#code-discussion
1 messages · Page 260 of 1
Yelling shit.
this is poetry
Don’t think so
this is poetry
they are right????
scripting means backend
and coding is front end
like if statements are iterative and for state me nts are selective
whaaa
No it actually infact means the exact same thing
This is not 101 and you are just making up bullshit ✅
Isnt backend programming
what will be better? viewport frames or imagelabels for a brainrot index frame?
imagelabels obviously
Programming is everything, frontend, backend everything falls under the programming category
Viewport frames would look better but its really heavy on performance
Ooh right okay
very bad to use it
Thats why i just said its heavy on performance
i mean check it somewhere on roblox instead of trusting ai answers
but why would u ever need more than 300 decals bro 😭
hope its not lol
well i have 85 brainrot models they have 4 mutations each
85*4 = 340
you could use alts ig
or free decals if theyr good
Use an alt to upload more if you somehow manage to run out
Yeah was just about to say
Im pretty sure you can bulk upload as many as you want
I might be wrong because i've never tried it but i've also never seen any warnings aboutit
that wouldnt make sense at all
I was just trying to help dude
Why do you actually have it out for me wtf did i do 😭
???
what
Nvm
why
Click the X
why
hi
whats the best way of spawning vfx(smoke,muzzle)
hey
Can anyone explain how i could write my own signal implementation for my game?
I need to get play inputs across to another script from my central ContextActionService wrapper.
export type Handler<T...> = (T...) -> ()
export type Event<T...> = {
Invoke: (self: Event<T...>, T...) -> (),
Clear: (self: Event<T...>) -> (),
__add: (self: Event<T...>, fn: Handler<T...>) -> Event<T...>,
__sub: (self: Event<T...>, fn: Handler<T...>) -> Event<T...>,
Wait: (self: Event<T...>) -> T...,
Count: number,
}
type EventImpl<T...> = Event<T...> & {
_handlers: { Handler<T...> },
_index: { [Handler<T...>]: number },
}```
click -> shift click -> right click -> "Copy Asset IDs"
hi guys, im making a quest system and different quests have different levels of quest progress (for instance 3 and 4). i want it to complete the quest when it reaches the quest goal but for some reason the questId isn't defined in this part of the script when it is in others
CollectItem.OnServerEvent:Connect(function(player)
local QuestModule = require(QuestSystem.Modules.QuestModule)
local questGoal = QuestModule[questId].Goal
local quests = player:FindFirstChild("Quests")
if not quests then return end
if quests.QuestID.Value ~= "recover_books" then
return
end
quests.QuestProgress.Value += 1
print(player.Name, "collected an item:", quests.QuestProgress.Value)
-- complete quest
if quests.QuestProgress.Value >= questGoal then
quests.QuestActive.Value = 0
print(player.Name, "completed the quest!")
end
end) ```
thats a server script
this is a line from the local script
CollectItem:FireServer(book.Name, questIDValue.Value) ```
dm me if anyone is looking for a developer for their game.
This is the function i use to disconnect my connections:
function Minigame.Stop()
print("[Minigame] Stop called. Disconnecting ALL connections...")
running = false
for _, conn in ipairs(activeConnections) do
conn:Disconnect()
end
activeConnections = {}
end
First Connection
local conn1 = UserInputService.InputBegan:Connect(function(input, gpe)
if not running or gpe then return end
if input.UserInputType ~= Enum.UserInputType.MouseButton1
and input.UserInputType ~= Enum.UserInputType.Touch then
return
end
---Code
end)
table.insert(activeConnections, conn1)
Second Connection
local conn2 = RunService.Heartbeat:Connect(function(dt)
if not running then return end
local newX = targetLine.Position.X.Scale + (speed * direction * dt)
if newX >= 1 then
newX = 1
direction = -1
elseif newX <= 0 then
newX = 0
direction = 1
end
targetLine.Position = UDim2.new(newX, 0, targetLine.Position.Y.Scale, 0)
end)
table.insert(activeConnections, conn2)
My connections dont disconnect and im trying to figure out why. Does anyone see a problem??
It came across as if you were picking on em
Just glossing over though 🙏
Aye
thers no option
it only copies 1 when u press it
hard to figure this out without enough info you need to give like the value of QuestID and stuff
is there a max amount of conditionals you can have in a script?
its aight i figured it out
it takes only one wipe to know you will need a thousand more
inspirational
hi chat
anyone a frontend scripter
I swear the code for my doors are bad.
It works, but I don't know if its preformant enough
what the fuck is that color
how the hell do you read that
I read B&W
what
Black and White
Is there a particular reason you choose monochrome
I used notepad to code originally. So I continue using monocrome because I find it works
script:Destroy()
ok
anyone good with collision groups wanna help me?
what issue are you having?
can I dm you?
okay
just use collision group editor
and its easy

lmao
son
guys i nees help when i script and type enter it keep rollback to next line so i need to use my mouse everytime and its boring asf
for example
print(‘’CHICKEN’’)
when i press enter it does
print(‘’CHICKEN
‘´)
it is
Yeah, you're duplicating logic/code
One of u wanna help scripting a game, its just a hangout 🥺
sure
is it worth learning scripting in 2026?
Prob not. I'm getting ready to pretty much abandon it. No money in it anymore.
If you want to do it just for fun then sure.
there is definitely still money in it lol
There’s a lot of money in it
if u are good ofc
yeap
thank you bro, appreciate it
Hello
guys if u watch dev kings brawl dev and AlvinBlox and rustysillybands tutorials and guides on how to script and actully learn from each video of each concept can u Actully like know how to make games like after making your own projects or two to test all the knowledge and googling up problems
Pls if u know then tell me as 8 would like to know if it’s worth it to put time and effort into this
@wintry plover
?
Not just about being good at it.
?
