#code-discussion
1 messages Β· Page 303 of 1
guys how do you revert the history of your game
any scripter looking to help i need help making a script mobile and console compatible because rn it uses enumkeycodes.
look on yt
so ur first thought was to share the server inv implicitly
bro def joined
Please do not send such content here, and report this via the User Report tickets in #open-ticket.
Sorry sir 
Nope Nuh uh
I don't join servers like that

rickyissticky9000
yea
i can
paid
?
@raven acorn
Dm me @limpid elbow
Can anyone help help me with game
what game are u making
@limpid elbow READ DMS
does anybody think they can add mobile / console support for this super power flight system ? --- anyone wanna test out my tech jacket game? --- https://www.roblox.com/games/98494517997799/Tech-Jacket-Origins
someone have experience with that?
deepwoken is the best game i have ever played its the love of my life
add good lighting
oh
sorry, I couldnt handle the pressure
I am sorry for work at a pizza place
wsp u wanna give feedback?
no way bro used ai

Nah, I just found the reloading part funny because it reminded me of steve

Do I just put things ive completed in this?
your past work
hey guys
looks beautiful
Hello?
@runic phoenix
All hiring, recruiting, or collaboration requestsβpaid or unpaidβmust be posted in the marketplace channels. Read #marketplace-info to find out how to post.
This includes:
- Job offers, freelance work, or commissions
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Posting these outside of the marketplace is considered channel misuse and may result in moderation action. Only asking for advice/feedback is acceptable.
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I would assume that
i'm hiring one scripter for a tower obby/ 50k for all the gameplay and ui (should be a framework for use in anothers games) dm me
local game = good π
Day 5 of hyping up Roblox ai
Im making a rpg
whats the best logic for kills leaderboard
What do you mean?
like, for eg mentioning last hit player, then once dead gives a kill point to the last person who hit the player
There's a scalable and more advanced methodology, or a simple and stationary solution
can u tell me that?
Which one?
Create a script that inserts an ObjectValue into each character when they (re)spawn. Have the weapons that deal damage to a player write the Player instance of its wielder to the ObjectValue of the targeted player. Only write to the ObjectValue when the targeted player is alive. Have the script that created the ObjectValues set up listeners for when the characters die, then read the player linked to the ObjectValue and award them a point
thats.
pretty much what i just said
but less explanation
In a more advanced system, no ObjectValues are createdβtracking is handled entirely through code. The code tracks a damage history rather than the last attacker, enabling assist tracking, assist-count-as-kill tracking, nullification of record by healing, site of death tracking, and cause of death tracking
Here's an example of what that code looks like: https://github.com/Ziffixture/Roblox/blob/main/KillsService.lua
Major applications involve FPS, PvE, vengence systems, killfeed systems, etc
I would recommend going with the more advanced approach. If a player does not die by the hand of another, such as resetting, or death by environment, the last attacker is still deemed the cause
thats good
acc wait nvm
lol
there isnt a proper way of death through enviroment in a battlegrounds game
so that wont be a good reason
ill try to keep it advanced, but simple
It's a valid reason; player's can find many ways to end up in the void
fair
Should you choose to add environmental hazards, you're out of luck, lol
ye lmao
As I said, the ObjectValue approach is not scalable
The code I sent you is simple. It's just involved
how do i check the wielder
ye alr cool
Do you already have code that deals damage?
ye
Then you should know who incited that damage
so add an attribute sort of thing?
No
If you're using tools from the server, the tool is a child of its wielder's character when equipped. You can resolve the Player instance via Players:GetPlayerFromCharacter with the tool's parent
Ideally, you would have the tool being programmed by the server, but that's a whole can of worms
If you're sending a request through a RemoteEvent, the Player instance of the requestee is naturally provided
what if the hitbox is from the client?
^
ohh thats cool.
ill see what i can cook up
btw if ur free rn do u happen to have a state manager?
script
im legit DYING out of frustration cuz my states manager not working
I do not have any FSMs lying around, sadly
awh.
ill try the kills lb thingy
thanks for helping me so far
does anybody have any clue why this queue module isnt working?
Queue = {}
Queue.__index = Queue
--Constructor
function Queue.new()
local self = setmetatable({}, Queue)
print(self)
return self
end
--verifies that each entry exists, removes ones that dont
function Queue:verify()
local i = 1
local cap = #self
while i <= cap do
local instance = typeof(self[i]) == "Instance"
if self[i] == nil or (instance and self[i].Parent == nil) then
table.remove(self, i)
cap -= 1
else
i += 1
end
end
end
-- put a new object onto a Queue
function Queue:push(input)
self:verify()
self[#self+1] = input
end
-- take an object off a Queue
function Queue:pop()
self:verify()
assert(#self > 0, "Queue underflow")
return table.remove(self, 1)
end
--look at first entry
function Queue:peek()
self:verify()
return self[1]
end
function Queue:size()
print(self)
self:verify()
return #self
end
return Queue
every time i try to use any of the methods, it tells me that self is nil
in the constructor, printing self prints out a table reference
but
in any of the class methods, if i try to print self, it returns nil
It's your calling code, not the implementation
hmm
Let's see it
i instantiate it like this:
local queueModule = require(game:GetService("ReplicatedStorage"):WaitForChild("Queue"))
local queue = queueModule.new()
is that wrong? seems like how i always do it
and then i call methods like this:
queue:push(self)
this method is called inside of another module script, where self references another object
im trying to make an effect system, using the queue to establish an order of creation for removal:
--Folder
local EffectsFolder = game.Workspace:WaitForChild("ClientEffects")
--References
local camera = workspace.CurrentCamera
local queueModule = require(game:GetService("ReplicatedStorage"):WaitForChild("Queue"))
script:WaitForChild("Wood")
script:WaitForChild("Metal")
script:WaitForChild("Glass")
script:WaitForChild("Default")
--Constants
local MAX_EFFECT = 5
--Runtime
local queue = queueModule.new()
--print(queue.size())
--define module
Effect = {}
Effect.__index = Effect
--Constructor
function Effect.new(location : CFrame, size : number, material : Enum.Material)
--initialize object
local self = setmetatable({}, Effect)
--Instantiate effect
local prefab = (material == Enum.Material.Metal and script.Metal)
or (material == Enum.Material.Wood and script.Wood)
or (material == Enum.Material.Glass and script.Glass)
or script.Default
self.Effect = prefab:Clone()
self.Effect.Parent = EffectsFolder
--Position effect
self.Effect.CFrame = location
--emit
self.Effect.ParticleEmitter:Emit(math.random(8,12))
if (camera.CFrame.Position - self.Effect.Position).Magnitude < self.Effect.Sound.RollOffMaxDistance+50 then
self.Effect.Sound:Play()
end
--removal
task.delay(10, function()
self:Destroy()
self = nil
end)
--remove one from queue if above max
if queue.size() >= MAX_EFFECT then
local otherEffect = queue:pop()
if otherEffect then otherEffect:Destroy() end
end
--return new object
queue:push(self)
return self
end
-- Removal
function Effect:Destroy()
if getmetatable(self) == nil then
return
end
--remove effect
if self.Effect then
self.Effect:Destroy()
self.Effect = nil
end
--delete object
setmetatable(self, nil)
end
return Effect
What's the error?
