#code-discussion
1 messages · Page 220 of 1
Your gonna try creating a prediction on a chaotic system like a character?
yes.., this is how multiplayer games work
Ok but you can’t do that unless you want to virtually simulate it on the attackers client
Then if your virtual simulation fails on the server it’s just gonna look as goofy as it does when it lags
right thats basically how you do it, you create what ever you want to happen on the client
server reconciliation handles this
Idk man this is silly u can’t work around ping try unplugging your internet from any battlegrounds game or join a really laggy server
Not even the smartest people have a solution for this one chief
brother im not trying to solve the core issue of latency, im not working around ping, im working with ping, these are just strategies that give the illusion of response
You could give the illusion of response but when something doesn’t line up accordingly based on ping your illusions will just create as much confusion as lag itself
It’s just more reliable to rely on consistency over illusion
right as i said before server reconciliation
How does server reconciliation work
Can you explain that to me
so basically the server has a copy of the game's state before a client sent an action, when the client send some request to affect game state and the request is invalid, the server will basically rollback the clients game state to maintain consistency
this all happens in ms btw, so the changes dont feel as "present"
an example of this is when you play fortnite or some, and you clearly just headshot somebody, but they took no damage
thats because the client prediction of what happened and what the server validates dont agree
you can read this for a more detailed explanation
So if I start attacking and the animation starts playing and then my remote reaches the server will the remote refire to the client to cancel my animation
If invalid conditions are met
precisely
but if its valid, it would just continue, therefore giving you the illusion of resposiveness, eliminating the delay while affecting game state
It’s not a bad idea but you just don’t want the player to be cheated
Constantly rolling back combat states could give weird visual effects
this is just an unfortunate consequence that all multiplayer games have to deal with, but its are trade off thats worth it solely due to the responsiveness, and anyway the player doesnt necessarily get "cheated" even that how it feels, if the server disagrees then thats just the truth and the rollback must happen
but we can alleviate this with using lag compensation
gives the player more time based on how much latency they have, so that they have a better oppurtunity of having the server validate an action
a module loader usually gets the job done
yo doing simple scripting commissions for free dm me
how simple
if u got smth lmk and ill see if i can d oit
I'm making a slide module class that uses a linearvelocity constraint. I'm trying to use a CFrame to snap the player character to the surface of the slope
it's working
but not as well
?????????????????????????????????????????
he is either a troll or brain damaged
ok
where to apply for skills role ui
updating a cframe every frame is the easiest way to explode the server.
u should ideally only be updating a cframe every 5 seconds because it performs a lot of calculations
nothing was said about the server
the guy was talking about character controlling code which is inherently client sided on roblox which the server the replicates
client side is even worse because ur device can handle less than the server
just update cframes every 10 minutes
Wow
i tried updating a cframe every frame on my pc with a rtx4090 and it burned down
and i had to get a new pc
i swear to fucking god i rotated one part why the fuck is the script freaking out
u probably rotated the part every frame
u should only be rotating every 10+ minutes for maximum performance
don't rotate the part at all for max performance
no like
i rotated it in the uhh
with the rotation tool
and now the script inside it
is living its own life
the rotation tool rotates things every frame thats why.
how do i use module scripts to store prices
Does anyone know how to make the bodies R6 when you first enter a game? I already went to the settings, but it says the avatar tab has moved.
Hi i need help
So I have a ball basketball to be exact and I want to press a gui and on that gui is a meter showing the percentage of me making the ball go in the basket and the basket has higher chances of going in when you have upgraded you stuff and how do I make each ball has more multiplier based on their rarity
When can I start making stuff for like commisions like inventory systems pet system and more
is there a way to start 2 test servers in studio? i want to test messaging service
No but I really wish they would add that
nope
can someone make a fixed version of this
for i = 1, 100000 do
if i == 10 then
print("i is equal to 10, so skip this iteration")
continue
end
if i == 200 then
break
end
print("this statement is printed")
end
-- print("hello")
local counter = 1
while counter <= 10000000 do
print("this while statement is printed")
counter = counter + 1
end
if counter == 200 then
break
end
Very nice
Huh what’s wrong
it wont run
is that the whole script
yeah
delete continue, idk what that does
U dont need it anyway
The loop will continue aslong ss u dont break it
ok
if counter 200 needs to be in the while loop, it will finish the while loop then go to the if statement after how it is, also add a task.wait() to for loops and while loops or else it will crash studio
also after ur if counter == 200 it won’t break cuz it’s not in the loop
Use task.spawn too
so u don’t freeze ur whole script
for some loops
He shouldn't use task.spawn in this instance, he needs to put the if counter 200 break in the while loop
he js has errors
breaks, and continues and using taskspawn
why does read voxels just return enum.air for everything when there is grass
who guys join me in studio for test game guys just 2 min
What are you parsing
working on dodgeball but dk what to do
- should i use roblox physics
or - should i use tweening/lerping
ask yourself this; how much mental damage do you want
Physics sucks and unpredictable
okay tweening it is
but idk cus like i was gonna go for a more messy style like timebomb duels has
but thats just tools n touchevent
if you’re gonna use SET paths lerps are fine
yo someone knows how to advance in scripting im stuck in beginniner level stuff
like making combat stuff and allat
makinf combat systems urself id say is relatively intermediate depending on complexity
like how would i make something like that
guyys ima scripter
cool
@opaque nest Could I speak with you for a moment?
