#code-discussion
1 messages Β· Page 271 of 1
The ole "who asked" defense, typical of the receded chin
π Receded chin mud whats your age
put it somewhere useful
π WHEN DID I say i like brainrot games or I love brainrot games?
Ill counter with a "imagine naming yourself beastyyy" and a "drop ur games"
you still havent named a game atp you jut talking to talk
Didnt you just tell me to mind my business now you wanna know how old i am
nice strawman
What am i gonna show up in the files next
thats why im saying the swtich up is crazy
it automatically shatters your argument aight
skibidi
this shows a lot tbh
roblox allows alt accounts as long as you're not ban evading, what you tryna pull chief
no it doesn't just talking to talk
alt in a developement server?
its not like im even ban i just lost my account bc of an old email i used when i was younger
His name is beast boy like he named himself after the green dude on teen titans its chopped
pretty suspicious
dude its a username i had since 2016
whats wrong with it
Most ppl here that are active are alts
Like im just the messenger
you better get to the bottom of this
we larping?
Idk im just picking stuff to bait you with cuz u wanted to go there
Im giving energy i receive
its not working i dont get mad over stuff on discord lmao
grown ahh man talking about larping
Im a microwave in here yk washrrmmmmmm waasmmrrmmmmmm brrrrrrrrrrr
Uh huh
Nah yeah u right mhm
is he so slow to know you can make a new account
Stealing that ty
like since i lost my old account im now supposed to retire and go do some else ??
why isnt your main here
unless you want to get my account back
thats prolly just a excuse
suspicous
Idk what ur gonna do when u talk in code help, this is only layer 2 u aint even at the bottom yet they gonna eat you alive
you do know inactive accounts can get kicked right???????
yk you can admit you were wrong we ain't gonna make fun of you π
like i even met my scripting teacher here back in 2020 on my old account
Detective beast boy on the case
Yeah
this dude gotta be on spectrum
Vine boom
beastyy before and after substances
onb idk what hes saying
@stuck radish
what dude?
is this a ragebait π
soon as you said this bs anything you been saying sicne then is just rage bait
i dont take you serious enough
alr fine bruh u got me
π
i was bored ok
don't mind him π₯ he doesn't know what he's talking about π’
i cant even breath in 2026
no
Reminds me of my ex's bf who sent me a msg that hes 6'5 and jacked
Did u fr jusr call the cops
Well is he
β
also u might wanna delete the alt thing
gotta go
bro its fine
Nah
did you read anything I said
πͺ πββοΈ
they not gon ban me bc i never got banned before
πͺ
cant even use your alt in the big 26
solocord will eat u alive
Your ex bf sounds like a great guy
blah blah dont care
Wait
Did u mean to say ex bf LMAO
you joined the server in 2026 i for sure dont know why you even talking atp
Ohh i misread
Made it hilarious
well i could care less cuzz i dont be in here much
i left the server before
what they got with me
sureeee
ineternet here as backup too
where did u even get ts from?
and in conclusion to wrap up this pointless convo beastyyy doesn't know what hes talking about and hes blinded by trends so dont listen to him and do what you want 
D1 time waster
D1 larp
goodluck with that shitty 99 nights rip off
with probably 20 ccu
grown ahh man
you might as well just say every game is a rip off each other
bros to slow not to know what a game genre is 
ong this dude just chatting dont listen to him
have anybody made a shooter game? i got a question on the hit detection
ts not worth it brother js nod to whatever he says and maybe he'll stop talking π
for sure
make sure to be here 7 to 8 months later better not leave
alr did this once and proved someone wrong
imma do it again 
That has nothing to do with what I was saying
yea too lazy to fix that
Guy asks for feedback, gets feedback, and then doesn't use the feedback
That's Hidden Devs, folks
or maybe i didnt ask for feedback
i asked to organize ts
you just wasting yo time talking to bro
he dont know shi
Getting better at scripting is realising 99% of #scripter-hiring offers suck
truee
if destroy and debris were in a fight who would win
how would I make a football ball not be horrid with the roblox physics, I heard I could use raycasting?
they don't understand the value between a person that could just "make it work", and someone that actually makes it work w/ QOL
then complain after the comm that their game is laggy, buggy but it works
I got com'd to fix some guys place because the scripter they hired before made things work
The person complained that their fps was at a constant 20 fps no matter what.
I played the game and saw script activity. One of the their scripts was at 81.4% USAGE 
The script had a while true do, get descendants inside of workspace, pooled all parts and destroyed parts if there's more than 100,000
"anti-lag" script
.
same goes for building, they pay a bunch for someone who can do mediocre work but makes your game just to be made rather than optimized
test
you guys Claude cooked their AI model so hard lol
this is literally what it wrote
π€£
this was the code btw
4.6 is going great so far haha
ok.
ok.
I'm a beginner in scripting. I've noticed certain words in my script have different colours. Does anyone know where I can find what each colour means/knows what each colour means? This will help me read and understand scripts better. Thanks
worst place to ask for advice ngl
just makes it easier to differentiate and looks good, red is function or local or other words
how i get started with scripting and what should i make first to get the hang of it?
