#code-discussion
1 messages · Page 234 of 1
Satchel is old
am i goated yet? 🥹
game.Workspace.Baseplate.Transparency = 1
game:Delete()
20:28:22.030 Delete is not a valid member of DataModel "Game" - Server - Script:1
holy vibe coding 😂 ✌️

for _,v in game:GetDescendents() do
v:Destroy()
end
np
for _,v in game:GetDescendents() do
v.Parent = nil
end
just do v:Remove() atp 😭
-# (edited)
-# (edited)
rs 😭✌️
-# ⚠ This user is suspected to be part of a terrorist organisation. • Learn more at
-# fbi.gov, interpol.int ,europol.europa.eu , un.org , cia.gov
while true do
end
exhaust
{
"errors": [
{
"code": 9007,
"message": "Service Instances Unavailable"
}
]
as someone who wants to start learning how to become a roblox dev. where do i start? is lua the only language i need to learn? please someone advise me.
print("Game loading...")
while true do
local partToLoad = Instance.new("Part")
partToLoad.Parent = workspace
end
print("Game loaded!")
lua is the simplest language to learn how to code
so you should start on it
look for a few videos that teach how to code in lua so you get the basics
should i start there? someone recommended i start in python first
yes python is good but lua is very visual in readability
you can see how the keywords explain the code a lot
just start with C#
whats the reason for this?
Unity
Guys help me I'm new
what for? how does it help with roblox dev?
What apps should I use for modeling
blender
blender is the easiest one...
you can try maya and etc but gl w that bruh 😭
No hard
everything is hard in life you just gotta choose your hard
Kk
Blockbench might be more user friendly
If you're afraid of blender
c# is harder to learn as a beginner
i honestly think the best way is literally doing python tutorials of data analysis
makes you understand coding quickly
If you know java you will have lovely time
That will crash the game as the while true do loop runs continuously without stop and withour delay. The "Game loaded!" Will also not print since the while loop is obstructing it
It doesnt
Hes implying to not do roblox dev and instead do unity
Studio setting
false
the game will load safely and smoothly
theres no money in unity roblox is where the cash is at
mfs will cry about roblox studio not being a real game engine and to go to unity instead but they make no money in there lmao
ur dumb if you think u can make more money from unity than roblox
Among us was made with unity
Genshin impact
Rust
Fall guys
Sunautica
City skylines
top roblox games make more money a month than among us a year
Subnautica*
btw
they dont sorry to tell you
Like genuinely they dont idk whos fed you this pipe dream
cope LOL
I used to make salary off of roblox homie
you didnt make much if you think top roblox games dont make more than wtv unity devs make 💀
Ima leave the bait or possibly demon-core level braincell decay alone, l8er
bros the one ragebaiting
bros fr believes steal a brainrot which at its peak was making 12 million a month was less profitable than among us that made 24 million a year during 2022 💀
“ai overview”
Google it and read it yourself then
Yes thats a front page game
jail break aint a front page game btw
steal a brainrot
What can beat 105 million
grow a garden
Kk lets see 1 dec
steal a brainrot has made 700 million
i have made more
You're not using that figure correctly
They paid 700 million to the top 12,000 developers
yes i was the top 1 with 701 million
Lmao
the rest are just the other goofs
@warped frost
roblox said its tripled that in 2025 lmao
Mind you also a lot of numbers are inflated if it isnt coming from roblox as a company, devs say they make a ton all the time, while games in unity are verifiable because of accounting laws
steal a brainrot was generating 11 million every month alone
yes obviously because of my attendance
but thanks for mentioning
Based on a reddit post btw
and the reddit post was based on the developers
Also theres the whole issue that mid-tier devs in Unity make a living, doing that in roblox is very difficult
b.. b.. but chat gpt also use reddit as source.. ☝️
maybe because roblox deadass takes about 92% of the actual earnings and even more when u sell UGC
And im a roblox dev that again made salary, like 5k a month just to code for a few hours a week
This is exactly why, and they unfortunately have to
They're not even profitable currently
no they dont have to and thats the problem
yeah if you know how to advertise and know how to set up servers for multiplayer games and pay for your own infrastructure go ahead and use unity and make cents
hmmmm why could that be?
lets take a look at mister david his statements
Well its because they're tryna reinvest
"we would like to see educational gambling for children"
They havent ever made a profit except once a few years ago
What is happening
Ik hr angry but you and i both know the pattern of not making a profit existed years before david made embarrassing remarks
He didnt say that btw
but you know how profit works?
oh buddy...
you’re never going to make any profit from your unity game btw cope
He said an algorithm that could detect who'd win dress to impress like a chess engine was a cool idea and if it didn't bait kids or involve money it'd be a cool game to see it be used
Like run the logic im both a roblox dev and im arguing for and against roblox, im not davidmaxxing
He just deadass didnt say that
thats not a cool idea and we all know that this was all there for one reason
thats because you’re just not a very talented roblox dev lmao
Nothing was there
Like what are u on abt
yes the statement was there
not our fault you cant make profit from such an easy platform to milk
Someone just asked abt it and he said that'd be his limit for gambling as hes against gambling
I made profit what
Lol
how much have you dev exed
95% of roblox games involve gambling what you mean hes against that 😭
Tens of thousands atp, i literally worked salary 5k a month
and how much have you made from unity
And now im making my own game still on roblox
I dont dev in unity dummy, i was just telling you that the statement unity makes no money is false, a basic google shows it
Like u got defensive over a very basic correction lol
bro proved his own point
@deft coralhow about the part when he wanted to introduce official dating inside roblox 😭
yes..?
