#code-discussion
1 messages · Page 323 of 1
build systems
anyone wanna network hmu
has any one had issue with packages not updating automatically and when publish to package is pressed? and this only happens to me when i test live but on roblox player i still have old code running. and i'm starting to think its some sort of package delay.
can i get feedback on my new networking library ?
https://devforum.roblox.com/t/roexpress-—-expressjs-style-networking-for-roblox/4646082
What is RoExpress? RoExpress is a type-safe, rate-limited networking framework for Roblox inspired by Express.js. It replaces the traditional approach of creating dozens of individual RemoteEvents with a single structured pipeline that handles routing, middleware, rate limiting, and request/response contracts automatically. If you’ve ever use...
server side hitbox detection or client hitbox detection and server validation?
uhhhm that one
You def designed it like express.js lmao
You had the example make me think it was some http networking library
Which I was considering making
How do you even make vertexes
Meh no what ima make my own http library in Roblox
Fk it sounds fun
yah, i use expressjs alot when making my admin panels and my websites i use mvc frame works in my games and well i lacked the a decent remote routing solution
can claude code make gui
It made me wanna figure out a structure for my http module so I did and this is what I assumed would work fine
RbxHttpService/
│
├── init.luau ← Main module, public API surface
│
├── __Index/
│ ├── HttpClient.luau ← Core request logic, ties everything together
│ └── Config.luau ← BASE_URL, SECRET_KEY, flush interval, defaults
│
├── Workers/
│ ├── RateLimiter.luau ← 490/min counter + queue
│ ├── Batcher.luau ← Batches pending requests, flushes on interval
│ ├── Poller.luau ← Long poll loop, fires event callbacks
│ └── CacheWorker.luau ← TTL cache for GET responses
│
├── Utils/
│ ├── Retry.luau ← Exponential backoff wrapper
│ ├── Middleware.luau ← Pipeline, use() and applyMiddleware()
│ ├── Serializer.luau ← JSON encode/decode + error handling
│ └── Logger.luau ← Debug logging toggle
│
└── Dependencies/
└── Promise.luau ← Async handling (evaera's Promise lib)
yeah but its usually pretty obvious when its claude generated
everyones using claude and im just beginning to learn scripting
don't vibe code
i feel left behind
it's bad for you when you're a beginner
I wanna remake or improve the http service
It sucks ass lowkey
Very limited
im half way into the brawldev advanced scripting tut @regal salmon
Atleast you’re trying
when you're starting out, use it to ask questions or improve your understanding, but don't use it to write code for you
you will not learn if you vibe code
however if you don't care to learn, then i can't help you
Idk I just want to make my game idea
Or just something to give you a reference on how to build something
Which is what I only ever use it for
Want to see some stuff I wrote
?
Something easy to understand
Yes
here is an old attempt at making my own http module
I’m on phone rn, what did yours do essentially?
I want to make one that allows you to make endpoints along with basic http networking
so you could prebuild your headers and use a chainable request setup
Ooo cool thank you 😄
Holy are y'all pro software engineers
umm noo
Do it for 4y - 5y and you’ll see why it’s easy
pretty much XD
Or becomes easier
Roblox did so shit on there http service
ide honestly say the hard part is just getting into a flow stat of mind
oh i agree
I can agree on that
Can’t even do basic pooling without making a module to do constant http requests
😭💔
What a bump service
yo twin, are you taking comms rn
How do u do that
its simple you just send a request at preset intervals to simulate real time communication
im interested but im code locked
Yeah Ik I just wish http service already had a function to support it
ruh
Without the extra work
server side hitbox detection or client hitbox detection and server validation?
why?
Also uhh if you got anything more that you may find useful for me dm me them
You actually fucking know your shit
Holy crap thank you
yo twin dm me!
it won't let me
im in ur stream aswell
@steep anvil you play mini empires?
they are just vectors with an added w for matrixes
yah
dm me twin
im makin a similar game
expected folder? but got folder? 😭
codex?