vro continue is legit base programming knowledge 😭
for i = 1, 1_000_000 do
if i == 10 then
print("i is equal to 10, so skip this iteration")
continue
end
-- why loop to 1,000,000 if it always breaks at 200?
if i == 200 then
break
end
print("this statement is printed")
end
local Counter = 1
-- dude this will cause an obviously bad script exhaust timeout
while Counter <= 10_000_000 do
-- either way this will absolutely tank framerate.
print("this while statement is printed")
Counter += 1
-- add a task.wait()
task.wait()
end
-- this is supposed to be inside of the while loop?
-- I'd assume so, if not then like why.
if Counter == 200 then
break
end
I’ve never used continue
continue does not just continue the loop, it skips the rest of the iteration's code and moves to the next iteration
continue is where it skips the iteration in a loop
it's really really useful
imagine if you had a blacklist where you can't iterate over certain items in a table:
local Blacklist = {"Carrot", "Tomato"}
local ItemList = {"Olives", "Carrot", "Olives", "Tomato", "Pineapple"}
for i, Item in ItemList do
if table.find(Blacklist, Item) then
-- move onto next item!
continue
end
print(Item, "was added to inventory :)")
end
hello guys
ohhh yh thats useful

Idk I just never had a need to use it
if u fix nesting you will notice yourself using it a lot
lol what did I just move my camera into
Das a lotta cats 
can anyone tell me how i can get more motivated or something like that or a way to get motivate myself because i just started and i dont know how to start
Do you create ball sockets on each client
so I was using chatGPT to help make a rock sizing system but after a million years the rocks dont scale and for somereason are invisble or gone or smth Idk here is the script please help before I spontaneously combust
Make something goofy or silly with a tutorial, like a spinning block/model with a face on it
Is...Is it just me or does Roblox's Studio Assistant not really work too well for specific things?
Istg it works every 1 out of 15 times for me ;A;
Which isn't a good ratio but it makes me wonder
Even a broken clock is right twice a day
I- touche 
Türkmüsün kral
who here would hates OOP and loves reddit
physics is going to have to do unless you want custom physics which are pretty easy, but for a dodgeball roblox physics is fine, for a physics related object you should never tween
I use tweening for custom physics
Why would you tween for dodgeball?
It may be possible though I believe it requires much more work compared to just using the normal roblox physics
Roblox physics are really unreliable
Especially if you want a skill based game
Where you throw the ball
So you can run the physics on the server and tween on the client so it’s smooth
And controlled
what about lerping
yea i mentioned lerping
cus tweening itself is like not that good either
but compared to physics ya
I mean I guess lerping works
just simulate it
Custom simulation 🤑
I have a scripting job if anyone’s wanting very easy commission pay only DM for more info
Are you looking to get a scripter or are you offering ur scripting service
I’m looking for one
I’m not a scripter
Wephy feel free to check dms
so any scripters
its a simple script just to make my boat move and turn
and go up and down and tilt when turn and make engines move
Use AI
Puppet
Puppet
I'm looking for games as a reference for my own, what game has the best scriptnig in your guys opinion?
abd code 
script aint workin because you are scaling the absolute postion, which you shouldnt do for models. Instead you should scale the relative position
what's the best roblox game in y'alls opinion?
evet
Hiring a scripter for my game DM for informations and etc.
Do you guys think that i can sell a procedural world generation script that i made (its kinda like minecraft) , i made it generate forests, not like spawn random trees, trees that make actual small/big forests and u can change the height of the map like if you want higher mountains or wider water pools etc ??
ye
Ne yapıyorsun burda
how tho
look for roblox servers, set cheap robux price, boom
and i can sell it more times or just once ?
once
sry if im asking stupid questions
if ur giving the system whole away
but if u wanna sell it more then once
make more systems
alright ty
işimi
He
/
local StarterGUI = game:GetService("StarterGui")
StarterGUI:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, false)
client side
wait
inventory?
like, when u press tab?
that is leaderboard
when u disable inventory core gui, it disables both hotbar and backpack
(or playerlist or smt like that as roblox calls it)
what are good metrics to measure code productivity? me and my team would like to split our percentages according to how productive we are but we dont have a good metric for that
number of commits is bad because some of us commit a lot of small changes while some commit few big changes
number of prs is bad because some prs are small patches while some are complex new features
and number of lines changed is bad because sometimes we can paste code from the internet or maybe just add lots of lines that are just configuration tables and not actual logical code
why doesnt it print anything when the attribute already exists? ```lua
function StateManager.CreateAttribute(character: Model, name: string, value: any, duration: number)
if character:GetAttribute(name) ~= nil then
print(name, "already exists!")