Ive been programming in general a very long time. There is nothing I cant make. The only issue i ever have is people not having money to pay for work.
ah, i see
i've gotten quite a few offers for a decent amont of money personally
how are you finding work?
hey love you man, my first piece of advise as if your 8 get off discord. my second piece of advise is yes, atleast finish brawldev series but also try to follow along with him and do stuff yourself, also refer to the roblox documentation
There is always scattered spots of money. But not enough to make this a full time thing.
Thats been my experience with it anyway.
have you taken a look at #scripter-hiring at all?
Yeah. They all offer peanuts
:/
the place im working at is hiring, we have sign on bonuses
Whats the place?
its all on roblox, place wasnt the right term
someone surely wanna work for free right=
highly unlikely
but youre literally getting a chance to work with the big @silent phoenix
man i just need an RNG system
its that simple
Anyway I can. I joined this server to look as well. But its the same here as everywhere else. The pay is always much much lower than it needs to be.
that's commissions for you lol
Studios arent much better. I got an offer to work with a high end studio with ties to big name companies like Disney and they offered me less than id make working at McDonald's
hellll nahh
Im just saying. From the experience ive had trying to make it work. Its only viable as a hobby.
Looking for a coder for a clicker game dm me
Is using the shapecastHitbox library worth it for things like abilities
yeah lowkey idk why some people code things completly from scratch for no reason even though a probably better open source module exists
Aight lemme see if it will be useful
not super familiar with it and havent used it myself but ive heard its pretty decent
not buying the plugin tho
oh its payed?
also theres ways how to get plugins for free if you package it yourself
ye
do tell
alr wait a sec
k
game:GetService("InsertService"):LoadAsset(put your plugin id here)
and then save to roblox as a plugin
put it in a folder though it might need that
i did it with a free plugin before so it should work
just to inspect the code
lemme test it with moon animator rq
Did it work?
i think i have to parent it to workspace rq
Am i doing something wrong ?
Cause it ain't working
I always thought Roblox would give an error
yeah it worked
mb heres the right one
local plugin = game:GetService("InsertService"):LoadAsset(4725618216)
plugin.Parent = game.Workspace
nope
maybe though because i already own moon animator
Try with a paid plugin you don’t own
yeah lemme do it rq
NOOO
roblox fixed it i think 😭
welp
you have to own the plugin to distribute it
welp anyone wants moon animator 2 for free
Go to the discord and ask
also chat how does the inventory ui look:
Thx for the help tho
Or make a YouTube video
If you know anyone that owns the plugin just ask them
Is it drag and drop , ui looks clean
yeah and you can just click to instantly move
aight
yeah just ask them to run that in command bar and send it as a model file
and if you dont know how to publish a plugin (its pretty easy) just look it up fr
You do the clean up manually or do you use cleanup modules like janitor
manually i did it a while ago the system has to be partially rewritten tbh the codes pretty old
like the click detection is kinda buggy and only works like half the time
also for some reason i built the inventory system using tools and just duplicating it a million times so even if you had duplicates of the same tool it would give you another tool instead of just storing it as a int value for how much you have
so its kinda laggy sometimes
For mine the clean up for the "drag button" cause its a clone works half the time
Didn't bother making this too 😭
yeah
Aight lemme work on some abilities with some horrendous vfx
nice but ig just one design thing
the ui border feels like fantasy but the font feels cartoonish
idk what vibe ur going for but just something to consider
alright ill consider that
i just used the deafult font lol
who trynna make a game
what do you do
who make a
fullstack (almost )
just trynna make big stuff for the love of it
that's nice
so? :D
dm or here
you can do wtv
dm
amazing so my npcs are just completely dismissing the existence of cooldowns
it's a unified system btw at least on theory they should be playing by the same rules as the players
local buttonstand = workspace:WaitForChild("buttonstand")
local light = lightPost
:WaitForChild("light_part")
:WaitForChild("PointLight")
local click = buttonstand
:WaitForChild("button")
:WaitForChild("ClickDetector")
local light_part = lightPost
:WaitForChild("light_part")
click.MouseClick:Connect(function()
light.Enabled = not light.Enabled
if light.Enabled then
light_part.Transparency = 0
end
if not light.Enabled then
light_part.Transparency = .8
end
end)
click.RightMouseClick:Connect(function()
if light.Enabled then
return
end
light.Enabled = true
light_part.Transparency = 0
wait(5)
light.Enabled = false
light_part.Transparency = .8
end) ```
This is my first script guys
can anyone provide any help with using drag detector on models
this is so tuff
hey you guys, I'm doing some research before I move on in my game and I was wondering what does netcode control, what makes a good netcode, and what key components make a netcode GOOD. I heard it's really important but I'm not sure where to start
To answer this question here, the best netcode is a system where remote play is indistinguishable from local play. Obviously that's impossible unless you're in the same room. The better your netcode, the worse network conditions can be with as few adverse effects as possible
I'm watching youtube videos rn but there's nothing about making a roblox netcode persay
Key components specifically are often:
- resilience to client misinformation
- reliable prediction algorithms
- local player lag hiding
You won't find much here. It's a deep topic that many people pour years into
For your case I would recommend looking up lockstep for some reference
Ai could help you understand but it’s not great at writing this type of stuff
Only explaining
It's rubbish at it yeah. I tried getting it to vibe code it for me and it just failed totally
Yeah ai isn’t too good at complex stuff
The client making decisions is the only way to have zero lag. So, you need to decide where and how the client can make them.