???????
do what to everyone alive?
isnt claude better anyways?
no bro i do it myself
- gemini
i dont even do roblox anymore im here to larp now ig
have u made any successful games yet?
swapped to cyber
it wont
🤣 why not
attackers like you gonna use just as much ai
???
my man
i might be slow or are you just not good at writing bro
ur slow
i did the same so i'm biased
you my twin
cyber sec
ahh very nice
you?
i moved back to focusing on making games in unity
been doing it longer than i was doing roblox
oh thats so fun
yess
so much better
i occasionally use rpg maker but ive stopped mostly
gamedev not as intresting as networks
i tried rpg maker but didnt spend long enough on it to wrap my head around it lol
i still like making multiplayer games
and, like a mad man, i enjoy writing netcode
its fun for making silly stories and making your friends play them
lmaoo i see
youre like maybe insane
😭
they put you in a big metal cage
probably for the best
100% 🙂↕️
if folder:IsA("folder") and folder.Parent == workspace then folder.foldingfolder:destroy() end yes
folder folder folder
type machine working at it finest 😭
motor applies force before anchored state updates, idk anchoring need a time for chnage hes boolean, i can use task.wait(0.035) -minimum for change state of anchored
How counter that?
did u fix it
no
does anyone know how to push someone upwards?
Seathed
you're trying to instantly apply motor after it gets unanchored?
isn't there an event listener for properties so you can just wait until anchored = false
something like GetPropertyChangedSignal
use bodyforce or velocityforce
billboard works
how do i design it tho
im having fitting the image label issues
do i do it while playtesting
surface gui and attaachment wwill cause issues with perspective ig yeah

will momentum based movement always be janky in roblox
im trying to get it so while grounded its constant velocity but in air its momentum based
use custom physics
roblox physics constraints always gonna be a bit jank when u trying to do something complex
Btw did yall start scripting with a passion project in mind🥀
you ever tryna make one of those anime games shi
I didnt even try to💀
But i had it in mind when starting
And like 1 month after starting the reality check hit🥀
I was tryna solo dev a full scale rezero rpg game😭 i was insane
everybody did
Lol
i think my first passion project was making a jojo game
and like the entire code in it was literally from a tut
i stopped after 3 days
Did you atleast make any progress
i did
even made my own animations and stuff
but ig i broke some part of the code that i just archived the game
and its rotting in my archives now
Lol my first animation looked so chopped and i didnt even know what an easing style was😭
i legit spammed cubic easing style when i first learned it
like those goofy ahh bouncing shi
learning by necessity is really the best way eh, just watching tutorials won't get u anywhere
So im not the only one who started scripting with a delusional mindset
Fr
im pretty sure i learned my first script when i was workin on a one piece game
still free models tho, but i learned some
i mean even now i still get like those 1 month curse
Lol
got an idea in mind and then just completely abandon it
one of those games might blow up u know
i think like around 4-5 years
insert the diamond digging meme
Developing them is the hardest part💀 you cant make a full scale rpg in 2 months ALONE
Ur my senior then
eh honestly i cant even write like a clean proper code
Why
i dunno like my ideas just came in abstract
so like it just pops up in the middle of writing the code
Just ignore it
so sometimes i just use blackbox to properly rewrite it
Its the developer dillema
Let me tell u smthng
If u make a game
And in the middle of making it your like "why shouldn't i add another level"
And then that other level becomes 2 and 3
Its endless
Just focus on your task and getting it done before moving on to other things
Y feel me?
well my problem is with the task sometimes
kinda goes like
"how do i achieve this" and then when im trying to work on the other part of the script i just kinda like
oh thats how you do it
and then just slap it in
like no consideration at all
as long as no red lines in the outputs im doin fine
Finish the other part of the script and lock in the "thats how you do it" before tryna slap it in
Finish what you are doing before moving on to the other thing
Like in an exam for example
You are doing a question
Then you suddenly move onto another question because you remembered the answer to it
And when you go back to ur main question you forget what the answer you almost got was
Y feel me?
K gtg cya
why
cuz we scripters are very shy creatures
Question, I've never worked on movement systems for games so it's fairly new to me. I wish to make a parkour system (wall running, sliding rolling etc) what would be a good place to get started on this? I've already been doing vector application for sprinting and sliding but i'm not too sure where to go for wall climbing, wallrunning etc.
