#code-discussion
1 messages · Page 110 of 1
you dont do that?
actually hol up a lmg would be a fire idea tbh
no i broke his hands
L
ill pay someone to script
pay yourself and learn scripting
ill pay someone
print("Noob")```
Now where's my $50
how much robux is 50

ill pay 50
i will
-Blaster and S lightaber Systems
-Modifying current scripts
Scripting our morph GUI, tied to a roblox groups and ranks
-Scripting UI interfaces
-AI systems
-Air vehicle system
First wanted one for all, then split up the tasks, most just got started on then they bailed
😭 You need to higher competent dudes LOL
*Hire
i have 50k roux pls help me i pay
the ai and vehicle system sound like the only compex things
perhaps if u remove those from the commission list youll have a much easier time
bro just be paying thousands for those tasks cuz aint no 1 person doing all that for nothing
you can do one thing for me
You should look into #scripter-hirable
😭
I got a question for yall how did you guys learn scripting? Like tutorials just messing with scripts?
learn the basics with tutorials then mess around with random projects
no make stuff
Whos an advanced coder here
Yeah I’m now just starting to do that
I’m not trying to get stuck in tutorial hell
And I’m trying to use my own brain
With help from ai once in a while
ai helps alot since i dont have to wait 3 years jsut to make a game 🥀
using AI at all is a bad habbit
toolbox is also pretty bad
They use code that doesnt make sense half the time and you can remake for your game with half the lines
Where would you go to examine scripts and stuff then?
type the question in google and you can usually find the same question asked in the forms
like using reddit and stackoverflow with other coding
what question would you be asking that wouldnt pop up
you can always come here and ask for a specific question usually people will insult you for 30 minutes then provide support
local lobby = script.Parent.Lobby:WaitForChild("TextLabel")
local lobbyframe = script.Parent.Lobby
local LT = "Hey, welcome to MFO(My first Obby). We've got a lot to introduce you too, let's save that for later."
local debounce = false
game.Workspace.FirstTrigger.Touched:Connect(function()
lobbyframe.Visible = true
local function typewriter(object, TextLabel)
if debounce then return true end
for i = 1, #TextLabel, 1 do
debounce = false
object.Text = string.sub(TextLabel,1,i)
task.wait(0.05)
end
end
typewriter(lobby, LT)
wait(15)
lobbyframe.Visible = false
debounce = false
end)
``` Where do I put debounce to stop it from repeating the loop?
anyone do paid scripting tutorials?
free tutorials on youtube
jesus christ how do i hide this
for typewriters
rather than string.sub
that usecase is so innately true it is documented by roblox because they know people use sub
MaxVisibleGraphemes fixed the issue of question mark things appearing sometimes
For me
They would appear and turn instantly back into text sometimes
never had that issue
My only issue was the touch function triggering multiple times
but I got that solved
also why do you use task.wait in the for i loop but then use wait()
because I forget task.wait
Also u can write workspace. Instead of game.Workspace
most of the time I write the whole code then go back and rewrite task.wait
Guys, what are you guys think would be a better game for me to make? I’m thinking about making a horror game, funny PVP game like slap battles, or I can remake a og game
Remaking an og game is always fun
What’s the difference between task.wait and wait()?
thats the same thing besides one is a global
task.wait is more accurate
less letters to type
Is there a situation where wait is more suitable to use than task.wait?
No
yea when u want ur game to suck
no never use wait
task.wait will always be better
Wait() sometimes delays when it resumes the thread
So all in all task.wait is just more accurate
Okay thanks
Also I’m currently watching a brawldev yt video, but can someone explain what’s the point of using clone()? He used it when he was putting tools into the players backpacks
It's used to clone an instance
If you use the original then there's only 1. You have to clone it so theres multiple
Im using a local script to trigger some text labels in starter guo but they're triggering for the whole server instead of per player. Do I have to change it to a remote?
If your activating the text labels via local script then they're only happening locally. Not on the server
Also starter gui children get moved to player.playerGui when you run the game
Are you "triggering" the TextLabels via a BasePart.Touched event?
how do u know its replicating to the whole server
is 15$/h good for a year experience + 4 past comms
I keep forgetting player gui is a thing
Probably. I'm getting paid $20 a task currently.
yeah but how long do the tasks take
What is it you're doing?
Creates a client server using 2 test players
and what experience do you have
Depends on complexity. Sometimes like a half hour other times 2 hrs+ 🤷
Well I was planning on just setting it as a base per hour because then I can prevent myself being underpaid which some times ends up happening
Now, let's be real. Do you really have one year of complete and honest experience?
Because that can mean a lot
Yeah
So you were working virtually non-stop for one year?
Not just 4 commissions throughout the sporadic period of one year?
How much experience would you say I have if I script 8-12 hrs a day constantly doing new and more complex things for a couple months.
if i were to make a peashooter shooting animation would i animate the ball shooting out of its mouth and make it go far enough or would i script the ball coming out. (i dont code just wondering)
I was working on programs for myself to help me learn new systems etc and I did 4 commissions within the last 2 months
You should program the projectile
What were those commissions?
