🌟 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

  • 🏰 The Fediverse is up. If you know, you know.
  • Want to keep track of this thread?
    Accounts can bookmark posts, watch threads for updates, and jump back to where you stopped reading.
    Create account

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: 148 2.6%
  • Chris Roberts finishes developing his game

    Votes: 170 3.0%
  • Cold fusion

    Votes: 2,084 37.1%
  • The inevitable heat death of the universe

    Votes: 2,578 45.9%

  • Total voters
    5,617
He really says that he's working on it every month and that it has monthly updates :story:
It's not just that even that meager amount is a lie, it's that he says "I work on it every month" so candidly as if that isn't a massive red flag in itself. Not every day, not every week, but every month. To him it's not full time commitment, nor a part time commitment, and at this point working on the game is not even a hobby to him, it's the equivalent of strenuously mailing a check every month to make sure your electricity doesn't get shut off. Take the L and refund your customers.
 
"My car broke, and I don't understand why, can you explain why mr mechanic?"
"Well, your quantofarsical tripetropumps aren't generating enough cardioradiating vibrapulse, which causes the protomotors in the ignipropylene arvensis primers to not piperize."
"thanks"
Simple words, nigga. I have no idea what any of what you said means.
Have you seen how Amazon sometimes decides to package small items in ridiculously big boxes filled with air bags?, well it's something like that.

Imagine that you need to send 20 USB sticks to the same address, so anyone with a half working brain will put all the USB sticks in one small box, send it once and call it a day, but not our Mald, oh no, what Mald does is put every single USB stick into a big box, fill the box with air bags and ship 20 big boxes to the same address, one per day because reasons.

If you want to see a more real example, here's one:
Around 10:31 where the guy goes "Who taught you code? Who the FUCK taught you code?" :story:
I don't know a lick about coding but I just had to make a clip of that.
Pirate Software's Code SUCKS [UgkxGo5R7sCtTrfudf9C5Y2AeN52eCPStlU3].webm
From that post in particular because it did made me laugh.
FuckingGarbageCode.webp
Every single one of those "var" lines is the big box I was talking about. Anyone with a bit of experience with code could write that exact same algorithm like this:

1 | var bounce_direction = point_direction( nearest_blocker.bbox_left + ((nearest_blocker.bbox_right - nearest_blocker.bbox_left) + 0.5), nearest_blocker.bbox_top + ((nearest_blocker.bbox_bottom - nearest_blocker.bbox_top) + 0.5), x, y + 20);
2 | x = x + lengthdir_x(global.player_speed_cur, bounce_direction);
3 | y = y + lengthdir_x(global.player_speed_cur, bounce_direction);

A single fucking variable and just 3 lines of code. This is how garbage tier we are talking about here.
 
View attachment 7598665

Results of using my USIPS ad credits to play around with advertising on X. Target was 18-32 year old men in Poland. Ad spend was $100/day.

If you have feedback on this or thoughts on these numbers please just email <josh@kiwifarms.net> or send a DM or something, unless what you have to say directly involves Jason or the #StopKillingGames campaign as a whole (i.e. if you have marketing experience and want to say these are good/bad numbers, just message me privately.)
Bro is gradually turning into Soros-like entity, the Anti-Soros if you will
 
There appear to be some major gaps in your CV here, uh, James.
Yes, it's not comprehensive; there are many promises he made about Animus during his livestream that are missing, but it highlights the main points about HeartBound's development. Thanks for pointing out the error about the name, don't know how that happened, but I'll fix it
 
Ogay, real shit. All that talk about how garbage Mald's code is made me, a complete knuckledragger who doesn't understand programming and considers it black magic, curious.
Lay it out in the most simplistic, retardproof way. Tell me how and why it's bad and how would you improve it. Provide examples. Any insight helps. I am paying in :semperfi:s.
View attachment 7598850
Imagine you have some sort of workshop, and you store everything in a big set of identical/near identical, rearrangable drawers. Each drawer contains a tool or a part, and as part of your job, you need to pull specific things from these drawers at specific times.

