#code-discussion
1 messages · Page 279 of 1
yes but you are also focused on framework-style architecture
If you have alot of modules, loaders can make the management easier
thats true ngl
Also eliminates the cyclic dependency issues
makes management harder imo if you truly have a very complex architecture
which is common when number of module increases
you get way less control on individual parts of the gmae
skill issue imo!
who needs organization
make local scripts and scripts only andm ake sure they're all unnamed
I haven’t ran into an issue with cyclic dependencies that wasnt caused by bad structuring and design choices
use no folders
So uh correct me if im wrong, but if you write a module that connects to a roblox event (let's say a .Changed event on a BoolValue), if you write this code in the outermost scope of the module script (the part that runs with the first require), and let's say you have an NPC that has a script that require's this module, then you can run into a problem where, if this script required this module first, then the .Changed event is connected from this script, and if the npc is destroyed, the script is also. However, from my experience, whenever a script is destroyed, roblox would also disconnect all connections made to Roblox events automatically, meaning the .Changed will D/C even if you dont want that. So I would throw that code that connects into a OnInit() funciton to call from my module loader system, to connect it from a script i know for sure wont be destroyed.
Not reading allat
Not really a skill issue. Sometimes the context is simply too large for a tired brain. Code should be easy to understand and maintain. Lower cognitive load is always better.
lol
you are just a skid
so if you like module loaders
it must be bad
ts guy is legit pro if he calls you skid then you probably are
i think youd just have 2 connections
😂
rather than it disconnecting
programmers should be able to like or dislike different aspects of programming styles, that's literally what makes programming good. The fact we can all have different ways to solve the same issue
and one would get gcd when the npc gets deleted
certain aspects of programming are simply a no go tho
True
yeah
But a basic module loader cant be as bad as ace claims it is, and more over, calling someone who is thinking of using it a skid?
basic module loader is aight but advanced one 100% better
i guess just trolling, mb. It's not that deep, ig
its higher cognitive load as it gets more complex actually because you need to generalize control of all ur systems into 1 script
Nonono wdym 1 script? its just a mapping
U want to control load order, lifecycles etc
Ragebait
i got one more to say
profilestore service is very good. ik you aint gonna hate on this one as well lol
profilestore is trash
its objectively true
profile store beef time
at this point
use lyra
its the best datastore library because it has atomic transactions
If u use profilestores u need to implement 2pc on top of it
which i mean if u can be bothered then sure
its the same thing
no atomic transactions
profileservice is just profilestore but worse
send me the link to it if u can
is atomic transactions still important if your game does not use trading in any form?
any usecase where u need to edit multiple keys, a transaction should be used
roblox datastore isnt ACID compliant?
oh yeah one more important question.
if i want to make a roblox fighting r6 game battleground which service should be used lyra or profileservice/profilestore service
nope
How does it not have race conditions, inconsistent data etc issues
doesnt really matter
ok
it depends on how u use it
updateasync is atomic
but Stay locked in, self-disciplined and consistent
how will they do that
Or TOCTOU attack?
spam remote event simultaneously via exploit?
that is prevented by the developer
You can also mitigate network jitter to make sure the requests hit at exact ms
ace lowkey why do you look like that ur mad rn lol
ur typing makes me think ur aggressive lol
glad to hear that
im thinking of storing player data not in roblox's data stores but in youtube comments
like randomized videos
any endorsements or advice?
might get rate limited by youtube
ah nvm, ty
Cloud db/storage arent that expensive...
who needs help
interesting

"Hi guys today we are going to talk about.."
"hawntddev = {
}
Just made my first running and walking script, feeling successful!
congratulations on beginner
noww make parkourr script
Soon ™
yo, I have a little problem... I am trying to make a little system where there is 2 chairs and when there are 2 players sitting on the chairs, there is a 3 second count down. if a player leaves a chair in that countdown, then it stops everything and goes back to waiting for players. I am just trying to figure out how to cancel everything if a player leaves a chair in that cooldown.
are coroutines used often and if they are used in what situation would u use them instead of task spawn for example
pretty sure you would detect when the occupant changes and check if they left during the countdown
start
jump = yes
W = Forward
A = Left
D = Right
S = Backwards
High Graphics = yes
no bugs = yes
end
yeah theyre used sometimes mostly when you want more control over when code pauses and resumes like with coroutine.yield and coroutine.resume for most simple async stuff though people just use task.spawn or task.delay since its easier
just start the countdown then check if both chairs still have players if someone leaves cancel the countdown and reset
meow meow
has anyone here used roblox assisstant with any other llm
yo u want a pre-built script, I have one
I want to create simple "Walk to doors to open them", handled locally.
How can I create this without complicated and heavy checks if part touched character has attribute door &without server check if user touched hitbox of doors etc
step 1 use pathfinding service to door
step 2 open up local script
step 3 find door's hitbox
step 4 make if hitbox touched by you then door be transparent and cant collide
step 5 add buffer and turn it back to normal again
The doors will be all around the map, just general doors to enter any building anywhere.