What is the most complex thing you've done so far?
Uh one was a bug fix, one was building a round system, placing system and an inventory/equipping system, another was making a simple plot assigner, one was making functional UI using modules scripts to make it easily expandable and adjustable and the other was a kill prompt over players when you walk by them using remote events to update clients
It was a client side combat system that gave the info to the server and server checks everything yk. I'm not familiar with what the systems are called. ive made a some things that mightve been more complex but that's the most recent.
Oh also I've built the core for a sine wave system.
I've had plenty of OOP practice too.
How did you engineer the round system?
Wdym how?
Like did I use a lot of functions?
Did I use bindable events?
How did you design it?
Gerstner waves?
Sine waves im not sure if theyre considered gerstner or not
Do you have code I can review?
Well it's a while loop and triggers a start function which runs then detects for round finishing (A specific part being touched or all of the players of a specific team dying) and then it triggers the intermission function which then waits X seconds before triggering start round if there's x players. Each function also updates the client so it can show at the top "Intermission","Waiting for players" etc
I see. So did you hard-code the game-mode?
I can't get on my PC currently but I do have a GitHub I can send you. I didn't post the sine waves core on there because I don't have access to editable meshes so I couldn't finish it
I think so, I was being underpaid so I kind of rushed through it
How might you design it to be more scalable?
A GitHub link is fine
I just want to get a taste for how you code
That is important in its own right
I don't believe I've uploaded my most recent combat system yet. But it does have a slightly less accurate one.
https://github.com/mrkillmoe/Luau-Portfolio/tree/main
I can dm you the code to the more accurate one in an hour or so if you want. that's when I'll be able to get on my pc
any ideas on how you can detect saveinstance
creating bullets on the server 💔
Hey hey. I made that like a week into coding alright 💀
I didn't say everything on there was complex or good 💀. I just havent made any more weapon systems.
You just have have a module script with different functions like intermission etc and you would have a dictionary where names of different game modes had a value of a table of the order of each functions. Then the server finds the name of the game mode in the dictionary and copies the table to another and then cycles through the functions and triggering them
it depends on how the rounds are structured
also ur module loader will break if one of the modules has inf yield or errors you should load them asynchronously
My modules don't have errors. Also that was like a 5 minute thing because commissions asked for module loaders specifically for what ever reason
It would be better to follow an interface. Each module exposes functions, but doesn't define the order they should be executed in. These functions could be as follows:
- "CheckEndCondition"
- "Start"
- "Update"
- "Cleanup"
The round system becomes a pipeline that defines how a game-mode is selected, and how the game-mode is executed through the use of its exposed functions
If you're not already familiar, this is on the topic of polymorphism
OOP would be a good choice for a round system right?
you would only have 3-5 methods to update the round state and privte functions for whatever the gamemode is
why tf would u need oop
No OOP is needed here. Each game-mode is a standard table
maybe it's a matter of style.. I found it easier to do using OOP than using normal functions
You do not need to instantiate instances of a game-mode. If a game-mode were to be a class, it would be a singleton, in which metamethod-based method inheritence would be redudant
How's that different to what I said
😭
doing it this way allowed me to separate the the game state logic and the game modes logic
u might aswell use oop for everything at that point
The game-mode state is naturally encapsulated in the module
there's somethings that are easier to read in OOP
return "Hello world"
statement:Print()
its called "object" orientated programming for a reason u dont just go and use it for things that dont need more then 1 instance
ur just removing the whole point of oop
can you explain more without trying to prove if it's useless or not?
I would like to know your way of doing it
I've found that OOP is best used as a design pattern rather than a paradigm. It's a convenient way to manage multiple instances of data with individual state, and for smaller-scale state interactions that don't require FSMs
For example, I used it to conveniently manage caller-on-caller interactions in a phone-calling system: https://github.com/Ziffixture/Roblox/blob/main/Phone/Server/Caller.lua
Agree. some things are easier using OOP, and others using Functional Programming
just a question why do u define ur methods with a . instead of a : and pass self to the first arg
I'm not an expert, that's why I can't know which is which without trying it first
so you can give it its type
self's type cannot be inferred, so it must be manually cast
oh yeah i didnt notice that
I would've much preferred using : otherwise
+1
Improves readability
where did you guys learn how to code?
but it would just add more lines to define its type
Hence
No one place
??
exploiting tutorials
@hallow crag don't hate OOP without a reason and don't love it without a reason
can you guys like help me
i dont hate oop u should just only use it when u need more then 1 instance of the class
An explanation of why you should favor procedural programming over Object-Oriented Programming (OOP).
