bugs you find that in of itself isn't that big of a deal, but could point to fuckups elsewhere. Feels like studenscript.cs striking again, way too many on the spot conditional checks, rewritten over and over and over, but not consistently. Knowing his code, he's going to discover a mutually exclusive race condition that means that a student can be wearing gloves, or be dead, but not both at the same time.
 
No, I mean talk about how your video was unfairly taken down, try to get them to help you with YouTube support
Oh, thanks for clarification. I really don't know it seems that everyone moved on and I have less than 2k followers. Maybe I will try just so people looking for the original would find a video where it is explained what happened and where to find a re-upload.

I dunno why, what with all his narcissism, Alex allows you to customise Senpai.

I haven't touched this game in ages but I still bother to read to patch notes because that's the type of loser I am. But I'm actually mad he fixed this bug in particular:
  • Social Butterflies are supposed to react to murder by running to the most-populated area in school. However, if the player piled a bunch of corpses in one spot, the game would recognize it as “the most populated area in school” and Social Butterflies would run there upon witnessing murder. This bug has been fixed.
Come on man, that's just fucking funny game shit operating off technicalities.
I remember, that at some point player could talk to students he just killed. That point was 10 fucking years ago.
 
His game is nowhere near done and he still keeps finding excuses. Next time he'll come out and say he hasn't done anything else because he was trying to port YS to consoles.

:stress:
It surprisingly runs uh, "not the worst" with an XBONE controller (can't verify any others) so I wouldn't be surprised if this excuse is lined up for "as needed" use in the future.
 
The 11th Anniversary of Yandere Simulator’s Development (archive)
Today is the 11th anniversary of Yandere Simulator’s development; it was 11 years ago, on March 31st of 2014, that the game’s development began.

Every year, I write an “anniversary blog post” to commemorate the game’s birthday. If you’re interested to hear what I have to say this time around, scroll down past this artwork by RaineBeau and KattyStarlitt!



What else could I possibly say?

After a decade of writing anniversary blog posts, it’s gotten pretty hard think of something to say that I haven’t already said before.

Out of all the anniversary blog posts I’ve ever written, the most important one was definitely the 9th one. I put a tremendous amount of time and work into that post, and, even after all this time, I still feel that it communicates about 95% of everything I want to say about the game and its development. So…aside from that, what else is there to say?

I’ve already explained how Yandere Simulator gradually transformed into the type of game that is regularly updated with new content.

I’ve already explained that I believe a game’s value comes from whether or not it’s fun, not whether or not it’s finished.

I’ve already explained that I don’t see any reason to be ashamed of Yandere Simulator’s lengthy development time.

So…if I’ve already said everything I want to say about the game’s development…and there’s just nothing left to say…

…then…well…

…maybe I could I tell you about a dream I had?

Music Game

A few days ago, I had a dream that I was inside of a video game. In this game, I was walking to the top of a hill. As I climbed the hill, I encountered musicians who blocked my way.

Each musician was some kind of anthropomorphic animal-person who was hiding their face. Sometimes they were wearing something as simple as a bag over their head, but other times, they were wearing a spooky mask.

In order to get past a musician, I had to fight them. These fights took place in an empty black void with the musicians being represented by black-and-white sprites, kinda like in Undertale.


The musician would play a song, and each note they played on their instrument transformed into a ball of energy that I had to avoid. By surviving until the end of the song, I “defeated” the musician.

After defeating a musician, their mask would fall off, revealing a cute animal face underneath.


I could tell that there was supposed to be something “symbolic” about the removal of the mask. It seemed like the objective of the game was to convince the musicians to think, “You don’t have to hide your true self from the world! People will love you just the way you are!” or something along those lines.

When I woke up, I felt overwhelmed by a powerful desire to prototype the game that I had seen in my dream, and make it real. I opened up Unity and wrote a script that reads a MIDI file and spawns energy balls when it detects that an instrument is playing a note. It kinda sorta worked, but it wasn’t fun to play; if a lot of instruments were all playing at once, the result was a massive wall of energy balls, and you couldn’t even tell that they were supposed to be synchronized to the music. I decided to fix this problem by having multiple enemies onscreen, each one meant to represent a different instrument inside of the MIDI file. (And, of course, because MIDI files sound like garbage, I muted the MIDI and played a non-MIDI version of the song over it.)

