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https://devforum.roblox.com/t/4530571
4,530,571
Tips for increasing Daily Revenue💰
Development Discussion
8
null
[]
182
2
2026-03-22T17:05:49.155Z
2026-03-29T20:00:23.006311+00:00
# Tips for increasing Daily Revenue💰 **Category:** Development Discussion **Views:** 182 **Replies:** 2 --- **supkazmelona** (post #1): I would like to know, and I’m sure you would also like to know, tips for increasing Daily Revenue. **Before we start discussing this, I would like to share one tip with you:** - If 5 to 10 people play your game for 15 minutes (Send an invite to all your friends or play on your other accounts), Roblox will *“boost”* your game and start recommending it to other players. WARNING! After a few days Roblox will stop *boosting* your game > Ok, so the discussion can begin. --- **supkazmelona** (post #2): You too, write some tips.:wink::money\_bag::money\_with\_wings: Read the name of this category (If you haven’t read it)
205
b54bbe0236b787d80b1061f64c84e7473af1c3ba2adf7bafd1b0065c2c2fdde7
https://devforum.roblox.com/t/4531922
4,531,922
Validation Checks
Development Discussion
8
null
[]
232
15
2026-03-23T08:27:00.380Z
2026-03-29T20:00:22.371402+00:00
# Validation Checks **Category:** Development Discussion **Views:** 232 **Replies:** 15 --- **EzraPalo** (post #1): Hi devs, I’m currently making a game that used cool downs, and so of course needs animations and server validation. My question to you is, do you validate only on the server, or both server and client, with the server having the final say. What i mean is that all thr hitboxes are done by the server, so even if the client says ok, it matters what the server says. I use the client validation for animation, as if it got exploited/spoofed, only the animation would be affected. I am aware the client can ask the server for validation, but of course the client can spoof that. Basically the server validation would do all the important stuff, cllient would do animations, so that even if there was an exploiter, only their animations would be weird --- **EzraPalo** (post #2): anyone got an opinion on this? --- **Tavikron** (post #3): My only opinion is that a child should not rely solely on their parents’ validation --- **EzraPalo** (post #4): okk loll anyone else because it seems fine but i bet someone will say its bad for some reason --- **mahmoud34abc** (post #5): server validation for hitbox is a MUST though try to figure out how to solve ping and delays as for animations, you don’t have to go fancy on server validation but u should definitely still have a small cooldown, to avoid animation spamming abuse remember that exploiters will abuse what they can, to the absolute maximum. dont punish players who go over the limits, just stop their effect (thus validation on hitboxes and anims), dont ban immediately over 1 detection because it simply could be network lag or maybe even a code logic issue point is just make it useless for exploiters to exploit as much as you can --- **EzraPalo** (post #6): yeah I obvs validate hitboxes, but in my game the animations will just look weird when exploited, as in even if it tricks the other players for a bit, it wont affect gameplay too much, there are abilities but you cant die or anything like that --- **mahmoud34abc** (post #7): it would tho depending on the code it could overload the server or the clients, thats why you wanna add a cooldown on the server to it even if its as little as 0.1 seconds or a 1-frame cooldown. if we’re speaking attack animations, if the players have a dodge or evade skill, they could be baited into using it eitherways animations effect on the gameplay is less than the hitboxes so focus on hitboxes and just add a tiny cooldown to anims best of luck though --- **EzraPalo** (post #8): thanks for the help! My game is just one team destroying things with their abilities and the othe team stopping them, but i will keep in mind that animations can also affect gameplay, not just hitboxes. thanks! --- **mahmoud34abc** (post #9): yw, have fun, dont push yourself too hard and best of luck! --- **scooter_user** (post #10): bro i was going to make a game exactly like this like three years ago lol --- **Amritss** (post #11): i think u and everyone here knows server validation u have to do to stop cheaters but… client validation isn’t really needed or that effective because if an exploiter has any basic knowledge on scripting they can just delete the validator since the client can do anything to local scripts and client module scripts. BUTTTT client validation can be useful in other ways. not exactly the security type. but for example sometimes i used client validation in my code just so that it would slightly optimise resources. i had a redeem code script thing which was both server-sided and client-sided. instead of always firing a remote function whenever the client presses the button to redeem. it’s only fired if the player has met the requirements on the client. of course an exploiter might remove that check, but it doesn’t really matter. and does help with optimisation a bit. not immensely but a bit. also, even client-side anti cheats can be successful. if you have a kid who just downloaded free exploits, they have no idea how to script. so the anticheat will just get rid of them cuz they don’t know how to save themselves from the client-side anticheat + server-side anticheat. but i mean client-side security checks are kinda pointless but they probably aren’t that hard to add in anyway. you might aswell if you want. --- **NyrionDev** (post #12): I restrict on the client and punish on the server. If someone is exploiting they bypass the client restrictions, so on the server I know they are an exploiter and not a normal client spamming or having lag / latency issues. --- **EzraPalo** (post #13): thats cool, I was worried i was copying someone’s idea but i couldn’t find any games with the same concept. --- **EzraPalo** (post #14): Yeah i will basically only use client validation for animation controlling so that an anim doesn’t play if their ability is on cooldown, but if an exploiter deletes this validation (which they will), there is still the server validation for the hitbox and the stuff that actually does the ability. This means all they can do is play animations when theyre not allowed --- **mahmoud34abc** (post #15): client anticheat IS useful, you should def have server anticheat too but client anticheat doesnt hurt its like having multiple lines of defences, if the first one works (even if it’s every so often) then it IS useful just make sure you dont false-flag real players --- **Amritss** (post #16): Yeah I guess but most people just choose not to implement client anti-cheat just because of time. It would be pretty useful it can catch some exploiters.