Here is a near hour-long video essay
Its title is a bit misleading. That's quickly addressed, however
Is there anyone that can improve a system of mine fore free?
ara ara~
not fore free sorry
k alg
If the system isn't complex gimme 5 dolla n I'll do it
nty, it's not worth 5 bucks
Then figure it out instead of asking us to do it for you
if it's misleading... then isn't this a big reason to not watch it?
You don't gotta do it, so im not asking you...
is this good
.....your not hearing me. Learn instead of asking randoms to do it for you. Gotta get better somehow
It's a hook. Nothing you haven't seen before. I say it's misleading because the video does provide positive use-cases for OOP
It's message is that OOP is good in moderation
As all things
Didn't like my portfolio huh?
Oh, then thanks for the vid
It's educational. You should always explore the anti-opinion of something you believe in
do yall actually need all this crazy stuff to make roblox games
it's harder for me to understand from "only" listening, that's why I tried for a while to create the same thing twice, once using OOP and once using Functions.
and found out that OOP is the best when you want to create systems which has a lot of states ( NPCs for an example )
and normal functions are good, when the thing you're making is kinda static ( doesn't have a lot of states ) and can only explained in code
Wdym by crazy stuff
OOP?
consider looking into ECS
there are plenty of good articles on it
i mean like really indepth stuff
can't find a good solution/resource for it in Roblox.
but yeah I tried it in Unity and it was pretty good ( kinda similar to OOP using composition )
yeah you do, it just depends on what your making tbh
You can make everything in many different ways.
Mhm. When it comes to singletons though, you really don't need any of the OOP bells n' whistles
The "methods" will be apart of the class, as you need not create any instances
So will the state. You could even make the state upvalues
JECS
It's just a standard table
maybe it's just because I don't like to make a module with a "init()" function that cause the whole module to fire a chain reaction. ( it's harder to visualize )
i originally thought it was quite like composition but it has a heavy reliance on querying
how do you guys know how to script so well
you dont need a module init function?
requiring a module automatically causes the module to run
same thing, I'm more focused on the chain reaction which I can't control.
Compared to you, it may seem that way, but there are many who aren't as good as you think
they probably do it for years
oh
Execution is often what separates people
can someone teach me how to do basic code, such as gui click detect, object highlight where cursor over it, etc
For every programmer, there's a country of hidden bugs.
oh alr
ill teach u
🛂
if i get paid🤑
bru
chain reaction?? sounds like bad architecture
js watch thedevking tutorial
whos that
the goat
scripting youtuber
i search up thedevking?
maybe, every person mind is different.
||( on another topic )|| some find it easier to design code on paper, and others find it easier to make flowcharts. No one is wrong, and one isn't inherently harder than the other.
@hoary cedar on this topic, do you design your code before writing it? and what do you use
I have enough experience where the scale of what I often engineer can be designed in my head
Granted, not instantly. I will give it some fair thought. I iterate as I begin writing the code
I do believe in writing ideas down though
I'll use any tool to do that. Last time I wrote down a system design was in Trello
When it comes to diagrams n' equations, I'll use Excalidraw ❤️
Tyyy I was looking for something to draw on
I do all my math, physics, and chemistry work on that site
- same I'm using any note taking app to write down what features I'm making, if the system I'm making is more complex then I'll go to Obsidian or explain each feature more, and make a small prototype
same here; i think its kinda like learning to sight-read music. you begin needing to mark where middle-C is and using those acronyms, until you eventually know what they are in your head
i use desmos 🔥
^ sociopath
Only time I'll use that is when I wanna mess with equations
Doing it on a TI-84 is too slow
fair enough
wat
do you think of code before writing it?
i don't think i have done that
maybe a lil just to start but like then its all like you dont know whats gonna happen
like sometimes i rewrite it like a few times
before its good
without doing it I'll refactor the code 5 times
thats what i do
Lol
how can you know what you are going to be writign tho
well you don't
I just get a general Idea of what features I want
if I know how to make everything
then structure it a bit so humans can read it, and where will the code start running
but most of the times I'll miss something
if you need someone to do a task for you, please use the marketplace for this, #marketplace-info
mr @hoary cedar was talking about it like he just knew exactly how its gonna be in his head when starting it
humans can't read spaghetti code
Nobody accepts them for percentage...
Like, your staff team dont
then offer real money
I will do what I like
yeah, if you made everything at least once, or had a lot of experience, you'll take less time thinking about what you've already made
I mostly struggle with new concepts
👍
that's when I just try to make a simple code that works before making everything else
a prototype function*
mods
ye
same
but stop proposing it as you just know everythnig before you write it
@hoary cedar
do you know?
proposing what?
i do
i think about what im gonna write
then i write it
like you say it like you just know exactly what ios gonna happen
but really you only got the idea that you wanna accomplish and you think about what type of code yo uneed to mkae to accomplish it
ur hand do the job no?
cant predict everything
????
sorry If it sounded like this, but no I make a lot of mistakes even while writing it down.