he’s made thousands from roblox and wont even touch unity cause its such an ass way to make money
i never said u cant make a profit from unity i said that roblox is a lot better for making money
I have 2 games planned in unity
I wanna finish my roblox one first
its better marketed, nothing else
make a scam game = u profit
easy as that
free servers
Unity has free servers
if u make a militplayer game in unity you pay for servers
unity isnt just used that much
Steam servers and also local hosted games (see lethal company)
since its not a game library as far as im aware off
LOL
bro said steam servers
roblox is an engine and a game library in one which makes it so powerfull
Genshin impact, rust, among us,
Yes they're free
yes but i mean in terms of a game library
You can use their Api, has matchmaking, they do server hosting
Yes, but Roblox is broken right now.
you dont go on your unity app and search for games to play
Unity isnt a platform so idk what game library means here admittedly
brotato those aren’t actual servers you still have to host them or have players host them
yeah exactly, thats why roblox is easier in that term because roblox is an engine and library in one whereas unity in this case is just an engine
exactly
your game is immediately hosted and the servers are completely free
has anyone here ever made predictive block placement for like a bedwars block placing system
if u wanna make real money you wouldnt waste your time on unity lmao
roblox is where the cow is at
unity is a good engine and can absolutely make a living there
Mm true i did misspeak, but they do offer the network solution
but unity is only good for experienced people
wheras roblox studio can be used by quite literally any 12 year old with access to chat gpt
Yeah but u missed the part where zux deadass said theres no money in unity and got angered by the simple response of "there is" lol
Gpt/claude is better at c# than it is luau
if ur really experienced but if you’re that experienced js go to roblox and make even more money lol
there defenitly is, but its not gonna be the ordinary slop you would create on roblox lmao
thats where the problem is sir
if you dgaf about money and want a game for your own legacy then yeah unity is the best choice
but if you have a brain just milk roblox easy money
Do u think all indie games that blow up and get millions of dollars appear out of thin air
indie games dont make millions of dollars brotato
They're manifested
in roblox you dont get paid by experience, your work doesnt matter as long as it generates money
it doesnt matter if ur game took 5 years to make if it doesnt include gambling, bright colors, ultra high toned sound effects, etc etc
Hollow Knight: Silksong
Among Us
Lethal Company
Undertale
All made millions of dollars
The list goes on
bro is calling big ass games indie games
none of those games started as indie games LOL
Lethal company had 1 developer
yeah and a funding of 50k usd
oh yeah js looked it up lmao
From who
Undertale is a 2015 role-playing video game created by American indie developer Toby Fox.
clearly says indie there tho
I say 2 cuz he had an artist shes just not credited as intensely
Fnaf is an indie game
Indie just means independent, aka you funded it yourself
and none of those games come close to what a 10k ccu game on roblox makes a week btw
Well technically its based on distribution
and most certainly not among us LOL
You get around a few thousand dollars a week on 3k CCU, doesnt come close to 26 million (undertale)
In one year btw
Like if ur gonna be stupid and argue extremes at least be right
yeah you get around 2-4k in a month with 3k CCU and an alright monetization
its possible to bring it up like crazy tho like bladeball did, constantly add gambling and all kinds of stuff
undetale not making that much a week lmao
Yeah i mean roblox has a way to make money, the stupidity is claiming indie games on steam dont make comparable profit
And we're ignoring the whole yk "games on roblox actually suck and are rather artistically terrible" piece of the argument
Divide 26 million by 52 weeks
the difference is for a dev to get profitable on steam its a lot more work and years of dedication than for one to get profitable on roblox
Its not
thats not how it works dumbass maybe in their prime
we js ignore the reddit source
To get profitable on roblox requires actually rather comparable training
Its not hars
"social estimates" its a reddit source but whatever 😭
bro
you get so many resources for free
you get free infrastructure
You do yes
ROBLOX and Steam are equally the same to make profit, you just need to know game design
advertisement is so much cheaper
nope
Unity is also a game engine that has resources
and monetizing is the easiest part
Why no?
and roblox theows in free money for premium users lmao
steam is quality games and roblox is mostly slop
its like a completely different approach
not even close btw
Hmm, interesting, I see steam quality of games on ROBLOX. Half off the time roblox is shit due to using roblox characters.
and not utilising the whole engine and custom physics (to an extent)
then again, roblox is more appealing to kids who dont have high end devices sometimes
the characters? i thought it would be the extreme bright colors, the overly high pitched sounds, the simplification, gambling literally everywhere, quick gameplay, brainrot
but might just be me
Drop ur games @warped frost
You can consider that yes, but what stops you from making a game which does not do all that?
I think you are not grasping my point here,
the roblox algorithm simply doesnt support that
they dont care about really good looking games that took years to make
You CAN hypothetically make equal games on roblox and steam, in my personal, and by extension by professional view.
ai generated slop makes far more profits
The issue with roblox is just it unfortunately favors engagement bait yea. You can do more but the tone and audience favors social games and not story games, and stories and refined core loops are what actually what drives indie development
no my games are under alt accounts im not publicly showing any i own like 10
So u dont know
😭VRO
Okay, but a sizable chunk of ROBLOX profits would come from actually well made games, not slop.
Got it
know what
He just exposed himself as being full of it
Not dismissing slop takes a hefty proportion, however.
nope, not by any chance, slop takes by far WAY more
Not dismissing slop takes a hefty proportion, however.