Understood
you're my friend!!
I was thinking about making a movement system
interested?
I've already made a state manager system
I'm genuinely really stuck on the wallrunning stuff... 😭
Sprint and sliding systems are so damn easy but everything else SUCKS.
hmm
local wallrun = true
there u go ez
YOOOOOOO.
bro made it ez
ik im da goat in programming
bro really wanna chat with strangers
yeah dude
It's a public thing I guess
ldjdldjdldj
what vc
voice chat
Yeah but which vc
any
Hop in gen
Guys are you all bored??
Can we build something together for FUN??
Cuz, I'm pretty bored and unemployed now
For .. f-fun?
Yea why not
But I'm not
I'm also in train rn
So what 🤨





Hmm
Why are you copying me 
hi
i wanna relearn scripting( i tried twice i finished the beginners playlist from a youtuber called brawldev or smthn? and then i quit) but im not sure what playlist i should watch(the same or another one) and what i should do after i finish the tutorial(watch more tuts/go to the docs/make stuff)
this is a good place to start:
https://create.roblox.com/docs/tutorials/curriculums/gameplay-scripting
also this for fundamentals: https://create.roblox.com/docs/tutorials/fundamentals/coding-1/coding-fundamentals
thanks ill check it out
guys can some one help me make a tycoon game ???? im broke but i will make ads
what kind of ratio
maybe a tycoon game or a brainrot game*
@gusty fog your adding planes!?
Guys does anyone know how long an application as a coder normally would take to get approved or denied?
72 days
its honestly around the 30-40 hour mark
Alright! Thanks
i dont know.
if i script for at least 3 hours everyday how long will it take me to start getting small commisions like 1k robux
10 years
most people in this server havent been alive for that long 😭
minidevs 😢
does anyoen script here
no we are all modellers
can you help me , i have a VERYYYYYYYYYYYY good idea bro
i alr got 3 investors
and i am a builder my self
Then hire a scripter
under there
i would suggest going to scripter-hireable
Ya
can you do rng games?
ya
dm me
whatsup
u gon get payed
u got me now u owe me 10 scripts of realistic physics and custom controller physics

Any1 know any investors
hahaha
is that dexter morgan
how can i sync claude with studio, and is it worth it (20€ a month(
sno
no, just learn coding
yo guys how do devs load all the assets besides a loading screen. Like how do u load every UI,Animation and everything without a loading screen
you dont
?
like why would you do this
for example if u join a game sometimes gui or smth doesnt load in in time
There are games without tho
theyre not preloading assets like UI
theyre just efficient
noob
GUYS HOW THE HELL DO I MAKE BODYMOVERS CONSISTENT
.
Dashing using bodymovers ends up with not ideal displacement according to kinematic equations, and I assumed was because of friction (It wasnt) then I assumed it was because of humanoid forces affecting it (it wasnt)
And now im forced to script my own physics to move the player in an ideal way. Is that the only solution
Its some bs that I cant use their tools in an ideal manner
Only thing i havent tried is understanding how roblox handles physics updates, and why its so indeterministic
Blud
use tween
tween actually not a bad idea cuz it's sort of an animation
or cframe lerp works too
and that
physics-based dashing usually just results in you getting fucking flung
So
yeah you want precise control over a dash
Roblox is shit
unless that's obviously not what you want
yes
if you want something physics based then obviouly use physics
☹️you cannot be srs
oh ok 🙁
Its that i have all the logical settings that roblox tells me to use
But
Its so bad that
It doesnt work ideally
💔
what i did for dashing was create a raycast with X magnitude (lets say 10 studs) so that it would tween to the end of that raycast, so if it hit something 3 studs infront of oyu, you'd only be tweened 3 studs forward but if it was 7 studs you'd go 7 studs
you do have to use a distance scale formula something so that a tween takes as long as it should depending on the distance youre going
cuz if you have a 1 second tween
taking 1 second for 3 studs makes sense but it should take longer to go 7 studs
more like 2.3 seconds
no i had something really simple going on
it was some dumb shit like distance / time ion even remember
actually suvat for like accelration so yeah it's way simpler
I tried both alr
This is has alot of edge cases
im trying to do physics based movement atm, it's a lot of fun
I just explained this part and why it doesnt work
i like things that move nicely
Its consistent?