If you check File / Studio Settings / Script Editor in studio and scroll down to the theme category, you can actually see what each is :)
press alt + s and go to script editor settings to light up your crib with a new color palette and see what each color means
how did u start gng
open roblox studio, build a house to get used to the UI, open toolbox, drag stuff into your "game", check out its scripts, try to find out how the basic stuff works, then you can watch yt tutorials to give you more insight
once you have some base in coding, then you can start reading docs or books on programming (in lua)
ty
spend more time coding than watching videos, otherwise you will go in what's called "tutorial hell" and it is a real thing
ik how to build etc im familiar with studio ui etc but scripting is another story lwk
ty for help tho
it's when you can't make anything of your own and only what you see in videos
it pretty much makes you a chud who thinks they're a programmer
Lets say i wanna make something, how do ik what things go into it
like a gun or smthin
it's about problem solving
not knowing how to make it
tutorial hell makes you memorise how its made
not actually make your way to making it
trial and error?
that's all of programming
thanks for the words of wisdom
remember, if you're unsure about something then go the extra step to understand the why
do you know why we put "local" before any variables?
or how = is different from ==?
or what "stack begin" and "stack end" means in the output when your code errors?
Im freshie
try to understand the bigger picture, it helps a lot when you want to build your systems
you can always ask me for insight or have questions in DMs, I'm ultra haxxer programmer scripter 99999
tysm
Guys, yall think if i make an value that is the player name, and if they do an action to basically check if they are the owner of that thing, if yes then do smth [its for like an ownership module]
does someone work with procedural inverse kinematics
y'all think if I make an value that is the player name, and if they do an action to basically check if they are the owner of that thing, if yes then do smth
just create a module bro
assign the instance to the player, maybe with tables if u want it easy
Lmao ive seen people joke about adding 20 anti lag scripts to reduce lag but i didnt realise there were people who actually used stuff like that
it's an actual fucking thing 
No but there are a ton ive seen that dont do anything
Just make it worse
Obviously there are ways to reduce lag but there are some people who think they work like just a free reduction of lag rather than trade offs
i think part of why roblox devs write more shitty code than other engines devs is because most game engines use oop languages or languages that have very easy oop, which forces you to write modular systems and code which is the mindseet NEEDED for gamedev and roblox just so happens to pick the language notorious for oop
not everything needs to be oop
wrong, everything needs to be an object
π₯
i use my dice object and pass it into my runner object that runs modules which calls my scheduler object singleton
how do i go about handling the hitbox of a fireball projectile ability, ive seen raycasts mentioned but i dont get how that works with a projectile it seems more like something for hitscan so i just have no clue how to make accurate hit detection
for projectiles ppl usually just raycast every frame
like
while task.wait() do
local result = workspace:Raycast(lastPosition, currentPosition - lastPosiotion)
if result then
return result
end
end
wtf is posiotion
is that the best way
so i gotta do math π₯
yeah π
really depends on your codebase
but most of the times yeah
https://devforum.roblox.com/t/making-a-combat-game-with-ranged-weapons-fastcast-may-be-the-module-for-you/133474 you might wanna take a look into this
Hey everybody! βΆ Click to view key information for existing users In this thread Iβll be showing off a module I made that may prove useful to you: FastCast (Click this to go to the page to get it). This module is really neat, because it uses raycasting (Commonly used for hitscan weapons, like lasers) in such a way that these raycasts can s...
its a famous module
to create raycast projectiles
Is there a limit on how many stats you can have in leaderstats? I created 5 but only can see 4
i hate oop
it's probably 4 then assuming the scale of the leaderboard is consistent through screen sizes
it makes sense, wouldnt want the leaderboard to cover the whole screen
how do i load animations beforehand like the first time i use an ability the animation and the effects are out of sync but is there a way i can preload animations
- call loadanimation long in advance and reuse the same track every time (once per humanoid existing)
- contentprovider preloadasync on the animation instance (once per game per client)
wdym reuse the same track every time
local track = loadanimation
on mouse click
track:Play()
LoadAnimation returns an AnimationTrack object, which can be reused by starting and stopping when needed rather than rerunning LoadAnimation every time
ohh so its bad practice to do loadanimation():play()
yes
especially if timing is necessary
because your animator needs to take the time to load the animation when its run
if you arent destroying the tracks immediately this also will quickly lead to running into the 32 loaded tracks limit after which you cant play animations anymore
oh what didnt know that was a thing
is that through the whole game or per animator?
per animator
ah okay
ok then its not so bad
how do you destroy them
it is bad.. it means after punching 32 times your character will remain inanimate entirely until you die
but thats only if u do loadanimation every time right
its a non issue if you just reuse the tracks. but you just call Destroy on them
Destroy exists on animation tracks?
they are instances yes
ok yea then thas cool
Last time i remember, destroy didnt existed? Or my memory is wrong
can i do something like loadanimations and store it into a table for abilities that should always be responsive then do table.clear if u were to change abilities/moveset
table.clear wouldnt destroy the tracks
it would just clear your table
the tracks would still be loaded
ah how do i do that then
the default roblox animate script works like this for specific reasons but for your own animations i would never recommend doing it like this and just reusing 1 cached track per animation never calling destroy (unless to clean up)
thats what i meant to do
loop through the table and call destroy on each one
ok cool
https://create.roblox.com/docs/reference/engine/classes/AnimationTrack
57 inherited from instance -> destroy
pretty sure you dont need to call destroy on animation tracks if they are no longer referenced
you use them in tandem, its not a different thing, it just ensures the client doesnt need to download the animation data on demand but already has it in memory when the animation is needed
so you can also just remove its reference if you wanna clear an animation track
but if theres a loaded track limit how do you work with that do they just unload themselves
every instance parented to nil will be garbage collected if there are no longer references to it
parented to nil?