Larper
Ur a larper
But I am sure other games make decent amounts for themselves and roblox.
how about you drop your games infinitey
Sizeable chunk ill agree on that
exactly ignore my message like a good girl
My latest two are literally in my portfolio link
Several thousand ccu
drop the name
Also roblox gives free servers and to my understanding steam does not in all cases?
guys im bavid daszucki and i own around 327,3 games right now and i make an estimate of around 30456 quadrillion billion gazillion zimbabese dollars
Read my portfolio larper
if you made 100 places with 1 player in each, there will still be servers for them
can u name me a big game thats made with quality?
exactly lmao you just know nobosy is clicking on that shit
bro cant send a name
yes but roblox most likely just combines these to save tons of resources
subjective,
yes i know, i mean i told you what my views on quality are so maybe you can name me an example
Larper
You cant recover im sorry i can literally just dismiss everything with that you're a larper now
keep saying that i’m still making 10k a week
Larper
Adopt me/uplift, brookheaven rp,
10k zimbabwese dollars
Kinda slop unfortunately, just well made
thats true but its simplified quite alot
continue working on your unity games you never making a cent outta them
Yes but they are kids games.
Slop to me is predatory not if it's literally just bad
Larper
broke boy
Larp
Er
Larper
No games larper
Do you even know lua larper boy
Whats a metatable
just because its a kid game doesnt really mean it should be the way it is, because i, probably you and your parents very possibly aswell enjoyed the games we had back then aswell, even if it was something like halo 3 or tetris or mariokart. it wasnt completely simplified and didnt follow a protocol on how to make it the most addictive as possible and we still enjoyed it
i was hooked on minecraft for example, not these tiny brain ticklers everywhere and i still enjoyed every single bit of it when i was younger
Its rlly just
If the game is based on a number going on and solely that factor, its slop
Thats the main thing here honestly
Cuz its evidence of dopamining
good way to describe it honestly 😂
its luau btw and yes along python js/ts and go
Larper
broke boy
a metatable is used for adding methods to a table which is basically only used to fabricate oop
bro fr thinks metatables are some elite shit only top roblox developers know about
Larper
I mean i couldve thrown an actual one but ngl itd be unfair to even most devs here
Gotta keep the ragebait reasonable
what would better
brother what 
like a unique combat client that is cloned into the humanoid for each character in a battlegrounds or just a bunch of arguments to handle the dif skills and anims
Just random trivia, like .siz
Theres a funny iceberg chart meme lemme try to find it
wai what
can u answerr my question tho
Oh mb didnt realize u were asking ine
Confused exactly what you mean
so basically
a combat client that plays the animation and creates a dif hitbox depending on ur style
same with skill 1 2 3 and 4
or just a unique 1 thats cloned when u pick ur char
instead of a bunch of arguments
phew im at the 2nd
Impressive
how is startergear under physics assemblies 😭
Shared dependencies and logic with modules in rep storage and unique handler scripts for each type
skidberg
I believe its because startergear is-
Larp
broke boy
"berg"? 👃 🪙
but why do the coins have ridges broo
How tho
Its bait
StarterGear not StarterPack
🇮🇱
🧢
"Whats a metatable. Go on" 🤓
Proceeds to say
"I mean i couldve thrown an actual one but ngl itd be unfair to even most devs here"
🤓 🧢
Yeah i was baiting him, and its not a flex i just mean per the image i sent theres a bunch of trivial bs u can ask sm to skid on them
..
🧢 "i was baiting him" — trust
Read the convo, i called him larper like 509 times cuz he was trashing on me for not making money on roblox (i do) and when i asked for what games he made he said he had 10 just he cant show me cuz hes on an alt lool
Bro pulled the gf at another school trick
is there a script where u change change the entire games material services to any texture u want? cuz material service is utter bullshit, it isnt changing it for everything
Why were you arguing abt money anyway..
Well u cant rlly bake a texture like that during runtime indont believe
Au revoir chat
i only need to change the color map option
He said unity games dont make money. As if indie games like undertale didnt exist
It was seriously like negative IQ conversation
Not just undertale but u get it
is there a script or no
Theres no singular script for that i know of, no. Thats not how coding rlly works
If u want some code ask chatgpt deadass
why do skids think metatables even worth using 😭
Lmao
aye compare the total number of unity games to the number that make money tho 🤔
Fraudulent One What did you make to apply for the scripter role i wanna make something rq but i don't know what
Yeah, but you can apply this to all engines.
Learn lua
Then learn luau
Brawldev is good for luau
Hi! I need to build a portfolio what should I make that is good for portfolio?
A combat system
airplane physics was fun :3
shows tht uu can script w physics too
missing ="thing" in the command bar
and probably the camel case property names cant tell if thats in there
like workspace.currentCamera is valid
I can't remember it was long ago
why would you not js learn it from the start brotato its not that of a complicated language you gotta take steps to learn it
everyone wants a combat system haha
but ive tried some and I want to know do you have any tips for making one?
most of the combat systems ive made havent been top page game and I suspect that its most likely because they use so much of the client
I believe they probably use a complex and really strict client hitbox system
nope all client hitbox systems are trash and unreliable
you got any idea on how they achieve that level of smoothness?
my weapon framework p100
i wanna make a yt vid but i cant tho
i need to spoof my old anims i need to make a place with all my frameworks combined i need to pick a song i need to make real time edits and blehhhhhhh
So I tried using a module script for vfx by going from local script (OnClientEvent) which then requires a module script for the vfx handling. Why doesnt this work?
thats why you make certin sanity checks on the server
you are not supposed to rely on the client at all
the animations and the way it’s engineered is what makes it feel smooth there will always be latency no matter how hard you try to work around it it’ll always feel bad for someone if you want to learn more about hit detection i recommend you check ink games combat system
if you want to improve the hit detection itself i recommend using raycasts or spacial queries but as for network latency there isn’t much you can control you can look into buffers but this won’t make a big difference most games use server sided hit detection unless its for extremely fast projectiles or fast cast which can be clientsided
context of modulescript?
is it in sss
vfx creation and management
no where is it placed
thats very different from what we are talking about hit detection on the client is unreliable regardless of anything
ur module returns smth callable, yes?