I understand your point but I need some light way how to handle all the doors. I think I will just drop to Proximity Prompt for simplier handling
hey yall
im making a game rn and its a anime bandit beater typa game in the sense
and i have a scripter but he doesnt script much advanced system he focuses more on fronted
i do modelling , building and animations so scripting isnt my expertise
do you guys think it would be good for me to pay someone to make the system and from there one just add stuff
use collectionservice and apply the same logic they said, it'll start working for every door
backend scripting in the basic sense doesn't require a lot of mathematical knowledge, for stuff like basic data handling which is usually enough for roblox games. I reckon you should take up that responsibility instead, you don't need an absolutely decked out backend if you don't need it
so just try making it within ourselves?
alright thank you
it'd be pretty cumbersome to manage a scripter who likely has other projects to contribute to or just doesn't want to script, especially in backend where you have to "learn" the codebase that is presented in front of you, the problem with hiring new backend scripters is learning the codebase if there's one present. you yourself having built the codebase, I feel, is more beneficial (mainly because I script 80% backend)
As map is semi-randomly generated, can I use remote Event to pass All doors list to collectionservice and assign all hitboxes in CS .Touched?
as far as I remember, you can only pass UTF-8 values into remote events, not quite sure, haven't run into a "bad datatype inserted into remote event" error in a long while now. also, are you passing the doors to the server or to the client? if it's the server, this is pretty pointless. if everything's in the workspace, the client can also see everything that has your "Door" tag, which again, makes remote events pointless. using .Touched is bad for hitboxes, but it works if you set it up correctly. but it's still bad nonetheless, I'd recommend something better like getpartsinbox (the new "hitbox" API roblox released recently to make this process much easier), or raycasts if applicable
@rotund pawn https://www.youtube.com/watch?v=BsC8px_oXdM
this video is good to understand the whole API
Video Description:
In this video I cover the topic of Spatial Query and OverlapParams, and how you can use various methods to detect when objects are within a specified hitbox. This is extremely useful for creating hitboxes for special abilities or anything like that when .Touched just doesn't cut it. I know I said I was going to start the shop ...
it's very easy to understand, just gets you the parts that are overlapping inside a hitbox
as I know you can pass anything in RemoteEvents, I have used it few times already.
Second I understand the ways of alternatives to .Tocuhed, but my map is pretty large, so any doors that are located outside render distance due to FEnabled, will be nill.
I want to generate map => get all doors => pass HitBox of doors to client, client asigns the detection function to it and client can locally open doors when touched.
I checked, you can pass in any primitive type or any userdata that serializes well, as well as anything that exists in the datamodel. I think I confused this with datastores which only accept UTF-8. let me think about your situation for a bit though
are you talking about streamingenabled? filteringenabled just makes client changes not replicate to the server
Yeah sorry, streaming enabled 😄
alright I think I understand what you mean now. since your map is big, some doors may not be streamed in yet (nil). the server doesn't have any render distance and simply knows everything, so you want to solve this by sending all the doors through a remote event. this could work, but it's not optimal and would be expensive. I think the practical solution is to use
collectionservice:GetInstanceAddedSignal("DoorTag"):Connect(setUpDoor) --where setUpDoor is a function
this should get every new door that is streamed in without any remote event bogus, the client can simply use what it can see
Ohhh, that is a new use case for me, detects new instance when rendered with tag. Thanks so much
detect the door opening on the client, send a remote event to the server to make sure they aren't cheating (ensure that they're at least 10 studs in the vicinity of the door I guess), and then have the server open the door
this is better than putting .Touched on every single door which is very explosive
(on the server)
does none take per task now?
Thank you for this solution, will add that
i saw like 15 posts and either post not promising or scripter wants upfront
does none take per task atp?
no problem, I learned something too. remote events take more than UTF-8
one post for per task will get there eeeeventualllyyy
you could negotiate if your portfolio is up there with kobe
Yeah they are just functions passed between client server, I like to pass whole models when doing some customization systems
I don't know about other scripters but I personally prefer per-task if I trust my client. if you want to appeal to everybody else you can.. change your payment plan
dm me??
my accounts on limited access so the talking would either be on a private call inside this server, an alt, or here
discord thinks I'm a bot because my vpn kicks on randomly
it's till 15th march so it's only 3 days left
i can dm u?
oh
I could screenshare what I want to say
excalidraw maybe
no, I can't message you back in DMs
it doesn't send the message when account's on limited access
but I have called for hours with my friends with limited access so it looks like that works
but I can see your new messages
Per-Task or Payment upfront is only correct way how work for someone, upfront is based on trust, per task is fair.
Also hiring devs here is pretty shitty, most ppl just AI vibe code everything or ghost you when they realize task is too much
that's my philosophy too, don't know why anybody would prefer any other payment plan in a purely spontaneous setting
they are just kids mostly too
😭
but I only really take commissions if I know I ain't getting bullshitted and they actually have the money 😔
Yeah, so when some good hiring post is posted, the user is spammed by large number of kids, so good luck being noticed in this sea of DMs
i do.
i will have to comission some people in the future and im already feeling like its gonna be a pain
I stopped commission scripting a while ago though, most people aren't very cooperative and the offers are usually not very appealing
am goin thru it rn
I help newbies with coding for free, made some friends this way, its fun actually
I feel it's best to do the scripting yourself wherever you can
i will have to com like
Yup, my own games made way more cash than any commision
I agree, I do this too
well im not like a godtier scripter so if i do something that i actually cant get to work that will be the only time i have to com a scripter but besides that i can script on my own
if i have to com its gonna be like builders, modelers, etc.
like the slave tier stuff
Create test scenario, check out previous work, look for AI usage (images, lazy details, lazy portfolio), communicate, have intructions ready and clear
got it
Scripter can make a good game with shitty models, modeler can only make showcase without scripter
Vouch
@elfin drum
make sure they actually know what they're doing. don't blindly go off of a portfolio, do an interview once you think their portfolio is good enough. that should expose their non-vibe coding abililties. why not vibe code? well, AI is basically aristotle when it comes to programming knowledge, it's a doodoo programmer in actually applying that knowledge in a way that isn't overcomplicated and works with everything else. it's only a good tool for learning, not replacing you.