1751617197932.webp

In addition, you may need to add in new things, each of which will need their own drawers, in the future. And you need to leave instructions so whoever's performing this job can know which drawers to go to.

And this contains 500 drawers and counting, and each one of those is in at least one set of instructions. So you need to get this right from the getgo, cos you're gonna be real fucked if you need to change your filing system later.

A normal person would label every drawer with a descriptive title, like the image. Like, if you're making terracotta gnome dolls from a design you made in 2004, you might have drawers named something like 'Terracotta Gnome (2004) Heads', 'Terracotta Gnome (2004) Feet', 'Terracotta Gnome (2004) Nose', etc. etc. Something that can be used to describe each drawer's contents easily and accurately. because the titles are descriptive, it's very easy to look back over a set of instructions and spot when something's wrong (e.g. when your instructions say to get shoes from the 2014 design), so any issues like that are easily fixed. And chances are if you make a typo that what will come out of it is something that obviously doesn't correspond to any drawer (e.g. 'Terracotta Gnome (2004) Feel", so none of your workers will actually go through with the dodgy instructions until the mistake is corrected. And because they're rearrangeable and the titles require no order, you can put all your screws and all your tools grouped together and arranged logically, and make relatively small adjustments when needed to accomodate new things.

What Mald did instead was number every drawer as he got it out of laziness (who can be bothered to print all those little labels and stick them on?), and then create a document that explains what that number corresponds to. So 1 is 4*25 screws, 2 is nine-inch nails, 3 is 40-grit sandpaper, etc.. This has obvious drawbacks;
  • One, whenever he's writing a new set of instructions, he has to go back to the document and painstakingly check for each individual item, because the titles aren't descriptive. Just because he knows this design needs the 2004 terracotta gnome feet, he has to go back and find exactly what number that corresponds to before he can write it down. God forbid he makes a typo, as there's a good chance he has no idea what it was meant to be.
  • Two, he needs to keep everything arranged in the chronological order of when he acquired it, because otherwise the numbers are all fucked up and he can't easily find where drawers are if they're not in order - meaning that some of his screws could be on one side of his cabinet, and another could be on the other side of the damn building. And if he no longer needs the contents of a drawer, he can't get rid of it easily without leaving an inexplicable gap. .

These two things are force dividers - they drastically slow progress down, not speed it up, because you constantly have to double-check yourself. Once the instructions are set up, it might not take that much more time, but the process of making those instructions is torturously slow.

There are other things he could be doing better - storing everything in 500 individuals drawers is obviously not always ideal in the first place, and you might be able to set up systems where you can automatically bag everything relevant into one group and don't even have to check more than one or two drawers - but he can't even hope to manage that without having to go through the painstaking process of figuring out what parts go where.
 
Last edited:
Cyprus, Luxembourg and Malta are ridiculously small countries, so it's no wonder that they haven't passed the mark yet.
Microstates have disproportionally many MPs in the EU Parliament for their population, since there is a minimum of 6 MPs, which makes the signature threshold unreasonable.
As for Cyprus, well, you know. They're busy.
greekpepe.webp
 
There are other things he could be doing better - storing everything in 500 individuals drawers is obviously not always ideal in the first place, and you might be able to set up systems where you can automatically bag everything relevant into one group and don't even have to check more than one or two drawers - but he can't even hope to manage that without having to go through the painstaking process of figuring out what parts go where.
An analogy would be having cabinets for higher level concepts, like one for garden related stuff, one for kitchen related stuff. Have each drawer in each cabinet refer to something specific within the cabinet. Like first drawer of the kitchen cabinet referring to the fridge. Then divide each drawer further into compartments to refer to stuff even more granularily. Like veggies in the fridge.

Aka, something that actually makes sense.
 