Here’s how it turned out:

It’s pretty basic, but you can kinda sorta get the idea of what this would be like if it were a full game, right?

Imagine if you could shoot energy balls at these musicians, and when you defeat one, their instrument disappears from the background music. The objective would be to defeat all of the musicians in the band before the song ends, while avoiding damage. And when you defeat an entire band, they take their masks off and come to a realization that leads to personal growth. And then you move on to the next band, etc.

“Okay, that’s nice, but what does this have to do with Yandere Simulator?”

I’ll explain.

When you think “YandereDev,” you might think of anime girls, blood, knives, panties, a school setting, etc. But, those are not necessarily the only things I want to develop games about. A black-and-white pixel art game about battling anthropomorphic masked musicians is just about the furthest possible thing from Yandere Simulator, and yet, I’d be totally willing to develop it…if Yandere Sim didn’t eat up 100% of my time.

I think I have more to offer the world than just a game about stabbing anime girls in a school. I have a dozen different game ideas that I’d love to develop, and none of them are anything like Yandere Simulator. A lot of my ideas are something that you might see in a game jam – short, simple, weird, experimental games that are small in scope and developed in less than a month. That’s the type of game I’d prefer to be making.

If I was “unshackled” from Yandere Simulator, I would probably be releasing a new game every month. You’d visit my blog every 30 days to see the latest “YandereDev game experiment,” and it could be anything, even a game about helping a furry guitarist realize that it’s safe to remove the paper bag he wears on his head to hide his insecurities. I would love to be a developer who releases 12 games a year, and release several hundred games before my death.

…but instead, my life is Yandere Simulator.

24 hours a day.

7 days a week.

I’m not sure when I’ll get around to those other game ideas.

Could be years from now.

It’s kind of a bummer.







…well, anyway, if you’re curious to know how the “Music Dream” prototype feels, you can download it here:

https://www.mediafire.com/file/vbvns6tvmwf5az1/Music+Dream.zip/file

Make sure to read the README.txt file.

The response to the Kataba Video

Hey, remember that short video I made about Kataba Aishi?

There’s something I’ve just gotta get off my chest.

In this video, I announced that I do not intend to make a “1960s Mode,” and said that I will not create a gameplay mode featuring Kataba, because her gameplay would be so different that it would have to be a separate game altogether.

Would you like to know what the majority of the comments on the video were?

“I can’t believe he’s planning to add another new mode!”

“I can’t believe he’s already planning his next game!”



…but I…

…but you…

…but that’s not what I said. In fact, that’s the opposite of what I said!

It’s like they watched the first 2 seconds of the video, decided what kind of nasty comment they wanted to write, posted it, and then left.

I’m gonna be 100% honest with you; it’s demotivating. I am discouraged from creating things or sharing things or communicating things, because I know that no matter what I do, there will always be people who will ignore whatever I actually did, and then get mad at me for something that I only did inside of their imagination. They will reject reality, and substitute it with a fiction that they invented in their minds.

It’s been going on for years. Any time I ever make any type of statement about anything ever, my statement is misinterpreted in the most egregious manner possible. If I say, “The sky is blue,” immediately there are 10 people in the comment section who are outraged that I’ve declared the sky to be green, even though that’s not what I said at all.

Well, I don’t want this blog post to be one giant misery parade, and I’m sure that you’d rather hear me talk about the actual game, so let’s do that instead.

Development Plans

The plan is:

  • Make improvements to Custom Mode
  • Make improvements to Amai’s week
  • Add voice acting and unique animations to Amai’s week
  • Return to making YouTube videos
  • Begin work on Kizana
Ideally, Kizana would be released sometime late this year, perhaps around December.

With that said…

Recent Progress

Recently, I have felt very unsatisfied with my rate of progress. Back in January, there was a stretch of time where I got a ton of work done super fast, and I felt really optimistic about the future. But, during February and March, I lost that momentum, and slowed down to a glacial pace. All of a sudden, it feels like I’m trying to walk while my legs are submerged in molasses; every step forward takes tremendous effort. Why? What happened? What changed?