Ask for code example
claude code will replace ALL programmers bro 😹
And about payment type, for example I use invoice for tax reasons so user gets some kind of trust when I tell them about it
its too stupid yet
imperative better
its especially bad when the thing you commision is something that you have to intergrate to existing systems without having the full code, it will be ass
what does imperative mean
if i hire someone can i send their code to u?
May I ask why?
until you try to update it then realize maybe your functional code isn't THAT great 🤣🤣😹😹
If you hire someone, you get code after payment ussually, meaning I can't do much more than tell if its shit or not 😄
😂
thats true
imperative is a programming paradigm where everything is laid down sequentially and in steps, like your eyes aren't darting around everywhere to see "what this function does" because everything is functions. you can just Read bruh
Spaghetti code with Gemini telling me which line does what I need to find >
no problem, but the aforementioned problems apply
yo check dms 😭
yo aint that functional where you just read and everything is functions?
imperative involves changing state no?
oh my fucking god i should never make ui again i just made a full ai and noticed that its all textlabels insteado f textbuttons
fuck me
how do i fix this quickly 😭
the way I understood is that it's easier to read so it's automatically better
COOKED 😹
@glossy wave check dms
its a chopped ui but i really dont wanna bother replacing it all even if this takes like 2 min max
use reclass
2 min replacing vs 2 min coping
choose your 2 mins
whats that
woah new niche plugin
a plugin prob
reclass allows you to convert related instances into others, like textbutton -> textlabel
Baba I use it sometime ok 👍
"baba"
Any AI can generate CMD you put to console to replace it
dad
yessss, the original's on money but there's a thousand ripped off versions
use a ui converter plugin
it's a bit risky if your studio disconnects and you can't redo the change without version history anymore, I try to avoid this if I don't have to (they can just use reclass), but other than that command bar is OP
ok yea it works thanks yall
maybe my wifi is just balls
Publish means version history is updated, or just copy to new place
whatever it's called brah, the thing that allows you to rollback to previous versions
from the autosave
I miss GIT in Roblox studio
I miss the old UI thats all
the new one didn't introduce anything that I actually use regularly
New one removed X buttons from top bar menu as far as I know, so you need to make custom page to see it
removed undo and redo too.. most used buttons you could argue
my Z button didn't work on my old laptop back then, so undoing was a pain
Yeah its worse and worse every year..
worse than stein you could say
Took me a while to understand😂
hi
yall i tried yesterday learning luau from brawldev but roblox studio was just so boring
so what other ways is there to learn luau
lol
if you think that's boring then you probably never touched luau documentation
brawldev goes over the most necessary basics
ye but roblox studio in general is js boring idk i dont like the ui
maybe its js me
if you're learning luau specifically you spend most of your time in the script editor, which is just one big text box, so idrk what you mean cause a text box won't be much more exciting outside of roblox studio
you can try using vscode
how?
with rojo
thanks ill check that out
actually roblox has that built in now its called script sync or something
then you dont need rojo
i recommend checking that out first cause rojo is a bit more advanced and not well documented
i think if he really hate studio, rojo will be better
ill check both out
script sync supposedly does 90% of the thing (syncing vscode/file system to roblox studio), it just doesn't have all the advanced mapping rules and files-as-instances, so for learning luau it should be more than good enough
lol that's worse for someone who doesn't know luau
why
It kept resetting for me, and I had to reconfigure it every time I went into the studio
classic roblox
maybe, script sync a bit easier, but rojo don't need luau knowledge
he said he couldn't cope with brawldev
I don't see someone like that using rojo lmao
I think it's a misconception that only professionals use rojo, although if luau is his first language, then I think so
i mean i learned python for like a month before
but i lowkey forgot almost everything
has anyone played ultrakill?
j
is it hard to code craftwars gmae
depends how skilled you are
do u think u would struggle?
im not sure what craftwars is
but based on the brief description i read i'd say not really
oh how did u get that knowledge
i started making games in unity in 2017
and started making roblox games around 2021
i just began
im getting used to function before going forward
and im being inconsistent already
that's normal, learning coding is harder for some than others
it took a while for me to be able to code comfortably
just gotta keep at it
thx
mincfraft
Is shapecast currently better than raycast hitbox? Im trying to figure them out rn
raycast are rays,shapecast are shapes
shapecast take up more area
raycasts will have gaps
Yeah so for more precise hits?
prob shapecast
Just interesting because im pretty sure raycast is used by combat warriors and other combat games and it seems to be pretty consistent
well idk,it makes sense that shapecast wont have gaps
if ur doing raycast u need many rays throughout the blade
shapecast,one big shape
Yeah.. probably the more rays the more consistent it is
yea
yo
guys how can i make a ragdoll like dead rails/99 nights, i tried to make mine but it was weird when you die the player stay stiff unless you push him with something or another player to fall
Dm
Add a force that pushes it
i did it still looked weird (the limbs doesnt move/spread)
What Is a remote wrapper
a wrapper on remotes
whats a wrapper
code that operates on something
guys is it fine if chatgpt explains the things i dont understand like at all
what
found something?