return
end
character:FindFirstChild("Humanoid").Died:Connect(function()
character:SetAttribute(name, nil)
end)
character:SetAttribute(name, value)
task.wait(duration)
character:SetAttribute(name, nil)
end
ty
Hello can someone help me? Im using pathfind but after a few minutes my npc start to move like in the video like if i had lag but i dont, at the begining everything works perfectly, anyone knows why?
if it gets progressibely worse then u probably have code repeating itself somewhere, idk but make sure its not repeating the same pathfinding multiple times when uve alreadyy checked it
Im trying that but idk why it doesnt work
Its too hard :((
because the npcs are constnatly repathfinding which is causing stutter because u keep calling move on them rapidly
Set network ownership to nil
could be that if u enabled network delay
Ty! :))
nice
👍
Here are some pictures of what I've been creating with a friend, in case you're a fan.
of SV ofc
ty!
W
this lowk beautiful
Ty! :))
are your commissions open?
Anyone trynna make a game together? ✌️
Oh, sorry no :((, I don't do commissions, it is a personal project.
no prob
Hey what's up everyone!
Was just curious how everyone here handles caching their Playerdata once it was loaded from the datastore
i'd usually just add it to a dictionary with the player's user id as a key
Then have a function for when it gets updated or is requested? Or how do you go about using it for the game? I've played around with making a DataService Module and caching everything in a dictionary in there but haven't really seen the benefits compared to player attributes making it easily acceisble from all Server side scripts (ofcourse don't rely on the client haha!)
it's really up to preference, both are technically viable.
i'd have functions for updating, deleting, and getting, and they can be used by all server scripts as long as theyre in a module
and if i want access on the clients, i use RemoteFunctions
Never get scared of overloading the server by trying to retreive too much data? I.E 20 players at the same time opening the store? or is that negligible
i doubt roblox would be unable to handle it

and you typically wont have that many players trying to retrieve data at once anyway
That's a fair point. Might be thinking about it too much lol.
Currently only call the DataStoreService once when the player loads, the rest is cached. Most of that is called only when opening a shop or trying to select a mission. That isn't something you're doing 40 times a second so shouldn't really be an issue performance wise
yeah, the only times you really need to access the datastoreservice are when the player joins and when the player leaves
with few exceptions that are specific to what youre doing
yall think tryna make a black hole is a good starter project or na
for learning particle effects yea
you'd learn about overlapparams and stuff too
if you're trying to grab nearby things and add forces to them with workspace:GetPartBoundsInRadius()
^
for player characters you'd have to add the forces locally since they're the one's in charge of their character position
I mean like scripting it
Hmm
anyone tryna help me with a game?
players have ownership of their character model, that's kinda why exploiters can basically fly in every game that doesnt have checks
but it needs to be that way for the instant response when controlling their character
with anti-exploit server code you'd do stuff like keep updating a table of player location to see if they're staying in the air in one location for a while or if they move weirdly in the air like changing directions
one neat thing you can do is make a localscript with a while loop in it but destroy the script so there's code checking locally for weird exploits but the script doesn't really show it's there (while loops keep going even when the script is destroyed)
That's neat
So I was thinking of using vector force instead of overlapparams
Any opinions on that
Honestly not even sure what overlapparms are so I'll go read about them
im trying to make a phone and I'm working on the gui currently. im using the following code for all the numbers and characters on the gui the player can input for a number but I feel like theres got to be a better way then using like 10 of the same chunks of code.
star.Activated:Connect(function()
if beepSound.isPlaying == true then
beepSound:Stop()
beepSound:Play()
else
beepSound:Play()
end
if number.Text == "..." then
number.Text = "*"
else
number.Text = number.Text .. "*"
end
end)```
it's just this x4
one.Activated:Connect(function()
if beepSound.isPlaying == true then
beepSound:Stop()
beepSound:Play()
else
beepSound:Play()
end
if number.Text == "..." then
number.Text = "1"
else
number.Text = number.Text .. "1"
end
end)
two.Activated:Connect(function()
if beepSound.isPlaying == true then
beepSound:Stop()
beepSound:Play()
else
beepSound:Play()
end
if number.Text == "..." then
number.Text = "2"
else
number.Text = number.Text .. "2"
end
end)
three.Activated:Connect(function()
if beepSound.isPlaying == true then
beepSound:Stop()
beepSound:Play()
else
beepSound:Play()
end
if number.Text == "..." then
number.Text = "3"
else
number.Text = number.Text .. "3"
end
end)```
no
ts ass
A website to sharpen your Roblox scripting skills with handmade challenges.
so you mean like lua local stars = {one,two,three,four,five} for i,star in stars do star.Activated:Connect(function() if beepSound.isPlaying then beepSound:Stop() end beepSound:Play() if number.Text=="..." then number.Text = tostring(i) else number.Text = number.Text..tostring(i) end end) end
also pretty sure you wouldn't even need to beepSound:Stop() cause when you play the sound it should stop what was playing before anyways
loving the code man
squanch lua local stars = {one,two,three,four,five} for i,star in stars do star.Activated:Connect(function() beepSound:Play() number.Text = number.Text=="..." and tostring(i) or number.Text..tostring(i) end) end
Are you able to connect roblox studio to git ? 🙂
they're used for the workspace:GetPartBoundsInRadius() so it knows what kind of parts to grab within that radius. It's just a spatial query to get nearby parts table so you know which parts to add the physics objects to.
w
cause you don't really want to loop over everything in the workspace
oh
hi
ok
Making a website that helps people master lua, anyone wanna volunteer?
lua or luau
luau
MAKE IT A TOWER DEFENSE
Website teaching people how to code.