1,305
d8416557a44261be32fd39b3413c46874789f7fab833691aa35f1d117d2e6ae5
https://devforum.roblox.com/t/4230440
4,230,440
Problem with ai check
Development Discussion
8
null
[ "roblox", "discussion" ]
107
5
2026-01-08T10:27:25.575Z
2026-03-29T20:00:53.011721+00:00
# Problem with ai check **Category:** Development Discussion **Tags:** roblox, discussion **Views:** 107 **Replies:** 5 --- **MrBalu0** (post #1): As you all know, Roblox started to roll the age check update, and what can I say about it: 1. It will not stop from pred. 2. It’s broken ( I will explain later here why it’s broken ), 3. It’s ruining RP genre games and other genre games ( you literally can’t communicate to your friend or a player that your playing with ) So, as I said earlier, it’s broken, and here’s why: I’ve seen many time people just drawing beard on their face and Roblox ai put them in 18 age group, I also have seen videos people passing the age check ai by showing their Roblox avatars ( with realistic man face hat or just a character that everyone has ) If Roblox thought this age check ai will stop pred. I can surely say it will not stop them. Tho, there is a little good thing with this update: Bots that are promoting sites in the chat will no longer spam in it ( They just can’t do the verification steps themself ) --- **RipGobtain** (post #2): it’s pretty bleak indeed. i think it’s a very counterproductive system that they set up a bad actor could easily **get ahold** of an account in the **13+ bracket** --- **megasuperalfonato** (post #3): totally not the 1000th post on the same topic, also everyone with at least 85+ iq would know the consequences of this garbage update --- **dswqsa895** (post #4): this is because roblox’s ai check is extremely flawed (like every feature they roll out) and another problem i have is that some people’s faces can look older or younger than their actual age just hire human moderators atp roblox --- **MrBalu0** (post #5): Yeah, my friend is 17 and he got in a 21 age group --- **RipGobtain** (post #6): generous of you to assume the people approving these updates cleared that iq threshold
476
79d3026cd93e593865115014e509cdd49d6e69f8bfb132882ff15002e5eba45b
https://devforum.roblox.com/t/4529921
4,529,921
Visual Studio Type Checking
Development Discussion
8
null
[ "scripting", "help" ]
105
2
2026-03-22T08:51:32.269Z
2026-03-29T20:00:22.850077+00:00
# Visual Studio Type Checking **Category:** Development Discussion **Tags:** scripting, help **Views:** 105 **Replies:** 2 --- **Sacredbow1** (post #1): How could I make my visual studio adapt to Roblox type checking? Tried to type check the player, however it didn’t come up with the options, rather it came up with options from my other scripts. --- **nix102on** (post #2): Luau Language Server extension by johny morganz in both studio and vscode --- **Sacredbow1** (post #3): I see, i only had it in vs studio, Thanks
139
dc1749001602133312f22e79bb4b1bec56d3cca24eb99f4311a1cd4acc7b0aeb
https://devforum.roblox.com/t/4046085
4,046,085
Missing apm music
Development Discussion
8
null
[]
130
3
2025-11-04T17:17:02.379Z
2026-03-29T20:01:27.253369+00:00
# Missing apm music **Category:** Development Discussion **Views:** 130 **Replies:** 3 --- **yaricard24** (post #1): Hi Roblox Devs, I noticed that the APM Music track **“Searching for Me (C)”** is available publicly on Roblox, but the **“Searching for Me (A)”, “A 30”, and (B)** versions seem to be missing. I believe these versions exist in APM’s catalog but haven’t been uploaded to Roblox yet. Here are the track details I found: **Searching for Me (A)** - Track ID: JCM\_JM\_0162\_01101 - Composer(s): Matthew Brian Bento (PRS) 50%, Zeeko (PRS) 50% - Publisher: KPM APM (ASCAP) 100% - ISRC: undefined **Searching for Me (A 30)** - Track ID: JCM\_JM\_0162\_08201 - Composer(s): Matthew Brian Bento (PRS) 50%, Zeeko (PRS) 50% - Publisher: KPM APM (ASCAP) 100% - ISRC: undefined **Searching for Me (B)** - Track ID: JCM\_JM\_0162\_04701 - Composer(s): Matthew Brian Bento (PRS) 50%, Zeeko (PRS) 50% - Publisher: KPM APM (ASCAP) 100% - ISRC: undefined I’m not 100% sure if Roblox can upload these versions or if a license is needed, but I thought it was worth asking in case other developers want to use them legally. Thanks! --- **InterTMCH** (post #2): Do you have the IDs for the song names? --- **yaricard24** (post #3): what im taiking about searching for me list to this {a b a 30) </secure-uploads/uploads/original/5X/5/7/1/a/571ae9e0e4fc33d7b9670724e202869ba0498e08.mp3> </secure-uploads/uploads/original/5X/d/6/d/a/d6da15278e6b5cf9e990fda2bd8a5df23bd51cbb.mp3> </secure-uploads/uploads/original/5X/3/4/c/d/34cd5f1a2ad27346f5862a60c86e4c114325d581.mp3> --- **ztlr7** (post #4): These are not the song IDs, it’s a string of numbers like 131580241475442. You can find it in the link for any asset. ![Screenshot 2025-11-04 at 20.40.00](https://devforum.roblox.com/secure-uploads/uploads/original/5X/2/2/8/7/22873cd118475b3b4a145b247704a2e4363b770f.png)
649
846a5ab03554f553ba6991ff96324d55c236af9ab839db8a2707f3e062dfeba6
https://devforum.roblox.com/t/4355628
4,355,628
When CREATING Your GAMES, What THING/SKILL You DO First?
Development Discussion
8
null
[]
225
23
2026-02-12T16:09:09.016Z
2026-03-29T20:00:38.072544+00:00
# When CREATING Your GAMES, What THING/SKILL You DO First? **Category:** Development Discussion **Views:** 225 **Replies:** 23 --- **megasuperalfonato** (post #1): When CREATING Your GAMES, What THING/SKILL You DO First? To explain it more: Imagine you are doing an OBBY game. What would you do first? Making the scripts (systems, datasave, gamepasses)? Or making the obby building itself? Or making the UI first? Or even making the title and description first? I personally do the systems and the UI first, and a small obby build, and after I start w\*rking on the obby at full. The title and description doesn’t have an order. What’s your opinion? Also in other genres it may be a little bit different. --- **fredtheprank2335** (post #2): there’s really no exact correct way to start the creation of a game. just that you should have a pre-planned game design to build upon. anyways it mostly depends on the dev’s profession. me personally i’d begin with scripts first as they’re easier for me, then make some quick cheap models as placeholders for potential future proper models --- **megasuperalfonato** (post #3): Wow! Your reply is nice and cool! I rate it a 9.1/10. How long did it take you to make? Your reply is nice and cool! Good j\*b on it! --- **fredtheprank2335** (post #4): just be deadass for once :sob: :sob: :broken\_heart: --- **megasuperalfonato** (post #5): Wanting someone to be “deadass” is highly disrespectful. This is a place for respectful and professional people, not disrespectful and highly unprofessional people. --- **Walsh_cola5** (post #7): I like doing the ui first, but sometimes I’ll do script first but not really. --- **Niklantis05** (post #8): I would make a basic map first. After that, I start scripting. --- **mechclash** (post #9): First, I script some damage bricks and moving platforms. Then, I make models for the damage bricks and moving platforms. After that, I get distracted and never open the game again. --- **TakeAFadeOnLow** (post #10): scripting cause thats the only thing im actually good at --- **ahmetygci34** (post #11): First, i will use a technique called “building”. --- **ZINTICK** (post #12): dont EVER disrespect my creation feedback guy open studio --- **megasuperalfonato** (post #13): I’m not disrespecting him , I actually respect him and that’s why im now inspiring some of my feedbacks from him. [@agentphilip07](/u/agentphilip07) is a good guy and the best feedbacker of the devforum Wow! Your reply is nice and obvious! I rate it a 8.6/10. How long did it take you to make? Your reply is nice and obvious! Good j\*b on it! --- **scooter_user** (post #14): i USUALLY do the SCRIPTING FIRST to ANSWER your QUESTION --- **dark_kill19421real** (post #15): i start by doing completely random stuff with no correlation to the game ex: random npc attached to a lamppost trying to crawl to Happiness. --- **Novahlys** (post #16): It depends. If I’m creating a game where I’m not entirely sure if the game’s purpose will work, I’ll make sure I can do that before putting myself in completely to that idea. I recently had to do this with a game I’m working on. So, after I figured that out, I started to focus in on the UI. Think about it— what does the player most likely interact with most or see? UI, and you’re going to want it to fulfill its purpose to create a good player experience. Definitely by far, scripting/UI is the best go to, to do first. --- **1iyq** (post #17): this is the order i do it in; for me the scripting usually ends up requiring the ui to be done aswell, otherwise its a lot harder to test and interact with the mechanics. i also do a little obby build to test the mechanics and see if its fun --- **DumpWanderer** (post #18): for obbies, i start making the uh obby, and script as i go, i build then script, stage by stage --- **bapakny_agnesbotak** (post #20): UI --- **rogeryplayer23** (post #21): Depends on the type of game, no? If you are making an obby then it is better to start with the building and UI. Whereas if you are making a simulator it is better to get the necessary scripts down first and use placeholders instead of building/ --- **SodaFromBrazil** (post #22): When making my GML games the first thing i do is make 100 sprites and an oversized tileset before scrolling the devforum. Rinse and repeat all day since I know next to no GML --- **SodaFromBrazil** (post #23): This is so funny i actually mildly grinned (rare) --- **Maxoratus** (post #24): I doodle stuff while its in my head. Then I build it in Studio.
1,198
1fe958ebbcd00e4d678718cf1261d2e92c9c8abd6064b65b1609f08550465973
https://devforum.roblox.com/t/4408558
4,408,558
Roblox DevForum but inside of a Roblox game -Would it be allowed?
