🌟 Internet Famous Jason Thor Hall / PirateSoftware / Maldavius Figtree / DarkSphere Creations / Maldavius / Thorwich / Witness X / @PotatoSec - Incompetent Furry Programmer, Blizzard Nepo Baby, Lies about almost every thing in his life, Industry Shill, Carried by his father, Hate boner against Ross Scott of Accursed Farms, False Flagger

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Which will happen first?

  • Jason Hall finishes developing his game

    Votes: 38 0.7%
  • YandereDev finishes developing his game

    Votes: 599 10.7%
  • Grummz finishes developing his game

    Votes: 149 2.7%
  • Chris Roberts finishes developing his game

    Votes: 170 3.0%
  • Cold fusion

    Votes: 2,085 37.1%
  • The inevitable heat death of the universe

    Votes: 2,579 45.9%

  • Total voters
    5,620
Doing 20 years of QA and claiming full game dev credentials is like being a janitor and claiming to be a politician because you work in the same building.
There's that "famous" story about Mald's boss apologizing to Mald's dad because faggot was talking to him and his dad is a bigwig or something. Even if we take that tale at face value, if Mald was a good worker and made his boss look good, why would he apologize for that conversation? Apologizing for him talking to someone means he's a fucking embarrassment that needs to be hidden at all costs. Even when Ferret boy tries to glaze himself he just sounds like an idiot.

I hate how full of shit this dude is. Be an asshole, just come correct.
It's not a braindead viewpoint, I'd say he's somewhat planned how to attack SKG with how direct and malicious he is being with his misinterpretations, even months ago before he made a stand alone video on it he was worried the SKG had the "companies need to have contingencies for when the game servers go offline".
I think perhaps I worded what I said poorly. When I say he's giving a brain-dead take, I mean when you deconstruct what he's saying, it's stupid as hell. I think he knows what he's saying is bullshit, even if he isn't a capable programmer and isn't an expert on the subject. If he wasn't a narcissist he might even back peddle on it just to stop getting heat. My personally opinion is that his stance on SKG is just another virtue signal grift that went too far.
 
My guess would be that it was related to some retards theorizing about botting the EU Initiative with VPNs and fake addresses
I couldn't find some previous posts about it so it's possible they were deleted.

TO ANYONE WHO WANTS TO BOT OR FAKE THE SIGNATURES:
You're not helping. In fact, read this paragraph in Jason's voice.
1751150284707.webp
"Oh yeah.. about Stop Killing Games. You know that initiative so many people were mad at me for supposedly misleading people? Turns out - no one actually cares about it. The signatures they got - the one million they had to reach - were botted. So turns out what the EU did is to get a random sample of signatures (pulls up paint) so this is the pool of all signatures that were submitted. Then the EU randomly drew a certain number of signatures - let's say 1000 - and verified that they were legit. (scribbles in paint) This is actually very similar to preventing cheating in video games - you know, the stuff I worked on at Blizzard. It's cheat prevention all the way down. Turns out in this sample, enough signatures were either fake or couldn't be verified, which led the EU to believe the initiative was botted. And the whole thing was thrown out. Actually insane. And everyone online was mad at me? I hope the drama was worth it. You threw away your credibility because online bots told you to be mad at me. It's actually insane.
1751151306783.webp
 
Ross's take is completely reasonable. If he talked to Null Pirate Software would use it as a cudgel and presumably get tons of articles that'd fuck the campaign.
 
Not a code monkey, but take a look at this blog post from a sufficiently competent indie dev:
https://fractalsoftworks.com/2023/11/13/you-merely-adopted-rules-csv-i-was-born-into-it/

Tldr the programmer started off manually implementing quests & dialogue in code, but to make it easier on the writer he created a system to add dialogue with minimal need to request scripted features.

It's still a bit opaque, but for people who mod the game it's a hell of a lot easier than having to write and compile Java code every time they want to change some lines or dialogue conditions.
In short, rules.csv contains the data used by what amounts to a custom scripting language that hooks into the game code to drive almost all content which doesn’t involve the combat map or the campaign map.
Ah, yes.
Greenspun's tenth rule
Inner-platform effect
 
Quite literally a kid with no experience can get a copy of RPG maker and make their own game. I did it as an autistic unmedicated ADHD kid in my teens. It's fucking brain dead.

No joke. I had a fucking pirated copy of RPGmaker 95 which provided literally my first programming experience. That shit was so easy to use that a literal 12 year old could do it. A nerdy weird 12 year old, but my point stands
 
I couldn't find some previous posts about it so it's possible they were deleted.