queue.size()
oh shoot
how do i make that mistake every single time and still wonder what the problem is
thank you @hoary cedar
Lol
game.Players.PlayerAdded:Connect(function(player)
player.CharacterAdded:Connect(function(character)
character:WaitForChild("Humanoid").Died:Connect(function()
local killer = character:WaitForChild("Humanoid"):GetAttribute("LastHitBy")
for _, v in pairs(game.Players:GetPlayers()) do
if v.Name == killer then
local leaderstat = v:WaitForChild("leaderstats")
local kills = leaderstat:WaitForChild("Kills")
local totalkills = leaderstat:WaitForChild("Total Kills")
kills.Value += 1
totalkills.Value += 1
end
end
end)
end)
end)
@hoary cedar it works good
but is the logic efficient?
A good amount is redundant
local Players = game:GetService("Players")
local function awardKill(player: Player)
local leaderstats = player.leaderstats
leaderstats["Kills"].Value += 1
leaderstats["Total Kills"].Value += 1
end
local function onHumanoidDied(humanoid: Humanoid)
local lastHitBy = humanoid:GetAttribute("LastHitBy")
if not lastHitBy then
return
end
local player = Players:FindFirstChild(lastHitBy)
if player then
awardKill(player)
end
end
local function onCharacterAdded(character: Model)
local humanoid = character:FindFirstChildOfClass("Humanoid") :: Humanoid
humanoid.Died:Once(function()
onHumanoidDied(humanoid)
end)
end
local function onPlayerAdded(player: Player)
local character = player.Character
if character then
onCharacterAdded(character)
end
player.CharacterAdded:Connect(onCharacterAdded)
end
for _, player in Players:GetPlayers() do
onPlayerAdded(player)
end
Players.PlayerAdded:Connect(onPlayerAdded)
waaaaaaaaaa
Your loop was redundant, your WaitForChilds were redundant, and your code had room for robustness and efficiency improvements
holy
thanks a lot
local function awardKill(player: Player)
local leaderstats = player.leaderstats
leaderstats["Kills"].Value += 1
leaderstats["Total Kills"].Value += 1
end
The leaderstats should be there by the time someone dies. If they're not, something gone horribly wrong, lol
xd
if i get the luau programer role can i post in other for hire channels?
If you wanted to improve the robustness of this function further, you could create a helper function to run a FindFirstChild call that follows up with a specified warning message
I do not know. I wouldn't assume so
alright
hm alright
thanks a bunch
guys can anyone help me make a script when a player jumps it increases their jump strength?
humanoid.Jumping:Connect(function()
humanoid.JumpPower += 1
end)
smth like this
im not sure
oh ok thanks
make sure to define whats humanoid
any chance that I can get the list of these people who bought dev product or do I need it to check it the community?
smth with Marketplace API or some sort
from a script*
I have a dev product what I want to change to a gamepass and give it to these people who bought it
You'd have to comb through your earnings over the period of the dev product's existence, then collect all user IDs and build an ownership table
I'd recommend writing a scraping tool via JS or Python
so a own datasave system?
nah my game is no so deep π
Then you'll have to comb through it manually
how do i detect when a variable or table changes with a connection
idk how to make a module for it
variable.Changed:Connect(function()
end)
r we fr
i mean local variables or tabls
oh you than:
local connection
local button
connection = button.Changed:Connect(function()
if connection then
connection:Disconnect()
connection = nil
end
end)
like that=?
?
sonion
ask ai
i did, they SUCK
most of the time it depends on how you set up the ai and what ai you are using
cloude code is good if you dont use it
What's the best network library to use in my game?
remote events
what the fuck is this
?
why do you even need this
there are not optimize
they are
i switched from attributes to FULLY modular for my code
and
some variables need to be detected for changes
^
ok can i just get an idea on what this would look like
guys how do i stop my zombies from following each other in a straight line
make them check if there's something infront of them
then?
if there is something infront what do i do
trick them into finding a different path, idk
you could do a random offset on the path
for each zombie
ive tried that it just keeps going in a zigzag
what do u mean?.Mind showing an example
ill try combing both ur ideas by checking if a zombie is cloeby only then it will set a random position
which axis should i change
for the random psotion
z and x ?
how do i get commisions if my rates so high,
soooooooooooooooo
but if i lower its toooo little
chatgpt vs phoeyu
oh okey i got told to change the stringvalues and animate script from roblox itself
If the Parent of the script gets touched it runs the function?
k
what does script.Parent.Killed.Touched.Cannt.Connet.Cannt.Connet.LOl..S.W.B.est.C.o.der.6.7.