thats how u build experience
you cant just be new and start by doing movement physics
how rare would it be that datastoreservice fails to retrieve an user's data?
if i retry 5 times
hey guys im new to scripting and i want to make gta 6 in 2 weeks can someone help me 🥺
only durring roblox issues or if your datastore is straightup made wrong
I am slowly realising that, but it differs per person
how can you make a wrong datastore
let's not exaggerate
isnt it just load data on join and save data on exit
i meant learn from the basics
well yea you could fuck up the way you safe data badly and it could fail
never heard of that, but its possible
just realiozed math is one of the mos important part of scripting
i thought i escaped math
my roblox studio stuck at 15 fps
im in the exact situation as you 😭
does anyone know the reason
i js save, remove any excess info that cant be saved and use setasync
and if it returns an error, retry 5 times
its literally the only "emergency" mechanism
i was literally stuck at functions for 2 days 💀
when u play ur game in studio and do ESC u can choose FPS settings right, under the settings tab
i can now change properties
like when im building still 15 fps
guys why am i thinking like what im learning are useless
no solutions
what ru learning that u think is useless
AI maybe?
probably because you're still a beginner
lets se
earth rise pfp 🥹
i just moved to math from functions
anyone good at network optimization? i got an average 150kb/s+ RECV value on my game... onlu 10k parts map, streaming enabled, i even tried playtesting with all scripts disabled , recv is still high
best photograph ever taken imo
guys how can I make a zombie wave so they keep distance between each other
And math is literally goat
yea math is super useful snything advanced with physics or movements will need math
ye chatgpt told me lol
im making it explain what is return
return a + b
end
local result = add(2, 3)
print(result)``` is this right
theres a period instead of a comma in the function parameters
ye thats a mistak
local myResult = a + b
return myResult
end
local result = add(2, 3)
print(result)``` whats the difference
it just exits and passes a value back to the caller
both are the same you're just returning the stored value in the second
but youre going to get the same value in both
wym
you store a + b in a variable and then return the variable value while in the first one you just return the value of a + b
does it change anything if used in an actual game
Nah
what
but in this case its a bit unnecessary because both give you the same value
so the second is better?
the first is better
why
the first is better because its more concise. the second one stores a + b in a variable for no reason
oh
ok
thx
whats the code again for changing location of a part
is it vector3?
yes
cframe also
game:GetService("Players").PlayerAdded:Connect(function(player)
player.CharacterAdded:Connect(function(char)
char.ChildAdded:Connect(function(child)
if not (child:IsA("Model") and (child:HasTag("Focus") or child:HasTag("Artifact"))) then return end
local idVal = child:FindFirstChild("FocusID")
if not idVal then
print("creating StringValue")
idVal = Instance.new("StringValue")
idVal.Name = "FocusID"
idVal.Value = game:GetService("HttpService"):GenerateGUID(false)
idVal.Parent = child
print("created:", child:FindFirstChild("FocusID"))
end
end)
end)
end)
genueinly dont know what i could be doing wrong here vro it never runs the code sm1 help
while true do
myPart.Position = myPart.Position + Vector3.new(0, 1, 0)
task.wait(0.5)
myPart.Position = myPart.Position + Vector3.new(0, -1, 0)
task.wait(0.5)
end```
why myPart.Poition need to be repeated
is this some decimal shenanigans?
a...
it doesnt, ur adding the vector onto the current position vector
what
u dont need to repeat it
so myPart.Position + is not needed
string.format("%.2f", value) 2 decimal places
numbers in a computer are stored in binary
so like how you w ant to represent 1/3 in decimal, 0.333333333.. binary can't do 1/10, it turns into 0.0001100110011...
local result = a + b
return result
end
theResult = add(2, 3)
print(theResult)``` is this right math
yea i know
never actually had it happen to me
yes but i wanted to emphasise it's not because binary is worse than decimal it's just a certain ratios
some people view decimal and binary as separate things, decimal as numbers and binary as computer representation
binary is still numbers its just base 2 instead of base 10
did i say it wasn't
they rnt really separate things
when i said "some people view" i meant "some people incorrectly view"
fair, ppl who havent studied cs theory dont know better
ik people who have studied cs theory and don't know better
ig cs education is getting more high level so ppl dont learn low lvl stuff as much
guys is it hard if i become a designer while learning scripts
i see no reason you cant learn both
a lot of game design is actually similar to how you think while scripting
It's not code help if 2 guys aren't arguing about the most precise points in their dissertations
for someone starting out it shouldnt be their focus
yes its code discussion not code help!!
idk i think you can learn a lot about the other from learning both but thats mostly me speculating
how can i play this animation only on the animator of the player that used the ability, the module is loaded when a player joins since its just for vfx and all players should see it. since its required on the client i figured to avoid the animation delaying on first-time use it loads the animation when the script is required. with how it is rn it plays the animation on all players (understandably). is there a way i can play the animationtrack on 1 player specifically who's passed in when the ability is fired?
wrong ss
the first one i tried but it didnt work cus playanimation isnt a thing lol
is there another way i can load the animation to avoid it delaying when the ability is first used
i can obviously do player.animator:loadanim:play in the vfx event but does constantly doing loadanimation not cause issues? ive heard theres a limit to how many u can load
type is already a built in function that returns the primitive type of any value, you shouldn't use this as a variable name
it can create conflicts
oh thats why its blue
ill change that but do u know anything to help w the animation thing im asking
Point proven!
