#code-discussion
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absolutelyπ
(i thought i was gonna get 90% or smth)
π
damn
π
i m not even in a relationship then why am i experiencing this downfall
thanks
no
just do it for the laughs
no thnx
bummer
sorry, bugzz in my work-code.
yeah
coming from a ui designer btw
ig
many times have I done this.
and it wasnt even something complex, it was just copying default empty data thats setup for newplayers usually
into old player data
π₯
let me flex my work here
zzzzzzzzzzzzzz
ur the best ui designer in #code-discussion
indeed
why are the planes flying sideways and backwards
I just spent an hour wondering my stuff wasn't working and realized my perforce CL was shelved, so the code just wasn't there. But now I have a new issue... I think someone else code commit has affected my stuff.
got the cframes wrong sir
2/10 UI
still a 2/10 ui, hire me
you do anime stuff
I can do most styles
i believe its due to other programmers not being familiar with ur commit
insulting ur players like that is crazy
i avoid getting any more scripters other than me but this is only possible when working solo
π₯
are u aiming for mod
i wasnt saying shit for no reason
Hah. Naw, my stuff is WIP. It might not be anyoens fault by my own. I usually default to it being my fault until I can 100% prove otherwise.
u said u develop games, what engines have u worked on
or rather what platform are the games u deal with
yeah the uis are cool cool
u wanna do some pro bono work

jk
wdym
ok mike ross
I've worked in Unity and UE5. I'm primarily a backend engineer so I don't jump super deep into client stuff/code.
LOLOL
it basically means free of charge work
right
WATCH SUITS
nah i m good π
shit so ur a frameworks guy
i like that
π π
i no right
Sorta. Focus on social/meta systems at the moment.
my head has started to hurt
u should try melatonin
that is?
i do not have the time to sleep now
remember?
i will have to get ready for school in like 20 mins or smth
no wonder u got Cs /j
yeah honestly
thats real
u would have been fine with that strat if u focused in class every now and then
but no need to think abt the past now
are u in college now or what
im in uni now ye
cool
dont be an accountant
yeah
some people like number crunching. I know a few accountants.
i wanted to get into IB dude
Who wanna be my friend
im not smart enough for it
whats that
investment banking
@fair copper
what exactly do they enjoy
money counting
feeling rich
No idea π
feeling rich on other people's money
If you're into art, why not doing something with art?
Don't chase the money, chase the passion. The money will come.
open a fast food stall to stay alive, then enjoy doing art
I have a friend who works at sony santa monica. People told him the same thing. Now he does what he loves and makes decent money doing it.
it doesnt work out for everyone
i mean yeah thats the process, u usually get a degree as a backup
but ofcourse, we shouldnt think abt the negative side
but for artists their portfolio and quality of work is everything
Nope, you gotta hustle. Nothing is EVER guarenteed.
connections are even more important in such industries
oh yeah yeah linkedin
yes, but some factors can help
yep. As they say, it's not what you know. It's who you know.
but i believe thats common for alot of professions
people usually get hired from within the network
its more dominant in art and stuff, i think
movie directing, acting and all
ngl when i was a bit younger i used to believe expat stuff like working 2 hours a day from abroad and making money
wasted so much time on that
did u join roblox development for passive income
while u study
i m just here for fun, earning small amounts along with it
im originally a ugc creator
verified as well
3d guy
wow
I don't think that question was for me, but I also did it for potentially passive income. On top of something to get my kids interested in.
its a good passive if u can do it good and scale up
i think u should have an upper hand bcs of ur experience with game development and life itself T-T
but to get a good passive income, it will take time fs
It's a crap shoot. Some things that do well are just meme experiences.
most*
I'll be trying to make a legit world game, so we will see how it goes. It should be interesting at least π
it would def. do well if u make it actually happen, but dont u think thats a big project when u are just starting out here
Currently working on a Day/Night manager that will send notifications to other scripts to spawn different animals in the day/night, turn town lights on/off at night, and other things. π Hopefully I can get it to work!
It definitely is.... but I have experience in large project management. So that doesn't worry me too much.
oh, u have already started working on it too. lend me some of your dedication
β
It helps that the language is lua (luau), which has a big community support behind it... making googling things and learning easier.
roblox has documentations on it, pretty helpful
I think most people who have an easier time learning and creating if they got comfortable with how to debug their code. Being able to step through your code line by line is very beneficial.
Also, I got set up in a proper IDE right away to code (VS Code). It just helps with moving from script to script, jumping from one function to another.
u are forgetting that i m a UI designer
I only know abt loops, functions and if statements as of rn
Haha, you can still learn parts of the tech as a designer. It would make you a stronger designer.
will expand on that when i have more free time
true
luau is actually such a nice language
great syntax great type system great performance
when i was learning i used docs + made the project and studied modules made by other people
hi, u have been typing for so long. you finally sent a msg
i was going to say something else and decided not to
thats real
u should learn ui frfr
im more into vfx rn ngl
As a UI artist, at minimum you should learn all of the technical names for UI pieces so you can speak in Roblox UI Technical terms when talking to a client. It'll also make you seem more professional, thus letting you negotiate a higher price.
GL HF
what is this name
im a 0.1x engineer
whats that
it means im 10x less productive than the average engineer
youre an engineer?!!?!
Alright, I'm out all. @wise turtle I joined that other discord. Thx.
should add me π₯Ί
totally
nice avatar good sir
Oh why thank you
@austere zodiac check dms
π leaving us??
Bro, in the test mode on studio (all test modes) this shit is working, but I published in Roblox casually, and discovered THAT it DOENST work, here is the problem.
In my game, there is a little yellow platform, just like in Steal A Brainrot to the player step and some things happen, but its not working normally.
Anyone knows how to solve that?