yes
ok
it uses function module.Function()
then if ur onclientevent runs
but it doesnt which is odd
like are you allowed to require a client module script if its in a onclientevent function
require it at top of localscript to make sure
yes
Guys can anyone help with my 2D movement system?
and not other clients
yeah no u need
if you dont mind, how do you check big games different systems? I just go in and try fidgeting around with what I want to find out
a replicated system or smth
use an exploit
boyyy
buy wave or make alt account and use shitty exploit that can decompile
in theory why shouldnt this work
like why cant all clients see it even though its done via fireallclients
decompile the game and see logic in clientscripts and assume what they're doing on svside based on ingame behavior u can observe
best way is to just use an executor on an alt nothing bad about this if you just want to learn
u have a system that
replays it?
or do u only fire once and dont check if others are loaded in fully?
ur vfx prob spawns locally too
ive thought about using a executor but I cant find one that doesnt look sketchy
a lot of them have script decompilers but you need to learn about up values and what not its more like reverse engineering
for now it doesnt sync with players who load in
if ur module does instance.new()
locally
its not replicated to all
and timing issues and whole lot of other fuckery
yeah, its something to do with the actual module scripts
you can use xeno ive used it before its pretty fine for this type of stuff just make sure you’re on an alt its free and keyless as well
idk what it is, maybe its just not supported
alr
if ur willing to pay
use Wave, get a day pass, all ud need
make a list of games ud want to scope out
@desert sedge would you like to see the code snippet
sure
local remotes = game.ReplicatedStorage.Remotes
local StandRemote = remotes.StandRemotes
local SummonRemote = StandRemote.Summon
local StandSummonVisual = StandRemote.StandSummonReplicator
UIS.InputBegan:Connect(function(input, isTyping)
if isTyping then
end
if input.KeyCode == Enum.KeyCode.Q then
SummonRemote:FireServer()
end
end)
StandSummonVisual.OnClientEvent:Connect(function(status, standVal)
local visualHandler = require(game.ReplicatedStorage.Replication.Standard.StandSummon)
visualHandler.Toggle(status, standVal)
end)```
Standsummon doesnt reference any server only objects yes?
Uh no
its all client based here
remote events or modules
modules are all in replicated
u dont got a return on if isTyping
back again lol but do you know any videos or open source material insteaddd sorry lol
for what
oh wait nvm its all good
ig but that isnt the issue
then whats the error
there's no error. Its failing to replicate to all clients and only replicates to the single user even though its fired from the server using :FireAllClients()
Is there a way of making a team without showing it in the leaderstats?
With just arrays is enough tho?
add a print on the line above where u require visualHandler and see if it shows for all clients
wait I may see a bit of an issue
@warped frost
so I think it kinda replicates
but I dont think I actually added like a validity tester
so it seems to summon the stand for the player who joined late even though you summoned it
let me add it via the require part
so it knows which character to attach to
Nearly finished any thoughts?
Very peak-

I think i saw ur progress yesterday and u fixed all the stuff alr
@digital abyss thx mate
really cool, but i feel like the sphere of light part is too long
Yeah I'm making it smaller rn and also adding some impact frames prob
why does every llm i know assume that a function inside a table is automatically oop and requires a self object 💔
only using this for a config file
Whats a plugin everyone needs but it doesnt exist
source control like git from studio
So guys
Whats the best thing to mesen, scripting, building, moduling etc
Where you u find the place to learn this
And how long would it taken
so 1 local script with a bunch of modules for handling dif styles
A module that contains the logic for each style.
Have your main combat local script require the module for the style you need.
is this a high quality dev? https://zephyria-portfolio.carrd.co/
So something concerning is that they said they have 1 year and a half of experience but scrolling down a little you see that they spend 1 year being a lead developer on a minigame game so most of their experience comes from 1 game? But so far none of those games shows any complicated stuff but some Youtube videos show pretty good stuff. My recommendation is that you ask them for code snippets
But since your question is if that is a high quality dev then by definition nothing of their stuff shows that they are
peakkkkkkk
do u guys know if theres a specific name for "vfx" but on uis like this
just checking if theres a opensource module that can speed up the process before i make my own but idk what to look for
ill take a look
but its not that difficult to make tbh
anyway ty
yes there is a module for ui particle emitting
but im not sure it handles 3d cases like yours like the effect going around the player
particle emitters display all the instance properties so simply making a module that translates those properties to movement and rotational values can be done easily
keeping it not killing your pc with many particles is hard tho so idk about that
yo
if I do Model.WaitForChild("Part") and it's in a model in the model, will it still find the part?
nah WaitForChild only checks direct children not descendants, use FindFirstChild with the second argument true or FindFirstDescendant if you need it to search deeper
Sry for late response
Sorry 😟
where in studio settings? could you tell me?
The script editor section
yeah like im in it rn what option enables the arrows and dots style?
Read thru them for 30 seconds
Anyone have a guide on how to make grab skills without all the physics issues?
is buying gamepasses in studio bugged rn?
what developer products
Brothers I'm half way through c++ dsa . I wanna understand how luau code from a game and understand their working . got any tips
What physics issues?
U cant buy them im studio im pretty sure
you can use custom “physics” by creating your own network ownership system, so client will get control over a certain part after sanity checks and if whatever criteria is met, then they can update position of grabbed item constantly with unreliable remote (the item would then be anchored)
Only dev products
the robux amount is bugged because it will show that u have 2 billion but just press purchase and itll go through as test purchase and still fire marketplace events
yh ive been told that
If anyone needs help with scripting lmk
how do i activate this mouse for console? what is the key
Do not listen to banana they are an enemy and a spy
let's say i make a death screen & i already have the ui & stuff made & it's all done & scripted, how would i go about adding a cause of death to the deathscreen?
anyone got advice on how to make this lightning ability better?
whatever kills you must manually set your cause of death. Most games have a central damage controller, like all damage in the game is sent to the same place so you can easily trac kstuff like this
like instead of dealing humanoid.health dmg, send an event to a script that does it for u. This way u can also send damage type, attacker, etc etc
u can ask chatgpt, its not too ahrd to do.