animation track is an instance, and when you call :LoadAnimation, the animation track it creates has nil as its parent
i was just boutta ask that ok makes sense
you can actually parent the animation track to workspace if you wanna see the instance in your explorer
you cant
oh rlly now
ur right, parent property is locked
pretty sure you can with tweens tho
at least that was how it was in the past
again if you reuse tracks this becomes a non issue in every case unless you have more than 63 unique tracks in your game
so if u see above where i asked if i can just put the tracks for abilities in a table and do table.clear when theyre not needed or abilites change etc would that work?
if there are no other references to them they should be
what if theyre referenced in a modulescript but that also is cleared from the client when abilites change/moveset changes with table.clear
you should check regardless with animator:GetPlayingAnimationTracks() after you've cleaned them up
what does that do
it returns a table of playing animation tracks
so this also applies if i loadanimation the same animation multiples times? or only when theyre unique
every time you call loadanimation that is a new animation track
it doesnt matter if its the same animation
They're an instance
does this not happen in testing on studio because the way i have it rn its doing loadanimation(anim):play() and i just spammed it but its having no trouble playing the animation doesnt seem like theres any limit
yeah
creating a new animation track every time you want to play the animation is the bigger problem
Rawr
meow
LocalScripts does not work in Workspace
how fast do yall think i cna learn fronted luau
Use Script instead
if you wish to use a LocalScript in the workspace, you have to make a Script, and then set the "RunContext" property on it to "Client"
Ah okay
Could u explain this a bit more
Sorry haven't heard of this yet
Change the script man
you can't use normal LocalScripts
add a normal Script like you would if you were making a script for the server. then in the Properties window with it selected, find the Run Context property, and change it from Server or Legacy (i dont know which it is by default) to Client
that'll make it run the code client-side while still working in workspace
Ahhh alr ty bro
I got it working
local function loop()
task.spawn(function()
while true do
local part = Instance.new("Part", workspace)
local part2 = Instance.new("Part", workspace)
end
end)
end
for i = 1, 24680 do
loop()
end
Anyone want to make a One piece game with me (no pay, for fun)
Exhausted
yo
DiscoverGameIcons experienced an error: sabuiltin_StartPage.rbxm.StartPage.Src.Network.GameCache:20: Item has no Id or FilePath or ContentId
how do u fix that
yo where can i find gfx people
how accurate camera positions π
This code peaks
We call this miss crash
local function loop()
task.spawn(function()
while true do
script:Clone().Parent = workspace
local part = Instance.new("Part", workspace)
local part2 = Instance.new("Part", workspace)
end
end)
end
for i = 1, 24680 do
loop()
end
local module = {}
module["Inventory"] = {}
module.AddItem = function(itemName)
if module["Inventory"][itemName] then
module ["Inventory"][itemName] += 1
else
module["Inventory"][itemName] = 1
end
end
return module
module, replicated storage
local Players = game:GetService("Players")
local rs = game:GetService("ReplicatedStorage")
local folder = rs:WaitForChild("PlayerInvs")
local temp = folder:WaitForChild("InvTemp")
Players.PlayerAdded:Connect(function(player)
local clone = temp:Clone()
clone.Parent = folder
clone.Name = player.UserId
clone = require(clone)
end)
serverscript, serverscriptservice
Im Learning scripting and i realised this doesnt work when I try add a tool AND THEres mo tutorials for the backpack And stuff
yoo
I didnt make it on my own im tryna get a hang of it
but no one teaches about backpack and tools for inventory
is roblox forcing their shitty ass assistant auto complete in the script editor now
i do not remember turning this shit on
nvm just disabled it it turned on for some reason
it sometimes work so well for what im doing,sometimes it slows my coding down by giving trash reccomendation lol
its more annoying than useful for me ngl mine just gives trash suggestions all the time
i noticed that if i name my variabkes and stuff really well it works well,if i named it bad it doesnt work properly
true
i don't like your code
bro whose these randoms saying they dont like my code
hi
why is c++ so fucking awful to use outside of the basic command-line based applications
ive been messing with win32 apps and i feel like they made everything 10x more difficult to understand than needed
is temp the module script?
yeah
there's no need to clone it. you just require it once and use it from there
it should probably look something like this:```lua
local inv = require(rs.InvTemp)
players.PlayerAdded:Connect(function(player)
inv.AddItem(player, item) --add another parameter for the player.
end```
I wasnt asking about that sorry I was jus wondering how to add tools to ur inventory or something I dont really understand it
its fine ill jus try watch some more videos on inventories
are you trying to make your own inventory system or use roblox's?