Show
Ur
Code
No one can diagnose anything from "its not working"
never show your code in code-help
Do not listen to Some Dev he is a russian spy sent here by the chinese as bait
@deft coral is the "designer" in your bio for game designer? Or artist?
i dabble in various forms of design, though 2d art is my lesser talent i can still draw halfway decently
level design is a big one that i do
and gameplay design
i often work hand-in-hand with level designers cuz theyre intrinsic to the gameplay so i just say designer
how come u asking
I'm interested in game design, but every resource I found ( yt, books ) is only explaining theory and surface level info, and not how to actually use/apply it.
And it's kinda explaining what a game is after it's made, not how to make it ( that's how I understood it )
So i was gonna ask u how u learned it beyond the theory
hands on
and also e-sports
i palyed esports at the collegiate level for counter-strike and rocket league and a part of e-sports is studying what you're playing not just meta-wise but it gets into deeper design philosophies
e-sport players (unlike streamers) are the best QA testers you can ask for ironically
the hands on also was just doing old roblox games, i was exposed to text roleplay games as an amateur developer where ironically it was a mishmash of mechanics and sociological implications because people interacting was the gameplay loop, which forced me to study psychology
and the level design was actually akin to real-life architecture and expecting how people are going to utilize it
then when i crossed into e-sports for FPS games, i realized its the same thing, just different goals, and it started to become intuitive
the main pitfalls ive experienced though is absolutely never skip out on QA
never ever, you will adjust more than you plan
in fact, if you aren't adjusting more than you plan, then you're making a bad game
The problem that this is kinda expensive, Money, Time wise, right? ( especially because you nees testers/a second opinion )
wat
it can be yeah but honestly not as much as you think
even just two other sets of eyes are often enough, aka friends if ur doing it indie
if its for larger game sessions then thats just a dedication issue on your end
this is getting more into discipline but as i told that guy in another channel, you should be making S.M.A.R.T goals for urself
this graph thingy
the A is pretty important, make a game that you can actually make in ur current state
Hmmm, so small games
the game design is from whatever LLM youre talking to
another pitfall (im yapping rn mb) is dont forget about player motivation
Aha
anyway, like among us, simple ass game, incredibly simple and very achievable, very good design. has absolutely nothing to do with money
the servers are local-host, so no overhead
eventually steam-hosted, which was smart
Yeah, pretty simple game to make but a fun one
mhm
those are the good games ironically
because they force you to consider the core ideas, in fact even the most like
successful games, like minecraft, they are truly just simple games but have grown larger, but their core is fundamentally simple
and that gets into like just basic player motivation, which is really what games are about
games should be a system that provides nonstop feedback, gaben from valve in an interview (i cannot remember which, sorry) said for example like
he hates it when he throws a thing at a wall in a game and nothing happens because the game is not reacting to him, he finds that the ego of the player is ironically the most important part, and interacting with it is what makes a game fun
cuz rlly people only play games for like 4 reasons, each person really leaning to only 1 reason of the 4
and thats like
- creativity (building, creating, minecraft, gmod)
- comprehensiveness (being told a story, exploring, the last of us, no mans sky, rpg games)
- competition (either with themselves or others, counterstrike, rocket league, comp games)
- completionism (getting everything there is to get, pokemon, world of warcraft)
- social engagement (social hangouts, party games, vr chat, roblox)
and you will notice the most popular games of all time actually do about about all of these incredibly well, minecraft does all 5 very well
in fact you can correlate really the popularity of any game will be determined how well it can do x number of these 5 motivations
i said 4 here but i forgot about social engagement and how that isnt the same as competition
hmm
generally tho do not shoot for all 5, you will on average unless u have a serious genius idea (which will come) or have a ton of money, you need to like do 1 or 2 really well
dont try to do 4 half-assed across the board
it will flop
puzzle games is a mix of 3 and 4, forgot to use that as an example
Yea, Like MMOs or big games with many game modes
mhm, though i find like
big games trying to bullshit a bunch of modes, thats why theyre doing that
theyre tryna hit more of the big 5 motivations
but its often like, well
obviously bullshitted
itll boost player count for a bit but then itll drop again
True, they're trying to please everyone to get all types of players stay in their game
modes dont make much sense for games imo
why would they play a mode when they can just play a full fledge game for that "mode"
pressure
developers are under pressure from two sources, investors/management (time) and the audience (quality)
i could see it but like, modes wouldnt be the best idea
they really arent but they're fast and get the numbers to go up quickly
and if youre lucky they get a niche audience
i guess
ergo surfing in counterstrike or zombies in cod
im not saying theyre a good idea btw
im saying how that happens
cuz even in zombies in cod, that wasnt planned to release, it was made for fun amongst the devs
I didn't means "mods" as downloadable mods, but game mods like in minecraft where u can pick between creative, survival, hardcore, pvp ( servers )
thats just cus they are the best in their specific mode
a dedicated game could easily outclass it(ignoring reputation/brand name)
yes gamemodes not mods
exactly
thus why u do not bullshit doing the big 5, dont spread yourself thing
thin*
dont be minecraft
yep
well let me like
say it moreso
dont try to be minecraft; minecraft actually does a good job
how is minecraft so good anyways
but thats cuz its genius
what does it do
its the big 5 but it does it good at every single thing, or do you mean like the how
how
Tyy a lot @deft coral for the help, tbh I was hesitant to start game (with the goal of applying the theories) bc it's a bit harder to come up with a small game with a fun gameplay than to think of an AAA game that'll take a lifetime to finish
It's not ( if you're playing it solo, and don't like building )
ye i get bored
- creativity
Minecraft is a world that entirely bends to the user's will. When you play Minecraft, while you are at tension, especially in the earlier versions where it was more horror/survival based, you are regarded entirely as the game's protagonist. You can destroy, create, and you can choose based on preference to do this under tension (survival) or total freedom. As in how its good at allowing you to create, thats rather obvious, but the voxel system allows things to be described discretely rather than abstractly, allowing it to be grasped easily by young audiences across intelligence spectrums yet its real-world connection in materials allows it to be understandable by non-games as in what they're actually looking at.