but if I made a mistake I'll try to write it in a note before coding it
you can't code without thinking mate
u should know what ur gonna write but ofc theres gonna be mistakes 99% of the time
i can
I can script on the fly
anyone wanna test my game?
well i dont have to think consciously
no
thats what i meant
like you dont really think abt it
Ye
then either you're pretty smart, or you're making obbies
You just do it
idk if not thinking qualifies someone as smart
hehehehehehe
how much can you think and remember do
i remember al the important things
I generally know excatly how I'm going to implement something. Of course, I will encounter some unforeseen inconveniences, which are resolved by iteration
like if i need to remmeber it it will stay
tbh i remember the biggest dogshit throughout the day like today i thought about some things that someone said casually liek a month ago
so ig something else also get remember
@hollow burrow sorry for the question, but what's the most advanced thing you've made?
ig its my bad then that i percieved it as you just knowing everything you want to code
Hmmm, I don't know if that's advanced or not tbh ( I don't go near physics and heavy math stuff )
my most advanced thing was an AI NPCs using behavior trees
Intro Behavior trees are super handy tools, usually used to help organize and design complex AI behavior flow. If you don’t understand behavior trees, none of the rest of this post will make any sense. Here’s a great article explaining what they are, how they work, and why they’re useful for AI development: This is an extension of the a...
idk any math
i didnt study
like i know how to use basic math
most of us do make mistakes/bugs, even if we didn't say it
My most complicated was building a distributed, event-driven inverse kinematic rigging system that dynamically recalibrates limb articulation based on real-time spline interpolation of pathfinding waypoints, all while synchronizing stateful behavior trees across a coroutine-based AI architecture with predictive client-side physics ownership to minimize network desync during high-latency interpolation of humanoid joint constraints.
what is stateful behavior trees and coroutine-based AI architecture
and how do you predict client-side physics ownership
high-latency interpolation
is that good
Behavior trees are a structured way to script AI decision-making. Think of them as a flowchart of decisions and actions.
i didnt get what he said
+1
what if hes just the goat
bro... I left #code-help because of you, please don't come here too
ye idk
I thought he was a video editor 🥀
I though I was in code help
it's an ai bot
that is run by a human in real time
@manic rover stop posting that in every channel.
like he makes a post that's attention seeking
so people start messaging him
and then he starts running his ai to reply to all the people
and when they suspect its ai he switches ai to human
2 channels is fine
good boy
it was 3.
No I. Meant is 2 fine
that's actually a good theory, but it's hard to believe they can be this smart
there is no reason you should be discussing that in any of those said channels.
I THOGUHT I WAS IN DCODE HELP
LEMME GO BACK TO MY SWAMP
I’m a soccer player
sorry people who actually try to help
👍
Have you never seen what happens in code help
😂
Do you like chickey cheese
yea i know.
just look what hes typing
what about this?
I don't think code help likes mods
didn’t see those
Wait
Wait
It was motivation for devex bro
they didn't like mods BEFORE the incident
See
search using his account, you'll see a lot out of context pics
Guys what decides if my code is good Enough to get programmer role
It for motivation
WAIT
LET ME EXPLAIN OK ?
SIR PLS
SAIT QAIT
BRO
I’m cooked
BRO YOU TURN THE AI OFF JUST TO MAKE EXCUSES
Bye I’m gon get muted
TURN IT BACK ON
you're only motivating me to close discord
ITS SMARTER THAN U
@manic rover please just use the channels for their respective purposes , this is your 1 and only verbal warning.
But
I am soccr player
and if you get a dm from a AI bot there is 0 reason to share that anywhere.
It isn’t ai
Are u a girl
Let’s talk to each other
Opa boy neymar
Hey
Why aren’t you answering me?
🙁
Hey
guys how the hell do i pathfind a bunch of enemies at once
sm reason they bug out
- performance issues
BulkMoveTo + node graph + pathfinding module
be god
Be creative lol
Creativity and consistency gets you everywhere
oh shit honestly i could do that. since im not planning to add any obstacles soo they dont need any fancy ai
im REALLY new to scripting 😭
Learn all built in functions and stuff and then start learning scripting that’s what I did
Guys how do I create a custom wave system using deformed meshes 💀
pathfinding usually isnt the first thing u should learn
if you don't need complex pathfinding then you can just replace it with :Move
also could be caused by the humanoids themselves if you're using them, tower defense games for example replace humanoids with custom rigs to decrease lag.
or could make custom pathfinding
anything bro
Use gerstner wave formula
editable meshes
Hmmm is this what people usually use?
In fluid dynamics, a trochoidal wave or Gerstner wave is an exact solution of the Euler equations for periodic surface gravity waves. It describes a progressive wave of permanent form on the surface of an incompressible fluid of infinite depth. The free surface of this wave solution is an inverted (upside-down) trochoid – with sharper crests a...
Yes
Alright, thanks!
Yeh I'll look into all of it. Seems like a fun project!
I was low-key hoping it wouldn't be this complicated
But ig it'll make it even more fun that it's not
Lol
But I have to use bones, right?