After they will know how to make tower defenses
Shit like if could be a mythic unit
its through my knowledge of code
son
And function could be mythic
bro
Then sum like print could be common
I’m cooking?
?
burning
son
What lang you making it in ? 🙂
luau
since if people wanna get into developing for roblox
then yea
wdym?
any1 know any fun projects to script?
W
YUHHH
HOW
IT THE MOST BORINGEST THING ON EARTH
take it slow
and do it while on call
tats all i can say
literally
now im just vibing everytime i do it
oh okay well what game are you making
yea but what game you want to make
oh i see you want robux
okay bro
cya gngyy
HELLO I WOULD LIKE TO FUCKING ASK
you made a 32 bit integer buffer in roblox
How critical it is to performance and memory if that value is constantly overflowed
I dont think you answers will be of any value anyway
your question doesn't make any sense either
me love tung sahur
what?
OOP left chat
can someone help me learn remote events
How would you create a random small town generation algo?
My idea would be to create predefined road segments with "plots" for buildings, connect them randomly per criteria and then fill the random plots with buildings.
Use profile store
?
object orientated programming
Guy just say about attributes and values
What does oop have to do with it?
Looking for smart devs to develop a steal a brainrot anti hit + auto joiner + notifier (You will be paid a high % when the project is released and you will get some money)
event:FireServer() from the client, event:FireClient() from the server
any script subscribed to the event through event.OnClientEvent or event.OnServerEvent will receive that firing and run the code in their function
its a way to communicate between the client and the server
i recommend checking out the docs
pov : 5% from 0 ccu and 2$
Ye I understood em
Also made a system that gives random swords for coins
Guys are module scripts js like returning but across different scripts?
Yea pretty much
how to make when i click with tool it make animation
tool.activated and then play anomation
they are functions that are ran with require()
usually you’d be returning a table
looking for help
i am making a gamepass loader which loads gamepass that player owns its for a game same like pls donate and i am not abel to make it anyone has script or dev forum would really help me
https://devforum.roblox.com/t/how-to-use-userownsgamepassasync/1458142/2
UserOwnsGamePassAsync
local MarketplaceService = game:GetService("MarketplaceService") local gamePassId = --ID of your gamepass, you can get it from a website url local player -- i hope you do know how to get a player instance if MarketplaceService:UserOwnsGamePassAsync(Player.UserId, gamePassId) then -- if player owns gamepass, the code in this block will be e...
i only want player created gamepass to load
I think there is a Roblox API you can use but I just end up using roproxy
https://devforum.roblox.com/t/player-created-gamepasses/1677536/3
Here’s a script I just wrote which you can use to scrape all of the gamepasses created by a particular user. All you need to do is call the function and pass to it the ID of the user you want to query. It’ll return an array of gamepass IDs created by the user. local http = game:GetService("HttpService") local baseUrl = "https://www.roproxy...
i tried ro proxy but it doesnt load any gamepass can you help give me a script??
The api has moved to this endpoint: https://apis.roblox.com/game-passes/v1/users/{USERID}/game-passes?count=100 Replace {USERID} with your target userid, and ofcourse as used in your example use a proxy like roproxy.
I think they changed to API.roblox.com
The user must have their inventory open to the public or it won't work too
I'm on mobile I can't give any scripts rn
This is a snapshot of the result of a procedurally generated dungeon.
tried it too
The ss is of 500 rooms (some are capped)
Walls can have custom color and material, same for ceiling and floors. red marks are for door prefab
Stuff like enemies, chests or loots can be spawned easily because of the voxels / cells rooms and corridors are made of
Take a guess on how long it took to generate 500 rooms?
2 seconds
is that the standard?
i don't know
can it generate custom shapes too?
is it infinite?
can the rooms be orientated?
can the rooms generate in height?
@shut sorrel
[GP][ERROR] Request failed: HTTP 404 - Script:26
[GP][ERROR] 404 Not Found — aborting further retries for this URL. - Script:26
[GP][WARN] Endpoint returned 404 - user may not have created any gamepasses or resource not found.