comprehensiveness (being told a story, exploring, the last of us, no mans sky, rpg games)
By being the protagonist, you are the epicenter of the game's workflow. The world stops functioning when you leave a chunk; the game generates more chunks around you. It creates structures for you to explore and loot. Though this is still the weakest of its endeavors, multiplayer, mods, and single-player maps allow this to still be a venture for players. It has the Ender Dragon, the Nether, etc., all for exploration, and its infinitely generating world beguiles never-ending curiosity for players even if no strict narrative comes into play. People tend to have stories in Minecraft like they do in real life, telling each other of their ventures because of the chaotic nature of consequences and risk/reward.
competition (either with themselves or others, counterstrike, rocket league, comp games)
Skyblock. But, more importantly, speedrunning. The game's randomness, yet customizability of said randomness, allows people with competitive personalities to strive to beat themselves (and others) at speedrunning.
completionism (getting everything there is to get, pokemon, world of warcraft)
Minecraft, again, because it is random, and its deep inter-connected crafting system creates an environment that encourages curiosity, and curiosity exposes the vast nature of the game's trophies and achievements. To 100% Minecraft may not mean you've done everything, but you have to go to absolute great lengths in exploration to find everything such as the music discs, which has been further expanded by the recent updates remodeling their cave generation system and how loot is dispersed, providing a constant sense of reward until the final dopamine gush of getting the achievement itself -- whether it be the literal achievements, rare items, filling up chests with diamonds, getting a full netherite kit, etc.
social engagement (social hangouts, party games, vr chat, roblox)
Minecraft inherently encourages collaboration even moreso than competition, where all of the previous 4 motivations come together in a space where friends can share in the experience without necessarily hindering each other (or absolutely hindering each other). The chaotic nature of this creates fresh experiences, where the gameplay loop does not encourage or discourage any particular treatment of player-relationship forming, allowing the community itself to form on each server, which creates sub-cultures and those sub-cultures propagate into a more diverse playing experience that keeps giving over time.
Treat your problems as challenges
Gets more fun that way
You can do anything you set your mind on
whats your opinion on mmos though
i mean i saw u say
try to shoot for 1-2
most games ( on roblox at least ) dont execute mmos very well
the only MMO ive played is a pokemon mmo so i also dont have extensive knowledge on mmos but in your opinion what do you think it takes to make a "good' mmo on roblox at least
Sorry chat wall
you dont have to do everything at once
mmos only fun bcs of compulsion and meta loops
What is infinityyeild typing bro
a lot of people that think games are gonna take so long to finish imo try to get the entire thing done before it even releases
Lol
if you can get a section of it done with a good enough replayable gameplay loop most of ur ideas can come as updates
u think so
i mean im intending on making a mmo of some sort
just dont have a lot of direction in it right now
hiii guys who uses topbarplus? i have a questionn, is it possible to make the background of transparent? i have some pictures i can send so you know the reference im referring to
I don't think, Jesse Schell thinks,
Read his book The Art Of Game Design
Infiniteyyeild is still typing bro
topbarplus?
gameplay loop does not encourage or discourage any particular treatment of player-relationship forming, allowing the community itself to form on each server, which creates sub-cultures and those sub-cultures propagate into a more diverse playing experience that keeps giving over time.
That's the strongest and weakest point of the game, u can do anything u want, but at the same time you can't do anything because you don't know what to do.
And it allowed the game to function like a platform, where some players made survival servers and add many modes and microtransactions, to the point where it didn't feel like minecraft anymore
yes by ForeverHD
I think MMOs can be good on Roblox they're just done in a manner thats trying to mimic behavior and scale of an "actual" MMO. People forget Roblox itself is an MMO, it has every tool to enable that kind of gameplay, but the developers just kinda lack experience.
Many MMOs fail; its one of the most debated topics in game design of whether an MMO is even a valid game design (valid meaning viable, not inherently flawed) because they have a high failure rate and require an enormous amount of upfront costs, huge long-term costs, and in my opinion don't really hit any of the big 5 motivations terribly well. I find (most) MMOs to be frankly just mobile games with an inclusion of a social factor.
But in today's gaming industry, social elements are being restricted due to safety concerns, thus why WoW, despite being popular, is incredibly stagnated and polarized by the community because the game was built around factionism -- and now the factions can't even communicate with each other.
Roblox player-generated MMOs faces similar issues; its hard to embrace the core element of MMOs, which is that social factor, in a manner thats both entirely safe for the platform and also not entirely babified to the point where all you're left with is superficial engagement and cheap quests.
Deepwoken is a good example of an MMO, but thats because they absolutely rejected the social factor in favor of competition. Old Roblox MMOs ironically favored social elements, such as the original Swordburst games, because the interaction ecosystem of the platform was far more lenient. I'm not saying though being able to cuss means an MMO more viable, but moreso that being able to embrace a sense of community-within-community and allow the conflicts that inherently come with it to flourish undeterred and crafted by rich worldbuilding (something Roblox devs are often just too inexperienced to know how to do) is the lifeline to MMOs that Roblox's player-generated ones inherently lack.