Bones or editable meshes
The documentation seems like it just uses bones anyways, no?
Idk anything about editable meshes
All good!
Adding music and some sounds kinda changes the vibe of the game
uhhh
Nice work, though!
script is too long to send
You just vibe code it then or what?
ig so
Ahhh ok that makes sense
local timer = playergui.ScreenGui.Timer.zero.Text
playergui.ScreenGui.Timer.Visible = true
for i = 5, 0, -1 do
timer = i
print(i)
task.wait(1)
end
end``` Is there a reason why the timer doesnt show up as 5?
Nah vibe coding is just copy-pasting from AI, so it doesn't sound like you did that
Like 5 never gets printed or what?
When you do ".zero.Text" you are getting the value of the timer
Essentially you're just getting the value 0
the text label
But what you want to do is just get .zero
And then do zero.Text = i
Instead of timer = i
local timer = playergui.ScreenGui.Timer.zero
playergui.ScreenGui.Timer.Visible = true
for i = 5, 0, -1 do
timer.Text = i
print(i)
task.wait(1)
end
end
Try this
No problem!
It's because there's a difference between storing a value, and storing a reference to a value
like in C?
When you do ".Text" you are just getting the current value of the text label
😭
what r u doing
Versus doing .zero gives you a reference to the TextLabel itself
A reference is simply just the computer saying "hey this thing exists at this location in the game memory"
Yeah it's like how you can pass-by-reference or pass-by-value
But that shows up in like every programming language
Can I ask any of ya'll what I should expect to pay for certain tasks in relation to scripting? I'm genuinely curious how certain tasks are valued
a billion
It's kinda like pointers if that's what you're referring to
Except you can't dereference it yourself
I'll start saving
Cuz Lua is a much higher-level language than C
yeah that's what I was thinking about
Too much
Tbh it's valued as low as you can get someone to do it for 💀
fair enough
But like a better answer is that I'd say that simple UI setup stuff would be a few tens of dollars maybe I think would be "reasonable", but most people hiring scripters will pay way less
Scripters are kinda under-valued in this server imo (definitely not biased at all, lol)
Like someone'll pay someone $50 to make a thumbnail and icon for them, and then pay a scripter $50 to script their entire game LMAO
Nah $10
I'm curious how much a pretty standard gun system would cost, for wild west weaponry.
I'm also curious what AI NPC's and enemies with pathfinding cost to set up, enemies that shoot at you
Yeah I definitely think $50 for gfx is absurd when scripters should be getting way more
a bag of patato chips and a hot cola last offer
Scripters are the foundation for pretty much every game
I haven't done a gun system before so idk how hard that is, but pathfinding is generally not that hard
depends on the gun system
But if you want pretty complex "AI" behavior then that would definitely be a lot more
R6 and R15 are different types
I say "AI" in quotes, cuz it's not actually AI
Probably r15
It's just a state machine essentially
And a state machine is essentially just a bunch of ifs and elses
yeah that makes sense, I just use ai because it comes to mind
A non-player character
if player == player
shoot
elseif plyaer ~= player
shoot
Nah ur good everyone calls it AI
I'm just being pedantic
It doesn't matter
Lol ez pz
fair enough, so from what i'm hearing it depends on how complex you want each system to be (which is kinda what I assumed)
I've also never done an AI NPC pathfinding script before
What kind of stuff do you do?
Yeah definitely. If you just want an NPC to walk back-and-forth then it's super easy, but if you want them to have like 10 possible states (idle, attacking, chasing, running, shooting, etc...) then it's just more complicated
most of the time u can just do node graph + pathfinding module + BulkMoveTo no need for PathfindingService
obv only use BulkMoveTo if its alot of npcs
I immediately think of blackhawk 5 which has little bases where enemies are there till they spot you and then they shoot and pursue
thats kinda what I'm aiming for
Lol good question! I started doing Luau scripting like 1-1.5 months ago, but I scripted an entire cashgrab game, and am working on a trading system for another game. I'm also doing the scripting for a much much bigger game, but we haven't gotten very far into that yet. And then I'm working on making my own cashgrab game too (different from the first one) and that's more than half done I'd say
Looking solid!
Yup!
What is Node Grpah though?
Node Graph*
Very cool, for a couple months of scripting you've done a heap. Me with my procrastination could never
I spent some day working on a tool for my studio and decided to share it as a free tool. It lets you quickly place down 3D nodes and connect them together to form networks or paths This could be useful for: Custom NPC Pathfinding NPC Patrol Routes Any sort of static movement paths for objects I built this because unlike some similar tools o...