idk how to explain it
wdym
For eg
state the
state them
i had a physics based system that used i believe assemblylinearvelocity and it works
i dont know what i did for handling the fling buginess but i fixed most of it
My problem is that applying a linear velocity on the xz plane works for a good distance on the ground, but in the air, it moves an entirely separate distance, (because roblox is shit, not because theres 0 friction)
yeah i just set the assembly linear velocity every time before the physics step
Avoids this?
i mean that's not a roblox physics being shit, that's just physics being physics
that is literally just physics
💔
the ground has more friction than air
¯_(ツ)_/¯
if you want it to be the same ig you could first lift the player up a bit and apply a force to counteract gravity or smt
Its that objects with moving collisions arent registered at the start, and that client side tweens arent replicated until the end (last time i tested) so it was only visible on the client and not the servee
No it isnt?
wwweeeird
It isnt??
what
I just said
not falling for the bait
That i have an ideal scenario
That there is no friction
That the humanoid is disabled
That logically
Kinematics should be able to be applied
It doesnt work
The distance varies by 1-3 studs
And for rare cases
4-10
Or again,
Am i missing something from why
Your guys' methods
is friction not still a thing even when you disable the humanoid
i would've thought everything has friction
God
Bro
Are we not both averge people
Why do you assume that i dont know this info
Further more
no im pretty weird
.
.
.
Thats all i wanna know
What did yall do
You said
You applied an assembly linear velocity every frame
Yeah?
My question is
Why does that negate friction? And how does it move a consistent distance
Even in the air
Das it bro
🙏please help me fr now
well technically it would still be slightly affected by friciton cuz of substepping, but if you set the velocity before each physics step for the duration of the dash it will basically lock the character at that speed
I see
Hm
The other guy mentioned
That physics makes you fling
How do you prevent that in ur code
u really dont too mcuh but theres some settings
well i have a seperate velocity variable seperate from the roblox one, i edit that one when doing my physics calculations, then when they done i set the assembly linear velocity to the other velocity variable. This is what i did for like a whole custom character controller tho, i had to do gravity myself and shit
Hm
Collisions?
So
Hm
Hmmmmmm
So then my idea is
In order to move anything
I use that instead?
if you're setting the assembly linear velocity every frame you can't really get flung
since any forces that get put on you are overwritten
Mhm
Hm
So then in ur case
What would you do for projectiles for eg
Would you choose to use the same logicM
how fancy are the projectiles
tbh you could probably get away with just anchoring the arrows and just updating their position
Yeah
you would probably want custom physics for smt like that so it's predictable
yk easier to work out where the arrow will go when playing the game
so it feels fair
and by doing it yourself you can correctly get the arc of the arrow too if you want to visualise it
This is
Really annoying
I didnt want the answer to be
"Yeah mate roblox js doesnt work"
But thanks so much
a really good way to do homing is to have the arrow always be moving forward and then use slerp to rotate it towards the target
For clearing my doubts
Yah
not a roblox thing, for things like this even in other game engines you would program it yourself for more control
Thats the only counter 😭 i just wanted roblox to be simple
That was my idea when i came here
But clearly
💔
i think what you can do for the rotation is use cframe look at to get the target and then use cframe lerp
then for alpha use some multiple of delta
greek words fr
It was just an example, im good with projectiles
I just wanted an all purpose "move object"
But its probably better to separate characters from everything else
🙏
anyone has a solution for the frame not filling to the top?