Mb total stream of consciousness
I agree
Ts reminds me of a person with dementia having those moments of lucidity
yea i want to make something inline with deepwoken but at the same time
i just really got no direction lol
cuz i dont really have extensive knowledge on mmos
Also MMOs are made by like major industry veterans that have done nothing but make MMOs. When you try to mimic this, see Amazon's New World, the devs literally just lack the experience to do this despite the massive budget
and i dont wanna just outright copy deepwoken's style
cuz everyone does that and its getting kind of boring
Deepwoken works because its a pvp competition rogue-like pretending to have the worldbuilding of an MMO
Its actually rather satanic and abusive of the player's trust
well i shouldn't say i want an mmo to be exact i mainly want some features from mmos
i really like the idea of like player controlled economies
yeah its a nice game bruh
they got
like 4 years of weekly updates lmao man no one is catching up to that game in terms of content
i just dont know how they do it cuz i hear a lot "people dont like permadeath" but that game has been alive for years
I was actually insulting it but it is all-in-all a nice game, I mean it works
and people play it; I palyed it
I just find Deepwoken to be like the wizard of oz, like
theres nothing behind the curtain
i know what you meant i was jsut saying its a good game
yeah fair
wym by this
So we look at the big 5 motivations I said earlier right, Deepwoken first grabs your interest of many people by going "oooooo its spooky ooo theres a story and world here ooooo"
And you start playing and youre curious
You endure the suffering of loss because you think theres something ahead, you're drawn to this sense of mystery
But you learn quickly, if you are not ensnared by the jaws of jealousy by being killed over and over by 14 year olds,
there is nothing to learn.
The game is actually rather shallow, there is little lore
Hey guys. Not expecting anyone to have an answer since this is a pretty specific question (and I'm not sure if this is the correct channel either), but here it is:
When a player punches in the game, I want to send out this thing that checks where the nearest player is within a certain distance (10 studs for example). What would be the best method of doing this? Raycasting?
I would do a Spatial query
i see what u mean
well i think deepwoken HAD good lore
but they just kind of dropped the ball recently
I think they just gave up they had something going though
Deepwoken hopes to God you are ensnared by the jaws of jealousy and want to auraframe any skid you find because otherwise you are going to be prey rather than a predator
U missed the point of the game: suffering
Not to explore, or the lore ||/semi-joke||
Lmao the ole "Suffering is the goal" adage
How wise and content
I mean its funny cuz I get it, I love rogue-likes so
I dont think so but we can just agree to disagree, its subjective
Alright thanks bro, I'll look into this
To check for distance plainly, you use a magnitude check (position-position).Magnitude
they threw the lore out the window a long time ago
To check for plyers in a specific area, aka in front of the fist,
you would do a spatial query
just explaining for tiggles why i said what i said
but even though im not a lore type of guy i still plan 2 have it cuz i want a deep game too
im going for a horror esque game
not horror esque i mean it will be horror
but u make good points
makes me re evaulate where i was going with it asw
That seems like a better idea. If I had to guess I have around 4 months of solid learning with Lua
Roblox is just not that scary and its hard ot make scary things so if ur gonna make anything scary it needs to be psychologically scary, or as like Stephen King would say, its the kind of horror where "You come home to find everything has been replaced by an exact replica"
Make the entire situation scary
Not just scary monster or scary mobs, like the fundamental existence of the character is scary
think binding of isaac
ngl this where i was going at first
that's why i said u made me re evaluate
Im glad youre still pursuing it
wendigos, skinwalkers things of that nature i mean i guess my game wouldn't have been "scary" but i mean yea i didn't think of having psychological horror but not many games execute that right either
break the cycle and execute it right
I had an extraction roblox shooter idea actually
will try ngl all i really can do right is make combat but reading ur shi made me realize it might be way deeper than i originally thought lmao
not can do* i actually have some pretty wise ideas im just not a lore guy and im not too big on things like progression but i can give my tips here and there
Lmao this is so true it seems straightforward until you start getting deeper into it
not a complete dud
yea
I have this like entire universe called Wicks that I cant rlly share too much of cuz I have plans β’ but essentially theres a forest and in this forest time and space kinda collide in a space akin to silent hill, like theres areas trapped in a time loop so every time you extract (in multiplayer mind you), the npcs and mobs are like lowkey just people with dementia trapped in purgatory and youre an invasive force, or perhaps you're in a similar situation, forever tormenting them and yourself through needless resource gathering
all are, that just means u gotta think about it
nothing shameful in having a surface level idea, its just a sign you gotta think further on it
if you mean like this then i kind of have a world setup
happens to us all
but im like
so conflicted
between like these two settings
i go back and forth all day
any time im conflimcted i literally do a venn diagram
the conflict is really just how you dont feel like your soul is being represented in the art youre making, and i dont mean that in a like seriously spiritual way
i mean that as in like
you want that gut feeling its "correct"
lacking it means ur in dissonance
venn diagram for what?
its mainly like
because it isnt actually, subconsciously, representing the theme you need to get out of your mind and onto the page
the world i feel i have
i feel like theres no room for
expansion
as opposed to the other world i like
there is room for a lot of expansion but it doesn't 100% fit my vision
He was talking about being conflicted about which path to go down for a game I'm pretty sure
igive this advice often but basically i make a venn diagram of things in the same genre, or just any actually, and the reasons why i like them. like 5 games i love and why. the venn diagram maps what those games have in common
then i use whats in common as my prompt and focus hard on it so it represents my interests
Oh that's really smart
intresting
and i do not beceome distracted by temporary interests that are not as deep
I might have to use that
and im thinking about an issue that comes in later down the line
but like
idk bro i might do the venn diagram
ty, i learned it from my mentor
so i dont take credit but i do like to share it
but still might be conflicted just because the idea of the world im envisioning feels like it has no room for any sort of expansion in the future without it not making a lot of sense
π
Oh I had no idea people had mentors for game development
its so annoying
Sounds useful
game design is much harder than i thought asw
if you want it to be fleshed out in the aspects
it was film actually
you think of
Yeah man I feel like it gets to a point someday where the idea/design itself becomes more difficult than actually creating it
it is
that's what im saying
but thats why its fun and also a full time job
like i know i could do what im envisioning but like
people often use reductive rhetoric on design without actually ever doing it
i dont even know if like
Because you could have the skill but if you don't know what to do with it then how will you make a good game
yeah, especially when ur small and lack accountability
The creativity is one of my favorite parts about game development honestly
I can do what I want how I want
to be a designer at the indie level requires intense discipline, knowledge, and multiple fields of artistic talent
you gotta often draw shit yourself, do sound yourself,
etc
and if not do it yourself, at least know how it works
because it has to exist eventually
btw do you mean story as in like an actual game story or like lore how deepwoken does it
you learn about the world through interacting with it
π€
and other things like that
in what context, ive said story a few times
or like a playable story
like uhh
u said deepwokens "story"is shallowdid u js mean the lore of the game is shallow or like
it not having a playable story is shallow
yeah i meant lore, the game's "story" is the journey an expected playthrough will yield, but the lore is the foundation of this journey
mmos are tricky, and thus why i said theyre heavily debated as viable
because they need to immerse you enough to get you to play yet call you the chosen one despite everyone else doing the same exact questline
deepwoken forgoes the second one in favor of competition but it kinda bullshits you a bit
like it goes "ooooo theres something crazy going onnnn oooOOooo you may learn cool stuff and have an entire journeyyy"
"but also you can DIE at any point."