π
you get free robux if you run that π€
i cant get any quick comms sadly
upgrade your portfolio
comm me trust
Why did you told him that π
lol
You mean why did I tell him that?
yes
Because it's underpriced, they should charge at least 30K+
30k plus
π
im doing 5k for a simple easy round system ( havent got a reply yet )
peak
this is what i said
For 5,000 Robux, Iβm offering a basic round system setup for your game.
This includes creating a functional round flow (start β in-game β end β reset) along with spawning players into maps. The system will be clean, reliable, and easy to build on, but it will not include core gameplay mechanics (such as weapons, abilities, or advanced game features β those would cost extra).
As an added bonus, Iβll also do light debugging and performance improvements, helping fix minor issues, reduce bugs, and make sure everything runs smoothly. This is mainly focused on polishing the system and improving stability β not large-scale rewrites or complex optimizations.
Overall, this is a simple and affordable option if you need a solid base system to start your game.
If you require more please tell me, but I will have to see what i can do for 5k robux.
nice ai work
yo how much is reasonable prices for scripting
This was your initially question.
yah,
π i get told ts so much.
Super professional
not ai?
nah trust her
i made a list of vocab, and made sure no spelling errors
I see
thats how i usually get comms
that's smart, I respect that
: )
Do own games
i got a huge project. our lead dev just quit. and progress is gone ( core scripts every script )
dmca file if i didnt remove irt
i got no clue why they left
thanks
i think it is smart to do backups but idk
yes yes
they said full dmca legal action and that crap
That's why I only do coms
what servers you reccomend beside hd
Do you also do own game?
I just post in every single server
A few closed community ones
gotcha
i look for quick simple jobs
I want to start to work with others but I cant trust people
Undelete data store data π
I had over 80 clients and had only once issue with uh scamming
If you work for someone do you get full access to their games?
depends how they want to do it but mostly yeah
mainly i get access to peoples games
Most of the time, clients are more privated, while "contractors" give full access as they got no fucking idea how to work the engine
...
Well said
true
yess
and than it is a moral question
for big task or small task?
Long term stuff
Because they were paying 600+ usd per month plus they had issues with leakers before (?) so they started doing that
A friend of mine had to sign some contract too.
It had no private legal info and no proof of him signing it lol
Interesting lol
yeah if i gotta sign a contract, nah im out
For me it all depends, I am mostly pretty mixed with it.
its always the big flashy cocky developers, that have the huge contracts and say sign here
If they pay well I do it lol
some times these posts make sense, yet the pay π full round system someone asked me to do for 300 robux.
wah thats high, im aus so its very high for me
what time for you rn @mighty mirage ?
The only contract I'll sign is one where I'm selling my soul. π
Yeah you're on the other side of the world
yo mine is 14:57
Funny you post that
We love gambling
where are you from?
I am a dealer
Pov: when you have success and the people than... π
i need to make a portfolio bad, just dont got the time
They do it to themselves
The other day some dude was complaining he lost 1k at my table.
Like, do I look like i took it myself π€£
lol
haha π€£
my portfolio https://dreamplayer.dev/ π
just an 3d world lol
yeah i see xd
Bro is showing his modeling skills instead
why does this happen even though I've scaled all of the elements in the frame..?
Skill issue on blender π
ok
so i can fix it
iand
its called
roblox not supporting stupid scales for every device
so to fix!
get a plugin called Kek UI, go to select device in emulator and select lowest one ( iphone 4s or smth ). click fit to parent size and it will scale up when devices change
I would help, but i am at work, no access to pc lol
I do a lot of plugin uis and they all have dynamic resizing
I thought you're supposed to go from highest res ?
nope, its actually oppisoite
BRO I CANT SPELL TODAY π
opposite
oh well the more you know huh
Hi, Should we saving all the asset in rojo at rbxm file or JSON when we making game?
personally i use a seperate workspace from my project if a comm, and save the thing into roblox. and download a copy ( rbxl file )
but rbxm is also fine i dont know about JSON
ok
Use a plugin
im gonna go to bed, dm me for commisions im very cheap lol
trust π π
night yall
I have my dear sire
Dm me for comm too
What
Trust π
I scaled all of the elments using a plugin
and it didnt work?
first to dm me gets 10 robux
everything else scaled properly
jk
yeah
If u got robux i can make the entire ui for u
it would make sense but how can I prevent that
I'm a programmer brochacho
thats a placeholder I'm js tryna scale it properly
How many years of experience
I alr got a ui artist hired
2
ok
I posted some of my work in #dev-discussion
Are u looking for projects
idk can u help me wit the ui scaling
Must be hard being yourselfπ
yall can anyone help
essentially
`
LoginStatus = 0
ChatMessage("Login")
print("Logging in . . . Apply password.", 8)
if WaitForChatMessage("********", 8) then
print("Greetings.")
LoginStatus = LoginStatus + 1
else
ChatMessage("Nevermind. Log out.")
print("Understood.", 2)
return
end
`
checks for player message, and runs code. ends code if no message is sent
is this right?