I dont see kids giving shits for advanced games anyways
Ai can easily make any slop games
Or if you guide AI to write something complex it would follow instructions very well
In my game I try my best to maximize the experience for low ping users because people generally expect a bad experience playing on far away servers anyway. Its pretty unnecessary to spend months optimizing for a minority. For netcode, I handle animations on the server (so that theyre synced across clients and also limits edge cases wrt animation priority replication and desync of states when parrying). This is how popular games like TSB and deepwoken structure their combat. Theres going to be input delay as a result with more delay the more ping you have. We buffer inputs to the server so every input after the first will have no input delay. Theres also better ways like having a fixed input delay that dynamically scales based on the actual latency and then writing ur own animation syncing logic from there which can somewhat reduce it. Client sided combat is pretty much impossible in my case without rollbacking damage (which introduces complexities as there are non deterministic skills that react to damage). Lag compensation when parrying also introduces desync which requires us to rollback either hit or parry vfx (based on what we pick as the source of truth for the lag comp) which isn’t possible. We do implement custom replication & interpolation for responsiveness.
I would recommend not looking into stuff like rollback netcode for combat because in most cases it just isn’t ideal ux wise compared to a simpler solution (its bad ux rollbacking pretty much every hit) which will happen if ur animation windup speed is low and latency is longer. Its also a massive engineering effort for arguably little gains
Designing your combat system for better netcode (for example introducing long windup times for swings, clear telegraphs, input buffering, more forgiving parrying windows - deepwoken delays damage for higher ping players) and also stuff like matchmaking that groups players w similar ping into the same server would be a lot more worth it
cc @main marsh
Holy yap
I understand the math and logic behind it, but how do you make UI feel 3D? I saw some video that user was playing game and the bottom bar was like "lagged" behind camera, so moving the camera to the right would wobble the UI a little
Surface gui on a part locked to the camera
Then you just make that part do certain stuff to make the ui move etc
E.g. it gets closer to the camera while sprinting, makes it seem like you pushed towards it
Seems nice, how is it performace-wise over normal screenUI?
Even a single advanced combat system (one weapon, counters, block, stuns, movement tech) is typically in the $300–$450 range on DevForum.
is that true?
i can do that for 100 bru
Dont....
lowkey
do you want to buy 3 weapons from me for 100
am in need of it
also if you want to invest i got games too
No...
It's not good to undersell yourself
alr man
compared to other languages, no. it's one of the easiest to learn
guys whats t he best place to learn lua code?
youtube
if u wanna do f2p
and
is there and documentations and places to read?
any other placess
ye
do u wanna work on a fun passion project
i can model i got a map builder
js coding 
we need
lowk
ok
i am a good scripter
do u want me lil bro

ayo what the sus
take me too bro
Heavily underpriced
Dm me ur work
Dm me ur work
ye
wats ur idea
@undone plank pop me a dm
bet
hi
hi
Hello
Hey
wsp
Looking for any developers idk where to go as I’ve always been solo. I have past developments and im looking to gather some ppl possibly for future projects. I am a full stack
Lord please send a scripter my way that isn’t a 🧃
@hushed cargo hello im trying to visit JECS but you said that jecs dont need humanoid for physics based entities
the examples didnt show that for me
I'm confused about how i would make entities collide like humanoid lol
oh i just heard it uses that, but i havent gone too deep into it, sorry if i wasted ur time
its fine i found something on yt that actually uses raycast for ground collision
RPG template thing
gonna be difficult for shi like wall collision
guys where can i find a professional scripter?
what doe sophistication mean?
your code was too simple
it didn't show enough of what you know about scripting
i mean i used oop type checking some libraries like what do they want more any library ideas i could use for it?
rereading, they want you to use more roblox-specific things
cframes, services, etc.
Whatd you make and give them
made a tower class
Does lua allow using of queues stacks ?
i mean it was a tower defense class and i like used cframes for everythjing like looking at related and used tweenservice for the bullet i mena i guess i can add collection service but i would know what else
what did you do for your role
what did you do for your role
I got it way before the standards were severely raised
not bad
https://github.com/ThePotato-code/TowerScriptShowcase/blob/main/TowerClass.luau.lua mine i think one of the reasons was that i made it purely client sided casue i didnt think theyd care if things are validated cause its only to show a script but i guess i was wrong
it's kinda surprising this wasn't accepted actually
it looks like it would be suitable
maybe the reviewr had a bad day
😭
got any ideas I could change or add to make it more "Sophisticating"
Was it essential blue
howd you know
they review most of the apps
They seems to deny a lot of people
he was the one who accepted mine
i guess i could do collection service for the enemys instead of GetChildren and add maybe a verification remote event for the damage but i dont have any more ideas either
@regal salmon @broken grove I guess ill do that and reapply
good luck
anyone knows how to script moon 2 files cutscenes?
yea ik
guys is input action system fully implemented yet?
It's been ages
Does anyone make paid access games
did u find any problems in it
cuz ill also use on a fighting game
thank you!
1 heartbeat per tower
and using heartbeat
cooked
should i use render stepped?