if that sounds contradictory, you are correct
thats why it really wants you to get addicted to trying to diff people
ic
deepwoken pulls you in with the story and keeps you there with competition
the solution here is that death is apart of the story, or lore, which it is in that game, but since the lore is in truth moot, it exposes that theyre really not doing anything special even though it, in theory, would be a genius post-modern take design wise
exactly see now ur thinking in the big 5
i do want players to be encouraged to explore lore in some regards though mainly through objectives but i dont want to make like a "playthrough story ) if that makes sense
ideally you want the story throughout, but sometimes that isnt possible
imo, stories also has a bigger audience than competition as not everyone likes competing
also again with mmos, the story is like
well, my biased opinion, 99% dogshit
like dont even bother telling me a story in an mmo
mmos cant really have a sorry
dont call me the chosen one man
its more social
yeah exactly
its a lot of players so theres no main character
they should do that, but they often try to like cram in some crap about a story but its always just a snoozefest
so you would need social collaboration, which is just hard because not everyone will cooperate
ngl id ont want this either
i want deep lore but i want some mmo aspects
should always have a story around yourself
not everything an mmo has to offer
what you tryna do π€
maybe an rpg would be more in-line with what ive been describing
i wanna make a
tbh i woukd really like a lone type journey where 90% of the game is you alone(or with your group) and can interact with people rarely
horror game i mean that's really surface level but like
A horror game originally how deepwoken was supposed to be but i also want it to be more competitive but as infiniteyield said
it gives off an exotic vibe like you are special out of all the players
can't just make ur game scary with mobs
Whats ur supplementary loop
whats that?
What do you do thats not boring to justify lonesomeness basically
somewhat hardcore combat and looting
generally survival
Kinda reminds me of The Forest
and have some kind of end goal
Which works
id like to see it be more confined or stuck
π€· im just saying an idea i would like to play a game of
I think he means like, an overarching goal that the player is striving for that every smaller thing they do durin the session aids
Ender Dragon in minecraft
yes
i see
this gon take longer than i originally thought
but you gotta go through tons to reach said boss room
vintage story
Story circles!
Thats a concept in writing
whats that π€
whoa
This is mainly for stories, more specifically film as well, but the thing abt the story circle is its repeatable and every single step can have its own story circle
Great example is like the Dark Knight. The Joker maintains control in the film because he interrupts batman's story circle by stopping him at 7 and returning him to 3
Yo ucan adapt this to players basically
yeo like imagine you go thru a maze or something which you need to survive
then reach the boss room and have to defeat it
then after the boss room you have a lobby of some kind, perhaps with social interaction
repeat
if you dont mind me asking
if i were to lets say have lore in game, what would be the best way to go about it ( i know you dont really know much about what my game is )
Basically like what I was originally thinking were spread out NPCS you would be given objectives to go and talk to / interact with and interacting with them could potentially help you figure out other parts of the game and access key locations ( kind of like pokemon in some regard )
ik you said psychological horror earlier which i kinda get and got down which ill be planning to implement
that would be world lore
i personally like character personal lore more
ie you learn things about yourself/your kind
my game will have this
more like
your kind
instead of yourself
its still gonna be kind of a combat / competitive game since that's what im really aiming for but i dont want to leave out the other parts
that make a game good
and js focus on only the combat aspect
would there be races
3 primary ones
Yea
I mean ive thought of the 3 primary ones for awhile now
id keep it at 3-5 yeah
lowkey wasn't planning to have more than 3 with the addition of a 4th later on but i dont know if that 4th will ever be a thing
I like the way that deepwoken does lore where they literally give you an encyclopedia you fill out by clicking on words that characters say while you talk to them
you have to make a goal for the player to strive towards tho, why fight? to explore? or ?
yea
i mean
i feel like with an "end" goal once the game is complete wouldn't you just
quit
i mean yea incentives for fighting and exploring are obviously good but
the "end" goal
i feel like people would just quit after they've reached this end
you can have an end goal that is endless
its just smth imstilled into the players mind, the goal might not even actually exist
although i wonder how youd have a story in a sandboz game unless the player comes up with the story themself
Mine craft
how does minecraft have a story, except the world lore?
You kill the dragon
thats world lore
i mean in a sandbox sandbox
minecraft isnt a pure sandbox because you are already given like half the sand
No|| it doesn't have a story||, + even the world lore is fan made
yeah so...
yall know hwy this aint working i have to select it to work
Could just be a studio bug id say test it ingame
tween the bar
jjust normal tween?
ye
The bar frame itself instead of canvas group
bc you're using offest for the bar, it doesn't care anymore about it's parent size
no?
ye
alr
huh
when i useregular tween same thing
did you tween the bar?