Development Discussion
8
null
[ "discord", "devforum", "oldforum", "forum-game" ]
253
13
2026-02-19T05:21:29.791Z
2026-03-29T20:00:33.663885+00:00
# Roblox DevForum but inside of a Roblox game -Would it be allowed? **Category:** Development Discussion **Tags:** discord, devforum, oldforum, forum-game **Views:** 253 **Replies:** 13 --- **DumpWanderer** (post #1): Pretty much just posting, replying, and possibly private-messages. If a player hasn’t done the age verification, they won’t be able to create posts, view replies, or write replies, however they can view posts. If a player has done the age verification, they can do anything, however they won’t be able to view replies from people who aren’t in their age group. If a player has done the age verification, should I change that? I want to implement a bunch of rules with posts, stricter than the DevForum. If that is against Roblox TOS, I can make it so you can only view posts from people in your agegroup too. and please, can random people stop filling my replies with off-topic things? --- **DanielxdSBlol** (post #2): It would be very funny honestly but maybe chaotic. --- **Tavikron** (post #3): First off, you can’t display images and other things. Second, you’d have to filter it, as you can swear on this forum. And third, unless authorization is easier than I thought, you won’t be able to post on someone’s behalf --- **FastMagpie277** (post #4): what on earth why are the like bots here? --- **DumpWanderer** (post #5): WHAT THE HELL??? I JUST NOTICED??? well i cant be mad at having uh free likes.. --- **DumpWanderer** (post #6): obviously i’d use the roblox filter, also why cant i use images? electron seems to do it fine --- **CheetahSp33d** (post #7): Buddy you’re not fooling anyone those are your like bots…so sad and pathetic. --- **DumpWanderer** (post #9): bro, wheres your proof? why do you have to be mean for no reason? plus even if i did bot them, why the hell even comment? the only bots ive used is for followers and group members, i dont even think tk supports devforum likes and what if i wasnt lying, then i just get bullied for no reason, i’d say you’re the one whos sad and pathetic --- **patopro77alt** (post #10): [@7eoeb](/u/7eoeb) already made it before --- **CheetahSp33d** (post #11): Reported for like botting, enjoy the ban. --- **DumpWanderer** (post #12): 5 days, still havent gotten banned --- **DumpWanderer** (post #13): (its private…) actually this reminds me of the character limit ahahahha bye character limit --- **Weatherman109** (post #14): The botting is being done by random people. Nobody knows who. There’s no way to prove who botted the post though.
668
2364a3a691e19187706dafcd2127fef969616fe511f447da00216e7b73686de7
https://devforum.roblox.com/t/4530653
4,530,653
Global Conversion drop on the 23rd of February 2026
Development Discussion
8
null
[]
186
11
2026-03-22T17:54:14.415Z
2026-03-29T20:00:22.749752+00:00
# Global Conversion drop on the 23rd of February 2026 **Category:** Development Discussion **Views:** 186 **Replies:** 11 --- **RevoIin** (post #1): Has Roblox changed something with their algorithm that’s affecting game conversion? Before February 23rd everything was fine for me. My games were converting well and consistently. But since then every single one has dropped below the benchmark basically overnight. I haven’t changed anything major on my end, but my earnings dropped by 10x in a single day. It’s honestly really frustrating because there hasn’t been any communication about this. If something did change, what was it and what are we supposed to do differently now? Right now it just feels like we’re guessing and it’s hard to know how to fix anything. --- **RevoIin** (post #2): yo anyone? am i the only person experiencing this? --- **RevoIin** (post #3): yo anyone? am i the only person experiencing this? --- **SickTrading** (post #4): I have not experienced this with any of my games, must be an issue on your end. --- **RevoIin** (post #5): this legit cant be real bro wtf is going on genuinely --- **SubNegative** (post #6): I can’t even access your games! Did you get shadowbanned or something? --- **RevoIin** (post #7): that one particular game got banned actually… but even before it got banned we had 3000 active players in that game yet we made 5000 robux a day… like i dont even know. We were making 50k robux a day when we were at 1000 CCU before the 23rd and then roblox did a whole audience reset for the game and all of a sudden we were only making pennies --- **RevoIin** (post #8): and now we made a similar game in the same niche and yet again we are earning absolutely nothing, I even reduced prices by over 80%!!! and the conversion did not get better at all --- **DarkMatterMU** (post #9): Long story short, it’s because Roblox’s losing money To break it down for you; 1 - Roblox stock dropped by 60% (from Peak 141 USD to now 57 USD). 2 - Roblox FrontPage Game CCU used to TOP 3+++ millions (On WeekDays), now peak half million or much less. **→ [Investors Problems & Scared Away]** 3 - Roblox ENTIRE market is focused on kids who doesn’t even work let alone pay in high USD volumes unlike other platform. 4 - More countries banned Roblox, more parents begin to see their kids playing Roblox is bad on their mental health. **→ [Roblox Economy Is Not Scalable & Diminishing]** 5 - Roblox does NOT invest anything into real Future Long-Term projects, instead they focus and keep pouring supports into hype-trend gigs businesses. **→ [Roblox Has NO Long-Term Plans In Reality]** 6 - Roblox fails to deliver any promises to outside interests (big corps & brands), and they did not do a single thing to support OR encourage brands/big collabs. Rather it’s all lawsuits & issues left or right, these billions corps simply gave up on Roblox. **→ [Public/RichPeople Interests Fade Away From Roblox]** 7 - Despite they aren’t making extra billions more USD than they thought, they STILL promote and MAKE sure everyone knows Roblox is a FREE platform to develop/build game. Guess what? Hundreds millions of empty games with hundreds MB or even GB data is laid dead in Roblox because Roblox kills games that don’t hype itself to so call “YouTubers Market”, and who’s going to pay for data storage on these? Roblox, which they are already having big expenses to upkeep front page games let alone these. **→ [Roblox Still Make Decisions Costing Them More Money rather than Earning Them Money]** Finale - Roblox still does not care about us nor they care about fixing their mistakes. & Sadly all my bulletin points aren’t even all the reasons why this will go worse… Roblox’s losing money, they will need to do more budget cutting, this is just the start. Believe or not, that’s your choice. But trust, Roblox will do way sharper budget cut and do worse than “Extended Services” and “Face Check” so your data’s sold, they didn’t just cut down “Premium Payout” because they hate it, they need Budget Cuts. Honestly, you don’t need PhD or so called “Expert” to figure these out. Roblox’s extremely focused on (1) Short-Term businesses, (2) Small Age-Group/hype-gig focus, which are main foundations to ensure a brand/corporate won’t last in long-term at all. When I strongly voiced out and rallied against Roblox’s focus on short-term business gains, I was mocked by “Devs” in DevForum, people in Blogs & SocialMedia, I was BLASTED & warned by Roblox Staffs themselves that I was wrong and terribly insane person, because Short-Term business is the way to go and Roblox’s business motto. --- **RevoIin** (post #10): This makes sense but how come it only affects me and not my peers? --- **DarkMatterMU** (post #11): Beside these discussions, it could be some new algorithms/changes on how much your game gets. You can try asking it on this category below, someone with inside knowledges may be able to help or let you understand more. (I do not work inside Roblox corp) I hope your issue gets resolved soon :folded\_hands: --- **RevoIin** (post #12): Thank you so much for the help!