really good example for me cuz im new ish with oop, does auto complete work if you dont tell the constructor what type it returns (or the table in setmetarable)
Can someone help me with the current script the ai takes so long to update the player location and sometimes it's buggy and keeps moving back and forward
and when i remove this part of code
local Moved = Humanoid.MoveToFinished:Wait()
if not Moved then
print("Move to waypoint failed")
CreatePath(destination,attempts)
return
end
it works completly fine but stops avoiding the walls
--// Service
local Players = game:GetService("Players")
local PathfindingService = game:GetService("PathfindingService")
--// Variables
local Bobby = script.Parent.Parent.Bobby
local Humanoid = script.Parent.Humanoid
local HumanoidRootPart = script.Parent.HumanoidRootPart
--// Settings
local Settings = {
Vision = 100,
}
--// Functions
-- visulising the path
local function CreateWayPoints(wayp)
local part = Instance.new("Part")
part.Size = Vector3.new(1,1,1)
part.CanCollide = false
part.Anchored = true
part.Parent = workspace
part.Position = wayp.Position
return part
end
-- checking if player is alive
local function isPlayerAlive(player : Player)
local Character = player.Character or player.CharacterAdded:Wait()
local Humanoid :Humanoid = Character:FindFirstChild("Humanoid")
local Results = player and Character and Character:FindFirstChild("HumanoidRootPart") and Humanoid and Humanoid.Health > 0
return Results
end
-- checking distance
local function distanceTo(pos)
return (HumanoidRootPart.Position - pos).Magnitude
end
-- sorting the players to chase the closest
local function getClosestPlayer()
local InRangePlayers = {}
for _, Player in ipairs(Players:GetPlayers()) do
local character = Player.Character
if not character then continue end -- if not character ignore and continue
if not isPlayerAlive(Player) then continue end -- if the player is dead ignore and continue
-- distance between ai and target
local DistanceToTarget = distanceTo(character.HumanoidRootPart.Position)
-- checking if the calculated distance is less or equal to the vision distance
if DistanceToTarget <= Settings.Vision then
table.insert(InRangePlayers, {char = character, dist = DistanceToTarget}) -- inserting the character and distance to the table
end
end
-- if there is no one to chase just wait
if #InRangePlayers == 0 then
print("waiting for players")
return nil
end
-- sorting
table.sort(InRangePlayers, function(a,b)
return a.dist < b.dist
end)
-- returning the cloesests
return InRangePlayers[1].char
end
-- creating path
local function CreatePath(destination,attempts)
local path = PathfindingService:CreatePath()
path:ComputeAsync(HumanoidRootPart.Position, destination)
-- if not sucess then try 3 times
if path.Status ~= Enum.PathStatus.Success then
attempts = attempts or 0
attempts += 1
if attempts > 3 then
return
end
print("path failed", attempts, " times")
task.wait(0.5)
return CreatePath(destination,attempts) -- if failed create try again
end
for i, waypoints in ipairs(path:GetWaypoints()) do
CreateWayPoints(waypoints) -- visulising the path
-- move ai to the waypoint
Humanoid:MoveTo(waypoints.Position)
local Moved = Humanoid.MoveToFinished:Wait()
if not Moved then
print("Move to waypoint failed")
CreatePath(destination,attempts)
return
end
end
end
local function initialize()
local Closeplayer = getClosestPlayer()
if Closeplayer then
CreatePath(Closeplayer.HumanoidRootPart.Position)
end
end
while task.wait(0.1) do
initialize()
end
no 1 rule of scripting: the client is an exploiter until proven otherwise
can someone help ?
anyone know how to play anmation when character is seated?
i am trying but i think the default animation is overriding
i tried priority on action4 still no work
no you can learn it in js two weeks if you put in th hours !!
for real you allways treat it like an exploiter
When U use self and want auto completion you have to do it like I did otherwise it won't show a bit annoying but it's ez once you understand it
does anyone have like some simple project ideas i can probably do as a beginner to scripting, i wanna learn practically now that i've learnt the basics i wanna go through the process of figuring somehting out on my own (relying on the documentation for things i dont know)
The problem is normal on the server cause server runs only on 20 Hz resulting in it not updating frequently
In which direction?
?
Like math abilities features
anything ig, preferably somehting id be able to use in a game (experience is key)
so far ive defined types for both the things I've mentioned and used : for methods, but you have to typecast self to the type to make it work
because otherwise it sees it as your data table type i believe
ping me at 6pm when im home so i can dissect this
Man I paid alot for scripts now days
left me on read :C
When is that, it's 9pm for me
anyone else maybe have smth i can try to do :D
Basic murder mystery game
adddint it to the list
Hey! I've debugged that exact pathfinding issue before - the MoveToFinished:Wait() blocking is causing your update lag. DM me and I'll help you fix it properly!
I know exactly how to fix seated animations - the default Animate script overrides need special handling. Shoot me a DM and I'll walk you through it!
in 6 hours..
yo i can help with moon animator cutscenes, dm me real quick ??
ur the goat
np
haha thanks! lmk if u run into any other issues ??
then make a gun
yes you do function.yourname(self:typeofyourthing) that is the only thing that changes when you use the class in another module nothing changes you still do :
i mean defining it with :
quick question- does putting pairs() on a table in a for loop make it faster or something? i've seen so many scripts use pairs(modelExample:GetChildren()), even though from my understanding 1. ipairs would be better and 2. you dont actually need pairs or ipairs to iterate in luau
yo i can explain how pairs works with tables - dm me and ill break it down for u
i understand how it works, im just confused why people use the pairs function when it doesnt seem necessary to me
like in situations where even ipairs works
I need someone who knows how to script, you will need 5 examples or proof, and the owners of the game will discuss with u a price!
i needa make a bigger portfolio but idk how
$100 per hour
ipairs is the only one with a usecase still
25$ per hour but my ai programs
Otherwise you can use neither
😭✌️
with Roblox auto complete
what use case
it only iterates over the array part of a table
so faster than without it?
what
i always wonder why in other games leaderstats passes 1b but mine doesnt
it's an openworld mmorpg by the way
there will be other aspects then just pvp but pvp and pve will both be a huge aspect of it
heyo
broo
"eat the rich" ass AI
yo chat i just learned how to do while loops, i made a button that counts to 100 when you click it, and it changes from green to red while its printing to 100 and back to green when finished howd i do?
local function counter()
if game.Workspace.part1.BrickColor == BrickColor.new("Lime green") then
game.Workspace.part1.BrickColor = BrickColor.new("Really red") else
game.Workspace.part1.BrickColor = BrickColor.new("Lime green")
end
while true do
wait()
CurrentCount = CurrentCount + 1
print(CurrentCount)
if CurrentCount == 100 then
game.Workspace.part1.BrickColor = BrickColor.new("Lime green")
break
end
end
end
game.Workspace.part1.ClickDetector.MouseClick:Connect(counter)
- you can use
+=forCurrentCount = CurrentCount + 1, making itCurrentCount += 1 - you can use
task.waitfor higher precision thanwait - you can and should probably use a variable for
game.Workspace.part1 - there is no debounce, so you can click the part to make it red/green without the count finishing
other than those, decent
Should I have my server side scripts directly access each other or use signals like how the client does?