CanvasGroup.Bar
why the
bar?
i wanna tween teh canvasgroup
cus then it looks smooth
instread of crop
why should i tween that?
bc you're using offest for the bar, it doesn't care anymore about it's parent size
you'll either have to tween the bar, or add a script into the bar to track it's parent size, and update its offset from there
canvasgroup kinda sucky
tbh, I'm not really sure on how to fix this, so try asking in #interface
so low res
What's canvasGroup? :(
|| (serious, idk what they're ) ||
erm
...
they are a group of ui thayd rendered onto canvas(an image) and displayed
Just a way to edit multiple ui elements by updating group instead of 1 bt 1
so you can tint or change transparency of whole thing
an instance for applying common properties to multiple descendants in one place
isn't that just a Frame?
its kinda dumb and not required for 95% of cases, also more memory as it renders into a texture
yoda is stink and stupid and has failed on every deadline
Really is esp cus its buggy asf as well
yep
Noooo don't hate yoda
loading screen
sigh
Why dont u just tween the size of the bar
why you need for losding screen
its an image
for a game
also a canvas group should only be used for small sized elements as it has a resolution limit..
why need canvas group
Use a frame and plop the image on it
if i jus resize
the barits gonna crop
the image
what
lower your graphics and youll see how shit a canvasgroup looks
it isnt worth, trust
I mean what ur doing rn is just essentially moving the frame out of view
U can do that without canvas group
But if u tween the bar instead of the canvas group itself itll fix ur issue rn
tbh, it seems useful
https://devforum.roblox.com/t/canvas-groups-for-bars-to-make-the-corners-smooth/3058047
Canvas groups are similar to frames in how they function, but they have one very nice key aspect: They cover up any ui elements put inside them that reaches outside its own mass. Example: The top bar uses a normal frame, with another frame inside it for an indicator bar. The bottom bar uses a canvas group, with another frame inside for the ...
Very buggy
how so nvm
think you can do same normally, this is just a bit more convenient(not worth the downsides)
Anyone wanna play tic tac Toe against my Mcts minimax bot
yea, maybe with a UIGradient or smth.
But:
are you reselling someone else's template
nah man
you can see the roblox character of person who made the template at the shop stand
he took it down LOL
mehh, multiple at best
bought nitro just for my main banned account to get the nitro instead of meβ¦
Is there any way to create RemoteEvents without having to make one every single time? For example with an Instance.new? Or something?
Yes, u can make them with Instance.new
You have to do this on the client and server side for this to work
trust me
Evil, don't confuse them
Thank you! 
nah uh
Please do not hire outside of the marketplace, #marketplace-info
what game
short term games
can i use wally without rojo?
who let bro use watermelon cat here

the catermelons are invading hiddendevs
π
any devs here that can script+UI?
Anyone who's can scripter/dev for hang out map, i need for collaboration, i'll pay
DM me if you are interested
jfl howd i roleplay asking a question
Am helping Gui
looking for a person that makes websites, dm me
thss took me 4 hours β€οΈ
dayyy 9 beginner scripter ^w^
yayyyeee !!!
@balmy zenith boop
Anyone wanna play my tic tac Toe lua bot
4 hours
I say that's pretty good
@arctic crater accept my friend request I saw your post
guys i made a kill brick and a spinning kill brick and a part that goes transparrent and u can walk through it when touched idk what to do now
@nimble cosmos add me
Make an Admin Panel System supports autotab, gui etc
make a parkour obby in a sewer, with hole in the wall trolling shops
player collects coins throughout the levels so they can spend them in shops to troll others
And the players are rats tryna escape the sewer
idk
ill try but idk how
hey guys i am new to scripting i am at the 6th tutorial which is scoping i belive i need help on how i learn it
if it is too advanced you can try other simple stuffs

like what
or that but like subway surfer racing
with trolling
kids always buy that stuff
im trying rn to do a timer ui but its rlly hard im watching a tut then copying then trying hwat i remember
local a = 1
print(a) -- you can access it!
Example 2:
local function definea ()
local a = 1
end
print(a) --a is undefined!
It is like where the stuffs can be readen
I am not a great explainer lol
i hope you are not in tutorial hell rn gng
wdym
it is pretty simple to implement by yourself once you understand how to implement events
wdym tutorial hell
i didnt watch the event one i skipped it ..
ill watch it now
well i do learn stuff ik how to deal damage now and spin stuff
i made a spinning kill brick
so basically local is the scope that we use to figure out the actual situation we want idk how to say it
but local is the tool we use to figure out what we want to do
Uhh i can explain like this. It is like if a function/variable is accessable in your code
like local my variable
local means that it is only accesable in the whole script
so you can access the variable anywhere
but if you define local in a function then you can only access it in the codeblock(which is the function)
so i can make a function that is like playanimation local function playanimations() then type the function
so like as I top defined the local a is only accessable in the function
you mean like this
local function playanimations()
end
playanimations()
?
xd
what has events got to do with a timer
yeah but i didn't want to continue it cuz i am lazy lol
since you want the client to display and make the caculations on server you need events for client-server communitcation
Hi Its possible put hundreds of zombie spawns but render only close zombies?
what simple system should i script as a beginner scripter?
Perfect!
Super!
try making the baseplate change color without going in properties only script
how can i make it so that when time is up u lose all ur health/die
you can set the health of the humanoid to 0
HOWWWW
Sry I was away to get some food
I would use an remoteevent here
mb im impacient π
To send an event when the timer is ready
And the server will set the players humanoid health to 0
im so lost
Watch the event video ig
Oh so you did on client
Idk what that means but ig yes
You want a version where you can do it for the player itself like none will see the player die
If yes you gonna implement it on client otherwise you can implement on server
I see
So local is individual and server is visible for all
But yeah thatβs my script idk how to make it so they die after it ends
I would fire an event to server using fire server and then on server ( onserverevent) you can simply get the humanoid since the player argument is passed in
If you have no idea what I am saying you can watch the video event
can we call so u can teach like that
its easier that way i can screen rec
@shut ridge
Sry no. But I gave your an instruction
idk how to fire an event and i have no idea what remote events even do
Watch the event video
From Brawldev
i did
it doesnt explain remote events tho
Did you watch the remoteevent a video?