ScreenGui.IgnoreGuiInset
should be set to true
straight to the point, pictures, spoke freely, correct infortmation A+
what are y'all's opinion on official class support
cool 
guys how possible is it to make a custom realistic rocket league physics in roblox?
terrible
its just half assed metatable wrappers
how do you know
they're prolly mainly just to help with typing cuz the typechecker all sorts of confused with metatables
i ruh roh tho
because you can see the types of variables when you hover over them
deadass?
its pretty easy to get classes to work nice. but for beginners, sure
classes aren't released yet, how are you able to hover over anything
types can be tough unless youve messed around w em quite a bit
unless there is some sort of beta thing
yeah, luau docs tells you how to type classes
that use metatables
if they r just metatable wrappers, then im just sticking with metatables
not bouta disrupt my entire workflow for sugar
its more so just to make your code look cleaner
its easier to just type "class", and cleaner
i prefer metatables to classes
everyone is really familiar with the metatable oop pattern though so i don't think it will matter too much
ig
it's like i don't bother with the new const keyword
it barely does anything and i save time by just not caring about it
luau definitely didn't need const
agreed
but since its already there, there's no harm in using it ig
it will probably become more popular in the future, but since it's relatively new I don't think a lot of people are going to bother using it
idk if it's already a thing, but when they add like read only things that will probably have more use
it really doesnt make your code cleaner
agreed
especially with how the method and data initializing is done
typing class is objectively less work than the boilerplate metatable approach
you have to use
function name()
and
public name
which are just unnecessary
especially since luau doesnt have private members
you also cant directly return classes either
you do
you don't
i did not??
lmfao
oh well thats not what i meant
How do I hire in the hire chat?
i cant tell if ur baiting or not ngl
i meant data in the class
either way thats still your fault cause you didnt understand what i said
i still don't understand what you said
bruh you literally just said "you do" to me saying you don't
because i was confused since i clearly did not mention you had to use public on functions
wait so are functions public by default?
yes
you put "public name" after the function
its just the data that requires being specified as public
brother
yes
if you want it to be private do you have to use a private keyword
or do you just put no access modifier
as far as im aware it doesnt even support private like always
brother, and you saying "you do" after I said you don't is entirely your fault for misunderstanding
what's the point of having public and private then
we're at a stalemate brother
except MINE resulted from you thinking i said something i never said
dont act like an idiot
still a misunderstanding
i love hidden devs. rather than trying to productively converse, it becomes "your fault, not mine"
maybe future plans
ugh this dc server always causes conflict
i take it they won't have interfaces cuz you can just use types for that
wouldve worked if the other person knew how to understand seperation
dummy.Parent = workspace
local humanoid = dummy:WaitForChild("Humanoid")
local Hrp = dummy:WaitForChild("HumanoidRootPart")
Hrp.Anchored = false
humanoid.WalkSpeed = 0
seat:Sit(humanoid)
humanoid.Sit = true
end guys im creating a dummy and making it sit altho why isnt it sitting on the seat
dude just leave it alone, stop escalating
why is it just moving to the seat and not sitting on it
theres a reason why i said 'the other person'
no, its just that neither of you can have a productive conversation. arguments arent about being right or attacking the other. if you really cared, youd help the other party understand rather than desperately searching for openings to fault them
if you dont want to be involved then dont respond
yo
i did though
you opened with negativity towards me, how am I supposed to respond to that
you dont have enough self awareness. ill leave this here
negativity obviously
believe whatever you want to believe i guess
can someone help
does anyone want to test my game rq
there's no inheritance either is there with the new classes
ill play it
alright
as far as im aware no
guys if you dont hear from me then @frigid prism proly has my account
they're still going to do it, just with another RFC unfortunately
it would make sense to not add inheritance considering that most modern languages have stopped using it
like go for example
stopped using it is a bad way of putting it, i mean like they don't have it at all
it's just interfaces and composition
also if they added inheritance they would then need additional access modifiers which would complicate it more
i want a true oop implementation in roblox
private, protected, public, super, all of it
defining a variable like this isn't unnecessary because you can add a type to it. Just like how other languages do it.
im just not a big fan of inheritance
yes please
but roblox won't do that
im more so talking about having to explicitly declare whatever it is
yea so i wanna discuss
help is for help, discussion is for general code talk
imo i think itd be perfectly possible to determine whether or not something is a function without the keyword being used
i dont really do programming languages though so maybe not
what do you mean like just do name()
like
class Name
public method()
print("hello")
end
end
cuz that's how they work in the lox programming langauge, which is like a dummy language used for learning how to make programming langauges
or even using
public type method
idm the function keyword
not sure which is the easiest
i think it improves readability
yeah, its a bit odd though
i suppose it's not technically a function, it's a method
since as a user its easy to tell when its a function (?)