1,252
8920021314c8e2e4e5cc202ed8a40f8048eb513bf033a060586e322d803b67fe
https://devforum.roblox.com/t/4071734
4,071,734
Would this get me banned
Development Discussion
8
null
[ "question" ]
394
18
2025-11-15T05:09:13.945Z
2026-03-29T20:01:24.645954+00:00
# Would this get me banned **Category:** Development Discussion **Tags:** question **Views:** 394 **Replies:** 18 --- **SoftwareIDK** (post #1): my civilian reacts to guns and weapons and screams and alerts other civs (Its 9+ btw) --- **CraX_573** (post #3): “would this get me banned” bro you could make your character whip it out and mods wouldnt care (horrifying truth nukes aside, this is fine as long as you fill out the rating questionnaire properly) --- **Slava_Metro** (post #4): I think you should give it a 13+ --- **F1ghtOn** (post #5): Can you make it 5+ and add balkan genocide please On a real note, nah ur fine roblox doesnt care --- **Rileyg1974** (post #7): I just suggest you remove the blood since I am squeamish, you can keep the others and also show a video of the remaining civilians running --- **TheGrimDeathZombie** (post #8): If you have to question whether or not it’s too much, the answer is almost always *without a doubt* that it is too much and would get you banned. --- **SoftwareIDK** (post #9): you can shoot any civ and there is gore --- **SoftwareIDK** (post #10): ill make a blood free mode later --- **bhp3** (post #11): I mean with blood like that there is certainly a possibility the game gets moderated. There is also a good chance it slides under the radar, but I really wouldn’t take that risk if I were you. --- **Tim_Timmitus09** (post #12): I do know that roblox notoriety has a 9+ rating even though there is blood and civilians react to these things, but there is no screaming or chat text, i think it could get a 13+ rating but i dont think it would get banned. (notoriety is also now officialy licensed, perhaps roblox lets those games go more violent, but im not sure) --- **Colezxzukin** (post #13): Just fill out the questionnaire honestly and you should be good. I’d just make it 13+ tbh --- **N3s0_Expr3ssw4y** (post #14): 9±13+ since it depicts semi-realistic blood and realistic reactions to violence, roblox wouldn’t really care much anyways though to be honest and you could get region banned in korea but not a huge issue anyways --- **sfgij** (post #15): The blood may be an issue, I’d recommend retaking the questionare for the games rating. But as of now I do not see anything bannable --- **westernslinky** (post #16): I agree, increase the age rating. That has got to be terrifying for a 9 year old --- **MrBalu0** (post #17): You should be fine, but if I were you, just for case, I would do it 13+ game --- **AVeryFancyDoctor** (post #18): This would likely be 13+ since the “fear” element --- **LumenNoir** (post #19): No, I don’t see anything wrong with it. My friend’s game has a lot of blood and it’s only rated 5+. --- **Mitchellvaldezmav** (post #20): people who make weird games like bathroom simulator be like: just set it to 5+ --- **Entropy_RBX** (post #21): maybe increase the age limit for safety
790
7896df8afe1613b760d3001dd96826823a85c175ba327027b01cfceba940734a
https://devforum.roblox.com/t/4273809
4,273,809
Solo Developer or Developing with a Team?
Development Discussion
8
null
[ "scripting", "studio", "building", "development", "developers" ]
333
27
2026-01-20T09:45:18.710Z
2026-03-29T20:00:46.493198+00:00
# Solo Developer or Developing with a Team? **Category:** Development Discussion **Tags:** scripting, studio, building, development, developers **Views:** 333 **Replies:** 27 --- **IsKohinoor** (post #1): Hey Guys Kohinoor Here! I always wondered for the developers out there What would describe ur work ethic? Being a solo developer where you manage by Ur self and no one interferes ur business Collaborating with others including ideas and work - Solo Developing - Developing with ur Roblox Friends or Family 0 voters Feel free to share ur pov --- **SubNegative** (post #2): My work ethic comprises of viewing doomposts on the DevForum and leaving a reply if I can conjure up anything witty to reply with before logging off. --- **Clxzed** (post #3): The new meta is not being a developer at all and replying with brainrotted gifs on the DevForum to make up for your lack of knowledge --- **Reditect** (post #4): I personally prefer to work alone (decisions, no drama), but working in a team every once in a while is important (different ideas, getting a j\*b requires teamwork skills and communication). I’ll add that the Roblox dev scene has a lot of teenagers that you can’t really expect to be mature and professional. Many projects have been canned due to teenage drama or not-so-great adults. For those reasons, I recommend working by yourself most of the time. --- **TimeFrenzied** (post #5): the FAE update screws over collaboration anyways --- **patopro77** (post #6): the new meta is letting chat gpt do it ![giphy](https://devforum.roblox.com/secure-uploads/uploads/original/5X/d/6/b/0/d6b0cf0aa0cdd3f17074fa79e516588ee8a73797.gif) --- **AIO0110** (post #7): While I work alone most of the times, it is true that I always dreamt of developing with genuine friends , as a hobby or simply to have fun. --- **primitivedd** (post #8): i wonder how the hell all those people prefer working alone tbh you guys either never actually worked with a good team or just scared to socialize --- **Mini15_pro1234** (post #9): I prefer going solo, because sure, I have to manage everything, but I also get creative control and can stylize my work exactly as I want. Although, I am working with a team right now, and that’s fun too because you get to see the work of other people and grow along side other devs. --- **User3754389658** (post #10): working alone is just easier, you have full freedom and control. The only person that can hold you back is yourself, dont have to worry about no one else --- **af_2048** (post #11): If it’s about “hello world” utility, then it can be done alone. If it’s about project that compiles more than 15 minutes, then it’s better in a team. Also there are different titles of roles: project manager, game designer, UI designer, QA, software developer, it’s hard too be perfect at each of them at once. --- **primitivedd** (post #12): idk i never worry about freedom, i just do what i think works and i can always explain why we have to do something this way and if someone says otherwise, arguments please, im ready to discuss still more fun than working alone (for me specifically, im not speaking of others) also working in team benefits me more cus if i start see myself losing interest, others usually keep me up --- **patopro77** (post #13): solo developing pushes people to start working on other aspects other than just sticking with one and not knowing anything about the other --- **tonythesavag** (post #14): Being a solo dev has it’s ups and downs for sure, you get full control over what you create but you’re also only one person so it may get a bit tiring and you may get burnt out trying out development with a fully fledged team would definitely be awesome to try out though --- **PELMEN4IK125** (post #15): Developing in a team is hard because everyone has their own interests. Nothing worthwhile will come out of a disorganized team. When u are a solo dev you realize all your thoughts --- **Aurielmn** (post #16): I prefer developing games with my best friend or by myself. I think managing a team requires too much work! --- **Yarik_superpro** (post #17): People are usually just noise. Unless you know them well and match interests, it’s just noise and nothing meaningful. Glue and other abstraction slop that will pollute the project Optimization > noise --- **patopro77** (post #18): I think you should forever work alone with that mindset :sweat\_smile: (Saying that in a sarcastic way) --- **Yarik_superpro** (post #19): Good. No need to share anything. I’m better than everyone else anyway. :person\_shrugging: :relieved\_face: Thanks for reminding me of my superiority :trophy:. --- **starcitadel** (post #20): I’d rather develop with my blox brothers but I suck so much at this that I’d probably have to go it alone because nobody would want to make a game with me LOL --- **Basabio** (post #21): I used to develop solo till 2023 (2 years) until my friend discovered Roblox studio. Now I have games I do alone and some i do with him. So it could be both --- **1iyq** (post #23): just choose a reaction image and stick to it --- **Basabio** (post #24): Never! I’ll never renounce! --- **1iyq** (post #25): ![bpk-stan-twitter](https://devforum.roblox.com/secure-uploads/uploads/original/5X/e/b/2/c/eb2c46ebe4abeb7f060032a5b237fe33f5598c25.gif) --- **1iyq** (post #27): ![ma%C3%A7avras1](https://devforum.roblox.com/secure-uploads/uploads/original/5X/0/3/b/3/03b35e93ad1b58b1c82b2c2dedd747d9366bc78f.gif) --- **SirNotEthxn** (post #28): I sit in the middle for this. As a solo developer I enjoy the control. No blockers or compromises on the vision. I can work on it a quickly and make bold decisions and build what I want. The kind of independence sharpens the discipline. If I don’t work on it then nothing moves. But I enjoy the collabortation, it hits different. Working with other brings in a different perspective on things I would never reach alone. Someone questions an assumption, improve an idea or solves a problem in a way I wouldn’t think of. This can be from being purely more experienced and knowledgeable but it keep my ego in check and pushes the quality way higher. The best project I’ve seen before usually aren’t solo masterpieces and they are difficult to achieve alone sometimes. Realistically the real work ethic isn’t choosing one, it’s just knowing when its appropriate to protect your visions by working solo or better to collaborate to further the vision.