Maybe you can help once home?
only rectangles. This is how you configure the generation
return {
GRID_SIZE = 10, -- range -> 10 - 20 for not-abnormal results
GROUND_Y = workspace:WaitForChild("Baseplate").Size.Y / 2 + 1,
BASE_ROOM_SCALE = 5, -- base room scale: Performance impact: High. minimum 2
ROOM_ASPECT_RATIO_RANGE = { min = .2, max = 2 }, -- 0.5 means tall/narrow, 2 means wide/short
SPACING_FACTOR = .5,-- minimum 0.2 (can cause merged rooms)
}```
u can control the variation in room horizontal dimensions using the aspect ratio range
the dungeon is generated only once
ok I am working on something like this but it can generate a room based on vertexpoints and is infinite
ik but that's another system
ye urs is good too
how long does a typical dungeon generator like mine would take generate, say 500 rooms?
do you plan on adding biomes
id say 1 to 2 sec
nope, i could but its for my portfolio only
o
These are the results when I generated 5k rooms. (it doesn't crash)
Total parts: 46745
Assembling parts took 4.09 seconds```
ye thats pretty good
wanna see how 5k room looks like
ok
ye how long did it take
i just showed u
this long
so 5k rooms also takes 2.4 seconds
ok mb
500 rooms:
Total parts: 4569
Assembling parts took 0.35 seconds```
what optimisation techniques do you use for this
I would hardly call those rooms
and why not
looks like flat blocks with skinny blocks between then
does this convince you
i mean
idk
i've never actually seen a similar system. most are using prefab models without corridors
what would be the point of corridors
besides the functionality of connecting the rooms
gameplay will be weird with each room being connected by a skinny corridor might be a bit monotonous
besides I can control the length of corridors
so i can make sure they're not annoying
will every room be connected by a corridor or is it random?
every room
no
actually every room is guaranteed to be connted
that's how I wrote the system
its not random
but i there's an option I added to add random corridors
for loops
how do you even upload images here
you have to be bronz 2 💔
yea
and how do I get that
by chatting ig
yea
i hope or else i was wasting time
ok then ill chat
are the rooms able to be decorated with models and stuff?
for that ill have to create a spawner. itll be minimal setup, prolly 100 lines of code
but yeah the system IS compatible with spawning props and decorations
its just overlapchecking and random position right
the rooms are initially Grid cells
so i could randomly select different kinds of cells (like "Room" cells for spawning inside rooms)
uhm. not quite
but it can also be easier to work with
I could add a random offset for spawning. grid makes life easy instead
its a easy fix
but your chunks are still locked to a grid right
wym by chunks? rooms?
rooms yes mb
do you have any controll on how props are placed not just random?
you can just choose the outer cells right
i mean, kind of. I can check the cell type before spawning a prop. Like is it corridor, a door, or a room floor
prop positioning is easy also, like on wall or ceiling or floor
oh and I can have even more control if I check the neighbors' types. like I'd only place a wallLight on a wall
how long have u been scripting for btw
i forgot. lemme check my first published project
first project where i started learning coding
how did you learn coding this fast
this is one of the first scripts ive made can anyone tell me if it will work? local baseplate = workspace:FindFirstChild("Baseplate")
if baseplate then
baseplate.BrickColor = BrickColor.new("Bright yellow")
end
it will work
congrats
use wait for child if the baseplate is guranteed to be there
maybe use :WaitForChild() on client
only if its local
yes
Thank you
why not server sided?
oh please. im dont qualify as a scripter yet.
server has everything loaded already
not really, when servers lag it has a delay
for some background, i was studying python for 1 year before moved here
then how did you write such an advanced generation system
i meant, im dont have anything to proof im a scripter yet.
I*
not at the start
that system is just a project i built for my portfolio
ok nice
im trying to join some teams and do some real work
bro, I got some problems at begginer that scripts didn't got for example parts bec they didn't load at the time
ye thats a client problem
dw your time to shine will come
no, it was SERVER sided
at serverscriptservice
what was the code
that makes no sense
what was the code
it does work but WaitForChild is for LocalScripts.
exactly
Server scripts are executed after everything is loaded
exactly
then idk, maybe I was a noobie back then
yeee boi
mb guys
how many messages is this taking bruh
fr
wht
js an example
queen
what should I add next to my portfolio? after this dungeon gen system
like combat or enemy AI
what kind of enemy AI?
like a general system for operating diff kinds of enemies?
just very simple dummy that follows a player and attacks them if in range
ye with like OOP
oh. thats actually quite straight-forward
but dont forget using PathfindingService
its slow
what is slow
PathFindingService
yes but that uses pathfinding too
wait why multithreading
its for managing multiple enemies, init?
isnt it?*
yes so its more optimised
you would have a standard script and clone it and put it under an actor and send data to it using bindables
i believe
you can find something similar on YT
We usually control all enemies from a single script
for performance
multi threading is not that trivial
yes ik, if u cant optimize pathfinding using the builtin service, then its skill issue
hey can u check out my dungeon gen system? its voxel based
perhaps
can anyone explain why this does not work game.Workspace.Baseplate.Transparency = 1
game.Workspace.Baseplate.Material = Enum.Material.Brick
second, send ur output
is it via trial and error?