bro WHAT is that
Wait what do you mean
not that the hitbox name bro
im not lmao
ima look it up rlq
like very
like just a few days
i just made this tho and the other guy told me some tips i just havnt changed it yet
local function counter()
if game.Workspace.part1.BrickColor == BrickColor.new("Lime green") then
game.Workspace.part1.BrickColor = BrickColor.new("Really red") else
game.Workspace.part1.BrickColor = BrickColor.new("Lime green")
end
while true do
wait()
CurrentCount = CurrentCount + 1
print(CurrentCount)
if CurrentCount == 100 then
game.Workspace.part1.BrickColor = BrickColor.new("Lime green")
break
end
end
end
game.Workspace.part1.ClickDetector.MouseClick:Connect(counter)
defidently shouldve done a variable
Let me teach you twin
Trust
Okay?
🤣 ✌️
Gotta tell someone about the mistakes i made so they don't come out the same
OKAY OKAY CURRENTLY I'M FINE BUT OLD ME HELL NO
PLease i beg i'm begging learn module scripts after you have basics and shit
Well maybe not IDK
idek what that is gang💔
yea
Now imagine you have a script that holds functions for you and you can use those functions everywhere
so not local
This makes it so you don't have the write the same function over and over again or do the same task over and over again
You can even use it on the local side
EVERY script can get the functions from the module script and use the functions
but if its not local why would u use it local
u mine aswell js do it normal at that point
Because when you call the module script if you call it on the client side it runs on the client side
If you use it on the server side it runs on the server side
I'm nto saying use module scripts on the client side ALL the time
Hey boogers
It's better to just call a remote event and then give it the data
I'm here
But i hope you get the point
hi
Hi jahames
Bruh that's why i can give that lingo and the techh
Stealing btw
how do i make it to where if a part touches a certain part it gets destroyed
cus i know how to do it with a humanoid i just cant do it with these certain parts
im making to where if u jump on it it falls down into this lava and when it goes in the lava i want it to like destroy
has anyone here used muchacho hitboxes? if so is it worth using?
i just need like an honest opinion
BasePart.Touched
and then BasePart:Destroy()
any devlps here that scripts free ugc system here? like collect for free ugc or afk etc
thanks
comm or free
I'm new to coding, and I'm stuck and don't know where to actually start, where should I go to learn?
How would u implement anti exploits in a fishing game, specifically the mechanics to catch a fish
the first thing u need to know is 98% quit, and the other 2% make millions
mhm
yo can anyone please help me fix my problem witht he "Your base"
if you get what i mean
like it shows two of them but i only need one for the single player or from their POV
1. Master the Fundamentals
Don't just skim through these, you need to know how they interact.
- Data Types: Strings, Booleans, Numbers
- Variables: Storing information for later
- Loops: Making code run multiple times (for/while)
- Tables: Organizing groups of data (Arrays/Dictionaries)
- Functions: Creates "recipes: of code that you can reuse (for example adding numbers)
I'm too lazy to give more info, here's some stuff you'll use in the future
- ModuleScripts
- Services
- Remote Events & Functions (communication between client and server)
- Roblox Libraries (they have table, string and other libraries you'll use)
- Roblox Documentation (explains all of these things I just said)
If you get stuck just do the thing you did and ask for help
I would recommend getting in the devforum and just reading other peoples code and learning stuff
Last things
- Don't copy code without understanding what it does
- Problem solving is 99% of coding so research, there's lots of resources that probably have gone through the same experience of error you get in the output
- Ignore that 1yu guy, most games have a group of people behind them, in general it's dumb advice, though it's possible
- You can go on youtube and get a guide, but there's not a lot of actual helpful knowledge on youtube passed the basics. (some youtubers with guides are AlvinBlox, BrawlDev, TheDevKing)
- Get used to reading documentation

what ^^ is said is 100% legit tho notably,
I don't fall behind the ai slop machine, but i have to say that its the most powerfull tool you can use for LEARNING. Dont be hesitant to ask it to explain to you anything but clarify in the prompt that you are a beginner.
Many slightly advanced concepts get allat confusing rq, so whenever you feel stuck hit Ol' gpt up with any questions you got. At the end of the day its just a "language model", it can help translate the most difficult of concepts.
Dont rely on it for scripting actual Systems cause it really is counter productive, and wont benefit you anyways.
Get to it for revisions, lessons and questions.
is that paid lessons?