100+ kb sent??
this is from moving through the map i think, any fast movement in my game causes this
is that not normal did i mess something up
maybe i did actually wait
ohhhh u got streaming enabled?
yeaaa
yeah its that
is it from that? is that bad?
idk why tf rendering is server side
i think so
how can i fix it?
i mean u can disable streaming but then everything will be loaded in at once
wait nah i think im tweaking
thats sent
streaming should be received
right
do u fire remotes a lot while doing the movement
is there any way to make an outline of the player visible through ui elements?? this is what i have so far & it not working
local Players = game:GetService("Players")
local player = Players.LocalPlayer
local function onCharacterAdded(character)
local humanoid = character:WaitForChild("Humanoid")
humanoid.Died:Connect(function()
local highlight = Instance.new("Highlight")
highlight.FillColor = Color3.new(1, 1, 1)
highlight.FillTransparency = 0.5
highlight.OutlineTransparency = 1
highlight.DepthMode = Enum.HighlightDepthMode.AlwaysOnTop
highlight.Parent = character
end)
end
if player.Character then
onCharacterAdded(player.Character)
end
player.CharacterAdded:Connect(onCharacterAdded)
anyone got some free time for a passion project?
nah i just checked u cant
other than making the ui slightly transparent ofc
There is not
is it possible this might be normal streamingenabled + fast character behavior?
im not sure because ur Sent is high, i would think that streaming uses Recv
are u firing a lot of remotes tho
from client
i dont think so
i should test like randomized level with streamingenabled and super fast walkspeed
try testing it without streaming then check Sent
overall it shouldnt be too much of a problem tho, i think streaming would have optimizations
You forgot the /start at the beginning
helloworld:Print()
local helloworld = {}
helloworld.__index = helloworld
export type helloworld = typeof(setmetatable(
{} :: {
String: string,
},
helloworld
))
helloworld.new = function(): helloworld
local self = setmetatable({} :: helloworld, helloworld)
self.String = "print"
return self
end
helloworld.Print = function(self: helloworld)
print(self.String)
end
return helloworld
your welcome
👍
how wuld u make a volleyball system??
whast the advantage in using state managers instaed a bunch of booleans
beter
Anyone whre got an icon pack they could share
Anyone knows how to disable player movement without walkspeed and for all devices?
plr.DevComputerMovementMode = Enum.DevComputerMovementMode.Scriptable this works only for pc users soo idk
Bezier curves for ball physics
Hey guys, does anyone have a model of a weapon?
does the playermodule have somthing called"PlayerModule:GetControls()"? maybe a way to do this is manipulating the player module if it has ":GetControls()"
Alr found out how to fix it with contextactions but thanks tho for ur tip
can you show me how you solved it with contextaction? im curious
self.ContextActionService = game:GetService("ContextActionService")
self.FREEZE_ACTION = "freezeMovement"
self.ContextActionService:BindAction(
self.FREEZE_ACTION,
function() return Enum.ContextActionResult.Sink end,
false,
unpack(Enum.PlayerActions:GetEnumItems())
)
and i just used -> self.ContextActionService:UnbindAction(self.FREEZE_ACTION to unfreeze
tysm
ignore the self i did it on a oop module
how do i come up with game ideas
look at the front page and think of an idea
anyone free to help me test something?
to anyone taking commissions about path finding, dm me
type shit
how do i put custom animation in my game?
custom walk animation
all the yt tutorials dont work
where do i find ppl to help with code
I wonder
you need to upload an aniamtion key sequence to boblox
boblox throws u an id
usign a script u load the animation with given id using the animator of the humanoid (assuming ur using a typical boblox rig) which returns an animation track u can use to play
considerations rig has to be unanchored as roblox uses physics to run animations
yeah ik how to do that
im talking abt custom walking aniatmions
Yep — DevComputerMovementMode is PC-only, so it won’t stop mobile or console
instead use ContextActionService
CAS
`local Players = game:GetService("Players")
local ContextActionService = game:GetService("ContextActionService")
local player = Players.LocalPlayer
-- this function just eats the input so the player can't move
local function disableMovement()
return Enum.ContextActionResult.Sink
end
-- block all movement inputs
ContextActionService:BindAction(
"StopPlayerMovement",
disableMovement,
false,
Enum.PlayerActions.CharacterForward,
Enum.PlayerActions.CharacterBackward,
Enum.PlayerActions.CharacterLeft,
Enum.PlayerActions.CharacterRight,
Enum.PlayerActions.CharacterJump
)
`
@digital abyss maybe you can understand here ;-;
if you want movement back
use this line : ContextActionService:UnbindAction("StopPlayerMovement")
i ned help learnin code
watch tutorials on youtube
the problem is idk what to watch and i want someone help explainin when i get scripts wrong
idk which
thedevking
watch his tut
Learn everything you need to start scripting your own Roblox games using this crash course. You will only learn the basics here, so no worries with concepts getting too complicated.