I lowkenuinely can't understand what you're talking about sorry I'm very fried right now I watched an hour long video
fairs
what are you trying to achieve
in the script i have it doing local launchanim = localplayer.animator:loadanim(launchanimation) on the launch animation of the ability
then when i do launchanim:play() it plays on all players cus the script is requred by all players
i jus wanna make it play on 1 player using the local launchanim
is there a way to do that
sir you can format discord messages into code
No, you're firing the remote to all players. Fire to only 1 player
And type is fine since its an argument, it will shadow the actual type func
yep but then you can't use the actual type function because it's redefined as something else in a local scope
@heady spire send your server side code
na that script also handles the vfx n stuff so it has to
are u syaing i should have a seperate script to play jus the anim
So send in the player that is casting the ability or whatever
Animate only if the localplayer is that player
Send the player instance or a user id
I do that a lot for this kinda stuff
but what's the server doing? I need to see if it's doing something like fireallclients()
i have in the start of the script that it loads the anim to all players when its required is the main thing
If localplayer == player then playAnim end
cus i dont want any first time use delay
PlayAnim is your code to play anim
ok ill try it
Ate you following a tutorial?
im using packet and im lowkey new to scripting but it does fire to all clients by default i think
na
can you send the code inside the white script bruh
that's the server side
you want playanim() to only work on one targeted player right? instead of all of them
the code you sent only describes how the vfx is played by each respective player
not what's making all of them play it
i doubt it will help its a really niche issue i could avoid by just doing loadanim on the player every time the anim is used but it will end up delaying when the ability is used for the first time which u dont want in a combat game
the whle script is long just processes the fireball projectile this is the start
I'm only interested in the part where you fire the remote
Yeah you got the player caster and player target just use if statements for effects that only work on certain players
You should be doing fireAll in this case so that's good
what's the goal here though can you make that clear in a single message bruh
I think its just a simple fireball spell that's sends a packet to all players to do vfx and anims and such
aren't they making it so that it's not making every player run the animation when it's played??
Well they still need every player to make client sided effects for their fireball so fireAll is needed so each client can make these effects locally. But he needs to not do CastAnim:play() on the local character for each client
if you really want the fireball itself to replicate everywhere why not just use the server for that? the casting animation can be done by the player using just fireclient()
Server to animate stuff isn't as smooth as client for animating. Animating as in tweening particle emitter properties, part frames etc
Cframez
also wouldn't that be an authoritative nightmare because you're trusting the client with the fireball's position and stuff and giving that to other players
that's heavy exploit material
u know what its fine its hard to describe the issue cus its such a small thing with little impact
also the server can't see that you know
i can just do loadanimation on the player thats passed in
is there someone who can pay a comission w Robux and ill pay him w paypal the devex amount?
anticheat wouldn't work because server can't see the fireball
you gotta sacrifice some stuff just to make your game less exploitable, and if you do want smooth vfx without the latency, you can have the server only do the authorisation and math while the clients do the vfx on their devices, that way you avoid the huge security issue and unresponsive vfx
thats what i have right now, everything works perfectly and theres no huge issue im mainly just wanting a clean way that all clients see the animation/windup of the ability with no delay even when the ability is used for the first time
with how animations are normally loaded and the way i had it set up before there was a delay for the animation playing when an ability is first used and its fine after
there'll never be no delay, there has to be SOME latency in the name of a playable game without hackers (who are mainly kids using prewritten scripts with executors). I mean everything that happens on the server has measurable latency
Yeah so for a windup effect for an ability the way you got it is pretty solid, in terms of server authoritative stuff, there's ways to do it, like if a fireball is launched and it goes in a straight line all you need to do is have the server send the initial pos and trajectory and send a packet for when it hits. So 2 remote event calls, you don't need the server to send the cframe of the fireball each frame
yea i get that but i mean the animation itself stutters when its first used
But that's for predefined paths, lots of abilities will have predefined paths so it is simplest way imo to keep it smooth and lower network traffic
the vfx and authorization is all good i think i set it up cleanly. the fireball just follows exactly where the hitbox is in the workspace every frame so it lines up and visually hits
Oh ok
legit the only issue was the animaton tweaking when its first used and i want a way around that
yeah, latency will always exist because it still takes time for your pc to send a signal to the server and vice versa and it usually takes from microseconds to a few miliseconds if it's not too heavy
🥷 still butthurt holy take a chill pill bud 🤣
Basically, whenever I shoot from a gun, a yellow ray (basically bullets) should come out of the barrel. When I stand normally and shoot, everything is normal, but when I move the yellow ray comes out of air, not the barrel. I have tried everything, but nothing works. What should I do?
well how does the code actually shoot the bullets
I guess it shoots from the barrel?