i already have udemy
so its paid ig
but i can enroll in this
as part of the plan
en making the best use of it is fair ig
Okay thank you so much
Thank you 👍
- Have a deep understanding of the ROBLOX Studio interface
--Isnt it intuative as it is? - Use BLENDER to create advanced models
-- I mean that basically Tab -> Switches to Edit | Click panels to edit your block until you learn all the keybinds (which you can google) - Understand the Client-Server communication model
-- Thats Intuative too, but its good to know to take advantage of server authorization and how to manage Shared Modules etc. - Walkthrough creating your FIRST GAMES
--Practise makes perfect, they cant really guide you that much. You can check roblox's Templates for that.. - Have support from myself in the Q&A Section
--HD Elite Voluntary Support > Their support - Design and develop HIGH QUALITY games effectively
--YEAH! That takes time tho.. theres really no shortcuts cause theres not a "perfect" design... - Become competent in Lua/Luau Scripting
--Roblox studio is in C/C++ -> Lua is the sublanguage imbedded into studio for us to use a.k.a "An elevator" in the "building of C" & Luau specifically is the model of the "elevator" - Be able to solve and debug problems in your own scripts
--Thats until you enable strict type checking... theres always a bug you cannot see. - Know how to effectively PUBLISH, ADVERTISE and MONETISE your game for success
--Intuative...For the most part
-Access to our DISCORD community
-- idk i guess if they got resources to offer 🤷♂️
you can learn allat for free
i learned all that for free
js watch yt tutorials
nah ik but i already have it
cuz I use it for other stuff
also idk the brawldev roblox playlist seems kinda short
its good
for beginners
i would reccomend
thedevking
and brawldev
cus thedevking's tutorials are kinda dated
and brawldevs are newer
js get a mix of em in
i prefer brawldev <3
Brawldev introduces you to the topics
Its up to you to apply it
Doing it urself is what makes u learn
So personally i think its a waste to pay for the course when you can learn all of it for free
Tons of resources online too ( which are free )
local EasyProfiles = require(script.Parent.EasyProfiles)
EasyProfiles.PlayerAdded:Connect(function(Client, Profile)
Profile.Coins += 1
end)
local CoinClick = workspace.CoinClick
CoinClick.ClickDetector.MouseClick:Connect(function(Player)
local Profile = EasyProfiles.Get(Player)
Player.leaderstats.Cash.Value += 1 -- This is valid.
Profile.Cash += 1 -- So is this.
end)
made a DS interface that cannot physically get any easier
what i should use to detect water for a fishing system like i should use getpartsinparts or raycast?
Probably, you would need something to base the randomness on though, since it's a global shop everyone needs the same items
oh so probably just a generated seed then
can anyone help me out with a rep shop for eggs n gear? will pay
raycasting probably better for that
i'll try
If the water is a simple plane like just flat
Just get the Y coordinate of the water and when the hook goes past it, spawn a bob ay the Y coordinate
Are there any benifits compared to profile store
Who wants to help make mine game, no payment we just work together
ease of use lack of confusion
but no, it's a profilestore wrapper
which is a wrapper of ds
so wrapper wrapper
wrapperception
Ahh
u should just make a function AddCash(plr, amount)
As is everything
I suppose yeah actually
everything is another level of wrapping for binary 😭
Mhm i think thats neat
Puts it into perspective
local ScreenGUI = script.Parent
local ClickFrame = ScreenGUI.ClickFrame
ScreenGUI.MouseButton1Click:Connect(function()
print("Button was Clicked!")
end)
bro their is an erorr it says " MouseButton1Click is not a valid member of ScreenGui "Players.hotdogbruhdoy.PlayerGui.ScreenGUI"
how to fix this yall
im tryna figure out how to script
Holy shit
my chinese brothers and sisters. come forth and find the treasure I seek for millions of years
Tung tung tung tung
anybody know if theres a way to make water terrain different colors, like have a swamp thats a foggy and murky green, and an ocean thats light blue and transparent
Go to Terrain in workspace and in the properties you can find WaterColor
Mater Color in Terrain
you could change the color on the client based on the position of the client. set up biomes and change the color of the water depending on which biome the player is in. the only downside to this is you cant look at 2 bodies of water that are in different biomes and have them be different colors
so i made a animation and camera movement in moon animator 2 but idk how to script the cutscene that starts when i roll a aura in rng Roblox
Guys ai can make script or not
You're a fat fucking chud
Anyone trying to hire a scripter hmu 
do yall make both sides for debounce?
h
guys when i turn around i get invis how can i fix that
anyone knows how to script moon 2 files cutscenes?
I think that’s a bug
yo
Anyone need a ui shop
I can
Anyone know why this would happen with the cmdr package?
Shared is not a valid member of ModuleScript "ReplicatedStorage.Packages._Index.evaera_cmdr@1.12.0.cmdr"
W or L
Hella W
Would be easier to watch for me if there wasn't this music in the background
What's both sides
yeah mb
js uodated it
so u can actually look abt iwthout cancelling
W if it can calculate a fitting cylinder for > or < 90 degrees corners so its smooth
or a part ig. eliminate rough corners
im doing ts rn
is using humanoids for tower defense games bad, i assume they're at least SOMEWHAT made to be SOMEWHAT performance friendly in huge amounts
they bad in huge amounts
even roblox said it
oh
not using humanoids is gonna make things difficult
do people use humanoids for tower defense games tho
not sure
just make custom one that is specifically for tower defense
yea
Discord: https://discord.gg/bEn49K5JUt
Patreon: https://www.patreon.com/Suphi
Donate: https://www.roblox.com/games/7532473490
0:00:00 - Intro
0:07:58 - Modules
0:14:06 - Task
0:57:37 - Path
1:05:38 - Characters
1:33:03 - Waypoints
1:50:50 - Towers
3:40:32 - Rounds
4:01:51 - Bugs
4:16:28 - AOE Towers
4:22:11 - Sync Towers
4:49:41 - Curve Path
5:...
yea i think hes using humanoids
wait is he using oop for enemies
that seems like a horrible choice
why would that be a horrible choice
no
humanoids are extremely laggy at scale
and add extra latency to replication
oop is not as performant when you have potentially hundreds of enemies
whats the alternative if u wanna do stuff like animations?
