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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:powerlevel: Found this on PULL :powerlevel: and I must say, it applies quite well.
 
His reactions are beyond disproportionate. All he'd have to do is ignore it, instead, he goes nuts:




I've actually told him this directly (which he ignored, of course), but he gives us stuff to mock. If he would just ignore this stuff, there would be nothing to talk about!

Alex: KiwiFarms laughs at me.
Kiwi: You stream a lot.
Alex:iohoIEhfoiuewhnfoiwhcniohewfhnowiEHFO

More like

Alex: Kiwifarms laughs at me.
Kiwi: You stream a lot instead of working.
Alex: But i don't even play videogames all the time during the stream! Sometimes i stop to eat and go to the bathroom!
Kiwi: That doesn't change the fact that you stream alot instead of working
Alex: No wait, that's NOT what i said! You're TWISTING my words! You're ATTACKING me! AAAAAAAAA!!!
 
Actual Fan: Hey, your Patreon says that you have enough to afford programmers and other employees! Where are they?

Alex: OMG I’VE BEEN OVER THIS IN SOME TRANSPARENCY POST THAT YOU SHOULD’VE LOOKED AT EVEN THOUGH IT’S WEEKS OLD!!!! HOW DARE YOU TRY TO ACCUSE ME?!? EASY DEBUNK!!! IF YOU’RE TRYING TO EXPOSE ME, YOU’RE FAILING!!!!
 
1) Design it to be a project that can be completed within 1 year, and don't ever expand the scope beyond the initial design.

...

3) Never get money involved, because this turns it from a fun hobby into a stressful obligation.

4) Don't announce the game's development until it's at least halfway to completion.

...

These points are what most experienced game devs will preach and what I've basically chided Alex for not doing in other posts I've made. I have to wonder what sort of research or knowledge Alex had on game development before deciding to go forth with this project as a commercial title.

In some ways I feel sorry for him, because there are some really nasty pitfalls with game development that are hard to foresee. On the other hand, with a bit more research into development, he should've known about most of these pitfalls or at the very least know that money shouldn't be involved (especially large sums of it) until he's created and published a few games to become familiar with the process and know what his capabilities are.

There's no shame in making a small game. There's no shame in making an imperfect game. There's no shame in working within your boundaries. You can do whatever your heart desires, but if you get money involved, be sure what people are paying you for is worth what you'll be giving back to them individually.
 
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Remove a certain feature from the game

I assume he's talking about Panty Shots? Couldn't he just remove it now?

Design a different backstory for the protagonist

Why couldn't he do that now?

No voice acting

Again, why can't you just use the lines you already have, and scrap the rest? Yes it would suck for the voice actors, but if it's that much of an issue...
 
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Why doesn't he just start from scratch then?

The way he put it, it seems like he could just start anew and complete a finished product in no time.

Oh but wait, he can't now. He said he wouldn't get money involved next time around, and that's pretty much his only motivator to 'work' on YanSim.

Without his precious Patreon bucks, he would shrivel up and fully turn into the raisin that he is becoming.
 
At least he is learning. I feel like the major issues are because of lack of planning literally anything, but at least he has learned something about that from this ordeal.
Given that the most things that he is dissatisfied with now can easily be solved. If you don't want voice acting then just scrap it, I doubt there's much of it if no events for the rest of the rivals have been planned.
The panty shot feature can easily be removed, and I don't think anyone would mind at this point, not to mention he already has an alterantive with those bugs or whatever.
The backstory is so needlessly complicated at this point that it should be reworked anyway, no matter what people think. Most of his cult will just say that they are happy with whatever, so I don't see the problem with that either.
And he can easily stop expanding the scope, but he thirsts for the fleeting attention new additions give him so much, that he just has to come up with something to fill an imaginary monthly quota of :autism:.
 
At least he is learning. I feel like the major issues are because of lack of planning literally anything, but at least he has learned something about that from this ordeal.
He's learned nothing out of this and is at best only reciting the answers that he's been told about since one of the Skull Girls programmers took some time to rip apart and critique his coding work all those years ago. He's been told these things for literal years by this point, and he only now is paying lip service to the idea that he learned his lessons about managing a project for pity points and to get at least a few of the softer critics off his back. That he does not take any of these new lessons to heart and simply do a full teardown so he can fix YanSim from the beginning is clear as day evidence he hasn't fucking learned.

To give you an idea on why him scrapping it all should not be a big deal; Tarn Adams had to do a full tear down after his initial build of Dwarf Fortress was found to be a dumpster fire after working on it for two years. It took him two more years before he was able to release the first playable copy for audiences. Hell, it's technically the third draft given it was itself based on a previous failed game Tarn tried to make called Slaves to Armok
 
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Even if he did do all of this for a later game (or even a reboot of Yandere Sim) the bad programming would still drag it down to frustrating levels.

The singular greatest strength of Unity is that it does a massive amount of heavy lifting for you. It's a bit of a double-edged sword because it forces you into a particular rigid framework in order to get your C# code to talk to Unity's backend and working outside that framework is very difficult if not impossible (eg: you can't entirely disable the physics engine even if it's unnecessary) but Yandere Simulator isn't getting hit with any of these issues because it's exactly the sort of game Unity is built for - a single prebuilt environment with some actors each with their own unique behaviors which can act independently.

Everything you see in Unity is an object that you attach scripts to, like a complex puppet that needs to be hooked up to something to pull its strings correctly. Because of this refactoring bad code in Unity's variant of C# tends to be easier compared to other languages since every actor winds up as its own self-contained system and you don't have to trace through the whole program to figure out where some behavior is coming from. From what I've seen of the YS scripts, everything stays well within the limitations of this model and the scripts are all simple state machines written out in incredibly backwards ways.

For this reason, there's absolutely no reason aside from stubbornness that he shouldn't be able to get the structural elements of YS in shape in under a month of real work. He needs to remember the Skullgirls dev screaming at him to learn about state machines so he can actually learn some proper programming patterns since his standby of modeling everything as a ton of true/false values and else-if chains is the sole thing that's killing the game.
 
The singular greatest strength of Unity is that it does a massive amount of heavy lifting for you. It's a bit of a double-edged sword because it forces you into a particular rigid framework in order to get your C# code to talk to Unity's backend and working outside that framework is very difficult if not impossible (eg: you can't entirely disable the physics engine even if it's unnecessary) but Yandere Simulator isn't getting hit with any of these issues because it's exactly the sort of game Unity is built for - a single prebuilt environment with some actors each with their own unique behaviors which can act independently.

Everything you see in Unity is an object that you attach scripts to, like a complex puppet that needs to be hooked up to something to pull its strings correctly. Because of this refactoring bad code in Unity's variant of C# tends to be easier compared to other languages since every actor winds up as its own self-contained system and you don't have to trace through the whole program to figure out where some behavior is coming from. From what I've seen of the YS scripts, everything stays well within the limitations of this model and the scripts are all simple state machines written out in incredibly backwards ways.

For this reason, there's absolutely no reason aside from stubbornness that he shouldn't be able to get the structural elements of YS in shape in under a month of real work. He needs to remember the Skullgirls dev screaming at him to learn about state machines so he can actually learn some proper programming patterns since his standby of modeling everything as a ton of true/false values and else-if chains is the sole thing that's killing the game.
Too bad he's clearly not serious about being a professional programmer. If he was, then he'd be saving his Patreon bucks up to shoot for a bachelor's in comp sci so he can actually make a game that doesn't strangle computers because right now he's doing a pretty bad job assuming he's self-taught.
 
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