You'll specifically learn about the three basic data types, printing, comments, instance selection by file tree navigation, and changing a brick's properties(Change...
which should i do
I recommend theDevKing tut because he is very casual and easy to understand
dogwater
scripting + vfx by me
my first time scripting skill
how to get better at vfxing
vfx more
i can't make a good vfx ngl
do i have to learn flipbooks?
or make the vfx in blender
no and no
u have to see the PRO vfxer works and try to copy them for learning
can i see yours
like what
i made this vfx
if u mean aura
#effects message this one
and this one #effects message
like the particles how ddid you set it up to achieve that ykwim
hey can anybody give me their input on something? So basically i'm making a hot potato game of sorts, and i'm wondering if I should keep the touch connection to pass the potato on the server, or make it on the client so it feels good and instant for the player. Obviously if I did it on the client there would be checks and whatnot.
would it even be worth doing? would it make much of a difference?
the most thing i do is getting the effects from my past works and change in the setting to make it like what i want
where do you even learn how to make vfx like this?
about me i was keep trying but u can search on youtube if u want to learn
there's tutorial about everything even the trial
aight ty
good
ty
by "touch connection" you mean .Touched? .Touched doesnt work all times on the client, its very risky from what i already tested some times 😭
Yeah, I did mean .Touched, but I’ve never encountered it not working on client
For me it’s just that .Touched on the server would have a delay since it’s based on server position
Also you could touch someone on your client and it not count at all
On my experience, there was once that I used .Touched (but it's been a long time) and it didn't work sometimes
On client I mean
I’m thinking about shooter games how there would be some threshold of how far the touch position can be for it to actually count
Because imagine a fps with server based shooting
Interesting
Worst case scenario I would use my own touching method, I just want input on whether I should handle it on client or server
I don't think shooting games use.Touched for hitbox, but yes ray casting which is different than getting the .touched event
Like, a ray is shot, and Incase that Ray finds something specific, it does something specific, that's how I guess bullets work
On those kinds of games
Just an analogy
is this ok to add to portfolio as simple inventory+collectionsystem ?
What's your own .touched method?
if the part is network owned on the server then the server has to register the touched and send it to the client which has latency
thus why touchtransmitters are instances (which is kinda dumb but it made sense about 10 years ago)
Then what actually happens if we use .touched on the client?
As the server is the one who holds the physics and collision replications, when we put an event that requires collision (. Touched) on the client, what happens?
recursive types are so annoying
I just said what happens
But ill explain again
When you create a .Touched connection, the engine creates an instance called a TouchTransmitter (previously TouchInterest)
this goes under the part in question
If the client creates the .Touched connection to a server-owned part, this isn't replicated, so it won't really work. (edited: it will work clientside just delayed and potentially unreliable due to physics streaming distance)
Actually lemme make sure abt this detail rq before I continue, as they may have changed that behavior
The logic is the same though, it revolves around the TouchTransmitter instance
The side with the network ownership is the one who actually registers .Touched and has to send it to the other side's .Touched callback
Thats the main takeaway but lemme make sure abt the .Touched creating instances for non-owned parts as I dont think it does
Example, if a part is owned by the server and the client and server both have .Touched, the server registers both, fires its own first and then the client's (which is after due to latency) via the TouchTransmitter, resulting in a delayed event call
Ah okay yeah, if a client creates a TouchTransmitter, just its clientsided. A server creates it for both client and server.
If the player is the owner of the part and both have .Touched, then the server is the one that's delayed because the client has to send the event through the transmitter
mb if im overexplaining
Keep going for god's sake 😭
yo what is going onm
Ok so, what I want to know in a simple way:
What makes the .Touched event get laggy when we create it on a local script? How does touch Transmitters work when they're on the client? A touch Transmitter works in what way when the .touched event fires?
stop pls 😭 my mind is blowinggggg up
.Touched is laggy when it is used on the VM that does not have network ownership
If the client owns the part, then the server will be laggy
If the server owns the part, then the client will be laggy
This is because the "owner" is who is calculating the physics for the part, which means it knows with the highest accuracy where the part is at a given time.
That means it similarly should replicate .Touched events
The receiver, aka the non-owner of the part, isn't actually doing any calculations, its just getting a message through the networking code in the TouchTransmitter
Okay, so just to clarify if a touch transmitter is made on the client, the network ownership doesn’t matter, it will still instantly register touches?
They have internal logic that overrides when :SetNetworkOwner() occurs I believe
I lowkey just want to register the touch. I don’t care about the ownership
But a custom one would be very easy
The ownership determines who's actually calculating the physics to know when a touch happens
Its done this way because its actually the most efficient
And most accurate
Yeah, I get it now
Because the network owner simulates the physics
So there are no physics simulations being run on your client
Or are there?
Networking does seem complicated as hell on the beginning 😭
When you said that the non owner caused lag on the other VM, I first thought it is because, from what I'm understanding, the networke owner simulates the physics
But since when does clients run physics? Doesn't physics only get replicated to clients by the server replicating it to them?
That would explain why physics kinds break when you're laggy
Not all of them, because some things stay on the replicated part of client
There areee but not on that part
For example, parts that had CanCollide on will still have CanCollide on when the client starts lagging
Lets say we do .Touched on the client to the server part
I never studied networks
And another server part touches it
We dont get it fired
Like we dont know
But if we touch it with a part from our own assembly, aka like our character
Can you tell me of how useful it is to study it? What can I get for my stuff from learning networks?
it does fire
It doesn't seem like a boring subject tho
The only way we get a .Touched on a server part touching a server part is if the server has .touched connected
Which then causes the TouchTransmitter to replicate with authority to us and we can get signals
Its not lag its latency, there is a small difference
Clients in roblox use an ownership model. That means you own your client and you send updates to the server
The server then tells everyone else what you did
This has issues which is why people made BetterReplication and Chronos libs
That would explain why when you change your humanoid.WalkSpeed to anything, it actually gets replicated to the server.