Yes bro blow the 911
same guy btw
spouting nonsense
If I was you and I'd look in the mirror I'd hate myself too
HAHAHAHAHAHHA
Looks fire
Good shit
i saw claude write its own driver in 15 minutes for my flatmate's raspberry pi yesterday
Ok then just ask it to do the same thing
With the same result
There r tricks n some more than just a code
i'm not saying you used AI bro
Hey Claude, make a full Roblox Game for me!! Make no mistake!!! 
im just saying that its dumb to say that AI 'cant' when we live in a time when its more likely that AI 'can'
especially with the new claude mythos
well u clearly didn't..
There r something they canβt do if they just know how to coding
There r trick, trick n more trick
How they know it
If u donβt feed them
?
brother what is you talking about
Ok so when someone do something good, u can called it AI? Hah
AI is only getting more and more creative to be honest, there was something recently about claude mythos being put in a sandbox and it broke out of it by itself and messaged one of the engineers
chatgpt co-authored a maths paper with terrence tao recently too
Ignore the hate
dude i'm not saying you used AI
He tell me
plus they aint even attacking you
Then i ask him
π why're you so pressed
Because how tf they can called it ai
I updated progress everyday here
From scratch
Every
Every day
Days
Then they called that ai
How tf u can calm man?
Like ur days, ur weeks or even ur months of work r nothing with him
chill you live man
bro it was just one idiot who said that it was ai no one else believes him
I said that as a joke...
all good
Hello. i am making Ability, where character will run and tackle everyone on his way, so heres the WIP version of it. it has one issue that i wanna ask you guys for. so on the first try, the velocity is very delayed and junky, on the second try it is more smoother. why?
https://medal.tv/games/roblox-studio/clips/mvee0NO3TPzD2c4fS?invite=cr-MSxXaXIsNjczNjE4MTE&v=19
heres script
function Move1.Dash(Data)
local hrp = Data.Character.HumanoidRootPart
local LinearVelocity = Instance.new("LinearVelocity")
LinearVelocity.VectorVelocity = Data.Character.HumanoidRootPart.CFrame.LookVector * 120
LinearVelocity.MaxForce = 5e4
LinearVelocity.Attachment0 = hrp.RootAttachment
LinearVelocity.Parent = hrp
local speed = 120
local conn
conn = RunService.Heartbeat:Connect(function(dt)
speed = math.max(40, speed - (80 * dt / 0.67))
LinearVelocity.VectorVelocity = hrp.CFrame.LookVector * speed
end)
task.delay(0.67, function()
conn:Disconnect()
LinearVelocity:Destroy()
end)
end
AnimTrack:GetMarkerReachedSignal("Start"):Once(function()
local Info = {
Module = "Move1",
Action = "Dash",
Character = Character,
}
Packets.packets.Replicator.sendTo(Info,game:GetService("Players"):GetPlayerFromCharacter(Character))
local FovInfo2 = {
Module = "Move1",
Action = "ChangeFov",
Fov = 90,
Duration = .5
}
Packets.packets.Replicator.sendToAll(FovInfo2)
end)
Watch Untitled by CHERR1 and millions of other Roblox Studio videos on Medal. #robloxstudio
local character = player.Character
local userId = player.UserId
local cache = AnimationHandler.Cache[userId]
if not cache then
cache = {}
end
if not cache[Animation] then
cache[Animation] = character.Humanoid.Animator:LoadAnimation(Animation)
end
return cache[Animation]
end``` why does this come up nil despite prints being right
wat print nil .
i got it
whats the best way to learn scripting
Just build shit and use docs or some vid to learn api.
docs?
Roblox docs
not sure but you could do something like a coroutine that constantly moves the persons character forward (during the length of the dash)
by multiplying hrp.CFrame by CFrame.new(0,0,-.1). Forgot if negative Z or positive Z was forward so my bad haha.
ya'll do you know those breakable voxel parts like the jjs destruction physics? they are all basic parts combined altogether, however is there a way to make meshparts destructable aswell since when i try using meshparts, it doesnt work... any suggestions?
Octree
go through the different tabs under scripting of what you want to learn
where do i start from
roblox studio?
no it wasnt
youre right i didnt even start on studio
it was complicated for me when i first started so i just used baby programming sites like scratch
when your abilities to create are limited i think thats when creativity can show a lot
you create your own workarounds and shit
lol
i also used it a while ago
are you like very fond of it
i became good at scratch and the transition to studio was so easy
i mean it was a while ago around 1-2 yrs ago
if i get on it i should still know a few things
i mean you obviously dont have to but i know studio can be a big leap for some people because it was for me
hmmmmmm
i can relate to tht
like in scratch you would have the repeat block and i would take that to google, how to make a loop in roblox studio
i gave up on making an among us game 2 times
so i was basically transcribing the scratch language to luau
makes sense
Interesting way to go about it
I think scratch is more useful for the idea of loops and functions altogether
thats why i used that example
also read the cframe docs those were very helpful for me
raycasting is also pretty good to learn
Block code is a good place to start if your a complete beginner
Knowing how to read api docs altogether is essential to all coding
icl im not gonna listen to my ego im gonna start as a complete beginner
yeah but i mean like from 2d to 3d youre really gonna need those docs
I started with luau
because scratch cant help you with that
no previous experience
I think luau is very simple and beginner friendly and will translate well to most other languages
python is the obvious one
Basic stuff just operates with a third number for vectors
i used scratch when i was like 7 i dont think i couldve use luau
Not too big a jump
i could not type
CFrame is odd and I still dont understand it fully
Just learn with ai
yeah i feel like it has too many components
Haven't taken the math that introduces rotation matrices
i wanted to do tht
then i stopped reading wht it said after it suggested a dc server
Itβs very easy and helpful you can legit start building whatever game u want and learn luau at the same time just tel the ai to comment above every function and explain for u then go read docs for the events u donβt undertsand
Donβt limit yourself
Ainβt limiting anything
also if youre starting programming i think its important to know algebra and other math stuff
Obviously
use forum, yt
all of the resources at your disposal
makes it way easier to find out about new topics
Yt is waste I tried it forums and docs and ai all together do the magic
ai helps with learning topics, yt helps with finding topics
maths is my strong point
I begun learning via yt tutorials, then used forum + AI
yt is NOT a waste
youll do fine then
its an amazing substitute
U do not need this to start
Its not good for practically
Open studio
thats up to u bro
What do u wanna do
talking about doing the thing aint really doing the thing yk?