Lol I'm just doing it for fun before I start school again in the fall
maze generation is a cool system
And then I'll be in school for like 6 more years 😢
Good way to keep the brain active
1 month!?!?! did u have prev programming knowledge
Well thank you for the info, I'm a little better informed @vital sinew , good luck with your projects
Yeah I have a B.S. Computer Science
ohh makes sense
nah he came out th womb coding
Yeah lol
I wouldn't be that fast if I hadn't been programming for like 5 years already
Roblox dev is VERY different from any other programming that I've done, though
crazy work
game programming is a whole different side of programming lol
The most similar thing I've done is probably SystemVerilog
Definitely...
you can do minecraft mods with lua I think thats similar
It's really just the server-client stuff that's different for me
Other than that it's not that different from typical programming
And the fact that you are working with visual objects ig
Since usually in programming you can't see what you're working on
yeah took me a while to fully understand the client/server and how they differ from eachother
Pretty cool!
who can fix my bugs?
impossible
send the code and what the bugs are
fix bugs 
lie and say they were a feature 
nah a game
Depends how bad they are
yeah really useful but creating the nodes is so long sometimes it can take up to 10k lines if serialized
Tf?
Interesting
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• Wait to check it grow!
• After its fully grown, it is time...
Is this just scripted through AI?
def
probably since he cant fix bugs
no
send a snippet of some of ur code
dev products
Mutations poggers
Are you only using "ProcessReceipt" one singular time in your code?
what about em
i didn’t program it some guy did
Go into your game
i just commissioned em
whats wrong with the dev products my guy 😭
it solves the maze now
And tell me how many times that comes up
Or just send a screenshot of the CTRL + Shift + F screen
im not on my pc anytime soon
now create a actual path in the maze that shows the solution
i did but i didnt like it
I'm not sure how we can help you fix bugs if you can't even edit the game
i like the console one better
Lol
I need to stop coding and debuggging for 5 hours a day
thats a great way of getting burnout
i could show you it
Bro's print statements are in French
nvm
💀
i didnt save the code
u still havnt said whats wrong with the dev products
True that
@terse violet What is specifically wrong with the dev products?
i dont think it works well (post purchase) few bugs and the plant system is buggy
join
poorly scripted
Yeah I'll see
damn i just realised we have 10 mutuals i could help
Add me to the game
i thought u were just some random
lol im normally bts for big games
sm1 messed up the game so im not sure which version is the best up to date one
ik
but still readable
u can go through version history and find the right version
what else should i add to my maze generator
might need u for another game cl
As I expected
ProcessReceipt is being used multiple times
In separate scripts
You can't do that
whats the game
Only one of them will get used
It's "Grow Rocks"
😭 did the scripter not realize its a callback not a connection
I'll let Killa cook up a solution lol
It's a little bit too much for me to reasonably have time to do
Nah it's so common
Happened with another game I got commissioned to fix
added gui
crazy its common sense 😭
I get why people don't know, cuz it's not like Roblox just tells you when you type it out
But if you're going to be doing commissions, its a mistake that you should never mistake
Cuz you should know how to read documentation
@vital sinew
take a guess how laggy this thing is
Not at all?
yeah but there no way this guy does this for every game its probably his first time
Maze generation is pretty efficient
Yeah idk. Also the fact that he only used ServerScripts and put them all in ServerScriptService without folders
i lowk thought it was going to be very laggy
Bro should never do another commission
Yeah it's not that bad lol
Which is really cool!
im uploading it for a showcase
It's probably recursive backtracking
😭 i did that in my first 2 weeks of game dev now my games are fully modularized
Hell yeah!
Yeah my first game is like that
but im scared roblox will delete it because they been deleting games that are just baseplates
Every game after has been so much more modular, though
The whole "only use 1 ServerScript" thing is kinda stupid imo tho
a tower one
Roblox devs are too obsessed with ModuleScripts
this is litterally one server script
only other script is local script in gui
Yeah that's good
wait so what exactly is wrong w the game!
I mean using 1 ServerScript for an entire game
theres no problem with having 1 server script and 1 local script that loads modules on the server/client asynchronously
Using 1 ServerScript for a maze system is good (and how it should be)
salty can u add me since i got dms off
its using ProcessReceipt more then once
Yeah there's nothing wrong with it, but I don't force myself to do that
Yeah I added you
how hard is that to fix
Not that hard
its 6 am for me
damn
how do u structure ur codebase?
whats wrong with the roblox editor
Only been scripting for like 1.5 months so it changes with every game cuz I figure out better organization every game
yeah sure rank me my display is Hex
Lol
they just piss me off
Folders are nice imo
Depends how big your game is
If it's small, then it really doesn't matter
But if you have like 200 ModuleScripts then folders are nice
u dont like organization?
how do u load ur modules?
where you have that many
It's a mistake that you should never mistake, got it
I just require them in whatever script I need. I don't have a Module Loading script. I know that some people use that idk I haven't looked into it yet
require
is there any way i could improve this code?
this is how i structure mine and i just have 1 serverscript that loads them all
thats what i do 😄
are you making a grow a garden ripoff
no
its a cultivation game
not the farming kind of cultivation
like from chinese mythogly
no
do you have a plot
it has nothing to do with gardening
Why does a beam that I'm emitting and then connecting it to the players waist go invisible, I'm trying to make a direction marker but when I go into first person it becomes invisible
do you have anything built yet
can u post medal videos in here?