Yes, it's not comprehensive; there are many promises he made about Animus during his livestream that are missing, but it highlights the main points about HeartBound's development. Thanks for pointing out the error about the name, don't know how that happened, but I'll fix it
There's nothing wrong with your graph, it's amazing. I'm making fun of the year-long gaps in development where literally nothing was done. "James" is from Louis Rossman's stream where he didn't give enough of a shit about Maldavius to even get his name right.
 
https://youtube.com/watch?v=7TACOp_2Z-kAny coders present here's more laughing at his shit code
>MFW game is cracked by removing simple code checks
Truly some baffling bad code.Its baffling in a different way from yandereDev, from the prospective of a developer.

YandereDev's code, as a point of comparison, reminds me a lot of webcomics. Many early webcomic artists just do it as a hobby, something for fun and their early art reflects that: its fucking awful. As the comic becomes profitable, the art often improves but you are stuck with your early comics, the point readers will often have to restart at in order to catch up. YandereDev started his game as essentially a joke, something to impress people on /v/ despite his complete lack of any knowledge of programming and the unity game engine. He coded like a beginner, doing things inefficiently or badly because he was quite simply unaware there was a better way. If you're not aware the modulo function exists, and your retarded and dont look up "how to check if a number is even" of course your going to make some baffling if statement that simply declares them to be even or odd. As he's improved (a little) he's stuck with his old awful code and cant do what most game devs do when there learning: throw it out and make a new game that sucks less. You do this a few dozen times and eventually you make something that doesn't suck quite as badly.

Mald is different. He does in fact know how to code above a level of a beginner. He's at least somewhat familiar with the engine he's using. To me his code look a lot like the code of a second year compsci student. Just barely familiar enough with the basic building blocks, but still struggling with how to write code that isn't a trainwreck. The issue is of course that he's been working in the game industry for a very long time, supposedly and shouldn't code like he's trying to pass Introduction to Data Structures.

For the noncoders, a few examples.

Lets say the baffling 1000+ element array is required for some reason and that we dont have a better way. Early in the video we see him setting each indiviual element of the array to 0, except for about 8 of them which need to initialized to a specific value. Instead of doing this, you could have instead created the array from scratch at all 0 in one line (maybe 2 if you prefer to use a for loop for some reason) , and just manually set 8 values. This reduces the line count from over 500, to about 10. Both work, technically the 500 line solution might be the most marginal amount faster since you don't have to change a 0 to a 1, but its infinitely more readable and managable.

Later on we see a bit of animation code that determines which sprite to use. For example if the player is facing left, we want to use the sprite that is facing left. This is perfectly normal. The issue is his baffling switch case statement and how he's setting the values. He has assigned each direction a value between 1 and 4. The switch case checks which direction the player is facing, and than assigns the sprite. This sounds correct... until you realize that the directions and the sprites have the same value. His code is essentially "If direction = 1, than sprite equals 1" and we could change it to "set sprite equal to direction". This would delete the entire switch case, dropping 20 lines of code down to a single line. Hell it would even be more performant, no check needs to be made at all. Oh, but there is a second state the player could be in that requires a different sprite set, maybe a different outfit or the character is battle damaged. Well, since its still only 4 sprites, and were storing them in the same sprite array, and were apparently smart enough to know that we shouldn't randomly change the order of direction, we can simply add 4 to the direction and get the sprite. One line solution, with a single arithmetic operation instead of a comparison. If you don't like literals (you shouldn't), you can make a constant "SPRITES_PER_STATE" for maintainability purposes.

Finally, code reuse. Programmers are lazy by nature, we hate doing more work than we need to. Reinventing the wheel sucks, especially when we're the one who made the wheel. So we try to reuse code whenever possible. But there is a correct way, and a wrong way to reuse code. The wrong way is what Mald has done, literal copy and pasting the code everywhere its needed. This creates a shit ton of files that are almost entirely identical, with massive amounts of repeated code. Each differs by only a small handful of lines of code: setting values to the story array. How any programmer who has had Object Orientation slammed into there skull a million times has likely been taught the concept of inheritance. Using this very simple concept, we can instead make the copies simply say "Use the entirity of this original file, but I want this one function to work differently". Congrats, you have reduced your line count by several thousand across the project and made it infinitely more readable.