what do you mean 😭
Dude
the way of it shooting
I vibecoded everything
Did you make it yourself
Prompted myself
Im not helping you with your slop ai code
Imagine getting mad over ai
fair btw
Ai isn't gonna take your job
You can go ask ai to help with ur code
Not even with your code
"Roblox scripter focused on advancement and discipline." yet u vibecode 😭
im the terry davis of roblox
WITH AIS CODE
who r u 🙏
i bet @light acorn has better code than u
Ragebait
Soon or later the entire industry will vibecode
Hey guys
SILENCE SUB 5
all these vibe coders
pissing me off
@frigid wagon stop vibe coding
its not good for society
you are killing polar bears
Who r u bro 😭
Vibe coding can only take you so far
@light acorn do u believe this guy
ai might be used to help but it doesnt mean using ai to make the entire code which u are clearly doing if u cant understand it
How are you supposed to ascend beyond ai's capabilities
Absolutely not
@light acorn this @frigid wagon is a stupid vibe coder
am i right
😂
filthy clanker helper
Yes
clanker helper :rolf
rofl
😂
i code with ray casts bro @frigid wagon get out my site
sight*
do u know typing yet?
bro prob dosent know what a function is
😂
@light acorn whats you opnions on filthly clanker helpers like @frigid wagon
vibe coders so weird
am i right
Who the fuck even writes code manually in the big 26
You're weird
uhhhh we do...
wait wait
i thought @frigid wagon was the vibe coder
@light acorn YOU BETRAYED ME
YOU BOTH ARE FILTHLY CLANKER HELPERS
Deep in our souls, we are all vibe coders
YOU TOO???
MIAMI DUDE
IT DIDNT HAVE TOO END LIKE THIS
No, I'm not a vibe coder
you just said u where u filthly vice coder
get out of my site peach role
No I didn't
ur game is gonna have so many bugs
.
localstring()
I said "deep in our souls" "we are all vibe coders"
when i inject luau code into u
😂
POV: EVERYONE HERE ARE DIRTY VIBE CODERS
except for ME
the best programmer in the world
i worked on luau btw
i made the language
if u ever need help lmk
the lua creator is my dad
luau is one of my many side projects
Yeah, but scripting takes so long to learn and it's so confusing
bro its lua
its luau bud
i learnt it in a day
It's still very hard
because im superior than u
im faster
im stronger
im smarter
I AM BETTER
I AM BETTERRRR
its only "hard" because ur too lazy to bother trying to learn it
yeah fr
this is like epokgamer laziness worser
I spent 2 hours
u gotta pack it up dude
yeah
wow so much effort
Yeah, should I learn it 9 hours straight then?
u dont gotta spend 9 hours straight even js 30 minutes a day is enough bro
k
i only learnt luau for like 2 days
and im almost done
maybe ur js my doggy
But you also need to know advanced Scripting and physics which is used often
not hard dude
have fun
js be my doggy
and u can learn that over time spending like 30 minutes a day just looking into it
no
physics scripting son..
physics = fly(1.29, 82,29)
fuck outa my way bro
😆
come to me when u reached my level
lmao
i made luau
sorry king
IM THE SON OF THE LUA CREATOR
IM STRONGER
IM SMARTER
I AM BETTER
omds its just so easy
isn't lerp like cframe
If game then physics = max
somebody realised they were wrong
River WM lowk on top
Any advanced scripter here?
Me
it says you are in the bio
Not yet, im intermediate-advanced
Dm
Sorry to disappoint bro
do u use arch at least
Yes
Id use endeavour
but I didn't know ABT it when I started
yes I haven't reinstalled Linux in like 374 days
do u use sober on linux
🙏
is it safe
ppl say u can get banned for it
so i lowk js dont use it
but is it myths
Roblox tolerates it
if you get banned then it's a mistake
vinegar is also good?
yuh, it's really buggy from what I've used, but it works
me when Roblox updates and sober is gone for a week
😭
whats the best distro your opnion?
bro
any arch derivative (especially nyarch) or pop os
yeah..?
i dont trust sober
I would daily boot nyarch if I wanted to reinstall
pop os
i didnt rlly like it tbh
your gonna lose your mind when I tell you I also like manjaro
Vinegar only works for studio
arch better but still
arch is cool
but too hard to use for a freshie like me
ill upgrade to it later
I use arch 😛
are you a femboy yet
nah its lowk tuff
calm down bro i js hopped on linux for like a month only
bro when i went to school and had to use my macbook instead i got fastfetch on it
🥀
Too many buttons?
how can i organize alot of scripts
use linux
ew
say sorry.
linux is kew
linux is power
LINUX I FUTURE
right @icy heron
how do I make UIStrokes smaller depending on your device's resolution? I noticed GUI with a UIStroke looks horrible on small devices but amazing on larger ones
use linux
Can't
make your gui without UIStroke if possible
ah
If you really want to use uistroke though, and you really need it to be smaller depending on resolution
a script can automatically scale it
lowk might try that
or you could design your UI to not use UIStroke, which is better
unless you need some sort of animated stroke that changes colors or sum like that
I mean I'm making some low poly, cartoonish ui which heavily depends on strokes
i use a script to change my ui stokes size based on device
yk that strokes have a property to scale their sizes right?..
how do i save a user's inventory when they leave
bro just scale it?
it doesnt change per device does it????
Wait they do?