i think so
Yeah that's great! Idrk how to do that tbh
But maybe I'll learn it eventually
Tbh I don't really have much of a desire to, besides just curiosity on how other people do stuff
alr hol on
not sure
No actually
this codebase is actually ass (grow rock) 😭
There's nothing wrong with doing that, I just don't feel the need to do it is what I'm saying. Cuz I'm not doing anything particularly big yet
This is pretty much perfect code
Watch Untitled by Scriport and millions of other Roblox Studio videos on Medal. Tags: Roblox Studio
w
ok
U can basically have a module that requires and returns all the modules
So that u just require that 1 module
Yeah I kinda get that
That's pretty much it
I just don't really see that much of a point in doing that yet cuz I haven't needed to do it
It's a quality of life thing
If you have a bunch of modules you're requiring in many scripts
For example if you're using a module for datastore and cash and rebirths
You can just require your big module
You will usually require those together
Which contains references to each required module?
That's...
when i do data store ill just use serverstorage
Yeah I'm just asking if that's what you're doing
Wdym
Yh it's the same thing lol
Wdym it's the same thing? Same thing as what?
????
Same thing i was talking about
Using one module that requires all the other modules
Modules are just big functions lol
Lol I'm asking if the one module that requires all the other modules is just creating this big module that requires every other module and stores them in some table. And then in your other scripts you can just require that module and then index the table with the key (module name) corresponding to the module that you want
Yeah similar, my method would just return a tuple instead of a table
anyone interested discord to roblox bot? access datastores, send announcements etc.
You need to host the bot
Oh yeah I guess you probably don't want it to be mutable
Basically in the big module, store each module in a variable via requiring, return all the variables
i was gonna try it, cause sum1 told me too
Interesting
Ig it saves you from having to type "require" and the path to modules a lot
Then in main scripts you can do local module1, module2, module3 = require()
But I'm ok with typing that stuff out
Yup that's the only benefit
I don't really follow, tbh cuz how do you require the correct scripts?
idc about, if anyone interested? ill give bot files
i dont mind
Like how are you choosing which scripts you are getting from the big module
Yk how pcalls return multiple things
Yeah I know what a tuple is
The big module would return multiple modules
And it would be directly assigned to the variables
Yeah I get that
You don't
is it necessary?
If you want to, then you can use a function instead
That takes the module name
As argument
Where I'm a little bit lost is if you have like 20 modules that you require in your main module and return then wouldn't you have to do
local module1, module2, module3, module4, module5...,module20 = require()
Lol
Like ik that you're not doing that
Pretty much
Well you would do it anyways?
I wouldn't have to write out "moduleX" 20 times normally lol
I'm def misunderstanding what you're doing
I feel like
Cuz there's no way you're actually doing it in the way that I'm understanding
Because that would be like 10 times worse than not using a big module
Well u wouldn't use 1 big module for all of it
You would use a big module to require some related modules together
And you could have a few big modules
How I'm understanding your explanation is that in every script that requires any module script, you have to require the big modulescript and then call some require function which returns a tuple of EVERY modulescript in your entire codebase
It's about balance
Which is terrible
Nah
Ah ok I see
I still feel like that's worse than just requiring modules when I need them, but hey if that works best for you then keep doing that!
Everyone has their own style
Like each big module requires 4-5 small modules
Yeah that makes sense
Like i said it's about finding a balance
I just don't always need a group of 5 modules to be together all the time that's why I don't think I'd use that
Having too many big modules means you are not getting any benefit
Why aren't you just using a table to store all of the modules
Having too few means you load everything on every script
And then just indexing the table with the name of the modulescript you want?
You can also do that
You have to write more lines but less overhead
Yeah
Preferable for me I think!
Requiring each module individually is the least overhead
I don't really like using tuples much anyways
Requiring everything on one module is the least number of lines
You just have to find something in the middle
That's reasonable for you
Yessir I appreciate that!
local function printMazeWithPath(maze, width, height, pathGrid)
for y = 1, height do
local top = ""
local mid = ""
for x = 1, width do
top = top .. (maze[x][y].walls.top and "+---" or "+ ")
if pathGrid and pathGrid[x] and pathGrid[x][y] then
mid = mid .. (maze[x][y].walls.left and "| * " or " * ")
else
mid = mid .. (maze[x][y].walls.left and "| " or " ")
end
end
print(top .. "+")
print(mid .. "|")
end
local bottom = ""
for x = 1, width do
bottom = bottom .. "+---"
end
print(bottom .. "+")
print("Maze print complete. Path is marked with *")
end
@vital sinew
this is how my printing function works
it was tricky to do it took me like 7 tries
whats the best yt scripter to learn from ?
damn bro string interpolation and string.format exist
7th time's a charm!