1,633
bdb9cdb6d706f88ae484801fa3984ffd5b4c945f5a535cb6431eefe0230629cf
https://devforum.roblox.com/t/4108729
4,108,729
What’s YOUR weird little “Roblox dev rule” that only makes sense in your head?
Development Discussion
8
null
[]
1,240
197
2025-12-01T05:13:48.017Z
2026-03-29T20:01:21.177683+00:00
# What’s YOUR weird little “Roblox dev rule” that only makes sense in your head? **Category:** Development Discussion **Views:** 1,240 **Replies:** 197 --- **A_Mp5** (post #1): Not talking about official guidelines or best practices here. I mean the completely *personal*, slightly irrational rules you follow as a Roblox developer that you probably couldn’t really justify to anyone else – but you stick to them anyway. Stuff like: - “Never publish an update after 11 PM, or everything *will* break.” - “If I add more than 3 features in one update, the game is cursed.” - “I refuse to touch code without music on; no music = no brain.” - “I *must* remake the same UI 5 times before I’m allowed to move on.” - “I will happily spend 3 hours polishing something nobody will notice, and 3 minutes on the thing everyone sees.” It can be about **workflow**, **design**, **superstitions**, **player behavior**, **ads/monetization**, anything – as long as it’s *your* strange little internal rule of being a Roblox dev. I’m curious how many of us secretly live by the same unspoken rituals versus how many are totally unique. So: :backhand\_index\_pointing\_right: **What’s YOUR weird Roblox dev rule, and what made you start following it?** --- **1kaelen1** (post #2): Writing unconventional code. Willingly. --- **Microwave_Toothpaste** (post #3): You do that as a coping mechanism because you are bad at programming I do that because I know a project will be defenestrated within a week regardless We are not the same --- **Microwave_Toothpaste** (post #4): i actually did this today, i’m not joking the times are very accurate too [@A\_Mp5](/u/a_mp5) are you in my floorboards --- **A_Mp5** (post #5): Naturally.‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ --- **1kaelen1** (post #6): wdym bro im a programming god --- **NotEvNeedsAReaction** (post #7): exactly what i do because im ~~an idiot~~ not following usual practices :+1: --- **Zolurite** (post #8): Quite literally me. None of my games are finished because I spend so long on the map and stupid little details that no one gonna care about, and then there is literally nothing to do in the game because I spent all my time elsewhere. --- **hellie_jellie** (post #9): Make an extremely complicated and automated template, making modules for already existent features like Debris and Character loading, make very complex and module-ish stuff, even for a simple kill brick (just to abandon it in two days) --- **Mini15_pro1234** (post #10): For me I always have to have a space between the top and bottom of indented things and the function. For example: ```lua local function yap() -- This is very ugly end local function betterYap() -- This is much better, as I have room :) end ``` It just feels so much cleaner and more satisfying. This is the only format. The only way. Edited for readability I forgot about tables: ```lua local goodTable = { -- Peak } local badTable = { -- why...? } ``` --- **Rhodizites** (post #11): Not using AI. I’m an Anti-AI, and get pissed when I see any usage of AI anywhere. If I see AI, I say go byebye. for that exact reason, I am not going to reply to this post with long messages. Because your entire post is AI-Generated :person\_facepalming: --- **VisualPlugin** (post #12): Here’s one that I’ve had about artistic showcases. Not weird but I’ve had it on my profile for like five years: > Keep on tweaking your builds’ components until you feel like you could live with them as they are for a month. --- **20Matias12** (post #13): Never pay the people who work for you a fair-living wage :blush: --- **VisualPlugin** (post #14): As for designing games, my game ideas are usually written in a way that using bots and bypassing Byfron add to gameplay, rather than to distract from it. For example, I’d publish a game similar to Among Us. Because cheating would be a whole game in itself. Imagine having to blend in whilst using fly hacks. That’s gonna be a skill you need to develop. --- **syyIvi** (post #15): i have a pretty strict module structure, but i think its cool and clear and organized and explicit and cool. so i think its worth it! here is a rough example: ```lua --!strict --[[ dialog.luau documentation at the bottom ]] export type Dialog_Module = { new: (constants: Dialog_Constants) -> Dialog, reset: (dialog: Dialog) -> (), text: (dialog: Dialog, text: string) -> Piece, wait: (dialog: Dialog, wait: number) -> Piece, run_and_yield: (dialog: Dialog) -> (), } -- function implementations and all that... local dialog_module: Dialog_Module = { new = dialog_new, reset = dialog_reset, text = dialog_text, wait = dialog_wait, run_and_yield = dialog_run_and_yield, } return table.freeze(dialog_module) --[[ usage: \`\`\`luau local PLAYERS = game:GetService("Players") local DIALOG = require("./dialog") local PLAYER = PLAYERS.LocalPlayer :: Player local PLAYER_GUI = PLAYER.PlayerGui local SCREEN_GUI = PLAYER_GUI:WaitForChild("ScreenGui") local FRAME = SCREEN_GUI:WaitForChild("Frame") local dialog = DIALOG.new({ frame = FRAME, resolution = Vector2.new(400, 300), font = Font.new( "rbxasset://fonts/families/Montserrat.json", Enum.FontWeight.Regular, Enum.FontStyle.Normal ), font_size = 24 }) DIALOG.text(dialog, "this is a really big sentence that i am hoping sort of overflows the text so that i can appropriately test the font size adjustment and text wrapping") DIALOG.wait(dialog, 0.5) DIALOG.text(dialog, "please help me") DIALOG.run_and_yield(dialog) \`\`\` ]] ``` --- **A_Mp5** (post #16): 100x dev tuff vouch 10x dev i wish this were the case for me please move on from ts slop workflow holy LoC i feel like, as i interpet this, this applies to a limited set of intentions wherein your build is supposed to be a comfortable space TUFF wait this is actually peak wtf pure. distilled. slop. you should try using luau the way it was intended to be used your pretentious hivemind virtue signalling holds no value in MY threads did you even read the post or did you just click because you remembered how you have 0 CCU but a vibecoder from czechoslovakia is in the top 5% of earners using a model trained of a dataset that includes you again, you are not helping anyone’s cause lmao --- **pyxfluff** (post #17): people who suck up to AI are so insufferable, your guys defense to everything is “well we’ve already been scraped. look at how productive i am now!” when you proceed to spend an hour fixing your vibe coded slop that AI can’t fix anymore :face\_with\_bags\_under\_eyes: --- **A_Mp5** (post #18): wait, where did i suck up to ai? i did not make this argument usually switching models/context/effort works fine --- **pyxfluff** (post #19): the thing i quoted is surely an example of that but maybe i just need rest instead of the 50000th AI argument i’ve watched in the last week or so --- **A_Mp5** (post #20): your exemplar doesn’t even have any semantic meaning to it. it doesn’t make sense on fr nobody has ever said this --- **pyxfluff** (post #21): the sentiment of twitter techbros is basically that and other unrealistic garbage like “Before Claude I was lonely and had no skills. Now I make 250k as a senior programmer purely using Cursor. Checkmate CS grads.” and it has been for a while now these are also the same people who hyped up NFTs in 2022 so it sounds like they need a job more than twitter --- **1kaelen1** (post #22): whats loc give it a half decent prompt and itll give you working code, most of the time --- **NotEvNeedsAReaction** (post #23): this topic isn’t about ai you can leave now --- **1kaelen1** (post #24): nvm i read the full post you quoted i get it now lines of code --- **A_Mp5** (post #25): such is purely algo slop and it’s entirely a psyop. it’s bait. and you eat it up. lmao No, that would be bot farms from developing countries. Actually, yes, there’s a large overlap there lines of code true No pls anti-ai luddites are the funniest to debate --- **20Matias12** (post #26): guys hear me out INTERGRATE AI INTO YOUR CHARACTERS. okay hear me out. you can give the characters a bit of backstory, a token limit so they cant make fanfics, and a cutoff limit before the NPC stops talking with you. You can get free keys, or use roblox’s new free api :face\_holding\_back\_tears::folded\_hands: You can also make it so they cant remember things, etc. This would honestly really bring depth to things, and let you actually communicate WITH the