probably a different story for luau internal stuff though
i mean i suppose there's nothing wrong with getting rid of the function keyword
when classes release, would you prefer them or the traditional metatable approach
it's not like c++ where you are going to get a most vexing parse
i would just stick to metatables
if i want classes then just use typescript
how come
im familiar with metatables, and if it's just syntactic sugar for one then i don't like having 2 ways of doing the same thing
if private exists ill use classes
ig yeah
otherwise there isnt really a reason in my opinion
private would be great
imo its because its cleaner
less code for the boilerplate
fair
i don't really see the need for private tho, just prefix shit with an underscore if you want it show that it's private
you can still access those though
but i completely understand why people will still stick to metatable though
very unlikely to tho, it's a really well known pattern
or even m_ like in c++
shrug, i still think that if theres a proper class implementation theres no reason why private shouldnt be added
generally you want to only make public what actually needs to be public
so private would be nice because no more prefix crap
there's no reason to have a public function that isn't supposed to be accessed elsewhere
also would like to be able to directly return classes
^
unless it got fixed you have to do
class x
return x
if you want to access the classes members do you have to use self.name or can you just do name
i think it should be like normal oop,
self.name for public and name for private
is export the only way?
does anyone know where to find the collision group tab im losing my mind
instead of returning it
cuz if you were able to just do name you would probably want to prefix private variables anyway to avoid having to type self everywhere
export is just for types from what i remember
but if you have to use the self keyword then there is no need to prefix
how do you even return a class then
^
oh
this got showed to me by frooblar like a few days ago so maybe it changed
i think it changed
oh
i don't like export ngl
then when you require the module, you have to write an extra reference
for no reason
i don't get why export is a thing, they could've made it so like you can define the type in the table you return from a module
would look weird imo
yeah but export feels weird
speaking of typescript, is roblox-ts even feasible for a full game
i don't see why it wouldn't be
well its just the code that it generates
in c++ you can just make it private bruh
tho probably not a good idea if you start as like a solo project and then move on to wanting to hire more devs
as well as when working with a team
the m_ is for clarity
cuz they will be more familiar with lua than typescirpt
U could also use an opaque type
its okay
yeah ik but m_ helps with local variables shadowing the class' members
so you don't have to use the this pointer
its not really something i prefer but its decent if you like what typescript has
the code it generates isn't readable code
if you are using typescript you gotta sort of stick with typescript
i mean typescript is awesome, but the fact that it has to convert it into luau
ehhh
it has upsides like being able to optimize a little better
if only i could leave luau altogether, and have official ts support. just imagine that
i mean u use it for the types themselves which are a compile time concept
you also get access to npm packages tho i doubt a lot of them work
luau is like a bajillion times better than js
yeah lua is lightweight which is why it's used in roblox in the first place
typescript
simply for its types
i dont know how good the compiler is though
it's supposed to just be a really simple langauge that interfaces with code written in c so that it can be embedded
tou know what ts transpiles to right
luau added a lot more features but it's still smallish
if roblox had ts support theyd have a js environment
yes, but you don't have to code in js
which would be dookie
you code in ts. and yes a lot of it is the same as js, but it is a breeze to work with
lets just have the ability to use all of our own languages inside of roblox
you could technically build a vm for typescript so you don't have to transpile to javascript
at least from my experience
easy problem solved
or compile it to luau bytecode
fheres no reason to do that cuz the types are a compile time concept
yeah
compiling it to luau byecode would be better i guess
would still be pointless
it will use an llm to transpile everything to rust
Rust is the future