or do you somehow ensure spawn rooms without collisions
yes i used an algorithm for that
trial and error would be dumb
you can use AABB overlap checking
take forever if not configured in detail
no it isnt
generate room, check if colliding, generate another if so
thats the right way in my opinion
and not somehow magically generate a room with no collisions
the algorithm generates room without the need for checking collisions
how
they're already separated
its a rather simple process
do u want me to explain in simple terms ?
the algo is called "BSP"
you do
who are u
did jesus drop u to tell me then xd
me? nobody
ok cool
lol
jk i do scripting
did u take that pfp in ur basement.
sure, how does it work
no, its jesse pinkman from breaking bad
basically, we start with a big rectangle called leaf. then choose a random axis (vertial, horizontal) and continue cutting until we have n number of leaves. then spawn rooms with random offset inside each leaf
oh
thats actually kinda genious
For you
what is this, an insult
when do you stop cutting/ splitting
yk how much I reduced the load by using this algo and avoiding the separation logic.
No no
is it arbitrary
mhm
when I have n number of rooms. the generate function takes input "n" for how many rooms I want to gen
makes sense
how do you determine to split
do you split all leafs at once
or is it 1 leaf at a time
I generated 200 rooms in 10-15 seconds back then when I had random spawning and separation (trial and error like u said)
its recursive
yea till it reaches N partitions
ok but is it at the same time tho say
A
B
you would split these at the same time
like
split A
split B
repeat
rather than
split A x100
split B x100
?
yes
oh ok
split A -> A, B, then split A and B. (each time choosing a random axis, vertical or horizontal)
i mean X or Z not vertical or horizontal
how do you generate paths then? is it just checking adjacent partitions?
i think splitting is great for optimisation but not for customisation
for that, I had to use a separate system
I used MST for generating paths. but about algos, they're nothing complex until u visualize they're working and how they're suitable for ur needs
how does that work 
finds a minimum spanning tree for a weighted, connected, undirected graph, which is a subset of the graph that connects all vertices with the minimum possible total edge weight
and now I can generate 5k rooms, with each room containing about 50-200 voxels (due to random aspect ratio), in 2 seconds. 4 seconds for spawning parts
yes
mmm
dont you think doing it like doors would be better
I can explain everything apart from MST. It has some complex graphical maths I dont get
thats another dungeon gen system. all systems dont need to be really similar, i just tried smth diff
but yea i could build the doors one too, it'd be easier
ok thats cool
on the client
alr ty nick
Hey guys do you have classes in Luau like in C# or na
we have OOP and ESC
local treeService = {}
function treeService.new(CFrame:CFrame)
--
local self = setmetatable({}, treeService)
--
self.CFrame = CFrame
--
return self
--
end
function tree:draw()
--code
end
return treeService
Looking for smart devs to develop a steal a brainrot anti hit + auto joiner + notifier (You will be paid a high % when the project is released and you will get some money)
so u dont have classes thats kind of a bummer
Shouldn't it be this?
local treeService = {}
treeService.__index = treeService
function treeService.new(CFrame:CFrame)
--
local self = setmetatable({}, treeService)
--
self.CFrame = CFrame
--
return self
--
end
function treeService:draw()
--code
--print(self.CFrame)
end
return treeService
so u have redefine all ur functions and variables etc in every single script
isnt that what I exactly wrote
no you can use modules that can be required by any script
ModuleScript
mb I forgot the .__index
and I can use everything in that as if its defined in the same script
do yall think that door system with keys and animations is portfolio-worthy? beacuse i dont really know what to script for a nice portfolio
thats nice, basicly same concept
i think so yes
Make skills
is a modulescript static or can it actually do stuff?
like,
imagine if I have a counter for everything something happends can I store that data in a modulescript or nah
ye absolutely
nicee
like what skill
just ask AI ig
What all you already have?
can someone help me with CFrames, it works but I think it can be more simple:
local partA = script.Parent
local partB = partA:Clone()
partB:ClearAllChildren()
local offset = CFrame.new(0,partA.Size.Y/2, 0)
local angle = CFrame.Angles(math.rad(45),math.rad(45),math.rad(45))
local targetCFrame = partA.CFrame * angle * offset
partB.CFrame = targetCFrame
partB.Position += offset.Position
partB.Parent = workspace
nothing really, im building my portfolio
What you like scripting? Like physics, combat, skills?
Are you a front or back end scripter?
Or you do a little of everything
i mostly like to script ui
but yeah i do little of everything
Make some ui shops and things like that make sure that your tweens looks good and everything look smooth and clean
but i like SCRIPTING the ui not making it
Find ui to script
it can be something else than ui tho..