characters. Just uh… Maybe stick a few filters, and possibly have a wiser AI overseering its conversations so it doesnt… go off the rails? --- **pyxfluff** (post #27): yeah probably that site went downhill after they started giving monetary incentives to post sludge (or $NVDA i guess) this is a discussion forum, the entire point is to discuss and debate :face\_with\_bags\_under\_eyes: --- **20Matias12** (post #28): Not to mention, you can just run local ai’s if you WANT. You can download the things required for it, and it uses if i’m not wrong, barely any of your system resources. I dont wanna say AI should take over the world, but I think that for making games more realistic, that AI should probably be used for that. Could really help with immersion. Just my thought. --- **VisualPlugin** (post #29): Something to note: a decent LLM uses about 20-40 billion parameters. I’ve had trouble getting them to work on RTX 40-series GPUs. There are half-decent models which use about 7-15B params. I might find myself using Deepseek R1 7B from time to time. I’m not very good at local LLMs though. But they don’t have pesky token limits. I rarely use the LLMs that reside on the Internet. Partially because I don’t want to be fully dependent on tools that might only be subsidised for a year or two more. --- **20Matias12** (post #30): Uhm, If im not wrong, thats for the data collection itself? Token limits also limit the max amount of words it can use. --- **A_Mp5** (post #31): LLMs are ((subjectively)) really funny and engaging but the time simply isn’t ripe The cheapest cloud model (circa.. a few months ago when i was planning this) still scales horribly with costs and so :backhand\_index\_pointing\_right: One of MY little roblox dev rules is to NOT USE CLOUD LANGUAGE MODELS until they are sufficiently developed to be both: 1. cheap 2. mentally sound (ewww RLHF & post-training) 3. creative and human (not 4o sycophantic and surrounding phenomena) sufficiently developed llms open so many doors but the time simply isn’t ripe yet and i’m not going to be the one to gamble that rnd and its costs yes, absolutely, maybe 15% of my SSD is just… random models but setting up your own hardware and infra to carry out reliable realtime things as discussed isn’t a very sound concept son :wilted\_flower: --- **Jacket_Howla** (post #32): ```lua local PlayerShared = workspace.PlayerShared; local ServerShared = workspace.ServerShared; local Smth = game.Lol; ``` I give myself a target to always write clean and self-explaining code no matter what As you can see in my code example I always left *" ; "* at the end of anything that could be closed with *" ; "*, idk why but looks cool And each *" = "* symbol stands exactly below another equal symbol I always typing on Pascal-Camelish because why not And sometimes I could write locals with strange names, even with swearing words I also like dropping magazines which are actually dropping in shooters I LIKE THEM BRO THEY DROP SO COOL AND IN ALMOST ALL MY GAMES WHERE IS FIREARM IT WOULD 101% DROP MAGAZINE ON RELOADING I think it’s new fetish or smth :pensive\_face: --- **VisualPlugin** (post #33): Ah. I didn’t read your reply first. --- **20Matias12** (post #34): #1 you dont have to use your own hardware theres free things you can use, yes they are more stupid, but it honestly works im pretty sure theres people that are trying to popularize local LLMS. #2, Roblox has free LLMS. <https://create.roblox.com/docs/reference/engine/classes/TextGenerator> You get more messages the more CCU you have i thiiink? --- **20Matias12** (post #35): Look you dont have to use it, But I personally believe that it would be pretty cool for the characters to actually talk… not robotic? You also dont have to have the stupid repeating text when the user uses up all the dialog. Its all different. Plus you dont have to work on that much dialog! You just gotta give it some lore! Like with Die of Death. When you talk too much to their NPC’s they just end up repeating the same stuff over and over again. --- **A_Mp5** (post #36): stop. just stop since. when, this is very much a blackbox knowing roblox, it’s llama-something-something running on their ((own)) hardware and 100 per minute? that’s generous. and it’s asynchornous so probably under 5s response time so im guessing a pretty dumb language model but… free… --- **1kaelen1** (post #37): the `=` thing actually hurts maintainability since if you rename the variable you also have to move the `=` sign and it just looks ugly in general but that’s my opinion --- **Jacket_Howla** (post #38): spacing with the Tab wouldn’t hurt so much --- **20Matias12** (post #39): Honestly, I wish more games would include LLMS in their textprompts. Lowkey shatters all the realism when they just repeat the same stuff over and over again. --- **1kaelen1** (post #40): it’s still just annoying to do --- **Jacket_Howla** (post #41): tell it to my keyboard spacebar terminated w key terminated d key terminated Tab terminated my keyboard is like graveyard --- **CheezBoy27** (post #42): If I am just messing around and I move a model across the map, I hate to see the dragger say a random number like 126.9875 or something. I have to turn off snapping and set it to at least 5 so I can see a friendly number when I drag. --- **ChiDj123** (post #43): what is a boolean​​​​​​​​​​​​​​​​​​​​​​​​​ --- **syyIvi** (post #44): elaborate, please :slight\_smile: --- **1kaelen1** (post #45): he said what he meant and he meant what he said --- **syyIvi** (post #46): elaborate, please :slight\_smile: --- **1kaelen1** (post #47): he said what he meant and he meant what he said --- **syyIvi** (post #48): elaborate, please :slight\_smile: --- **1kaelen1** (post #49): spamming modules = slop developer mindset --- **syyIvi** (post #50): whos to say im spamming? i only displayed a single example. hehe. haha. he. ha --- **Rhodizites** (post #51): As I’ve said before, this statement is completely AI-Generated. I want to inform you, [@A\_Mp5](/u/a_mp5) , that such usage of AI can damage your intelligence. If you seriously want to stay a coder, you will need to *not* want to begin writing code like an LLM. Please refrain from using AI as you did again. Example from something you very obviously trust, ChatGPT: --- **A_Mp5** (post #52): I shouldn’t have to These resources might help <https://devforum.roblox.com/t/the-new-luau-order-micro-optimizations-will-eat-all-ze-bugs/3969724> (I’m not even kidding) my—Our good friend [@Yarik\_superpro](/u/yarik_superpro) will gladly explain! --- **syyIvi** (post #53): elaborate, please :slightly\_smiling\_face: --- **A_Mp5** (post #54): I’m sorry, but wholeheartedly believing such a thing *is* damaged intellect. ??? No. Models are strictly instructed to code how I want them to and it’s beautiful. No, LLMs are untrustworthy demonic black boxes (this is not an exaggeration) and OpenAI’s models are specifically tailored to verify whatever insane thoughts you have …not to mention how you came to an LLM to ask if something was LLM-generated --- **12345koip** (post #55): [@Microwave\_Toothpaste](/u/microwave_toothpaste) we need to force him to use the touch grass plugin or finish the captcha remake and force him to use that --- **1kaelen1** (post #56): Noooo I can’t do math I can’t do the captchas : ( beep beep boop boop :robot: --- **12345koip** (post #57): dont worry its not maths youll be scarred much worse *“select all squares with Reduced Instruction Set assembly”* --- **Kartongbit** (post #58): starting every script and .Init() function in module scripts with `print("[script/module name] Init")` If the module doesnt have an Init function i put it at the top. --- **1kaelen1** (post #59): Why --- **Kartongbit** (post #60): I dont know. It barely even helps in debugging, i just like seeing the output full of logs showing the scripts running. --- **Yarik_superpro** (post #61): You should never use a module script unless you need to share a value. YES VALUE, NOT FUNCTION OR SLOP LIKE THIS Learn how Luau VM pushes the function stack and how the bytecode compiler has no linker and therefore can’t merge multiple scripts into a single binary. --- **Yarik_superpro** (post #62): Look at my reply above You are misusing and not understanding module script. --- **patopro77** (post #63): Dont use the second parameter of instance.new, you dont know the consequences --- **Kartongbit** (post #64): I am happy to inform you that i dont work on projects that need hyper optimizations in order to run smoothly, and we can instead focus on maintaining a readable structure. --- **maxim01689** (post #65): optimization and players enjoyment are the highest priority --- **syyIvi** (post #66): i find ur jokes really funny hehehehehehehehe and do i see you using modules that return functions here? :open\_mouth: notice how your plugin is like. completely fine to use and actually ok? hmmm… :thinking: --- **syyIvi** (post #67): ur not even that bad of a programmer man you can make relatively serious work… idk y u spend ur time like this but i dont blame u its pretty funny --- me when people freak out over literally like 8 require calls at the beginning of a main file that literally only gets called at the beginning of the code and nowhere else and dont talk about legitimately important issues that are more centered around your algorithms and world model interactions idk none of you are serious. but thats what makes u so funny hehehehehe --- **SwitchedDreams** (post #68): ts does NOT mean “this” :folded\_hands: --- **NotEvNeedsAReaction** (post #69): go discuss and debate on literally any other media platform that actually gives a shit about AI, not the devforum --- **Microwave_Toothpaste** (post #70): this morning i was arguing with a little kid in [feed maltigi](https://www.roblox.com/games/112816993332059/Feed-Maltigi) about whether or not pluto was a planet (he compared “pluto dwarfers” with flat earthers). very funny, would argue in [feed maltigi](https://www.roblox.com/games/112816993332059/Feed-Maltigi) again (pluto is not a planet, it is a dwarf planet. this argument lasted for about an hour) i ragebaited him so much he left the game --- **NotEvNeedsAReaction** (post #71): thanks for this info that i didnt need but would probably want, very nice but if ‘planet’ is in ‘dwarf planet’ wouldn’t it still be a planet, just a dwarf one? --- **Microwave_Toothpaste** (post #72): He told me that when I die and go to Heaven, God is going to look at this argument and say “Oh, you thought Pluto wasn’t a planet.” and send me to Hell --- **Fan_Len4ika1Tvink123** (post #73): if me no fix bug in hours = i ask ai to do it for me those who hate ai like hate every ai, no matter what it does good luck being a caveman with slow productivity sure image generators are not creative but are useful for references, just not everyone uses ai correctly --- **NotEvNeedsAReaction** (post #74): oh god here we go again --- **Fan_Len4ika1Tvink123** (post #75): ok i won’t post a reply in a thread about people’s weird dev rules i guess --- **NotEvNeedsAReaction** (post #76): no i dont care its just someone’s gonna come along and argue with you about using ai --- **Daxed5** (post #77): Making everything modular. You never know when your team will want you to change something. Example: Long script A and long script B. Later down the line, “Hey, let’s incorporate some of A’s functionality into B!” If it isn’t modular, it will be a pain to either move everything / make it modular only when needed --- **Niklantis05** (post #78): I never use abbreviations for my service names and I always capitalize my variable names **Example** I write ```lua local Part = workspace.Part ``` instead of ```lua local part = workspace.part ``` and ```lua local ReplicatedStorage = game:GetService("ReplicatedStorage") ``` instead of ```lua local rs = game:GetService("ReplicatedStorage") ``` --- **RobloxJrTrainer** (post #79): using AI to increase productivity is a crime? --- **patopro77** (post #80): is it useful to define services like that? i know that services can get renamed and blablabla but i just do `game.ReplicatedStorage`, i tried searching if there was a performance difference and i think its the same --- **Yarik_superpro** (post #81): This plugin was meant to be used for my project specifically It never evolved from prototype state and was a very huge scale for me to handle at a time Besides that its a plugin that you are gonna use only once realistically (hence its a compiler) You should look up my newer plugins where i applied much more optimizations. Example of my newer plugin: --- **Niklantis05** (post #82): Idk if there’s a difference. I write it like that because I learned it that way. --- **syyIvi** (post #83): ok. that’s fair. it’s not the best you can do, but my point still stands in regards to the fact that it WORKS and relatively well even if you dont put unnecessary micro optimization constraints on yourself. even if you WERE to optimize the plugin in the future, the most impactful changes would be in the worldmodel interactions, gui construction, text generation, syntax highlighting, etc. its the same for your newer include example. most of this code is run ONCE at the execution of the function. the main points of interest would be the areas in which you iterate a path or update the diagnostics. im sure youre a smart person. im sure you can work perfectly with this code and add new features quickly. these are your own preferences and thats fine. but when you try to make OBJECTIVE and GENERALIZED statements without sufficient care for the person’s specific problem constraints, THATS when your approach becomes uninformed. YES, paying attention to how the virtual machine works is important. YES, paying attention to the architecture of the game engine youre operating on is important. NO, you do not enforce this with vague, generalized rules. the only way you actually get performance gains is with PAYING ATTENTION TO YOUR SPECIFIC PROBLEM. i.e. wow. i have to simulate 5000 zombies walking. lets ditch the humanoids and calculate pathfinding only 5 times and have the hoard follow that with some fuzzing i.e. wow. this ui has a lot of moving parts and these springs are hard to keep track of. lets just statically create them at the beginning of my program and just step through them with a single runservice call so that i dont have to keep track of multiple connections i.e. wow. i really have to send a lot of data at once but im not concerned with how fast i need to deserialize it. let’s optimize solely for packet sizing. THIS is what legitimate optimization looks like. “optimization” by itself isnt an actual goal. you need to be very precise on what youre optimizing FOR --- **Yarik_superpro** (post #84): Nope, I did not micro-optimize it only because I had no knowledge back then, as you can see: Micro-optimizations are fully seamless to me now and do not slow me down in any way since I understand how the bytecode compiler works. I did apply large-scale optimizations, though, like caching, since they were pretty common knowledge to me back then. Now I write plugins with all optimizations possible; the only constraint is the compiler itself. --- **KutayX7** (post #85): “If my script is simple to read or understand, it’s probably **not** excellent at its job.” It was always the messiest scripts I wrote that got their job well done, even though they were harder to work with later. I even got some *features* for free. :smiley: --- **syyIvi** (post #86): thats good. youre doing a good job. by all metrics your code is relatively good and youre solving some actual problems. i know microoptimizations are seamless to you and i am happy that you found a way to make it work. my main issue, though, is the lack of grace you show to people in comparison to the seriousness of the issue. its in the name. **MICRO**. modules that return a table of function references literally once at the very start of the program are not a pertinent issue at all. all im saying is that you should at least pay attention to more important aspects and stop going around giving everybody the impression that youre an idiot when youre actually decently smart. --- **Yarik_superpro** (post #87): No Misuse of module scripts is not classified as a micro performance loss; it’s a macro loss of performance. Learn how a bytecode compiler works and what a linker is (absent in Luau, and hence misuse of module scripts is terrible). In laymans terms: --- **syyIvi** (post #88): vague terminology. again. “misuse.” misuse of what? i know of modules, but what specific component of modules? what does the “macro” entail and what distinction does it hold from “micro?” returning a table of function references ONCE is both a simple concept and operation that you should be able to sufficiently articulate in a few sentences while answering my questions clearly. youre not solving an actual problem here and thats why you cant give people legitimate solutions. --- i dont care for your theoretical bytecode knowledge of contrived and perfectly sanitary code snippets because the words youre using arent even **well-defined**. theres no unique and consistent meaning to what you are saying. what may be occurring in your thought process may not be gibberish, but to the rest of the outside world nobody has any idea what youre saying