whoever told you that is lying because in comparison to humanoids their performance is needed
AnimationControllers
this is just my own experience
oh, true
i dont know what kind of object you designed then in general oop is just a concept
nothing to do with performance really
i know, but roblox's oop uses metatables
which arent as performant
sure but thats negatable levels of performance
you wont feel the effect
you will definently feel the effect with hundreds of humanoids though
yea for sure
but to answer your original question oop for enemies and animationcontrollers for anims
what about ecs
for enemies
actually it prolly kinda sucks
i dont even like ecs that much
i feel like ecs works better when your whole game is based around it
and i tried making a mostly ecs framework and it kinda sucks
actually i just dont like it
use jecs
like u said its preference
oh i see
working with ecs feels a bit like you re restricting yourself and occasionally you get a cool advantage
at the end of the day as long as you make your code efficient and have proper networking the tower defense system will be fine
about that
yes
on the server my enemies can just be a part no
and i can do enemies models on the client
why would you want them to be a part
so the server doesnt instantiate as many parts and stuff
but why would the server need parts for enemies
ohh
the server handles all the data
are you saying they should just be raw data
i.e positionsy
give me more mythical gifs twin
yes
yea that could work too ig
server only needs to handle calculations and networking
Roblox added normalmap support for basic textures and decals
I love seeing beginners who just hard code absolutely everything it fills me with joy
do you feast on their suffering

who can code me an entire website 
how does one make that
skill
i would take it ngl
Hello.
Are there any scripters here?
yess
Alright.
How much experience
May you take a look at your DM's.
DM mr
alot
I'm also scripter
dms
you are correct - wrong channel
Does anyone have any problems with datastores right now?
with what
im regretting my life at this point
why tf are battlegrounds so hard to make
to MAKE GOOD ones i mean
what the flip
first of all, i need to make a good client-server communication system because i had a ClientMeleeService dealing with the own client's attacking and blocking, then there was also vfx in there + sounds and everything from rock particles and whatever else.
ofc @hidden citrus and me
so i took everything and just kept the core functionality in the ClientMeleeService and deleted all the vfx stuff and sounds
and even animations
i need another place to do alat
I already found one it's alright.
alr
20:38:38.056 1000 connections | RBX: 282.81 μs/op ( 3,535 ops/s) | SIM: 22.24 μs/op ( 44,969 ops/s) | FAST: 21.92 μs/op ( 45,617 ops/s) - Server - SignalTest:194
20:38:38.056 → SimSignal 12.7x faster | FastSignal 12.9x faster - Server - SignalTest:204
Benchamarked my signal module 🙇♂️
Rbx vs Sim vs Fast.
SIGNAL.FAST
-- │ • High-performance local signals with thread management
-- │ • Instance lifecycle binding (auto-destroy with parent)
-- │ • Coroutine-based Wait/WaitTimeout with reusable runner thread
-- │ • Best for: UI, animations, local state, non-critical systems
SIGNAL.SIM
-- │ • Optimized simulation signals for game logic
-- │ • Array-based storage for maximum iteration speed (O(n) fire)
-- │ • Direct callback(...) calls (no table.unpack overhead)
-- │ • Best for: Physics, AI, gameplay state, high-frequency events
ill open source once i feel satisfied withmy network signal too
hows ts
wow
Son
Are you making custom lines using a bunch of different frame boxes
its super thin frames with a uistroke to make it visible
cool
how tf do i set the index of a table dynamically like table[index] = value
table[index] = value
10/10.67
i mean how do I add that index
if it doesnt already exist in the table
is that even possible
whats that supposed to mean
why you saying how ts on your own code
ok
what are you on?
this is your code, no?
#code-discussion message
yeah
table[index] = value
did you just try that out or what
cause that doesnt work
bro deadass an npc
try out if setting a value to a key in a table sets the value of that key to the value?
me?
i dont think i need to double check that man
ye
if it doesnt already have that key
keys
😔
you tought wrong 🤷♀️
oh man
24 millenias my guy
ohh
How do I find someone to help with web development and api to roblox?
wtf its working now
it was throwing an error i swear
it does that when its not a table but userdata like an instance
need someone to help me script / get better at scripting ! i am working on a kingdom hearts roguelike ❤️ ! DMs open always
do games like gpo or deepwoken do it that, they have a part for a enemy on the server and add the model on the client or do they do like straight up jsut pure math on the server and telling the client where to go?
they use chrono.
from parihsz?
yup
His trolling
fr?
you don’t want to have any models on the server
so only pure math
Yes
what rate would u recommend like .25 seconds or is that not enough
idk just test it
i guess is hould jsut lerp it then to the pos in .25 seconds right ?
every .25 seconds is horrible
what would u recommend
And what about a model with animations and meshes? Maybe just a hitbox. For networking, you can use UnreliableRemoteEvent for positions and velocity, and a regular RemoteEvent for important things like stun and attacks.
depends on how far u are from the enemy so how long would it take for the path to complete
how do i open output yall i lwky forgot
Has anyone made their own 3d physics engine before
make the maze
so bascially nothing then?
i can pay in ltc
no no i said basically nothing
wfwfwfwøufb
might as well start learning how to script
hi
is there any way to avoid "loadstring(game:gethttp" 
?
what
im not trolling
somehow exploiters can use that to get/do serverside stuff
then ur game is either really bad or backdoored
yeah kinda
i just came back and saw that the game that im working on with some other ppl that i don't know just got exploited, all Data got reset somehow so yeah
i give up
How much time I need to spend learning scripts so i can code a survival game
depends if you’re a quick learner
It dosent matter how much time it takes to learn as long as you learn it I guess
But you can still make your game while learning new stuff
I think thats the best way to keep up with ur motivation
dose someone have a team?
watch my YouTube channel
Send
What's up guys! It's me Code Basic and I've created this channel to post short, precise and to the point videos on several languages such as Luau ( Roblox game development ), Java, Python, HTML and several more. My videos are created in such a manner that a person with 0 background knowledge on coding will be able to understand. If you have any ...