I’ve got some theories, but they’re all really depressing to talk about, and I don’t want to drag down the mood of the blog post, so I’ll spare you for now. I just want you to know that, if you’re thinking, “Wow, that YandereDev guy sure has slowed down lately…” I’m also thinking the same thing, and I’m going to try to turn that around as soon as possible.

In Closing

In previous blog posts, I’ve already said almost everything I could possibly say about the game’s development, so this year, I kinda just rambled about a bunch of unrelated topics. It probably wasn’t the most cheery blog post in the world, but I hope that, at the least, it was insightful.

Thank you for following the development of Yandere Simulator!
 
I think I have more to offer the world than just a game about stabbing anime girls in a school. I have a dozen different game ideas that I’d love to develop, and none of them are anything like Yandere Simulator. A lot of my ideas are something that you might see in a game jam – short, simple, weird, experimental games that are small in scope and developed in less than a month. That’s the type of game I’d prefer to be making.


If I was “unshackled” from Yandere Simulator, I would probably be releasing a new game every month. You’d visit my blog every 30 days to see the latest “YandereDev game experiment,” and it could be anything, even a game about helping a furry guitarist realize that it’s safe to remove the paper bag he wears on his head to hide his insecurities. I would love to be a developer who releases 12 games a year, and release several hundred games before my death.


…but instead, my life is Yandere Simulator.


24 hours a day.


7 days a week.


I’m not sure when I’ll get around to those other game ideas.


Could be years from now.


It’s kind of a bummer.








:story: Absolute kino Yanderedev, here's to another 11 years!
 
I, JuanButNotForgotten, humbly submit a meme to Alexander Stuart Mahan for successfully wasting another year. Congratulations, Alex! Enjoy the hell of your own design!
CHEERS copy.png
 
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Bro, you can just join game jams, yknow. I'm doing LDJam this weekend. You're going to get flak either way due to your shitty work ethic on your actual paid project, so if you're gonna waste time at least do it over there.

Of course, he doesn't actually want to do Jams. What he's really saying is he wants those patreon bucks to keep flowing for him to just work on random shit. He wants to be some Auteur of game development. Suffice to say, he's welcome to keep dreaming, because that's all it'll ever be.
 
Bro, you can just join game jams, yknow. I'm doing LDJam this weekend. You're going to get flak either way due to your shitty work ethic on your actual paid project, so if you're gonna waste time at least do it over there.

Of course, he doesn't actually want to do Jams. What he's really saying is he wants those patreon bucks to keep flowing for him to just work on random shit. He wants to be some Auteur of game development. Suffice to say, he's welcome to keep dreaming, because that's all it'll ever be.
Hah, obviously. He gives 0 fucks about making other games, he is just mad he doesn't get the same amount of asspats he was getting 10 years ago. And JAMs are one thing, people can produce pretty fun stuff there, but in no way those are complete games. Alex is so delusional that he thinks he can push out one game a month and considering his reaction to the rejection by Mike Z, any criticism he would get for those "games" would be met with "why are you mean to me, isn't it impressive that I did it IN JUST A MONTH?!".

Also, congratulations, Alex, you are an anime now.
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Why doesn't he just use ChatGPT? At least it would give somewhat working code.
He already had that one developer lend their hand on the code,(I think from that brief period of TinyBuild's collaboration or whatever it was.) he fired them because he couldn't understand it or some shit.

I imagine it'd be the same thing with ChatGPT, the only difference is he can probably just make ChatGPT dumb it down until he does understand it.
 
Why doesn't he just use ChatGPT? At least it would give somewhat working code.
I'll treat this as a serious question for the sake of lulz, there's two fundamental problems.