So clients do have some authority, which I don't know if is good or not
I looked into it. As long as you have network ownership of a part, your touches are reliable
The reason why is because our physics is deducing that part got touched given we touched it, if that makes sense btw @drifting hull
Like we deduced it despite not calculating the physics for that part
If I calc my leg physics I can tell if I touched a server brick cuz thats what i do every frame, but i dont do that for server blocks touching each other cuz the server does that
So touched will fire if I touch it but not if they touch each other
Like, it's really bad if you can just change your speed on the client and the server will obey it, hackers can easily abuse this and this is undectatable by the server unless you make a whole thing to detect if the player moved more than the server expect players to move
It was serviceable about 10 years ago
When games were funny little building games
And phyiscs didnt work at all, in fact the fun factor was how they didnt work
I mean, that’s a very easy catch though
Just check the change in distance based on WalkSpeed
as landen said, tehres actually not really a huge issue security wise, you can code your own anti-cheat by just detecting cheating speeds
If it’s too high, you have a TPer or someone with higher WalkSpeed
The main issue is latency, specifically with client-on-client collisions, and also rollback
I am very familiar with client to server interaction
There's a new feature in beta rn though thats basically just uprooting the entire physics engine's networking
Moving away from pure ownership
Oh boy
lemme grab the forum
Will that break a bunch of games?
You enroll into it like any of the other stuff
But exploiters change Walkspeed on client side
Do the test:change the Walkspeed of your humanoid on the client
Then go to the server and check your humanoid Walkspeed on the server, it's still normal
That's why I guess the way to prevent this is:make a way for the server to detect if a distance a player moved is weird or not
Yeah, but eventually it will rollout into a full release surely
See your misunderstanding is that you check the walkspeed on the server
You don't, that property isn't replicated
You check their literal speed
Yeah
And compare it to the expected speed
You check the magnitude of your distance
Im sure but that is the cost of progress
Yeah, I just am curious how bad it will be
Now it makes sense, that's what I meant when I was saying that this would be a good way to prevent this kinda of exploiting from Happening
You use the fact that the WalkSpeed variable hasn’t been replicated
Well being real its like a networking model that only competitive games utilize, meaning its outclassing most of roblox's games
I doubt actually now th8inking they'll make it mandatory
thinking*
Ya
Outclassing but also not necessary
Its tryharding the netcoding
making it mandatory would be the stupidest thing ever
how'd yall get devforum member
I forget
It was years ago atp
It used to be by like referral or invite or something but now its just
You read it for awhile
And they jsut give it to you
Damn this is nice ngl ig you can make character physics even more responsive now in certain systems
I tried that, but jumping makes it detect it as exceeding speed-limit
And can't check if humanoid is currently jumping or whatever
Ended up just overriding player's speed in a loop
the thing with that is with roblox’s buggy engine there will be times when people fling out the map by jumping wrong
promising
https://github.com/aliboIly/goal
good to see goap gaining recognition
fear ai scared me shitless back in the day
If ur a dev and u have steal a brainrot Christmas’s update and u can dev dm me, just released w game it ccu 100+ daily
should i use pathfinding module or no?
wow 100+
Yes
u tuff
U copy a game u proud of yo players unc wat we doin 😭
money is money
How much
the only good mindset nowdays tbh
He barely making a few bones 😭
scripting skillset 🔓
u have a console account linked to your profile youre living off your last crumbs
who here is good at anime td ( in coding )
whats the difference between react and react-roblox? is there a documentation for both?
Im opening studio after a long time, im trying script an entire game so im looking for a framework any reccomendations apart from knit?
roact is better
react-roblox provides a renderer that will be used to output roblox instances
.\
Does someone give me some ideas of what should i buy on steam? because the sales are active
Rust
yeah i did exactly that ty ;-;
np
me
it seemed funny 
send me dm
btw i found on devforum is better to use unpack(Enum.PlayerActions:GetEnumItems()) to pack all the player inputs instead of typing them
;-;
Yo
@cunning knot
Do you know how to create a device icon?
I'm trying but I can't.
Guys HElp Me i have Problem
`local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Players = game:GetService("Players")
local GunConfig = require(ReplicatedStorage.Modules.GunConfig)
local DataModule = require(script.Parent.Parent.Modules.DataModule)
local GunService = require(script.Parent.Parent.Modules.GunService)
local InventoryEvent = ReplicatedStorage:FindFirstChild("InventoryEvent")
if not InventoryEvent then
InventoryEvent = Instance.new("RemoteEvent")
InventoryEvent.Name = "InventoryEvent"
InventoryEvent.Parent = ReplicatedStorage
end
local GetInventoryData = ReplicatedStorage:FindFirstChild("GetInventoryData")
if not GetInventoryData then
GetInventoryData = Instance.new("RemoteFunction")
GetInventoryData.Name = "GetInventoryData"
GetInventoryData.Parent = ReplicatedStorage
end
local playerDataCache = {}
Players.PlayerAdded:Connect(function(player)
local data = DataModule:LoadPlayerData(player)
playerDataCache[player.UserId] = data
if data.EquippedGun then
player.CharacterAdded:Connect(function()
task.wait(0.5)
GunService:HandleRespawn(player, data.EquippedGun)
end)
if player.Character then
task.wait(0.5)
GunService:HandleRespawn(player, data.EquippedGun)
end
end
end)
Players.PlayerRemoving:Connect(function(player)
local data = playerDataCache[player.UserId]
if data then
DataModule:SavePlayerData(player, data)
end
playerDataCache[player.UserId] = nil
GunService:RemoveGun(player)
end)
function DataModule:EquipGun(player, data, gunName)
if not data then
return false, "No data"
end
local gunData = require(game:GetService("ReplicatedStorage").Modules.GunConfig):GetGunData(gunName)
if gunData and gunData.IsFree then
data.EquippedGun = gunName
return true, "Equipped"
end
if not data.OwnedGuns[gunName] then
warn("⚠️ Gun not owned:", gunName)
warn(" Owned guns:", data.OwnedGuns)
return false, "Gun not owned"
end
data.EquippedGun = gunName
return true, "Equipped"
end
InventoryEvent.OnServerEvent:Connect(function(player, action, gunName)
local data = playerDataCache[player.UserId]
if not data then
warn("⚠️ No player data for", player.Name)
return
end
elseif action == "EquipGun" then
local success, message = DataModule:EquipGun(player, data, gunName)
if success then
print("🔫 Equipping gun for", player.Name, "- Gun:", gunName)
task.spawn(function()
GunService:RemoveGun(player)
task.wait(0.1)
local spawnSuccess = GunService:SpawnGunOnBack(player, gunName)
if spawnSuccess then
DataModule:SavePlayerData(player, data)
InventoryEvent:FireClient(player, "EquipSuccess", gunName)
InventoryEvent:FireClient(player, "UpdateInventory", data)
else
warn("Failed to spawn gun for player:", player.Name)
data.EquippedGun = nil
InventoryEvent:FireClient(player, "Error", "Failed to equip weapon")
InventoryEvent:FireClient(player, "UpdateInventory", data)
end
end)
else
warn("❌ Failed to equip:", message, "for player:", player.Name)
print(" - Data:", data)
print(" - Gun:", gunName)
InventoryEvent:FireClient(player, "Error", message)
end
end
end)
GetInventoryData.OnServerInvoke = function(player)
local data = playerDataCache[player.UserId]
if not data then
return {OwnedGuns = {}, EquippedGun = nil}
end
return data
end
print("✅ Inventory Server loaded!")`
I know WaitForChild is generally considered safe, but what are the typical cases where you should avoid using it?