TO ANYONE WHO WANTS TO BOT OR FAKE THE SIGNATURES:
You're not helping. In fact, read this paragraph in Jason's voice.

View attachment 7571611
I don't think you can easily bot those things with what I seen (least not super easily), probably asks for all the identification and more and has to be verified before its entered in as a vote too I'd think.
 
To the code monkeys in thread, answer me this. How hard is it for dialogue to be put into a game, assigned to a character?

I'm a mediocre writer, but I can't fucking imagine, what was it, taking 3 years to add dialogue and drawing pixels for a section of a game. That doesn't fucking make sense to me. I can understand rewrites and maybe changing the story a couple of times, and I can understand that there's "multiple routes" but I don't think it should take this fucking long.
It depends on what the dialogue does. If all it determines is moving the plot forward and the game is linear, it should be really easy. If it is an open ended RPG(which I doubt this is), it will take some time since you have to create all sorts of dependencies, take various other quests and events into account, program various other states for the NPC(you can't talk to them if you're attacking them or made them hostile, obviously) and you want to have all of this thought out, ideally, before you start work so nothing unexpected can come up and throw a wrench into your plans. Something tells me Jason isn't the long term thinking type, otherwise he wouldn't be telling Ross to eat his ass for no reason.
What i've read on here heart bound is very poorly coded and probably has lots of spaghetti code, and if he changes one thing or adds he has to then change whatever else is connected to that since he probably codes like a complete retard. I don't code myself but have a kind of general idea of how it works.
Yeah this is coding 101, if you don't have a good structure and planned out how you want to go about it, adding or removing anything is like playing Jenga and it will only make the development last longer. This game isn't ever going to be completed.
 
Obligatory link to jdsl

Also, my personal way to implement a dialogue system would be either json or xml for holding the text contents, where each piece of text has a localization string + what event should be called after that text is shown + what even should be called after the text is closed + parameters for those events (in the form of flag names that should be reference from a dict in memory)

XML:
<dialogue>
    <textLine>
        <id>exampleText</id>
        <text>example_text_reference</text>
        <afterShown>
            <id>moveCharacter</id>
            <parameter>flag_str_currentPartyMember</parameter>
        </afterShown>
        <afterClosed>
            <id>showText</id>
            <parameterLiteral>exampleText2</parameterLiteral>
            <parameter>flag_bool_isC2Friend</parameter>
        </afterShown>
        <afterClosed>
            <id>showText</id>
            <parameterLiteral>exampleText3</parameterLiteral>
            <parameter modify="invert">flag_bool_isC2Friend</parameter>
        </afterShown>
    </textLine>
    <textLine>
      ...
     </textLine>
</dialogue>

Not a good format, as it's very verbose, but you could easily write a tool to autogen it. Also, I literally thought of it off the top of my head.
 
My favorite part of this thread are actual game devs dunking on figboy and the memes being made of him. There is no way he isn't reading this thread and it's making him fucking seethe, lmfao
 
My favorite part of this thread are actual game devs dunking on figboy and the memes being made of him. There is no way he isn't reading this thread and it's making him fucking seethe, lmfao
HEY, I aint even a game dev, just an ordinary webdev.

His code is just so terrible even I am able to call it otu.
 
I don't think you can easily bot those things with what I seen (least not super easily), probably asks for all the identification and more and has to be verified before its entered in as a vote too I'd think.
It doesn't necessarily need to be true for Maldy too say it as a cope, and for shitflinging journoscum to put out a piece on it just as another "KIWIFARMS IS EVIL/NAZI/blah blah fucking blah, and everything associated with it is evil, including this petition"
 
Yet somehow it would be a bigger problem for indie devs according to Maldy. It's always the least skilled people who cry about sharing their work.
This is also a retarded argument because minecraft still has older updates that people maintain or modify, same goes for terraria just not as much as the mods usually get pushed to the latest version faster than minecraft.
 
It doesn't necessarily need to be true for Maldy too say it as a cope, and for shitflinging journoscum to put out a piece on it just as another "KIWIFARMS IS EVIL/NAZI/blah blah fucking blah, and everything associated with it is evil, including this petition"
Let Him,
We just have to embrace the idea of being vagabonds. We can still milk the Ferret Molester.
Mald Will lose. So Fucking Mote it be
 
A few minutes of Mald bitching about the negative reviews and SKG on the latest stream. Just 2 more rooms and animus is done
 
A few minutes of Mald bitching about the negative reviews and SKG on the latest stream. Just 2 more rooms and animus is done
maldinglive.mp4
"I put out an update every month. Thats what I do"

Why can't Mald realize that people see through his little piecemeal updates. Faggot will add the # to the ingame font and *streeeeeeeetch* aah thats enough work for the month.