Yeah systems
You want to know what systems are good to make to put on your portfolio?
yup
Best thing to do is go in scripter hiring and see what people want done the most
Alot of systems i see people want done are
Combat systems
Rng systems
Gun systems
Skills
And things like that
alr
can someone help me test my code
Hii guyssss
what should I make for fun
yo does anyone got experience or an idea on how these troll tower games work?
a 2d fighting game like super smash bros
vampire survivor clone
tuff
tuff
Hello, Does anyone have experience in terrain generators algorithm?
phishing link 100%
lmao
its a reality 
okay bro
skid
who me?
no I wanted to show you some things I wrote on my own
to prove that I am not a skid
I solved the problem myself btw
thats what a skid would say
Ill dm you
do I have to dm you too
How much should one charge to script a game like grow a garden
too much camel case clearly a skid
thats more of an opinion lol
no it's objective
same thing
exactly it's objective
cuz ur a skid
u can just tell
liek what does objective even mean
skids these days 🤦♂️
yo same
yo bro thanks for the 25 bandos brodie
i made a game out of that idea
🤑
nice bro
can i be admin
sure man
thanks
I think you mean the word subjective
it's objective
I find that subjective
can someone help me, i cant figure out how to make a border in which objects will collide but players wont.
collisiongroup
thanks
lol
how would i go about doing that because ive never dealt with collision groupp
there should be a tab for that
local PhysicsService = game:GetService("PhysicsService")
local Workspace = game:GetService("Workspace")
local cubes = "Cubes"
local doors = "Doors"
-- Register two collision groups
PhysicsService:RegisterCollisionGroup(cubes)
PhysicsService:RegisterCollisionGroup(doors)
-- Set cubes to be non-collidable with doors
PhysicsService:CollisionGroupSetCollidable(cubes, doors, false)
-- Assign an object to each group
Workspace.Cube1.CollisionGroup = cubes
Workspace.Door1.CollisionGroup = doors
(from the docs)
where would that be
serversided
ahh okat
I just played that today lol
lmao
One of a very few brainrot games where i actually wanted to stay myself
Really enjoyable
thanks
phart can u give me some robux
It's fun
what
im bored so i made dis better
TYSM ur the goat ❤️
ill look tmrw
i tried so hopefully it works i got U :>
is it a good practice to load all of my uiModules with a uiLoader module
thats what im doing rn
Yes
it is
Np good luck :D
@exotic dirge even tho its strict to activate it just do
local LeftGuiModule = require(path.to.module) -- put the path eg game.RepilcatedStorage.Modules.LeftGUIModule
local leftGui = LeftGuiModule.new()
leftGui:initialize()
robux
no
anyone got any experience on troll towers or know how they work by chance?
ok ik that
wht is this
- Use task.wait()
- Why are you calling the function 4 times
- Table + looping would be better
otherwise its ok ig
Im new chill
workspace is lowercase
the video I learned is in uppercase
local part = workspace.Part
old video but theres a red line meaning syntax error
Sure wait
A variable is a name thats stores information (its from my notes I have tooken)
yes
ye so now you dont have to type workspace.Part 5 times but only omce and for the rest just "part"
why wont this work I get this error message for this line when I test my code
Make sure that its a numbervalue, not a string or intvalue (the "PassID" value)
alr
if it's a numbervalue make sure to add .Value to get the actual value of it
I've been searching for sources regarding character customization. For my game I want players to be able to type in a "/hat [assetID]" command and apply the accessory, and to remove accessories typing "/clearhats" or something similar.
TLDR need sources regarding adding assets to characters using roblox chat with a clear command
Ive been really confused
you can use the .Chatted event to check like lua chattedConnections[plr.UserId] = plr.Chatted:Connect(function (msg) onCommandChatted(plr, msg) end)
make sure to disconnect when the player leaves.
In the onCommandChatted you can check to see if they own a certain gamepass and trigger the function for adding the hat
you can also use ApplyDescription on their humanoid https://create.roblox.com/docs/reference/engine/classes/Humanoid#ApplyDescription
might not work with R6 characters
can't remember if it does
Our brains are @frigid umbra
Bro has skin color perms
yea
can someone help me
pretty sure they get erased too when the data is too old, if you don't mind it erasing then memorystore could be fine
Yall I have an inventory system and when the player equips the Glock a view model shows up, and I’m using a “Connection = render step”, and when the Glock is unequipped the connection is disconnected. Is there a better way to do this, something more optimized or smn? Is this a good/bad way of doing this? Any advice is appreciated.