rust just wouldn't work in roblox 😭
it would have to be a very lobotimised version of rust
it would cuz its memory safe wnd blazing fasy Bro
implicitly unsafe
i suppose that they could just remove unsafe
and add extra things to make sure that it's sandboxed properly
that what we all say until someone makes it happen
the roblox api is built around it be interfaced with lua aswell so it wouldn't integrate nicely with rust
Yeah but it pmo
because if i dont wanna do 200 heap allocations i have to resort to ub
wsg everyone what yall up to
@spice cypress
local runservice = game:GetService("RunService")
local raycaster = require(game:GetService("ReplicatedStorage").Raycaster)
local params = RaycastParams.new()
local function LockHum(Character)
--deleted for space
end
--
-- (u+v)/2 = s/t
local function UseKinematics(HRP: BasePart)
local kinematicCxn
local s = 30
local v = 0
local a = -1 -- set later
local t = 1
local u = (s/t)*2 - v
a = (v-u)/t
local old = HRP.AssemblyLinearVelocity
HRP.AssemblyLinearVelocity = (u * HRP.CFrame.LookVector) + old.Y*Vector3.yAxis
local velocity = u
local timecount = 0
kinematicCxn = runservice.Heartbeat:Connect(function(dt)
velocity += a*dt
timecount += dt
local old = HRP.AssemblyLinearVelocity
HRP.AssemblyLinearVelocity = velocity * HRP.CFrame.LookVector + old.Y*Vector3.yAxis
if timecount >= t then
kinematicCxn:Disconnect()
end
end)
return kinematicCxn
end
local function raycastSafety(Character, alignOri, kinematicCxn)
local cxn
cxn = runservice.Heartbeat:Connect(function()
local hit = raycaster.Cast(Character.HumanoidRootPart.Position, Character.HumanoidRootPart.AssemblyLinearVelocity.Unit * 1.5, params, 0)
if hit then
cxn:Disconnect()
kinematicCxn:Disconnect()
Character.Humanoid:ChangeState(Enum.HumanoidStateType.Running)
end
end)
end
--
return function(Character)
local HRP = Character:WaitForChild("HumanoidRootPart")
local Humanoid = Character:WaitForChild("Humanoid")
local Animator = Humanoid:WaitForChild("Animator")
params.FilterDescendantsInstances = {Character}
local alignOri = LockHum(Character)
local kinematicCxn = UseKinematics(HRP)
raycastSafety(Character, alignOri, kinematicCxn)
end
same problem?
the same friction thing occurs
so i assume i did sum wrong
cus what you said DID make a bit of sense
(I just dont wanna make it more complex to get what i want so i hope i was wrong)
i said that suvat was probably too complex for a dash
if that's what this is
you can just set the assembly linear velocity to a constant value every frame
i also used presim instead of heartbeat but i don't think it matters too much
Hi so. I currently have a server script talking to my state manager. Trying to use it to apply a vector force to my character from server side based on the lookvector but everytime I apply it in game I get rubbed banded or it straight up doesn't work.. Is the only way to do something like that by having it in a localscript?
set your vectorforce to apply at the part's center of mass
what types of games are popular rn
ones with people
Thats true tho
who knows how to do a editable mesh
How do i get this function:
local SigmaTable = {
{[Name] = "A"}
{[Name] = "Lol"}
{[Name] = "This"}
}
local function Imaginary()
end
print(Imaginary("Lol")) -- 2
what do you mean?
Nevermind
Who codes
so for my soccer game I wanna make a pass move should I use bodyvelocity or tween for passing?
who knows how to do a editable mesh
Anyone know how to make a tree cutting and spawning system like oaklands and lumber tycoon
yeah
the people who made oaklands and lumber tycoon most likely
.
.
.
.
i can make one how much money do you have
Depends how much u want, do you know how to make it like Oakland’s kind of
yes i can go to dms
..
Does anyone here have experience writing a combat system for R6?
i
you should check out the new api in beta that makes editable meshes actually usable
it will revolutionize procedural generation in Roblox imo
CreateDataModelContentAsync
.../../../..__../
who knows how to do a editable mesh
Need help?
hmm
nah just looking to hire
bro
lol
Anyobody knows some site game coders? 2D or 3d
yi
Guys i have some questions on exploitation
why is Putting some anti cheat in client script and placing it in startercharacterscripts, terrible for Moderation?
idk why but if i change a client script while in game from client
it doesnt change anything
so why do people say its bad for moderation
and or if there is a Exception
I'm pretty sure the client can just delete it
i think so
so does that mean i can place
write anything in a script and client cant delete the lines?