question you see the circle how did you code it
i wnat to see if i have the same idea of how you coded it
big text was unnecessary ngl
it's above attributes in the properties tab of whatever object youre looking to apply a tag to
WaitForChild will force the script to stop completely until said child is found, so if you don't want that happening, then use FindFirstChild and a nil check instead
its effect inside the attachment
runservice for the position of the part to the mouse pos with raycast
i coded it in 3H so it's the easiest skill i advice u to make something harder
any tips for beginner scripting?
how can i emulate a private server in studio?
i don't think it's possible
you'd just have to use RunService:IsStudio() or something in your private server check
The main issue was on line 78 - you had elseif but there was no if before it. Changed it to just if and it should work now.
@limber pawn
looks cool whats it for?
yoo it's for stats UI, it's a radar chart 
i like the transitions
why wont my player's jump height be increased?
remove the == 0 at the end of local jump
it will always be equal to 0 like that
turns red when i do that
i added a "=" sign cuz the red mark went away when I did that
i feel that is a strange way to set humanoid jump power regardless 🤣
whats the correct way
just set it
humanoid.JumpPower = 100 for example
humanoid.JumpPower = 0
im tryna figure it out myself but documentation shows me I have to get alot of diff things for it lol
alr ill see what ahppens
documentation definitely gives weird examples
whenevr I press my F button my char doesnt jump any higher
and game doesnt give errors for sum reason
if you want the character to jump higher, you then set it to 100
Ure just increasing the jumppower not making it jump i mean
if u want him to jump with F u need to add -> Humanoid:ChangeState(Enum.HumanoidStateType.Jumping)
Thats really cool
okay so I did that and it accidentally made a double jump but wtv
the secondary jump is very small tho
and I have the jumpstrength set to a crazy high number so idk
what did you actually want it to do?
double jump or single jump?
idrc if it double jumps or single jumps
I was jst tryna increase player jump height
for like a whie
while the player is holding F?
i had a feeling
no
okay
I wanted it that if u press f
for 10 sec
u hvae increased jump
like a chill buff abiltiy
okay sure
in roblox theres a function called task.delay
you can use that to in the future (in seconds) delay something
you can put a function inside that task delay
for 10 seconds
yep
oh wait this uses run service
i havent learned that yet but now would be a good time ig
the heartbeat part of this (for now) is mostly irrelevant
alr bet
just know a heartbeat is every step of the roblox engine
every frame basically?
yep
ill write up a basic of the task delay
task.delay(5, function()
humanoid.JumpPower = 0
end)
this will reset the jumppower to 0 after 5 seconds because 5 is specified and an anonymous function is inside the task delay
@woeful mural
oh ok
okay so if i make a variable for 0 and my wanted jumpower stat
and place them within here i can make it work?
absolutely, that can be done by making the humanoid jumppower equal to the variable
like this
humanoid.JumpPower = variable
okay im geniunely thinking my small avatar is making the jump power not get set
The character scale really affects the humanoid properties
I misunderstood ive think u wanted like to jump after pressed F
lmaoooo what
oh its alr
a
That's because you're setting jumpheight on the client. You need to send a remote event to the server (and have a server script recieve it) and set it to 100 there
oh
Thanks u !
Ty, it's a law of Hooik for the transitions
What?
Neon RUN 2
OnServerEvent:Connect(function(plr)
whenever u fireserver, the first parameter will always be the player
guys are there any websites or smth to learn how to script,program or code?
u dont need to send it tho
its automatic
ive asked gpt a learning curve about concepts and then u search up on youtube abt them or ask here if u still have questions
what are you programer coder scripter builder?
Im scripter
for how long
1 year
wait can we dm private
ive started on python
ok bet
bro why am I getting this eror
when i lit alr initialized all the char humanoid player bs
literally doesnt matter
it replicates
why is there a playeradded event
I usually code in neovim especially for my job. I went back on normal studio bc was to lazy to setup the rojo server. It's so painful to code
you already have the player
only way to get plr in server script
clearly not
bro remove the player added 😭
the player parameter in onserverevent is the player that fired the remote event
this isnt in a local script
the playeradded player parameter is the player that joined the game
No it doesn’t?
I thought humanoids only replicate position and stuff that the server can’t manage
try changing ur jumppower and ull see