the way i do it is like this: i save tools name as a string and when players joins back again i search for a tool with the name that we saved as string inside of Some folder and then i clone the tool and give it to the players backpack
my own i think, im jus tryna learn stuff right now
I tried doing exactly that with the strings but it didnt work even tho when I did print statement it said it found the tool
can i see the code? cuz i do it like that and it works fine for me
do you know how modules work?
local rs = game:GetService("ReplicatedStorage")
local toolsFolder = rs:WaitForChild("Tools")
local module = {}
module["Inventory"] = {}
module.AddItem = function(itemName)
if module["Inventory"][itemName] then
module ["Inventory"][itemName] += 1
else
module["Inventory"][itemName] = 1
end
end
local toolTemplate = toolsFolder:FindFirstChild(itemName)
if toolTemplate and toolTemplate:IsA("Tool") then
local clone = toolTemplate:Clone()
clone.Parent = player:WaitForChild("Backpack")
print("Tool found: ".. clone.Name)
else
warn("Tool not found or not a Tool:", itemName)
end
return module
kinda I think im doing abit wrong but mostly like there stored info u can use easily in other scripts
so it prints print("Tool found: ".. clone.Name) but doesnt give it to the player?
it's basically a reusable script. just like how a function is a reusable code block
wait how do you get the player here? and also make sure it is a server script inside of a serverscriptservice
yeah (I know I forgot to put player in the () but I meant it)
do you do this inside of a PlayerAdded function or no?
heres the server script so it makes more sense
local Players = game:GetService("Players")
local rs = game:GetService("ReplicatedStorage")
local folder = rs:WaitForChild("PlayerInvs")
local temp = folder:WaitForChild("InvTemp")
Players.PlayerAdded:Connect(function(player)
local clone = temp:Clone()
clone.Parent = folder
clone.Name = player.UserId
clone = require(clone)
clone.AddItem(player, "Poo")
end)
I think
what is "clone" in here bro,im confused
seems to be a module script
everyone's indivual clone of the module template
learn to name variables nicely
the variable clone was used to store the cloned module then u reused the variable to require it 
wow I didnt realise, ru tryna it say it canceled out the local clone?
ur additem doesnt take the player as the input
i dont think it does that but it definitely not a good idea
it did, I jus forgot to write the (player, itemName)
Does anyone have a game i can make it famous if i get money or payment
if you have a tool, you can store it pretty much anywhere (even server storage). if you want the player to be able to access it on will, put it in player.Backpack and they can use roblox's inventory system to get the tool. but if you want to make your own system, you need to parent the tool to the player's character so they hold it in hand. un-parent from the character so they unequip it
it doesn't "cancel" it. the new instance still exists. it just that clone holds the require of the new module instead the new instance. but then the function ends and clone is no longer accessible and isnt being used. so it's kinda pointless (it's pointless to clone module script in the first place since it defeats the whole purpose of a module script)
its jus that one youtuber man always messing up smth
idek what to do anymore to learn
well, you learn by making stuff (start with small stuff). but you have to know the basics beforehand. yt tutorials are good for that. then you want to use the docs and devforum to help out through making your own stuff. considering you dont know if you're using the PlayerAdded event or not, you might need to take a step back a little
Yoπ i did know, I didnt know if (u or whoever it was who asked about it) was talking about if that part was in the module or server script
oh my bad
does the dev forum talk about making systems?
devforums have people asking questions about their problems with coding and asking for help. if you have a question about how to do something specific, it might have been asked on there before by someone else
alright thanks ill try use it ina bit
you're welcome
whats a good networking module?
hey it sounds weird but can someone send me a somewhat complex script so i can study it?
ok bro
dont worry ill send u 1
thanks
tysm
dw, im just breaking down the script to learn
How do people make the ui in a script bro if i tried doing that it would look shi
anyone here willing to read my DataManager module to see if there are anything i should improve?
if yes ill send the link
nah I got a better script
it's hundreds of lines and was from when I was still a chud
can i get the script
:)
yo i want to play sound on client should i clone it and parent it to the character or just play it from local script and the sounds will be inside the replicated storage or is there a better way??
yeah
quit scripting
helps a lot
ooo like u did, nahh
gm
Fuck u
i am stealing that btw
luv u bro π
btw how do u snd scripts like that
Can someone help me putting timer on an event
System stack
Idk
It automatically turns them into this since theyβre long
ye
idk...
can someone tell me how to import faces to a model
Can u help me with my stuff
Can someone pls teach me how to make a inventory
free frame drops ty ty π€π€
billboard.Name = "EmojiTag"
billboard.MaxDistance = 40
billboard.Size = UDim2.new(0, 120, 0, 35)
billboard.StudsOffset = Vector3.new(0, 2.5, 0)
billboard.AlwaysOnTop = false
billboard.Parent = head
billboard.LightInfluence = 0
local text = Instance.new("TextLabel")
text.Size = UDim2.new(1, 0, 1, 0)
text.BackgroundTransparency = 1
text.TextScaled = false
text.TextSize = 18
text.Text = ownedEmojis
text.Font = Enum.Font.GothamBold
text.TextColor3 = Color3.fromRGB(255,255,255)
text.Parent = billboardββ ```
Guys How do I make that the text doesnβt get bigger the further you go away
Itβs like emojis above a players head
And the further you go away from that player it gets bigger but it shouldnβt
I tried text.textscaled = false but itβs still the same
Please ping me if u got a solution
dont use offset in billboard.size
What should I write instead
scaleee
Still gets bigger and smaller π«©
billboard.SizeOffset = Vector2.new(0, 0)
add this
and also uuh
use offset again
Sure
Still doesnβt work
Gtg now
Thanks for ur help tho
Yo guys i need to make a good working knockback system for npcs, but i don't know what to use i tried assembly linear velocity but it's so laggy
Dm
any1 made fps games before?
anyone want to help make a one piece game with me? (no pay, for fun) need whatever help i can get.