@elfin dust what game u wanna build
and the best way to learn anything is just to do it
this applies to anything in life
Have you ever used scratch or code org etc
literally a n y t h i n g
A block code site
Ur not a philosopher gang calm down
?
who are you to tell me that I'm not a philosopher
i have used scratch like a yr back
clearly not a philosopher yourself if your trying to hold me down
i have no clue
Some things can't be started without fundemental knowledge
i didnt say you need it i said its important
basic algebra
? Yeah ur cooked
i js wanna learn how it works and i want to build on skill
You can start on luau then
I mean, kind of? I don't see how that stops you from learning it tho
are you advanced in scripting?
u have to start to find out what the fundemental knowledge is
Build what bro
aka you have to do the thing
There is no advanced
why is bro tryna gatekeep learning π
What do you define advanced as
Ur misleading people man
@elfin dust watch a yt tutorial
βYou need fundamental knowledge before you startβ no u donβt 
yeah man, in order to learn anything u just have to daydream all day everyday
By advanced I mean someone who already understands Luau syntax, can build systems without tutorials (like UI, data saving, combat, etc.), and knows debugging and game structure pretty well.
Calm down gangy why u mad
otherwise u aint getting anywhere
finding a good video to learn from is hard when youre new to something
dont do yt yet
cause I have rabies
and I just infected your entire neighbourhood with it too bro
gl they coming after now
any video is good if u wanna learn
so i should start from roblox docs ?
on scripting
Never ever give advice again man
how about start with an idea of what you want to do
something simple
βAny videoβ with β u wanna learnβ are we deadahh

whats the video you reccomand
just not a video??
docs?
i could make an obby as a starting point
I barely even know they have fundementals tutorials and I couldn't tell you how good they are
yeah i started with an obby
itll help you get used to building
Donβt do videos they will burn u out just open studio and open docs and ask ai to explain shit the way u want to understand it
@elfin dust deadass the only thing u have to do to learn
- open some iteration of the thing you want to learn
- actually try to make sense with it and learn (learning isnt as easy as reading text, u have to reason)
- do that everyday for a couple of hours on end
welp
thats how I learnt
i personally think building should come first before scripting
thats how u can learn anything
anyone straying from this is just tryna waste your time
js get started bro stop overthinking it π
Are we back to this argument again
Do this if u want to stay at noob scripter level
you just said a couple of hours each day youre the one wasting time
any other method takes less time
CRAZY FEEDBACK
How do you start without knowing how it works
and you learn more
Never Liston to that guy
you start by finding out what works and then reasoning why the approach you took didnt work
How do I drive a car with zero knowledge of driving a car
you take lessons
No books no videos no ai
Everyone has a different learning style gang donβt project yours into everyone and expect it to be right
imo thts for ppl with prior knowledge
Your saying just do it
brochacho I didnt even know what a variable was
but tbf you can mistakes while programming you SHOULD avoid mistakes when driving
thanks man are there any excerices you reccomand when starting i know all the basics like loops fucntions and all
"Just reason" doesnt help someone not familiar with these means of reasoning
wdym bro
is it not normal for people to reason?
is reasoning really that much of an exclusive ability?
so we all agree i should start with th basic like creating an obby?
youre telling him to figure out something he doesnt know
Not in variables, functions, and step by step arithmetic
wheres your reason with this argument
Reasoning is the deliberate process of using logic, evidence, and critical thinking to form conclusions, solve problems, or evaluate beliefs. To reason effectively, gather all relevant facts, remove emotional bias, identify potential fallacies, and adopt a structured approach to evaluate arguments.
This is learned
this is reasoning
Start building your game idea donβt do exercises they will waste your time just build and whenever u run into a block road send ur code to ai and it will tell whatβs wrong and what to do
atp the guy who needed advice is gone and this is js pointless fuss
There's a reason it took hundreds of years to get to the math we have today
It's not easy to just reason things that dont exist
im still here gng.....
ok but then what do you do with that reasoning?? you dont even know the language so how are you gonna get anything done
i want to learn to code like in a week like i said i know all the basics i want to know how can i get better
go watch brawldevs tutorials he does a good job explaining how and what works
Start making games then thatβs the best way
making games ~= learning to code
?
why r u giving advice when you arent even reffering to the topic at hand
????
This is valid due to specifics tutorials and ai
He wants to become a better scripter faster I told him the method why u trippin
this guys giving me notch vibes, "youre not a game dev if you dont make your own engine"
Ask any pro dev he will tell you need real experience
if u want to be a better scripter faster then the method is be obsessed
alr
I told you already bro your not a philosopher holy shit
awh thanks sweetie
I appreciate it
This is the first episode and beginning to become a Roblox Scripter/Game Developer! With 3 playlists (Beginner, Advanced, GUI) containing 50+ videos and 30+ hours of content, I will guide you through this journey to start making the games you want to create on Roblox!
DISCORD π
Join my Discord Community if you want scripting help, participat...