Must be an update, last I remember they only have a thickness property that uses offset
i thought this too
my scripter application got declined for "Inadequate technical" what does that mean?
yea they have a new property called strokesizingmode which switches between offset and scale
1 offset is equal to like 0.05 scaled
on what
a game
sure
ok I dmed u
nice 
Does anyone here code in VCS
I do, what's up?
just wondering, why do you use it instead of built in
Built in?
I love the look of it so much
I mean just on studio
Because Git is standard
Because even if Roblox doesn't work, your repo'll still be accessible
Because there's version control superior from studios
Assuming you're using Rojo to sync, Rojo creates a source of truth on your file system instead of Studio. This means you can take advantage of version control (branches, commits, etc) with Git, customize your editor with VSC extentions, get improved linting and autofill, use a package manager like Wally, build your game locally (for a fully managed workflow), use other transpiled languages (like Roblox-ts), use documentation generators (like Moonwave), and more.
oh you mean VSC instead of VCS
Yes
Nope
The hardest part is learning how it works, but once you understand it, Rojo is pretty easy (as long as you're using Luau, and not Typescript)
is there alot of stuff you have to setup every time you open a new file
No
or is it just in the beginning
The only setup is making a new project
Which takes like
5 minutes? Maybe 10 if you're slower?
Assuming you know how it works
thats alot of minutes
Well thank goodness you don't make 100 games
otherwise that'd be 10000 minutes
woah
is there anything I can watch that will show me how to set it up
Look up a video for setting up rojo and vsc for Roblox
Make sure they aren't out of date
Want to develop Roblox games like the pros? In this tutorial, I’ll walk you through setting up a full advanced development environment using VSCode, Rojo, Wally, Git, and more.
Tools:
VSCode: https://code.visualstudio.com/
Rokit: https://github.com/rojo-rbx/rokit
Wally: https://wally.run/
Git: https://git-scm.com/
GitHub: https://github.com/
...
Learn selene for VSC. It's a really good Linter. Also on VSC, get Luau Language Server for proper autofill.
Look it up 
woah
woah
Node.Js : https://nodejs.org/en/download
Github : https://github.com/boshyxd/robloxstudio-mcp
Dev Forum : https://devforum.roblox.com/t/v161-roblox-studio-mcp-server-speed-up-your-workflow-by-letting-ai-read-paths-and-properties/3707071
Please like and Subscribe :)
claude is the new wave of studio development
claude fully coded a front page game in 4 days btw https://youtu.be/roDlRGAxDKI?t=387
In this video, we dive into the latest Roblox news, focusing on major updates to the platform’s discovery algorithm and the emergence of AI-generated content.
Here’s what we cover:
Roblox Algorithm Overhaul: We break down the recent announcement regarding changes to the "Home" page. Roblox is introducing "Standout Games" and a new metric cal...
yo im kirkenuinely gonna send this to claude opus 4.6 and see what i get
yo would any of yall recommend a entity component system for a fighting game? ive been using it alot and was wondering if anyone has another approach i can look into
my usage is pretty much just a entity class with a bunch of component classes like health, spell casting, stamina, movement, etc
no
first thing u wanna ask urself is why
not just cuz u feel like it
ecs is basically only going to help if ur looping through a bunch of objects at once such as with npc pathfinding
🥀
🥀
No.
just wrong.
You can build a whole game with ECS
not just a single system
Benefit over what?
well why would you use a system for no benefit
ur just doing more work then
because technically it would be easier to just use objects at that point
Yes, building a game with no paradigm at all is much less work than ECS
OOP has its problems
There's a devforum post explaining ECS and its benefits over OOP, if you're interested
you can use oop with ecs an ecs componet could be an object
Sure, but whenever there's a need to group data, a table's good enough
doesnt matter bro
start from simplest thing then work ur way up
instead of doing stuff cuz its cool and hip
which is the best way to do a knockback system?
is using linearvelocity
or idk
assemblylinearvelocity
or body
🤠
whichever but the easiest would be assembly
whichone do you recommend more
just use the one you want
ok
Can you send it if possible 
coders how would yall describe frameworks
Reusable code
good one
hi (lvling up)
1 million module scripts
hi (lvling up)
yo guys im trynna make a profile store but the value i have of clicks in the template module script doent really come up in game
can someone help
What
how your scripts are set up, organized, and how they interact with each other
could you explain a bit more on what your goal is and what isnt working?
i was tryiong to make a profile store and i made a module script for the data template
return {
Clicks = 100,
Inventory = {},
}
so in game it shows 10 (it was 10 before) but after i changed it to 100 it still shows 10
data templates are only copied to a player's data once
why doesnt it change the clicks in the leaderstats?
after that you need to change it in the actual datastore
either through a script or a studio plugin like DataDelve
ah ok thanks for the clarification
hey can somone lmk if they see any bugs in my system? https://www.roblox.com/games/119832175887449/FightTestV2-TestBranch
its a shooting/fighting system with inventory press tab and drag to use
anyone need a nitro prom link???
what is that supposed to be???