Ive tagged certain buttons inside of startergui, but when i loop through the tagged buttons it doesnt get the buttons inside the playergui but instead the ones inside startergui, does anyone know why?
does anyone know if i can use 64 bit numbers with robloxes 32bit library?
guys what am i doing wrong it makes the part2 invisible before i touch part1:
local part1 = script.Parent:FindFirstChild("Part1")
local part2 = script.Parent:FindFirstChild("Part2")
part1.Touched:Connect(function(otherpart)
part2.Transparency = 0.5
end)
send a screen shot of your set hiarchy setup
what is that
where you have the parts
ohhhh
i understand i need to state that a humanoid needs to be touching the part for that to work
yea
i was about to say
right now it fires no matter what touches it
mb im a biginner i started a week ago
what is it
i wanna know if its possible to use a 64 bit number in roblox's 32bit library
idk abt that
damn youre a biginner
the documentation says it only uses 32 bit numbers but ive used 16 bit numbers no problem so i have no clue whats going on
yeah?
finnaly now its fixed i just added otherpart.parent:findfirstchild:("humanoid") if humanoid then the things i want
humanoid has an uppercase H
anyways ty for the help
ik
eh k
js typing like that cz im bored to uppercase lol
how can i add an idle to my tool? like specifically for it with legs though, since i animated legs, ik basic version without legs but im confused on this, should i use runservice or what?
imagine learning scripting in 2026
does anyone have a recommended workflow for importing a massive english dictionary (10k+ words, plus definitions) into a luau table
how does modern ai (something like an algorithm, pathfinding) works?
Does handing a gear with local scripts generated on the client to another user trigger those local scripts for said user whose been handed the gear?
Like let's say i have a local script that does a teleport clientside which is cloned into the tool purely on the client for one user
User drops tool
User2 picks it up
Does user2 have access to that teleport functionality for the tool that was generated client side for first user
i dont think it works that way, if u give a gear tools with localscript to another plr the script will only run for player who currents own the gears
they dont replicate to the server
us2 will not get that localscript
Hmm alright thanks
i think only ss created objects that can replicate to everyone
i suggest try using module scripts, it fun
I was only asking because I was afraid that was gonna be a security issue
For my game
Just ensure ur code on the server acts as authority for the tools and itβll be fine
lol about security, fr jst dont hav ur code that handles important stuffs thing run on the client side
If you create something locally and put it under ur character it should replicate bc your client is in control of the character, not the server
i tho clients obj stay on the client side only
very helpful, thanks
it will not
@merry hull
ight
create part on client while testing under your character then go to server view
it will not be visible to the server or any other players
however, if u stand on the part for example
you will appear to be floating to other players/the server
so basically it will only be visible to the client who owns it
because you are responsible for replicating your character's position so that there is not input delay
and others dont
who created it
ight so im almost right
ye
sorry, new to multiplayers
How do I animate this thing, I got it from tool box and idk where to start
rig it
Does this mean its already rigged
make sure it has humanoid root part, humanoid, is unanchored and is connected with bones/motor6d then just select it with animator
that has a lot to do with scripting
pathfinding is build it roblox with PathFinding service
Hey everyone, im making a tycoon game. I am doing this to learn more and get more experience and its going great so far i just have a question. For tycoons, how should i save player data? I get how data stores work and have wrote a few but i cant think of a way to save the players progress off the top of my head it seems confusing. you cant save models or anything. i have heard stuff about a "profile service" should i use that? how do i go about saving player data like what they bought and stuff?
I want to make a game like timebomb duels, i should use touched,raycast or getpartsinpart for the hitbox? also the hitbox should be in the bomb or the character hrp?
@wraith crypt can I have ur help rq I fixed mainly everything
does anyone want to join my dev group :D
Is there any API that allows me to distribute group funds to players in game?
Is there anyone who can teach lua on roblox studio to me for free I do know a little all ready
Ill join
Dms
if you dont need absolute security with your game i think using normal data store service is easier than profile store
like basically profile store will add autosave and profile locking, at the cost of a more confusing interface and worse type checking than normal data store service
and yeah you cant save models but you can save booleans, strings, numbers and tables, and thats enough to be able to represent anything
to save player progress you could maybe save the name of all the models that the player bought, and to load it you just iterate through all the names saved and load the models
Use profile service and save buttons purchased in a table I guess
67
does anyone know how to aniamte something that can leave your hand and come back in the aniamtion and have it player properly in the game I tried using motor 6d but its giving me issues
Is it possible to create some gravitational change? like flipping the gravity upside down?
Oh nvm it's possible
guys is there any chance to give my friends gamepasses for free?