Never watch ts
watch these everyday and actually try ur hardest
I watched both series beginner and advanced way back I regret it
Waste of time
Holy waste of hours
luau is actually very simple, the complexity begins when you're designing systems
holy L mindset
Advanced series seems bad and I've never seen the beginner series so couldn't judge that
yeah well after I grasped the basics I just moved onto doing my own research
relying entirely on one source is bad
the thing with these yt videos is they cant update errors and make improvements or adjustments unlike docs that can be updated and stuff
Donβt do it Man U youβll burn out real fast
man I remember the first thing I ever made was a button with a click detector that had hardcoded its tp location
@elfin dust take it easy bro, no pressure learn at your own pace
never stress
Yeah no pressure this guy nathesus is sus
Anybody down to test a system with me?
Yea
add me
Lemme get on my pc
alr
og
Ur him gang
Anyone here a scripter I just need help w some bits like scripting an animation my animator made and stuff, if so thanks and dm me ig
thanks heres some more of my previous work
https://gyazo.com/1cecaf2e9f02651db6273843a7dd8473
https://gyazo.com/12308a0a99e55a5f3a4198e713b327ac
pairing system
Nice work beo
Make a fitting game
Fighting
I made this entirely for fun
this was before my coding ascension, it was all hardcoded and not modular
14:56:13.928 βΆ DataStore request was added to queue. If request queue fills, further requests will be dropped. Try sending fewer requests.Key = 42246380 (x2) - Studio
any ways to decrease the amount of datastores at a time?
I'm not saving that much but everything being saved is necessary
I'm actually working on something that includes combat
this is my most recent work
idk if anybody else can relate but i despise when devs make the proximity prompt hold duration too long for prompts that really should just be activated on press
maybe..
but it builds tension!!
ITS ACTUALLY INTENTIONAL GAME MECHANIC!!!
tuff but whys the ui so big
make that like x5 smaller
any1 goad scripter to portner with, you can see my work in my portfolio (in profile)
I need someone with atleast 2 years of experience to take this job, no ai. Details about the game can be discussed in dm.
whats so funny
oh alr
I was supposed to reply to it

hi, im trying to do this thing where if a certain condition is met the idle of the player changes but it dosent work how to fix it?:
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local EventIdle = ReplicatedStorage:WaitForChild("Idle")
local Animation_Normal= "rbxassetid://120623630734606"
local Animation_Powerup= "rbxassetid://110095267241017"
local Players = game:GetService("Players")
local player = game.Players.LocalPlayer
local char = player.Character or player.CharacterAdded:Wait()
local animateScript = script.Parent.Parent
EventIdle.OnClientEvent:Connect(function()
local idleFolder = animateScript:WaitForChild("idle")
idleFolder:WaitForChild("Anim1").AnimationId = Animation_Powerup
idleFolder:WaitForChild("Anim2").AnimationId = Animation_Powerup
animateScript.Enabled = true
task.wait(0.2)
animateScript.Enabled = false
print("ModalitΓ sync attivata! ")
end)
cus I got a small ass screen π
hi
U donβt have to put .animationid
just put the id in the animtion instance in the properties
yea, that is if i want to have just one idle animation ,but like if i wanted to have 2 idle animation? ,
like an example is ,a dude with no aweakening have an idle animation ,when he awaken he got a new idle animation ,idk if i explained it well.
And why are you using true and false to disable animations holy
to refresh the animate localscript
It wonβt reliably refresh the animation because the animtion already running and playing
mmh maybe Imma try it ig
Do these step by step
1.Change the animation IDs
2.Stop the current idle animation
3.Let it reload with the new one
@fiery blade put this instead of the false and true
for _, track in pairs(humanoid:GetPlayingAnimationTracks()) do
if track.Name == "Idle" then
track:Stop()
end
end
Ok
Btw if your gonna do this often just store both ids and make a function thatβs swaps them
still this dosent update to the new idle animation and it dosent give me any error mess:
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local EventIdle = ReplicatedStorage:WaitForChild("Idle")
local Animation_Powerup= "rbxassetid://118108413265164"
local Players = game:GetService("Players")
local player = game.Players.LocalPlayer
local char = player.Character or player.CharacterAdded:Wait()
local humanoid = char:WaitForChild("Humanoid")
local animateScript = script.Parent.Parent
EventIdle.OnClientEvent:Connect(function()
local idleFolder = animateScript:WaitForChild("idle")
idleFolder:WaitForChild("Anim1").AnimationId = Animation_Powerup
idleFolder:WaitForChild("Anim2").AnimationId = Animation_Powerup
for _, track in pairs(humanoid:GetPlayingAnimationTracks()) do
if track.Name == "idle" then
track:Stop()
end
end
local anim = Instance.new("Animation")
anim.AnimationId = Animation_Powerup
anim.Parent = idleFolder
local SecondIdle = humanoid:LoadAnimation(anim)
SecondIdle.Looped = true
SecondIdle:Play()
print("ModalitΓ sync attivata! ")
end)
theres alot of issues here and theres a typo too
idleFolder:WaitForChild("Anim1").AnimationId = Animation_Powerup
idleFolder:WaitForChild("Anim2").AnimationId = AnimationPowerup
idk what the issues could be its the first time trying to modify the animations propiety of the player
that are errors?
broken for loop syntax
whats this bro
for , track in pairs(humanoid:GetPlayingAnimationTracks()) do
are we deadah
the _ bro
its important
also idel
its capital i
not i
is it even named
if its not just do
track:Stop()
@fiery blade test this
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local EventIdle = ReplicatedStorage:WaitForChild("Idle")
local Animation_Powerup= "rbxassetid://118108413265164"
local Players = game:GetService("Players")
local player = Players.LocalPlayer
local char = player.Character or player.CharacterAdded:Wait()
local humanoid = char:WaitForChild("Humanoid")
local animateScript = script.Parent.Parent
EventIdle.OnClientEvent:Connect(function()
local idleFolder = animateScript:WaitForChild("idle")
idleFolder:WaitForChild("Anim1").AnimationId = Animation_Powerup
idleFolder:WaitForChild("Anim2").AnimationId = Animation_Powerup
for _, track in pairs(humanoid:GetPlayingAnimationTracks()) do
track:Stop()
end
print("Idle should update now")
end)
is using Rfunctions for data a good idea? im tryna alays listen to data changes on server
alr
is it working
alr bro its animte script is the problem
ill try recreate it from 0
hold on
?