Hey im a 3D modeler, texture artist, builder, and animator. I've been learning scripting for 5 days now and I'm having a little trouble. It's embarrassing to ask but would someone maybe tutor me and help me along the process?
running channel to channel just sayin shit 😭
can someone explain coroutine pls 🙏
i watched brawldevs vids 3 times now
still dont understand it
basically using tasks but better
literally all you have to learn is the syntax
it's purpose is literally the same as tasks except more workability
if your asking why you should use coroutines instead of tasks
actually tasks are built over coroutines lol
coroutines still better
tasks are like...
well you can't yield them
but the reason people still use tasks is because they're a lazy ahh and need to get stuff done
unless the situation is more complicated
then use coroutines
Then explain bro
i don't see any other way without task.wait or without actually pausing them by doing coroutine.yield inside a task.spawn, which is basically using coroutines anyway
you can use coroutines with task
and coroutine.yield is literally yielding
you should be using some task functions over coroutines functions
like spawn instead of resume
which is what i said
also
i was just giving the difference between the two
ik they can be used together
well coroutine.resume is arguably worse then task.spawn for most scenarios
i see
the only thing better is for micro optimzations and getting a return value from coroutine.yield which very few people utalize in the first place
other wise in roblox's env it gaves a worse error output and can cause hidden bugs where the code is inf yielded
i wanna learn lua from scratch what are some best ways i could? I do have experience in coding such as software development and web development.
local Player = game:GetService("Players").LocalPlayer
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local TweenService = game:GetService("TweenService")
local UserInputService = game:GetService("UserInputService")
local Packages = ReplicatedStorage.Packages
local Classe = require(Packages.Classe)
local LemonSignal = require(Packages.LemonSignal)
local Highlight = script.Highlight
local UiText = script.InteractText
local Ui = Player.PlayerGui:WaitForChild("Main")
local Camera = workspace.CurrentCamera
local Interact = Classe.meta({} :: {
Model:Model,
highlight:Highlight,
interactionUi:TextLabel,
interactionKey:Enum.KeyCode,
onInteraction:LemonSignal.Signal<>,
MaxDistance:number,
interactionName:string,
hoverTween:Tween,
mouseConn:RBXScriptConnection,
inputConn:RBXScriptConnection,
hovered:boolean,
paused:boolean,
}, {})
type Self = Classe.Self<typeof(Interact)>
type ISelf = Classe.ISelf<typeof(Interact)>
function Interact.construct(self:ISelf, Model:Model, InteractionKey:Enum.KeyCode, InteractionName:string, MaxDistance:number)
self.Model = Model
self.interactionKey = InteractionKey
self.interactionName = InteractionName
self.MaxDistance = MaxDistance or 10
self.hovered = false
self.paused = false
end
function Interact.init(self: Self)
local hl = Highlight:Clone()
hl.FillTransparency = 0.6
hl.Enabled = false
hl.Adornee = self.Model
hl.Parent = self.Model
self.highlight = hl
local txt = UiText:Clone()
txt.Visible = false
txt.Text = `[{self.interactionKey.Name}] {self.interactionName}`
txt.Parent = Ui
self.interactionUi = txt
self.onInteraction = LemonSignal.new()
local tweenInfo = TweenInfo.new(
1, Enum.EasingStyle.Sine,
Enum.EasingDirection.InOut, -1, true)
self.hoverTween = TweenService:Create(hl, tweenInfo, {FillTransparency = 0.8})
self.inputConn = UserInputService.InputBegan:Connect(function(input, processed)
if processed or self.paused then return end
if not self.hovered then return end
if input.KeyCode == self.interactionKey then
self.onInteraction:Fire()
end
end)
local mouse = Player:GetMouse()
self.mouseConn = mouse.Move:Connect(function()
if self.paused then return end
if not self.Model then return end
local target = mouse.Target
local isOver = target ~= nil
and (target == self.Model or self.Model:IsAncestorOf(target))
local modelPos = self.Model:GetPivot().Position
local camPos = Camera.CFrame.Position
local magnitude = (modelPos-camPos).Magnitude
if isOver and not self.hovered and magnitude <= self.MaxDistance then
self.hovered = true
self.highlight.Enabled = true
self.interactionUi.Visible = true
self.hoverTween:Play()
elseif not isOver and self.hovered then
self.hovered = false
self.hoverTween:Pause()
self.highlight.Enabled = false
self.interactionUi.Visible = false
self.highlight.FillTransparency = 0.6
end
end)
end
function Interact.pause(self: Self)
if self.paused then return end
self.paused = true
if self.hovered then
self.hovered = false
self.hoverTween:Pause()
self.highlight.Enabled = false
self.interactionUi.Visible = false
self.highlight.FillTransparency = 0.6
end
end
function Interact.resume(self: Self)
self.paused = false
end
function Interact.destroy(self: Self)
self.mouseConn:Disconnect()
self.inputConn:Disconnect()
self.hoverTween:Cancel()
self.highlight:Destroy()
self.interactionUi:Destroy()
self.onInteraction:Destroy()
end
return Classe.build(Interact)
thoughts?
just start making something
gambling
procedural terrain generator using math.noise
Made this
206 days ago
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Fractal noise is way better
fractal noise is just layered perlin noise is it not
can a begginer like me build that
Well can you?
what even i procedural terrain generator
hey can somone check out my gun / inv system lmk if they find any bugs?
ohhh
thats why its called like that
fractal noise or perlin
whats this code for for x = 1,100 do for z = 1,100 do local height = math.noise(x/10, z/10) * 20 end end
calculates height using perlin noise
i mean... sure. i might help.
bro your the best
can i even experiment that if i only learned parameters and return?
local result = a + b
return result
end
myResult = add(2, 3)
print(myResult)``` this is only the example of what i learned
i guess but you won't make anything 'meaningful' in Roblox Studio