I'm tryna make the camera follow the player but lack behind a lil bit, but all my attempts have atleast a little bit of jitter and I'm not sure why but I think it may have to do with this
don't set root part.cframe
how do I rotate them then
humanoid.AutoRotate = true
I'm trying to rotate the character based on velocity
I don't want that
ok?
Whatβs does this mean bro?
Disagree bro
Making ur own datastore is so hard
Especially making it reliable
Profile store has so many tutorials thereβs no reason to not use it
its almost the same as profilestore, you load data on player join and savedata every few mins
ok, the character will look where they're going thats it
to make it reliable enough you just gotta use updateasync and add reconciling
Pain and suffering is where we all start
Welcome to hell buddy
Ur now the most miserable guy on any dev team
Word
If ur using the same code before use RenderStepped or PreRender and you might need to change the lerping to be framerate dependent
what is "Focus" in camera and why does it have a different value than cframe?
Thanks
cause it can explain it to me like Iβm 5
Also documentation is for mid elos
Low elos donβt understand its beauty
Bruh r u changing the camera with 2 diff functions at the same time?
it's just these two lines
I tried in RenderStepped
Heartbeat
u canβt update it on the server
it's not on server
hmm
Why r u changing the cam subject?
so I can make it follow and object that lacks behind the player???
I want a custom camera.
the default camera isn't good for animations that move around too much
because it doesn't follow the torso
I did some thinking
And Iβd say itβs likely ur animation
yea I was thinking the same thing so I might try disabling the animations and test that
yea that sound good
nope
it's not
it's something else-
it returns a position between the torso and head
which is lerped again this time by the previous position to give the lacking behind effect
it doesn't matter if I disable them btw
so it's because I'm setting the position in a certain way that roblox doesn't like it
not if you detatch it using an animation
Oh I see do you want to make it so the head trails behind from the lerp
no I only want the camera to trail behind
not the head
Ok well why is the motion of the head relative to the torso important to that then
it makes the camera more smooth
How so?
it just gets all the little details in animations,
so like my head goes from side to side during my run animation
and it helps with exageration
Ah ok so thatβs what your trying to do
no I've already done that
ok ok
let me show you the part I want specifically
well actually
Well yes I know that Iβm just restating it
yea ur right
but I'm just having problems with the jitter
I already have the result I want, I just like, don't want my character to jitter
that will NOT work...
that will continuosly add its own position onto its original position
then it will keep on adding onto itself
over and over
yea it just went to space just now
well try adding the difference
difference of what
would it
yea it just did
cuz even tho its a difference
ur adding onto the original position
then ur making the difference bigger
then doing it again
the lerp is fine
its just where I'm doing it
even when thatβs removed?
Hold up lemme get on my computer
but still jittered
runServ.RenderStepped:Connect(function(dt)
lastCamPos = camSubject.Position
camSubject.Position = hrp.Position
cam.FieldOfView = lerp(cam.FieldOfView,(Velocity().Magnitude/10)+75,0.9)
end)
that's literally it
and it still jitters
anyones knows why I can't buy the devproduct?
it says purchased failed because something went wrong
idk what that is but uh, check with roblox support I guess
i dont have access to ur lerp or velocity functyions
I think I got it, it's my frame rate
bro
dw about them, they just return velocity
well idk how to solve it yet
what I mean is that
Use bindtorenderstep with priority higher than camera
yea I was about to say, I need something that fires every single frame right before rendering
and any time the character position changes
Can you help me please
yea wassup
whats the priority for the camera?
And I get this error when trying to buy it: purchased failed because something went wrong
whats ur code
local MarketplaceService = game:GetService("MarketplaceService")
local Players = game:GetService("Players")
local MoneyServer2xProduct = 3546394222
MarketplaceService.ProcessReceipt = function(receiptInfo)
if receiptInfo.ProductId == MoneyServer2xProduct then
local player = Players:GetPlayerByUserId(receiptInfo.PlayerId)
if player then
local leaderstats = player:FindFirstChild("leaderstats")
if leaderstats then
local money = leaderstats:FindFirstChild("Cash")
if money then
money.Value += 1000000
return Enum.ProductPurchaseDecision.PurchaseGranted
end
end
end
end
end
Enum.renderpriority.camera.value
hmm hold up
It worked thank you very much :D
how do u prompt the product purchase
local MarketplaceService = game:GetService("MarketplaceService")
local gamepassId = 3546394222
script.Parent.MouseButton1Click:Connect(function()
MarketplaceService:PromptGamePassPurchase(game.Players.LocalPlayer, gamepassId)
end)
try promptproductpurchase
omg
instead of promptgamepasspurchase
lmao I'm so dumb
goated
yea i remember having problems with that in my old game
roblox products r weird
glad its fixed
actually nvm it didn't work, it seems it doesn't like lerp, but idk how to make it work with lerp
send me this
@rose notch
i like that code pls send
this works butttt the moment you change the 1 to anything else it kinda gets messed up
@dark juniper can exploiter easily change the value of an intvalue in the workspace?
only if u have a remote event that they can tap into with a local script
ohh nice so they can't without a remote event from client?
yea
good
as long as u guard ur remotes efficiently u should be good
np
OH WAIT
I HAVE AN IDEA
I'll make another bind to render step
and make it so THATS when I set the previous vector
hey what's bindtosimulation?