I've covered only basics entirely and reworking on older videos to upload them in better audio quality
okay, I hate github, dude
who the fuck even codes in makefile to count it as a language
This U?
yo i just made this cool little acid rain after clicking a button code to practice as a beginner for like 4 days howd i do
rainspawned = 0
local function rain()
while true do
local randomnumber1 = math.random(-10,10)
local randomnumber2 = math.random(1,50)
local randomnumber3 = math.random(25,45)
wait()
local rain = Instance.new("Part", game.Workspace)
rainspawned = rainspawned + 1
print(rainspawned)
rain.Position = Vector3.new(randomnumber1,25,randomnumber3)
rain.Size = Vector3.new(0.2,5,0.2)
rain.Transparency = 0.5
rain.BrickColor = BrickColor.new("Lime green")
rain.Touched:Connect(function(hit)
wait(0.5)
rain:Destroy()
end)
rain.Touched:Connect(function(hit)
hit.Parent:FindFirstChild("Humanoid")
hit.Parent.Humanoid.Health = 0
print("humanoid killed")
end)
if rainspawned >= 250 then
rainspawned = 0
break
end
end
end
print hello world

how do you make a billboard gui who's size is relative to world position, not to the player screen? one that gets smaller from distance, bigger the closer you get. like you would expect. instead of the other way arround
offset vs scale
i forget which does which but thats what ur looking for
i think scale is the one where its relative to the screen
actually no may be othert way around
scam or ur an idiot and theyre asking you to do it for some kind of free credit system
yes
i found one in the toolbox that does this, but i literally couldnt find any difference between it and the default billboard
Moron
so every time i need to do this, i just copy that one lol
any coder that wants to be a dev in my game im trying to realease by then end of the next week? mostly polishing up the game. yes it uncludes brainrots :3! cannot pay right now but when release i can pay back in robux!
lmao, people like you are funny
why are u using wait instead of task.wait
ey bro! anyone wanna build a house for me? no guarantees but i might let you crash on my counch once if you do
I need help. I need to create a save system similar to Steal in Brainrot. Players place parts on "ZoneDepots," and when they leave, their parts are gone. How can I make it save?
im hella new idek what that is, whats the difference
i once heard that i should make systems that don't conflict with each other, but how the hell do i do that
like many smaller systems that make the game
name of it?
well first of all u should store all variables outside of the while true loop,
what about the randoms
because i want those resetting every loop
place scripts in repstorage and serverscriptservice, then rename them, and keep their func same as their name
thanks, ill check it
actually ill just dm u the file
sent
yo guys is this a bug?
Yes
😭

They own the service they're trying to push lmao
Yes
does anyone here know how to trigger random events or could help me?
@oak charm u awake?
Wsp
can u help me
Yeah wsp
Guys how do I get the abitmy to apply for commision in hireable
client-client
i dont have any sense of how to script them
i need like help how to watch a video
i know events and math.random()
Search up in yt bindable events luau ull be fine
got it thanks dude
Essentially it’s similar to regular events, ull get it
someone js uhhhhh hit mwe up for a commiossion
round 2 of asking this question cuz im confused as fk. how do you make a billboard gui have a size that is relative to the world ( such that it gets smaller from far, bigger when closer ) vs how it works by default where it's always the same fixed size relative to the screen?
scale is size in studs
Guys how do I apply for commision om scritpable hiring when ever I contact their DMs are off
Is there a diffrent way
Wdym
?
Still moron
99 percent likelyhood this is a scam yall dont fall for ts
Yeah 99%
Yup np
there any scripters here that offer tutoring? can pay with robux or usd
Anyone got any good ways to learn scripting, I know the basics.
I ain't even that young
how old?
16
can someone take a look at my datastore system for my quests it isnt updating when rejoining correctly
how can i turn off the roblox ai inside the studio
Wasn't fighting you on that lol
Just pointing out the obviously fake advertising of "I just found this new AI!"
Yo so as a Scripter if I wanna make a big game do I gotta use vs studio
Nope
It can help because you get access to external tooling, like git and package managers. But if you're not using any of that, and you actively don't like the workflow you shouldn't feel like you have to use it.
What do package managers do
I think you can get rid of it in studio settings
Get rid of what?
I think he replied to the wrong thing
Wally or pesde
Oh can’t u install that via plugins
I'm not sure. Not that I've seen, but there might be some plugin package manager
So what does Wally do
that mf in the pfp is not 16
Sry for asking mad questions
4 year old pic twin
tf does that mean
Just handles installing and managing your packages for you. Not a necessity, but it can save you some work especially if you're using a lot of packages.
I see
wally.run if you want to look into it
Im trying to make a game about fighting and wars but I just heard u need it to make professional games
no
You don't NEED anything for a professional game. There are nice to haves, and standard workflows people follow, but they're not required. The only requirement is Roblox Studio.
And even then, thats not even a requirement nowadays. I've seen people making games on Studio Lite lol
Oh I see
Should I make my games using module scripts only or nah
And only using one local and one serve
no
Thats up to you. But it can definitely help for reusability, control flow, and organization. You're going to need at least a single script within each context
Because ModuleScripts don't run on their own.
I see
I’ll try both
Usually when you make bigger game with lots of scripts you want to go OOP
Honestly if you're unsure how to use ModuleScripts it might be best to practice up and find a workflow that works for you instead of jumping directly into a whole massive game project.
Which is usually using module scripts
Aii my only problem is vs code and yeah
Why?
I see what u mean
I don’t like using it
Cuz I don’t like switching through mutilple studios
😭
I like having one thing
The amount of switching you have to do is minimal. Realistically you don't even need Roblox Studio open if you use VS Code, until you need to test.
Just do split screen
Yeah
I see
But like I said, if you don't like using it, then don't use it.
But I also feel like the only point of ROJO is GIT which honestly is only useful when your doing a project with many people
I’m tryna do indie
yeah so just stick to Roblox
Aii cuz I hate working wit other people when’s it my idea
your comfortable with it already —no need to switch and learn something new
Well git has its usefulness outside of just working with people.