yea as long as you're disconnecting after
also renderstepped is deprecated
now it's prerender
stepped is deprecated too
my fav practice tho lwk
yea making admin commands is fun
it's a fine practice to unequip to disable connections
i'm not sure what you mean
renderstepped never really causes unoptimization issues unless you do something excessive like creating new instances constantly
or loop over everything in workspace
oh yeah and looping over anything that has a lot of instances
(i learned this the hard way)
kinda why i dislike using magnitude for explosions
actually just in general why i dislike magnitude when using i,v in pairs
if you're doing things like making grass sway you can use https://create.roblox.com/docs/reference/engine/classes/WorldRoot#GetPartBoundsInRadius in a while loop that has a few second wait to grab nearby grass sections then only loop through those in your prerender
U can use bindtorenderstep
I also did something similar in my drawing game that scales parts near you based on the music playing
yeah i love using this practice now after learning it lol
another neat trick is precomputing your radius check as a squared value so when you do the distance check you're only doing lua if a*a+b*b<sqDist then
Ok I was making sure there wasn’t a better way
just don't be overly worried on cleaning up code, sometimes when it works, it works
even big games like arsenal follow these standards too
working on a big roblox game is like being a senior in high school,
either as long as it works and you do the bare minimum in the code for results. you are happy
or
you are hyperfocused on everything doing the maximum for success
yea you're not really paying for the server compute yourself so
I’m kinda in the middle
(arsenal literally uses stringvalues for kill icons LOL)
just a separate folder named KillIcons then
AK47
AUG
Knife
guys how do i make randomised calculus math questions
i already done basic derivatives and integrals but i want to make harder ones
custom physics would be best
Maybe using fastcast module
U can make it bounce off walls and also detect if it hit the hole hitbox or another ball
I dont trust robloc physics
function UiService.AnimateButton(button: GuiButton, visualFrame: Frame, callback: (() -> ())?): ()
local OgSize = visualFrame.Size
local OgPosition = visualFrame.Position
local ScaleUpSize = UDim2.fromScale(OgSize.X.Scale * ScaleUpMulti ,OgSize.Y.Scale * ScaleUpMulti)
local ScaleDownSize = UDim2.fromScale(OgSize.X.Scale*ScaleDownMulti,OgSize.Y.Scale * ScaleDownMulti)
button.MouseEnter:Connect(function()
SoundService.SFX.Hover:Play()
spr.target(visualFrame, 0.5, 4, {
Size = ScaleUpSize
})
end)
button.MouseLeave:Connect(function()
spr.target(visualFrame, 0.5, 4, {
Size = OgSize
})
end)
button.MouseButton1Down:Connect(function(input)
spr.target(visualFrame, 0.5, 4, {
Size = ScaleDownSize
})
SoundService.SFX.Hold:Play()
end)
button.MouseButton1Up:Connect(function(input:InputObject)
spr.target(visualFrame, 0.3, 4, {
Size = OgSize
})
end)
button.Activated:Connect(function()
SoundService.SFX.Click:Play()
if callback then
callback()
end
end)
end
Would this lag the game because im connecting 5 things to a single button
no
Should not
even if i have likle 100 buttons connected with these
That will hurt memory
Not performance
but even then its nothing right
I’m genuinely curious are there any decent coding ai yet? I like to test them out sometimes but each time I do they’re always hella outdated. For ex chatgpt LOVES to use deprecated stuff and I’m just curious if there are any ai that are genuinely good at coding Roblox yet
this looks cooked
Sonnet 4.5 best agent so far
any scripter looking for collab with vfx maker?
dm
witttttt
Claude Sonnet 4.5 genuinely very useful to finish tedious things
The most AI I use is Roblox's auto fill lmao
Yeah but Claude is using sometimes also depracted stuffs
Such like wait((
()
Its bound to happen, wait is a main thing about lua
tbh task. is like the double space pawn move in chess
does anyone have any experience with troll towers or know how they work?
During the dash, my animation plays, but after the dash ends there's a short moment with no animation before the walking animation starts. How can I remove this pause?
i think its bec anim priority is so high that it doesn't let the walk one play properly until it finishes
hey guys what is up!
Feral is looking for competent scripters we have multiple 1k+ CCU games!
send a message request to join us!
our top scripter makes 2.5k/week!
thats usd right
check dms
js tell chatgpt to refer to the roblox documentation
what type of scripting will you need?
binary
Priority is action
Is this good enough for ui scripting?
yes
vas?>
yeah, action overrides movement, try that the anim doesn't have "still" frames at the arms or legs, so it doesn't block the real movement anim
depending, how dif it is?
i mean, it should be a little more but
still he pays taxes so
full systems
yeah
cuz an inventory systems cost like 1k-5k robux 
bro how do u guys learn coding i tried learning it my brain cannot brain how much time it takes
I have 2yr experience, I just practiced 
by making small games
How much do you earn now
small (500-1k) cuz I don't want to do large commissions
dang
just look into small systems in youtube and look into simple tutorials
overtime you'll understand it better
wbt u how much u make
thats like 5$ no?
ye
damn
nothing nobody accepting me 😢
DAMN
i thought scripters were eating good
now that you accepted the comm, do it, it will serve as a payed practice 🤑
You mean I should make animation without legs or what?
usually more known and more experienced scripter takes #scripter-hiring , i just dm all of the ones i can do and hope one of them accepts me
or js make the legs + arms stop a little earlier than the anim
do they accept you?
nope, some just air me and some respectuflly decline
I mean, if you have a very good portafilio building takes more earnings so 
i think im also 2 years in the industry we are the same @rocky basin
Before like 3 frames I should stop arms and legs?
in building*
yeah, bec action overrides movement, so bec the arms are full anim, it will start the movement at the end
i js use my past commissions for portfolio lamoo
thats what you need to do 💀
Okay, thanks
thats good but u can organize it by making a site / using a templatew
ion like making builds for portfolio cause its working without getting paid
ion use sites n stuff i js post on a dumpserver and on X
practically everyone uses past commisions for portfolio
thats good too
wanna see my builds?