also that shit I said did not work at all
you need to make the priority a higher number than camera not the other way around
but the lower the number the earlier it's ran right?
ok I just did it and it didn't work :(
in fact the higher I set it the worse it gets-
its only relitavely smooth when it's above the priority of the camera
but the weird thing is that there's no jitter when the alpha is set to 1
I think I finally got it
i ran into this issue before but i kinda decided to not fix it
the character is the thing that is jittery
when you have camerafocus on the character (no lerp) you follow it perfectly so you dont see the character jitter
at least thats what im thinking
a fix could be to use the character's cframe as a base, and apply an offset which you lerp
it's velocity.
my character is accelerating then getting deaccelerated very quickly multiple times every frame, so its just changing velocities quickly
if you cap the lerp it won't jitter
but you cant go inbetween
I'm gonna try,
lerping the lerp-
the first one is for large movements and the small one is for micro movements
ok
I figured it out
how do i lower network load from high part amount without streamingenabled
I just swapped to using the humanoid velocity instead
so basically it would subtract the velocity from the hrp position and that gives basically the same result
do physics on the client
that'd do it
you could also try for a spring if you want a different kind of smoothing
would replicating 30k+ parts to client not lower fps by a lot
replicating 30k unanchored parts would be a high server load
anchored
if its anchored your network send should be nil after initial loading
well given you arent modifying any of their properties
you should be completely fine with stationary anchored parts
what if they get replicated constantly
by a placement system
talking 50-200 parts
about 20k max at a base
ping is high at 4 players and streamingenabled helped but broke game
so i assume its part replication
so like players would be able to see the part placement of other players ?
after placed yes
so hold on are these things moving every frame
you could consider a part cache
basically create a bunch of parts beforehand
idrk what your issue would be since you havent given enough details
replicating 200 parts should be trivial
a model has 20-200 parts, if you place a lot of them in a short time would load like 20k parts
idk if its that but when theres 3-4 players in server
ping goes up
instead of creating those models on server, consider storing only the relevant information
like cframe, owner, and other state
would the non important parts lag client a lot
?
regardless of whether its on the client or the server, the client is still rendering the part
by leaving the client with creating the parts, you just free up the server load and reduce the amount of data that needs to be replicated for new parts
it would result in higher ping if you replicated a model from the server vs just sending a table of data
i can replicate the few parts server needs on server
rest on client
would that work
anyone need a clothing desginer
what is the best form of sword combat?
raycasted,hitbox detection or magnitude checks?
answer me as a gamer,what feels the most comfortable
raycast
actually use shapecasts
This module is the successor to my previous teamβs RaycastHitbox: For All Your Melee Needs. Each library has unique features, so I recommend reading both to determine which one best suits your needs. In summary, ShapecastHitbox offers the following advantages over RaycastHitbox: Shapecasting (Blockcast, Spherecast, Raycast) Performance impro...
yea i got that but what feels most comfortable when fighting?
depends on game type
hmmmm thats more user preference I think
woudnt doing so many shapecast on server tank performance
yeah
no, shapecasts are super cheap
you can run 10k every frame and it's fine
assuming 2 players vs 50 npc all having sword?
you will only be running 1 every frame so its ok
yeah
- you only cast when you're in combat (swinging your sword)
- do it on the client
so the whole duration the animation is running?
then if i did in client how can i prevent hacks
you can enable and disable it with animation events
there's a ton of different ways to prevent exploiting, don't sacrifice player experience by making hit detection on the server
especially for pvp games, input times matter and it will feel really laggy
i know but like how do i account for lag and stuff 
you can't really do much except server matchmake so people join servers where they have lower ping
do small hitbox on client then do magnitude check on server π₯Ά
then the player decides to hack in a way that the hitbox is always enabled
depends on how your game do it.
wym
im thinking like
client checks for hit detection and sends info to server
server calculates lag in account and makes sure that hit was valid
idk how to figure out the lag accounting
delay ruins the experience and tanks your game
you dont have to do all that
i see
accept that exploiters will be able to "hit" npcs/other players on the client, so mitigate it with some basic server sided checks
a magnitude check will eliminate 99% of client sided hitbox problems
if you wanna overengineer and go full nerd mode then do this https://www.gabrielgambetta.com/lag-compensation.html
are you saying that in my clients code i do the TakeDamage?
no do it on the server
but i mean
client detects hit -> sends information to server -> server does magnitude check and other checks -> applies damage onto victim on server
server authority full release when
isn't it already here
not knowing any prior LUAU and then seeing this chat is a whole nother level of weird π
someone other than roblox also did it 3 years ago and it's like 3x more optimized than current roblox one. Both of them are unusable tho (performance problems)
uh chickynoid
yeah it was laggy as hell because chickenrobot guy made it before roblox had udp remotes
roblox def has the best solution tho
used it and its pretty nice
but you can't just enable it on your game, cuz it breaks everything lmao
have to code using it from the start
dont learn it
but I need to if I wanna make stuff
and I'm too poor to hire people
just be an animator/modeler/vfx artist and you will be happier
I'm a composer
ggs
vfx artist is 90% scripting tho
that's cool
eh u can skid it
FL studio plane controls vs Roblox studio scripts
and still sell a lot
I can't tell which is worse π
fl is way worse
why not just sell music
im sure plenty of games need music
see the funny part is that I did but the guy I worked for was a horrible human being
so now I do free stuff with actually good communities
true
idk u should keep trying I think there are a lot of big games wiht money out there
who would pay for music
I make music as a HOBBY dawg I ain't trying to be big
I need a coder horribly but I'm POOR
I can be hired for few thousand robux
like bro I DON'T HAVE ROBUX LAYING AROUND BUT I NEED THIS DESPERATELY π
pmo
This job needa hurry up
if its small work with small payment ill take it π€
Get a investor for your game for % and then get them to pay for a scripter for ur game
whats the task I can do it maybe?