He should explain with like 30min how remoteevnts works
theres a video for that?
@bronze ridge are u learning how to script?
If I have a set of parts grouped together in workspace and then update said parts location/rotation based on starterplayer location using a local script with "While True Do" loop that will update for each player individually right?
I'm trying to avoid having to constantly load and unload parts for an "infinite" ocean by making it so that the same large special mesh parts follow the players by updating their x and z coordinates to match the players whenever their humanoid root is more than a certain amount of studs from the root of the grouped items, I just want to make sure I understand local scripts correctly and that having it move to follow each player won't have it constantly teleporting between all people on the server, each player should have their own "instance" of the water
Yes
I watched it and I donβt see why I need a remote event they only help for stopping hackers
@drowsy gull why??
js askin btw me too im about to start
I see I have scripted before but not much the best I can do is make a spinning kill brick and a timer with ui
Because If you set your humanoid health on client to 0 which is only visible to the client but server values didn't changed so you gotta change the humanoid for the player on server
And also you will learn about that that server and client have their own task
You can't do it all on client
I'm pretty sure humanoid is one of the few things that replicate it's properties to the server if it's owned as the players character because of network ownership
I think health is replicated but some specific such as WalkSpeed might not be replicated
or depending on the way its changed
Nah u can lower a player health in client mode and on the server side his health wonβt be lowered
might've wrote it the wrong way
my bad
But their humanoid, model and everything still is replicated in both right ?
But changes on client for some properties aren't replicated from client side ?
yo there was this game and that no matter how high you flew up if you flew Super high Over like some Map it still detected that u entered the map how did they do this?
checking only x and z coords
yeah thats because first of all walkspeed on the client shouldnt be delayed and second of all walkspeed is a variable for the interpolation roblox uses (for smooth walking, instead of kinda laggy one). the Health value doesnt need any of this, it can have a small delay for like a couple of milliseconds and thats why you cant manipulate that, but the walkspeed
its not replicated itself
as in like
ur correct abt network ownership, the caveat is the walkspeed property isnt replicated client to server, its just the client has control over its own physics so they go faster even though the server sees their walk speed as lower
anyone ever wanted to make some serious money developing dm me
ik this is bad but im proud of it
local touchPart = game.Workspace.TouchPart
local partIsTouched = false
touchPart.BrickColor = BrickColor.new("Lime green")
print("Life is good")
touchPart.Touched:Connect(function(otherPart)
if partIsTouched == false then
partIsTouched = true
wait(2)
partIsTouched = false
print("Why did you touch me")
touchPart.BrickColor = BrickColor.new("Really red")
wait(2)
touchPart.BrickColor = BrickColor.new("Lime green")
print("Life is good")
wait(2)
end
end)
im new so yea
So far so good 
Ngatron
thanks how I get better
Keep coding π
ok
yeah make something new everyday even if it's bad you'll learn how to make something better over time
yoi can anyone help me pls for soem reason when i try to get the player thumnailasync for their pfp it shows it for 1 sec (the bilboardui)
doing free scripting tasks to gain experience
just use docs
ChatGPT script cause I felt lazy
Such low ahh quality
HelloWorld"Print"
guys im learning roblox scripting but idk what to do to improve rn all i am doing is making random things from tutorials like a timer with gui (help needed!)
Just use your brain
Coding is pure logic
Brain works = code works
That's it
script or ui
Pcall = basically protected call
Call what ? Function in the tip when you hover it so you attach a function to it
As simple as saying
Ui
Its a pixel style ui
hi coders
bro best explaination ever
Build on what you're learning. You've created a timer so now use the timer to do something when it hits zero (spawn a simple ball object or something). After it hits zero, automatically restart the timer.
I tried but idk how
I wanted to make me die when it runs out
I made this not long ago the timer is at the top btw
@proud sail
how do i make a pop up that askes if u wanna join my group and if u press join ur acc joins the group
anyone here that can help me with a similar FPS system like cs games?
transmission??
I was gonna make it teleport you some where but idk how
why does it say transmission
Idk donβt even know what what transimission is it just sounds fancy
if you're doing a round based thing it should say intermission but if it's just teleporting you somewhere then transmission is fine
for a flight system
what would be better to use
a velocity based system thats semi client sided
or just updating player position on the server
while lerping or using tweens
likley better to do both
tweening the power of the velocity?
or force*
like
say when the player stops going in a direction
instead of destroying the velocity isntance
slowly tween it downwards
and do the same thing for starting to move
How do you get the ability to upload in the scripter-hirable channel?
apply for the luau skill role
WITTUMMM
UU HAVE 3 MMMSS NOWW
I LOVE IT
EEEEEEK !!!!!
did u draw the assets in paint?
whoops, put that in the wrong channel
yoyoyo any scirpter here that helps me and my friends and teach us scirpting for free doesn't have to be advanced
dm me if u can
This server is just free labour marketplace
Hi guys
I wanna make a shop gui that once clicked, it shows another gui which is the βshopβ with gamepasses in it, that once THOSE are clicked, you can buy them for robux
Hi guy,
You have to script that, if you want help with code, paste it here. If you do not know how to script, check tutorials.
Guys. Is making an npc passenger system in a vehicle hard to make?
Depends on details
Just the simplest one, is it hard?
It depends on what do you mean by npc passenger
hello, I wanted to ask how complex an instrument syncing system would be, where an instrument plays an audio track and other instruments can join in and sync up.
no
not sp
how can I improve this video to get more views?
https://www.youtube.com/watch?v=8H6oufg49K8
In this video, youβll learn everything about the Touched event β one of the most important events in Roblox scripting. Iβll show you how to detect when a player or object touches a part, how to make it trigger once, continuously, or even with cooldowns!