One, ChatGPT can only keep so much literal awareness inside its head at once, called context size. If you've ever seen a chatbot start repeating itself or forgetting older parts of the convo, that's because it either didn't decide a piece of info needed to be retained, or it had to throw it out to fit more recent stuff in memory. This is called the context, and for GPT's free tier, its limited to eight thousand bits of info, called a token - this might be a word, or a concept, or a single special character like a < that needs to be remembered. For code, this limit is cripplingly small, as code tends to be very large and verbose, and there's no real room to just 'throw out' bits of information and still have enough context to do the job. You can't just summarize it as four thousand lines of code, you pretty much have to store every single character, and its position, to even get close to being useable.

Because of this, trying to use GPT on its own to generate anything more complex than a marketing worthy code golf challenge is simply infeasible. Larger stuff like basic logic or engine interfacing boilerplate is simply too big for it to remember all to finish. And worse off for Alex, some of his absolutely fuckoff huge files like StudentScript are too big for it to even be aware of it all at once, much less have a snowballs chance in hell of making an intelligent addition.

The other issue that GPT and other LLM's face is they have absolutely no ability to contextualize the connection between two separate source code files. Its extremely common to separate every major class in object-oriented languages like C# into their own file, and that's what Yandere Sim is written in. If you implement a function in one file and call it in another, GPT will consistently just fail to even pick up on this, and it'll think functions are missing in one file, and unused in the other, which it will regularly try to 'fix'. And thats assuming that you can fit both files into the memory context, which you can't with any level of complex code - and that's also assuming that you only have two source files, and never need to call any engine code atop it.

To make it even worse, any language model is basically incapable of understanding a novel solution to a problem. It only knows what its been trained on, and how to predict the following code. Much has been said on how language models cannot create something unique, but in programming its actually got a corollary, which is that they cannot use something unique. If Alex has his custom save/load system that was written by that one volunteer, a LLM is literally not going to understand that because its never seen it before. It won't know how to use it, where to use it, etc. If he has any custom plugins he bought, old plugins that he hasn't updated, or anything that the LLM hasn't seen in its training data before, it just won't know how to use them. It gets way worse when he has custom versions of common problems people solve - A debug logger is a super common one, an idiot can write it and its super useful, but there's a thousand ways to do it that make sense. If it sees his, and thinks it works like someone elses, boom, its using it wrong and breaks shit. Or, more likely, it copies the calls from someone elses code because it always sees them, even if Alex's works nothing like it.

Programming is hard enough for LLM's, because the 'hard' part people actually pay us coders for is the ability to predict the state of a system at an arbitrary point in execution - this is how we predict if the math we're using will solve the problem, or if we might have error issues, or other things that need to be considered in a complex solution. LLM's are just a fancy autocomplete, and if you've ever tried writing a sentence with nothing but autocomplete, you know it can be "ducking bready to come home".

There's also the non-fundamental problem to it, which is that any programming LLM is only as smart as the questions being asked. Alex's code comes from a place of fundamental ignorance to design, as he slaps things into an increasingly convoluted condition block hell. This tells us his thought process is to bodge everything in. That's not a problem you can ask an LLM for a solution for, because bodge is novel and it can't understand novel complexity. He would have to be able to reduce the design space down into something that you could tell the model. And Alex is not one to be judicious with his words, he's almost as bad as me with these ramblings.

I debated sticking this behind the spoiler, but its a good watch for anyone who actually is curious about LLM's in game development or programming. Its long, but they walk through an entire AI made game, and break down all its weird decisions. You don't need to be a programmer to follow along with it when the guy starts talking about how its fucking weird it did X. And if you DO have any programming experience, grab a snack, because this is fucking funny.
TL;DR AI makes Alex look like a competent game developer.
 
Though expecting someone who at best is a fanfiction writer to code good was dumb in hindsight honesty he should have just let the people that were working with him just do the coding for him. And he just write the script.
 
Though expecting someone who at best is a fanfiction writer to code good was dumb in hindsight honesty he should have just let the people that were working with him just do the coding for him. And he just write the script.
preaching to the choir. the issue is that alex is autistic and exhibits overprotective control freak tendencies over his precious baby project. if he let someone else program the game for him he might have a hard time adding 284 new "easter eggs" and hidden game modes in every release because the code would be confusing (read: reasonably sophisticated to improve performance) so thats absolutely unacceptable and can never happen
 
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