Lol nice script!
Idk
Tbh you should just trying scripting stuff
Watch a few videos on the very basics
And just hit your head against the wall trying to make something
That's how you're going to learn best
Oh and also use AI a lot to help teach you stuff and debug
Just make sure that you don't just blindly follow/copy the AI's code
Cuz then you won't learn anything
actually
if you use ai to make scripts and they work you can look over them to see what does what and how its applied
starting with a blank canvas doesnt always help
its good to get guidance wherever you can find it
Yeah that's why I recommended learning the very basics from pretty much anyone first
And then just try to make something
Like literally just making something that prints out the numbers 1 to 5
How can I define a custom function everytime I click a button?
I have a dialogueUI that has 2 reply buttons, but I don't know where to put the function for what I want to happen when the player presses the button, I want it to reset everytime I reapply the UI to a different NPC so I can define another function.
And then something that makes a block get more transparent over time
Uhhh you could create a dialogue class that takes in a function as a parameter to the .new() function and then uses that in the methods of/for the class ig?
Idrk
I might not be fully understanding what you mean/what you're asking!
i asked chatgpt
local DialogueUI = script.Parent
local ReplyButton1 = DialogueUI:WaitForChild("ReplyButton1")
local ReplyButton2 = DialogueUI:WaitForChild("ReplyButton2")
-- Store connection references so we can disconnect them
local reply1Connection
local reply2Connection
-- Call this when opening dialogue with a specific NPC
function ApplyDialogueUI(npc)
-- Optional: update UI labels with npc data
DialogueUI.Visible = true
ReplyButton1.Text = npc.Reply1Text
ReplyButton2.Text = npc.Reply2Text
-- Disconnect old functions (if any)
if reply1Connection then
reply1Connection:Disconnect()
end
if reply2Connection then
reply2Connection:Disconnect()
end
-- Define new click handlers based on the NPC
reply1Connection = ReplyButton1.MouseButton1Click:Connect(function()
print("Reply 1 clicked for", npc.Name)
npc:HandleReply(1)
end)
reply2Connection = ReplyButton2.MouseButton1Click:Connect(function()
print("Reply 2 clicked for", npc.Name)
npc:HandleReply(2)
end)
end
local npc = {
Name = "Merchant",
Reply1Text = "Yes, show me your wares.",
Reply2Text = "No thanks.",
HandleReply = function(self, index)
if index == 1 then
print(self.Name .. " opens shop.")
-- open shop UI, etc.
else
print(self.Name .. " says goodbye.")
-- close dialogue, etc.
end
end
}
guys my code nerd friend sent me a roblox script and challenged me to explain to him can someone help me i dont know a fuck about scripting
how do i fire the client from the server it keeps on giving me argument nil or something
use chatgpt
create a npc class
I did it alr
or just loop through every npc and modify/add things accordingly
u use the remote event and :Fireclient() passing through the player u want to fire the remote to
FireClient(player)
u can also do FireAllClients() which will fire to all the players at once
from the server
ty guys
devking script guide from 2018 ?
yes and no for devking
he needs to update some videos but most of it is still accurate
so its a good start point and any issues can be sorted out by askin peeps
😰
Looking for a scripter for a game idea i have
syfm
2015 was 10 years ago
when i started devving
your point is
there isn’t always a point..
not everything is argument you freak
yes there is
?
what is the reason of saying that 2015 was 10 years ago
why is it like that on your screen
wdym
weird af
why is it yellow?
no why is like that
because im on pc
not ios
what I did was pass functions as parameters creating connections to the buttons and removing them each time
ok I might convert it to OOP
Please help I can't open the tabs
i need help with my code
so i have a prompt window that displays whether u want to remove 50 clicks for a chance to win like 500 and whether i click the okay window it opens the congrats window or the normal window where your supiosed to choose a colour. if you choose wrong you just get sent to the lose screen, and if u win you get +500 and the win screen, but nothings working as intended
i aslo cant send the code hre
cuz its too long
hey so are CFrames 4x4 Matrixes or 3x3?
just pack it up
position + orientation
I’ve been digging into client-side animation handling on Roblox, and I’d really appreciate your input in case I’m totally off track. Rather than explaining everything here, I wrote a detailed post on the DevForum: https://devforum.roblox.com/t/using-animator-instances-on-the-server-is-a-bad-idea/3780616/7
Thanks! I’m glad to hear that looks like I’m heading in the right direction. Using attributes as a sync point is an interesting idea. In my case I went with a RemoteEvent-based setup where the server just tells each client when and what to play, but yeah, it’s basically what you described. What I really wanted to highlight with this pos...
how do i make a conveyor model look good?
take real life inspo
Wdym
Sudea skidding once again
guys is there a way to stop a players animation from the server side?
because ive added an animation to a player after an npc does something to them, and this animation gets added from the server side but the player is already playing a different animation so both animations are playing at the same time and it looks very weird
animation:Stop()