the problem is that deep
its just roblox animate overiding and forcing itself constanttly
so there is no chance?
try this :
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local EventIdle = ReplicatedStorage:WaitForChild("Idle")
local Animation_Powerup = "rbxassetid://118108413265164"
local Players = game:GetService("Players")
local player = Players.LocalPlayer
local char = player.Character or player.CharacterAdded:Wait()
local humanoid = char:WaitForChild("Humanoid")
local animator = humanoid:WaitForChild("Animator")
local animateScript = script.Parent.Parent
animateScript.Disabled = true
local currentIdle
EventIdle.OnClientEvent:Connect(function()
if currentIdle then
currentIdle:Stop()
end
local anim = Instance.new("Animation")
anim.AnimationId = Animation_Powerup
currentIdle = animator:LoadAnimation(anim)
currentIdle.Looped = true
currentIdle:Play()
end)
now like the FirstIdle remains but all the others animation dont work like its only idle for the walk, jump all but still dosent change
no just that
oh right
yeah u disabled animate script
ill enable back?
its not a bug
no
wait
yeah dont disable it just
Just change idle IDs and force a humanoid state reset so it reloads idle
alr
why it always 0 when i join
should knockbacks be handled on the server?
for smoothness the kb shold be handled on the context with ownership
please explain further
you do kb for clients and server for npcs
so firetoall clients the knockback when its a player and just knockback normally on the server for npcs?
but wouldnt that make npcs choppy and players smooth?
no you just do it for the local player
and it would replicate
Sooon
Guys ive started learning scripting. When can I code professionally?
When you learned enough and gained some experience there are no shortcuts
Is scripting hard?
it really depends but overall if you invest the time its possible for most people
So you know how to code?
yes did some webdev and uefn might switch to roblox game dev soon
Whats the difference between task.wait and wait
i think wait is just deprecated just use task.wait
wait is not as optimized as task.wait but thats not something you should be worrying about
Js be niche and use wait
task.wait supercedes wait more performant (barely noticeable this one doesn't matter much) and has accurate time. wait could return a higher value depending on roblox scheduling quirks. task.wait() uses newer scheduling so its just more consistent, so theres no real reason to be using wait over task.wait
so i had an idea on how to code a new crazy ass system and i wasn't sure if it was possible or not so they told me to "just ask AI" and shit hit me with this move
it's been thinking for 5 minutes now
i think i broke it
could anyone help me with a skateboard system dm me
i have added some vertex shading. right now it only works for brightness but i will soon add more lights in different colors
Should server modules stay in sss or server storage?
7 years of Python c++ c# rust and linux. Working as a cyber security for 4 years and I work for army as a software engineer. I dont want to pay for robux should i try roblox commisions
nah man they pay you way less in roblox unless u make ur own game and still u may not hit it big
doesnt rlly matter
most will put it in sss
i personally like to keep scope boundaries of client and server in ReplicatedStorage and ServerStorage, so code also goes in ServerStorage
this is awesom !!
I need help! I did deleted HDify plugin, because it always making my Roblox Studio freezes for some time, when I testing the game, But why does it still there?
did you restart studio
is 9ms runtime for a pathfinding + flowfield script moving 50 entities halfway across the map good or bad?
why I read that as "ass"
idk
freudian slip
@frank holly
- Selling was removed due to the large majority of posts being misplaced for-hire posts, or users selling stolen assets.
- There were far more negatives that came with keeping this channel than removing it.
Selling or buying content within channels classifies as channel misuse and will be moderated as such. Refer to https://discord.com/channels/211228845771063296/1138098042055168000 for more information.
sss
storage doesnt make sense
i just put assets under it
if i have any
i usually dont except for maps
Stale connections
does anyone know the service where when somone leaves
or like wants to reste characters something pops up
You can track when user opens the ESC menu if you mean that
LOL why do people think scripting with AI requires 0 scripting knowledge or basic af scripting knowledge, just try scripting a complex game with that experience
it has to be the most larped skill or maybe even profession
i mean with paid claude u quite literally dont need any scripting knowledge π
unless you want to get specfic
people with scripting knowledge knows what the architecture should be like and the values and other things
im not really fond of MCP servers tho I feel like they are just okay
but AI is quite good at resolving bugs
such as fixing wrong or giving better variable structure
or suggesting better approaches
ai is terrible at coding
lmao yes, but if u get the 100 dollar claude version and hook it up to roblox
it works perfectly
π₯
yea and except holy unperfomant code,hardcoded and wont be scalable for updates
which will make ur players just leave
what do you guys think of this roblox update
Guys, can someone explain how I can connect buttons to the Marketplace and let the server know what to give the player?
meh doesent really matter aslong as u dont plan to eventually manually do ur code
i can bet sailor piece uses 100% ai
its always better to hire a scripter to code ur stuff if u dont know how to code
obv u saw how much hate they got
as soon they saw it wasnt balanced and many bugs
nah,
i started hating that game from day 1
it does NOT deserve even 1k players
LIKE WHY DOES IT HAVE MORE THAN BLOX FRUIT π π
kill 1 bandit
22 levels π
Does anyone have a good idea on something cool to make complex or not?