There is so much more (using swith cases that only have 1 case, overuse of switch cases in general, making a trillion variables for no reason, the story array, magic numbers, excessive commenting) but i'd be here all day and the video shows a lot of it. Unlike yandereDev this incompetence isn't performant. We aren't getting 2 trillion polygon toothbrushes and 6000 checks a frame on shit that doesn't need to be checked every time. Instead these are issues that result in a working game that under the hood is a complete an utter disaster. This is likely part of the reason development is taking so long, you can't read the damn thing because there is so much fat in the way.
 
Ogay, real shit. All that talk about how garbage Mald's code is made me, a complete knuckledragger who doesn't understand programming and considers it black magic, curious.
Lay it out in the most simplistic, retardproof way. Tell me how and why it's bad and how would you improve it. Provide examples. Any insight helps. I am paying in :semperfi:s.
View attachment 7598850
Okay, so I can try to help you understand the whole "one global array for everything dialogue related" mess as best as I can.
So imagine that you have a video game that is heavily story based, with dialogues, scenes, etc.
Now let's for the sake of argument imagine that this game is played via a book. Like you have to read a certain page if you want to know what the characters are saying and what are your options.
What Mald did is that he placed ALL of the dialogues into ONE SINGLE GIANT ARRAY, which he then just keeps inside the code, INSIDE THE ENGINE.
This is like playing the aforementioned "book-game" in a way that required you to constantly flick through one giant bible-sized book to check which page you're on, if you're saying no to this character, you have to go to a different page, then you have to check if you are reading the correct paragraph, etc. What he is doing as a developer is that he is constantly ADDING new pages and paragraphs to the same, one, GIANT book. This is very bad for maintaining a cohesive code structure, data, AND it also adds a massive technological debt to the project, as what if I want to edit some dialogue scenes that I wrote like couple of months ago? I have to go through the entire array, find the exact dialogues I'm looking for, make sure I'm not fucking up any dependencies, or that I'm not gonna accidentally allow any sequence breaking... well, in general it's a massive shitty way to maintain your project.
What others pointed out is that GameMaker has built in tools to help you with that. For example "json" structures, which are like PERFECT for keeping data like dialogues. They are essentially lightweight, nicely structured text files that can be used to keep dialogues, translations, menu texts, etc. without the need to keep them directly INSIDE the code. You're just pointing the game to the correct record inside the json file.
So going back to our "book-game" analogy, using jsons would be like first of all, having a nicely organized set of smaller, more compact books, every one with neatly set tables of contents, much easier to read, navigate, etc. and most importantly - MUCH EASIER TO MAINTAIN and develop in the long run.

Alternatively I can draw some boxes in Ms Paint if that would help you understand.
 
Aaaaand on stream, says the exact same line. What a guy:

289630309-105698799-compressed-1000031171.mp4
I like how he talks that people dismiss his acomplishments despite profs, while having Dune in the background while his undertale clone game update date keeps shifting further and further from the 1st of every month. Also "proof is i say that my boss said x" or his father saying something that aligns with him? I know that there were couple of Halls working at blizzard, we had that talk back in the day when this thread wasnt on top of active threads, but i still don't buy that "noone knew we were related". The fact that his borther didnt get the job, was probably someone at blizz saying "one nepo hire per person" anbd he was just more lucky than his brother.

Another thing, he keps complaining that he was harased by SKG for past 10month, no fucking way, the moment people start complaing he's crying, doing his "ive banned 6 milion people" routine, he only got fair share of criticism after Ross made "well i guess that's it" vide while everyone picked up on the movement. He wouldn't sit quiet about anything at all if it were 10month of complaining. Dire Maul proved that he can't stay quiet about even little complaints.


Also im not beliving in swating unless i see police reports. At the same time its hilarious if he just like Fatrick decides he's gonna keep the same number becasue he won't let trolls win, and just gets tons of retardation.
 
Back
Top Bottom