Topics Covered:
Basic use of the Touched event
Detecting player touch only once
Contin...
ai ass thumbnail
add a small buffer zone and handle the full sync on client, obviously not exact timing but close. handling sync with client should work tho
i would start with not using an ai generated thumbnail
Remove ai thumbnail
ugh... anyone here scripts with ts?
When creating a mouse-oriented vehicle, client-side logic is just sending mouse and keep the movement to the server?
as a thumbnail artist u should remove this thumbnail or ill eat u alive...
does anyone wanna make a shooter with me
Can somebody help me make an npc passenger system ?
more details please
Like an npc who rides your vehicle through commuting that will take you to point A to point b
yeah
keep movement on client and set networkowner to client
@obtuse willow hihi please dont post that as its inappropriate π
anyone got few mins time to help me with a bug in my cuff system? i just cant get it fixed
wat bug
can i dm u the screenshot?
ye
does anyone wanna make a shooter game
about what
You could add some movement on the client just to make it smooth for the player and hide delay and have the server sanitize it and replicate it
if u set network owner to client it will automatically replicate
learning how to program is one of the easiest things you can do
because you can just run the code and if it breaks you get details on how to fix it immediately
can anyone help rq
with what
this system is correct? local function AllocationBrainrot(player)
if not player or not player.Parent then return end
local char = player.Character
if not char then return end
local root = char:FindFirstChild("HumanoidRootPart")
if not root then return end
local brainrots = PlayersBrainroots[player]
if not brainrots or #brainrots == 0 then return end
local teamName = player.Team and player.Team.Name
if not teamName then return end
local teamSpawn = SpawnsTEAMS:FindFirstChild(teamName)
if not teamSpawn then
warn("teamSpawn not found for team: " .. tostring(teamName))
return
end
local nearSpawn = false
for _, part in pairs(teamSpawn:GetChildren()) do
if part:IsA("SpawnLocation") or part:IsA("BasePart") then
local distance = (root.Position - part.Position).Magnitude
if distance <= 20 then
nearSpawn = true
break
end
end
end
if not nearSpawn then return end
local allocationsFolder = Allocations:FindFirstChild(teamName)
if not allocationsFolder then
warn("Allocations folder not found for team: " .. tostring(teamName))
return
end
for _, allocation in pairs(allocationsFolder:GetChildren()) do
if #allocation:GetChildren() == 0 then
local brainrot = brainrots[#brainrots]
if not brainrot or not brainrot.PrimaryPart then return end
StopAnimationTrack(player)
for _, obj in ipairs(brainrot.PrimaryPart:GetChildren()) do
if obj:IsA('BodyGyro') or obj:IsA('BodyPosition') or obj:IsA('Weld') then
obj:Destroy()
end
end
local origin = allocation.Position + Vector3.new(0, 50, 0)
local direction = Vector3.new(0, -300, 0)
local rayParams = RaycastParams.new()
rayParams.FilterDescendantsInstances = {brainrot, char}
rayParams.FilterType = Enum.RaycastFilterType.Exclude
local result = workspace:Raycast(origin, direction, rayParams)
local existingCount = 0
for _, obj in ipairs(allocation:GetChildren()) do
if obj:IsA("Model") then
existingCount += 1
end
end
local offsetY = 0
if existingCount > 0 then
local sizeY = brainrot:GetExtentsSize().Y
offsetY = sizeY * existingCount
end
if result then
local hitPosition = result.Position
local finalPos = hitPosition + Vector3.new(0, (brainrot:GetExtentsSize().Y / 2) + offsetY + 0.3, 0)
brainrot:PivotTo(CFrame.new(finalPos))
else
brainrot:PivotTo(allocation.CFrame + Vector3.new(0, (brainrot:GetExtentsSize().Y / 2) + offsetY + 0.3, 0))
end
brainrot.Parent = allocation
print('Allocation')
for _, part in ipairs(brainrot:GetDescendants()) do
if part:IsA("BasePart") then
part.Anchored = true
part.CanCollide = true
end
end
if existingCount + 1 >= MAX_STACK_PER_ALLOCATION then
print("allocation full for the time: " .. teamName)
end
TeamScores[teamName] += 1
UpdateScoreDisplay()
oh well, i am a ui designer
I don't see what's preventing the allocation.
lol
local planeTween = game.TweenService:Create(plane.PrimaryPart,planeTweenInfo,{CFrame = planeEndPos}) Shouldn't the whole model move, not just the PrimaryPart?
no
well how do i tween a model?
The most recommended are Raycast.
or define it without the primarypart
If i do it without it i get the error that CFrame is not a member of the object Plane
try using raycast instead of Tween
Id just keep the server in control, its be easier to security check
create an actual thumbnail, not so hard posing a dummy in roblox studio. With the ai generated thumbnail it looks like mass generated slop
ai thumbnail and ur only gonna get views from people searching for how to use touched event which in that case ur competing with a lot of other channels
u can get 100k views just by clickbaiting
guys when u want to reference a tool in starterpack what do u do
Does anyone know how to make a background similar to Nullscapes background? The whole "Image never moves even when the camera moves?"
how the fuck do you disable this weird r11
Is there anyway possible to be able to make a group of players immune from admin commands
Like a script that gets players who are in a certain variable, group them into a folder, and make it so no one can use cmds on them?
With hd admin
-- paste code here
thx
hi guys need advice on npcs, how do i reduce lag for players for npcs that are controlled by the game?
or is it just unavoidable
just do
CloseButton.MouseButton1Click:Connect(function()
Close(Var1, Var2)
end)
Found another solution but thx for the answer
is it better to use ai to help you with roblox coding
I want to advertise a paid ad in Roblox in any way, whether through content creators, or by advertising in maps or groups. Can any of you help me with that?
when play testing in studio my particle doesnt emit on the very first skill activation but emits normally for the rest of the activations after the first. Any fix to this? I tried adding task.wait() before the emit after the cloning but it doesnt fix it