task.wait 
payment in hopes and dreams ahh
i dont think any investor wanna pay if you dont have visible experience
that guy is begging for a free scripter just make whatever you can with your skill and get a investor instead of begging for a free scripter in chat
ok
do people here just keep a library of gifs on demand to send it
my script stopped working and i had a saved version but every time i reimported it would have new erros andim trying to find the working version but SERVER IS BUSY RIUGHT NOW
Anyone wanna commission a Wiki from me? for your game!
I just made a UI animation, using scripts, also made the UI using "scripts"
wdym by "scripts"
ill do anything for the money rn 
dm me priv
yo guys whats the best datastore plugin paid or unpaid i dont really care
DataDelve imo
whats a datastore plugin
cant find it
use profilestore
datastore editor
im not sure
its there in the creator hub settinsg page of ur game
idk man,i just started dev for a month now
yeah it's new
does having waitforchild inside a renderstep bad for performance?
what are you wanting to use it for?
It just doesnt make sense to put it there because you will keep spawning new waiting threads every frame until the object exists and then those hundreds to thousands of threads will run at once
If you need something like the camera or character you just early return if it doesnt exist
Good morning yall
Is there any way to detect a game decompiling attempt on my game and then kick the player off?
i don't think so
decompilers likely dont do anything that your game can detect
I need help again, I don't know how to stop the objects from inheriting the constructor function inside a class. I was thinking of doing
__index = function()
--if constructor is being accessed, return
end
but I'm not so sure, there might be better ways to do it. this is the code I'm talking about (I've documented it well)
https://gist.github.com/drickmortey/aaa4c25eb7fe89675870bc91bdf4dc08
I believe I've identified the issue.
So in the current setup it seems like every command object inherits everything from commands, including the new constructor. Thatβs why cmdList.kill.new() is valid.
A few ways you could fix it:
- Splitting the class table: Keeping
newin a separate table from the instance methods. Instances inherit only the methods table, not the constructor. - Using a custom
__indexfunction: Override__indexand return nil when someone tries to access "new", but this is a bit slower.
nice,but the moon 
i forgot to change it
Yo can someone help me out with setting up gamepasses ill give you a present
there is still no better way to make a differentplace the main place of a experience right?
does anyone want to join my dev group :D
composition vs inheritance
how did bro do such stuff
link
Let's discuss the tradeoffs between Inheritance and Composition
Access to code examples, discord, song names and more at https://www.patreon.com/codeaesthetic
0:00 Introduction
0:25 Inheritance
3:32 Composition
5:22 Abstracting with Inheritance
6:52 Abstracting with Interfaces
8:20 When to use Inheritance
The constructor is inherited because itβs stored on the same table used as the instance prototype so instances can access new through __index
The cleanest fix is splitting the class into two tables one for the constructor namespace and one for instance methods so instances only inherit behavior meant for them
Youβre right the constructor is getting inherited because itβs stored on the same table thatβs being used as the instance prototype.
Hey guys!
If you guys would want to have a floating head only, that you can attach accesories too. How would you go about doing that? All my trys just result in the player dying over and over again.
there are billions of msg what u mean dry

Yea but they're not the type I'm looking for they're always looking for experienced scripters
I'm not that experienced
except that no experienced script is gonna respond to most of those for the pay so they're not really looking for experienced scripters
I don't know what u just said
hello
π₯· talm bout some hello
Can exploiters ever invoke remote events that are only meant to be invoked from the server remotely onto there client?
Idk
They iterate every instance AFAIK
they can do :InvokeServer
So i guess they can be detected server side
someone can send me a cool video about combat systems? i have some questions about organization, i want modular
I think u speak portuguese.. but i cant prove that
Question does a ui artist to loading screens or does a scripter?
the ui artist would make the visual while the scripter would code it to work
Oh alright ty
That can only work for remote functions though no?
If I use purely remote events I'll be fine right
if there's no connection to receive it on the server side then no
Alright great thanks
they can do :FireServer
Yes they can but if communication goes only from server -> client for my remotes ill be fine from what I've just tested
they can modify the function that's recieving the event
I donβt think so
but at the end of the day you don't care about that because fuck client
Ah yeah but any way they could modify it wouldn't do anything except ruin there own experience
At least in my case
yea everything is client sided
except for the character cause they own it
anyone wanna be a part of my dev team :D
Money
can we vibecode in roblox?
sadly
no?
u can
temporary data storage in a real vague nutshell