deleting the script would stop it from running
I'm not sure if anything has been done about that by roblox in more recent times
oh dang your right
but if you had a local script that's performing whatever kind of check then any exploit can just delete it to prevent that
which is why server side anti cheats are the only truly reliable thing for the most part
yeah that sucks
it's not hard to prevent most exploits either way
does roblox server authority even do anything?
it stops them from doing things like flying or teleporting I'm pretty sure
haven't tried it to know if there's any issues
but it basically just prevents the client from manipulating their character in certain ways
i tried it, AND BY GOD
it pretty much prevents most of the exploits that aren't caused by a game dev's own code having some kind of vulnerability
IT F ING SUCKS
I would imagine server authority might increase input delay or something
im using a dash ability and i eep getting teleported back
if i jump more than one time
i get teleported back
do I create animations for fake arms in the camera instance or is it possible to use animations which have used a whole dummy model and not fake arms or whatsoever
Any scripters here that are experienced with combat and vfx related stuff?
just ask your question, itll save you time
occlusion
I need to send some videos too
you have the correct level to do so
sending them here wont be any different to sending them to someone in dms
servers dont have a separate size/length limit
and if theyre too big, just send them through a file sharing service like youtube or streamable
"anti-cheat" client scripts are complet BS. dont use them. all anti-cheat must be on server
i doubt i'll be able to answer your question, i'm just trying to make it easier to find someone who can
people are going to be more skeptical about responding to something vague asking for proficiency in a skill because it may end up being a waste of time/embarrassing if they fail to know how to do it
so presenting your question upfront allows you to get people who actually know what they're doing rather than people who think they might but also could not
more explanation here: http://dontasktoask.com/
But when put in game they look like this
So these are the vfx and animations for my game
Any idea why it does that and how to fix it?
looks pretty good
does what and what?
is the ingame version different?
Thanks
If u watch the clip i sent u will see but basically the vfx in the game looks off and blurry and just not smooth
this looks like a mix of multiple facors, are you not accounting for the particleemitter's emitcount and emitdelay?
Eventho the original vfx looks good
VFX plugisn tend to put them as attributes
also its because of lighting
your in game lighting seems like it has some either depthoffield effect or blureffect on top
also the bloom is very high
So what would u recommend we do?
well adjust the in game lighting ofc
Alr thanks!
@lavish spear cool
is it editable mesh?
WHAHAHAHAHA
what does that even mean
I mean it half Yes
whats the other half?
ok
how much would it cost to hire a scripter to make top notch ui animations, like make it super responsive and satisfying
alot
usd
$alot
well it depends on how you want the person to code it, they could be doing your ui using reactivity with libraries like vide, fusion or roact
which will cost way more
no clue what any of those mean
i’ll research a bit tho
dm
i died
@tropic fiber wat does fullstack beginner mean
thats so easy
so probably not alot
100-1000 robux
fullstack stands for a developer coding in both the backend and frontend (or server and client if you don't know what backend and frontend mean)
700k
usd
i mean
gbp
does anyone how to do editable meshes
yeah
Like 20k rbx max
Ui animations just require using tween service
Tweening the size up and down, moving it, etc.
Its like an hour or two job
id say it takes 30 mins unless its like a bunch of ui
an hour for tweening?!
Yea thats what im sayin
He did say "very high quality"
So yea
Adds up to an hour
it costs 20k robux though? its like so easy to learn i learned it in 5 minutes by just seeing examples
I said max
Like max pay him 20k
If its a bunch of ui's etc
Did those toxic people finally get muted
we lowk just making up numbers
We still have a 12 yr old with us
?
Sadly☹️
This guy
Oh that’s one of his friends
why are you still hating
tweening ui
Tweening ui
let me see the ui
no just overall tweening ui, as in how much it costs
im just correcting your crazy ideas of how much effort TWEENING a UI is
it depends
people do UIs really differently
Btw why does bro have the "not hireable" role💀
so it's not as simple as just one tweening line
@icy lake
Yea
cuz im busy with other projects
He did say high quality
its pretty self explanatory
really depends on the UI and what you exactly want but tweening UI isn't easy
could be up to 50k robux