Because my next thing to make is a networker
If so dm me the idea please
Not
scripted a secure datastore system, fully tested everything. how much should i price it at? ( 5k? 15k?? )
Did you drop profile-store library and skidded it or made it custom
6.7k
custom
it uses session locks, async and that stuff
sounds very complicated
its not much to script, yet its hard
15k
Yep
I get 20k for less
The worst thing it's when they ask to store data on an external server
yeahhh
thats annoying
I copy paste my rust server everywhere
oopsies
commisions are hard to find ngl
@late valve am i allowed to paste my wip port here
or will i get timed out π
sonion
nobody buying ur shit
yeah
theres plenty which are free
frontend work is more impressive to look at
like, movement systems and stuff?
but we all know without backend a frontend cannot exist
Nope I think
aw dang
i have the perfect client hitboxes
prove it
looking for a team to make an game
BEST SCFI UI IN @Roblox
οΈοΈEverything by me (@quitequithihi)
οΈοΈ#ROBLOX #robloxstudio #RobloxDev #robloxdevtwt #robloxdevelopers #deadspase
**ποΈ 2β**
xpgivme
guys how can i make this system where the ocean splits https://www.roblox.com/games/114349086251135/Open-Sea-For-Brainrots
I have this so far but my issue is that when the dimensions of the split gets bigger it breaks:
print(midPoint)
local sea = workspace.Sea
local back = sea.Back
local left = sea.Left
local right = sea.Right
back:Resize(Enum.NormalId.Right, back.Size.X-dimensions.Y)
left:Resize(Enum.NormalId.Left, -(left.Size.X-dimensions.Y))
right:Resize(Enum.NormalId.Right, -(right.Size.X-dimensions.Y))
local halfGap = dimensions.X / 2
local leftEdgeX = left.Position.X - left.Size.X / 2
local leftDelta = (midPoint - halfGap) - leftEdgeX
left:Resize(Enum.NormalId.Front, -leftDelta)
local rightEdgeX = right.Position.X + right.Size.X / 2
local rightDelta = (midPoint - halfGap) - rightEdgeX
right:Resize(Enum.NormalId.Front, rightDelta)
end
fcgh
Why does Code discussion have questions and code help have discussions
tradition
Bro what
fjfjdj
Hahahaha
Same question
and neither has answers
have any of u worked on realistic ocean systems
Hi
code help for the larpers
Wtf? is :Resize() a thing?
Part1.Size = TargetPart.Size
Forwarding this here, but for context I have a reactive state library (Seam), and a separate library for implementing UI Labs controls with Seam (SeamStoryUtils). I'm thinking of merging the utils straight into Seam itself, but does anybody have thoughts on whether a merge is a good idea?
any girls here?

u just said ask a question bro 
No I didn't, I said I asked a question
And was looking for answers
.
Was short for "I put a question", if you read the whole message
You read the first five words, read the whole thing
oh bruh
too lazy ngl
exactly what im telling everyone but theyre telling me to cope πΉ
People think AI is going to code the entire thing every single thing
even if AI codes 99% , u still need to put in that 1%
My guy it's once sentence
once
Anyways, gonna bump this question in case it gets lost
what is the question in english
There is no easier way to reword it
why would you merge
smash bros
It's just two tiny functions, imo you should just merge it. I don't really see the point in keeping it separate.
Bro get a life
i am a computer
need a dev that can script a shop for me will pay dms asap, also need one that can fix bugs once in a while giving good pay.
captain israel
Reduce package dependencies and consolidate similar functionality
Well one is an entire library, the other is just a function. I previously separated it so as to not bloat up Seam, but I think I'll end up consolidating
I don't think just two functions will bloat up Seam.
The arguments against merging rn are mainly to do with how it'd make the library more opinionated
not really a big deal, ppl can just ignore what they don't use
Fair. Before I do so, though, I first want to see if UI Labs can get native support for Seam instead. I made an issue for it too: https://github.com/PepeElToro41/ui-labs/issues/106
With the introduction of const, does that mean that Roblox will change default module scripts to be:
const Module = {}
return Module
instead of
local Module = {}
return Module
Since that's more logical
anyone able to help me with my hitscan gun logic on roblox? currently it doesn't work when i have models/parts in the way when i click consitently?
It's possible, but they haven't mentioned anything that allude that it'd be happening.
I wouldn't rely on it happening, but I wouldn't rule it out either
who pinged me
probably not and most people deleate that code
export π€€
roblox is introducing const? wtf
Not people that use module scripts correctly
Already did
It's just that highlighting is still pending
but it works
Is it true that people donβt normally use coroutines
very rarely yes
well at least i haven't seen a lot of people talk abt them, their use cases are pretty limited iirc
damn that's nice i'm ngl
im guessing it'll allow for some runtime optimizations?
Its been 20 days since they added it no?
Still no announcement
Probably some bs test they were doing might get removed
The compiler already optimises locals the same way but I guess with const it won't need to do certain checks to detect if it's changable.
compiler? isn't luau interpreted?
i'm still pretty new to programming so idk if i'm missing a key notion
one of the first things I learned was that luau was an interpreted language, im a bit confused
where did you read that?
You can also use --!native for even better performance
Common sense really because flags exist for --!optimise 2 or --!native
They tell the compiler how to compile and run code
i have actually never seen that
well i did see it in C but i never saw those in luau that's insane
where do you add those flags? beginning of a script?
ye
it is, but that interpreter runs bytecode, which is compiled from the text
--!native used to be server only but I added it to my local script and it works fine
ohhh okay that's interesting
so i'm guessing you can combine --!native and --!optimize right?
also, is --!optimize 3 a thing? since you can use it in C
I haven't see 3
okay okay, those infos are already super helpful thanks dude
--!native boosts code performance like crazy