I can't imagine that if Mald's favorite new Zogchow game promised an update only to reveal they only added an optional healthbar color he wouldn't cry foul. Its the simplest concept in the world. The updates themselves are not as important as the content therein.

Edit: he even tells us to view the patchnotes, I would think its rather the people reading these that are upset. His retard fans just think "new update wahoooo! Thor-Daddy going another month strong".
 
To the code monkeys in thread, answer me this. How hard is it for dialogue to be put into a game, assigned to a character?
To expand on @Not Yet Implemented bought up, it's not necessarily a simple question - it depends on what the code for it looks like. If you're skilled and spent the right amount of time up front building a system with all the functionality and contingencies, it's butter-smooth and takes no time at all, but if you're trash, poorly-specced the thing, realized it's got incomplete functionality, resists expansion or adjustment and you coded it in such away that you're fighting uphill against the system just trying to work with it, then it takes longer.

It's almost like you're asking how long it takes to build a birdhouse, but before we can answer that, we have to discuss the tools you assembled for the job - did you make yourself a drill and tablesaw, or are you doing some sticks and rocks caveman shit that's more likely to hurt you, break and need to be fixed before it does anything of value, putting aside how slow it is? There's a lot of things like that in coding, where you get bit in the ass for building something badly up front by accruing "technical debt" that slows you down and costs you more time over the lifetime of the project.

Of course, the complicating factor is that a lot of prefab solutions do exist depending on your environment, a lot of IDEs like GameMaker have user-built tools that can handle a lot of the basic functionality a lot of people prefer to use to spare themselves the time investment in building a toolset, though there's still valid reasons to hold out and do it yourself such as the desire to learn or because the game you want to make needs some unique non-generic features.
 
A few minutes of Mald bitching about the negative reviews and SKG on the latest stream. Just 2 more rooms and animus is done
maldinglive.mp4
"Villian"?

Mald your a huge fucking faggot. thinking your better then Me.., and ANYONE else That doesn't Shill you!
Remeber all what he does to his ASSHOLE CAUSE HE WOULD FUCKING LIKE IT, Fucking Dirty Nigger

1751155309623.webp
 
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To expand on @Not Yet Implemented bought up, it's not necessarily a simple question - it depends on what the code for it looks like. If you're skilled and spent the right amount of time up front building a system with all the functionality and contingencies, it's butter-smooth and takes no time at all, but if you're trash, poorly-specced the thing, realized it's got incomplete functionality, resists expansion or adjustment and you coded it in such away that you're fighting uphill against the system just trying to work with it, then it takes longer.

It's almost like you're asking how long it takes to build a birdhouse, but before we can answer that, we have to discuss the tools you assembled for the job - did you make yourself a drill and tablesaw, or are you doing some sticks and rocks caveman shit that's more likely to hurt you, break and need to be fixed before it does anything of value, putting aside how slow it is? There's a lot of things like that in coding, where you get bit in the ass for building something badly up front by accruing "technical debt" that slows you down and costs you more time over the lifetime of the project.

Of course, the complicating factor is that a lot of prefab solutions do exist depending on your environment, a lot of IDEs like GameMaker have user-built tools that can handle a lot of the basic functionality a lot of people prefer to use to spare themselves the time investment in building a toolset, though there's still valid reasons to hold out and do it yourself such as the desire to learn or because the game you want to make needs some unique non-generic features.
It also heavily depends on how much you want to have scriptability in the code itself, or if you want it to be in the config/dialogue files. For example, earthbound has a LOT of scriptability in the dialogue "files"

Of course, it's a tradeoff. If you only put text into the dialogue files, those are very easy to adjust, but then you have to put all special behaviour in the code itself, so whenever a line of dialogue has to fire off some event, like displaying an emotion, or moving a character to somewhere else on screen, or whatever else you can imagine, you have to write it into the dialogue sequencing itself.

If you however put all those things into the dialgoue itself, you obviously have a more complex dialogue sequencer, as it has to check for what events any given dialogue has to call and when. But from that you get a much more general system, where you can adjust what happens in scenes without re-compiling the game at all, but rather just changing the dialogue files. Allows for much faster iteration speed, at the cost of more upfront work.
 
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