because you dont give a clear pathway for rigorous reasoning does the inlining example you linked relate to a “macro” performance loss? do i derive from this the fact that a “macro” optimization loss is the addition of a few extra instructions? what is being said is nearly meaningless. --- once again. main point. you are capable of solving legitimate problems. SO GO DO THAT. --- **Yarik_superpro** (post #89): That’s not really true. Performance is never defined by readability You can have both at once or neither at once Treat code like molds If it’s structured well, it produces good binary/bytecode. If not, then, well, too bad. This mold can be very cool and shiny and all sunshine and rainbows but melt after the first filling. It could also be robust but ugly Or be beautiful and robust at once. --- **mnillz** (post #90): if the script looks bad i will die in 5 seconds --- **Yarik_superpro** (post #91): NOOOO DON’T WHAT IS YOUR BROTHER CHAT GPT IS GONNA DO WITHOUT YOU!? THINK ABOUT HIM. You should live for The New Luau Order Optimizations are coming true. > CUT ZE FLUFF, EAT ZE BUG :raised\_fist: --- **syyIvi** (post #92): wow. people really dont like being challenged intellectually. anyhow there is another convention i picked up from playing around with older programming languages instead of something like ```lua local function do_the_thing(): () local variable_declaration_1 = 1 -- act on variable_declaration_1 local variable_declaration_2 = 2 -- act on variable_declaration_2 -- ... etc. etc. end ``` just put all the variables on the top ```lua local function do_the_thing(): () local variable_declaration_1 = 1 local variable_declaration_2 = 2 -- etc. add 1, 2, 3, 4, or even more! -- all the funny funny business logic end ``` it’s very upfront with the amount of state youre actually dealing with and manipulating at any given time. scattering variable declarations everywhere is also a little hard to navigate and can be a headache if you want to know whats happening between two interacting variables --- **1kaelen1** (post #93): i wonder what layer you would get sent to --- **Microwave_Toothpaste** (post #94): probably treachery since i betrayed pluto --- **1kaelen1** (post #95): GetService is 2 times faster when not creating the service. This is because dot indexation first searches for properties which we don’t need, but GetService only searches for direct children of the data model. Additionally, GetService would still return the service even if you renamed the service, as it searches for the ClassName. With dot indexation, that would error, with the exception of Workspace as `Workspace` is a property of `game`. --- **12345koip** (post #96): please explain why this is all over every single roblox docs since you seem to know everything about roblox :fire: :fire: :fire: :fire: :speaking\_head: ```lua local Workspace = game:GetService("Workspace") ``` --- **1kaelen1** (post #97): ярик you should make a youtube tutorial on how to efficiently use ecs in roblox --- **A_Mp5** (post #98): I’m more interested in the insane (presumably ) micro optimizations in that repo actually [@Yarik\_superpro](/u/yarik_superpro) explain ! --- **wavluna** (post #99): I name objects the weirdest things so if a exploiters comes and plays my game and looks through object they need to read: “UwU”, “a”, “ergirweuh”, “COOLREMOTE”, “rawrawrawrawr” with variables the same but like exploiters cant read it so its kinda useless.. --- **Yarik_superpro** (post #100): Its just this: Nothing fancy really --- **1kaelen1** (post #101): this is sad --- **Yarik_superpro** (post #102): Variables don’t exist They are a compile time only thing Bytecode does not have such thing like “variable names” except some function debug stuff --- **Microwave_Toothpaste** (post #103): exploiters writing cheats for your games (they’re the new shakespeare) ```lua workspace.agagag.uwu.rawrRawrRawr.Value.toilet:FireServer("gyatt") ``` --- **1kaelen1** (post #104): because roblox is dumb, pretty straightforward answer --- **Yarik_superpro** (post #105): I’d say its a tragedy even :pensive\_face: Poor soul… --- **12345koip** (post #106): js wait until he finds out that roblox uses \_\_index to metamethod chain globals from the environment of the main thread --- **wavluna** (post #107): yeah i know but it would be funny if it could read them… --- **1kaelen1** (post #108): yo wait yarik is doing this more optimized ```lua local foo = function(args) -- function stuff end ``` bc like it doesnt have a debug name ??? --- **Microwave_Toothpaste** (post #109): i have to pray to rngesus that comments don’t somehow affect how the script runs javascript --- **12345koip** (post #110): [@Microwave\_Toothpaste](/u/microwave_toothpaste) when next script captcha update --- **Microwave_Toothpaste** (post #111): i don’t know i’m working on my actual game (it will release before gta 6 trust me frfr) --- **12345koip** (post #112): maybe ill work on it if i ever get bored lmao --- **1kaelen1** (post #113): what devforum members would go into each layer of hell --- **Yarik_superpro** (post #114): technically yes It would prevent allocating string for debug --- **12345koip** (post #115): NO NOT MY `luaM_newgco_` PLEASE MY PRESCIOUS --- **Microwave_Toothpaste** (post #116): yarik would go into greed (his micro optimizations has gotten too greedy) --- **1kaelen1** (post #118): what layers would me and amp go in --- **Microwave_Toothpaste** (post #119): fraud --- **1kaelen1** (post #120): why --- **12345koip** (post #121): what level would i go in also [@1kaelen1](/u/1kaelen1) is not a fraud, very reliable 10000x programmer please trust me bro :folded\_hands: --- **Microwave_Toothpaste** (post #122): ragebaiting also because malbolge, that one esoteric language, is named after that circle of hell iirc (malebolge) --- **1kaelen1** (post #123): well at least it means i get to play fraud early --- **Microwave_Toothpaste** (post #124): gluttony, because you farmed solutions on this forum too much --- **12345koip** (post #125): but i retired :c --- **Microwave_Toothpaste** (post #126): apparently kaelen’s roblox dev rule is making people go to hell --- **12345koip** (post #127): [@1kaelen1](/u/1kaelen1) needs to install the touch grass plugin --- **Microwave_Toothpaste** (post #128): it will stop him from ever touching the script editor and writing another abomination he can’t use my script editor 1337 because that was modeled after his script editor config iirc --- **12345koip** (post #129): let’s make him write it in binary no but his code blocks are masterpieces we just need to let him rest so he doesnt fall off --- **1kaelen1** (post #130): i had to play ultrakill for like 2 hours straight yesterday p ranking every level on every difficulty bc i had no wifi and i was bored maybe thats why --- **Microwave_Toothpaste** (post #131): hell is fuel and blood is full or something idk i’ve never played ultrakill --- **1kaelen1** (post #132): huh --- **Microwave_Toothpaste** (post #133): No I mean the lack of autocomplete etc --- **1kaelen1** (post #134): will you add autocomplete if i turn on autocomplete --- **1kaelen1** (post #136): hes legally required to implement autocomplete now ![image](/secure-uploads/uploads/original/5X/f/3/f/4/f3f43c2c277190d7697ba53a14f576ef0def702c.png) --- **Microwave_Toothpaste** (post #137): No, if I add autocomplete I will get the motivation to write a 2 dimensional script editor Crap now I have to make a 2 dimensional script editor Maybe after I finish my game --- **Microwave_Toothpaste** (post #138): btw by 2d script editor, i mean that normal script editors are 1d (newlines are a character they don’t count) and so a 2d script editor would allow for multiple scripts and/or sections of one script to be open in a 2d plane at the same time in one workspace. think node-based programming but there’s no connections between nodes, only the nodes themselves, and each node has text code in it --- **1kaelen1** (post #139): make a 3 d script edtorrrrrrrrrrrrr --- **Microwave_Toothpaste** (post #140): it’s the 2d script editor but in VR so you can physically grab the script windows and move them in 3D space --- **Microwave_Toothpaste** (post #141): this would be so terrible but so funny and so 1337 haxxor --- **12345koip** (post #142): That sounds a bit like [redacted]. What’s your opinion on [redacted]? --- **Microwave_Toothpaste** (post #143): [redacted] looked like a good code editor but it was shut down by the glowies after being used by 1337 haxxors --- **cardboardthethird** (post #144): redraft a functioning script 5 times for no reason other than “to make the code pretty” --- **12345koip** (post #145): no, not [redacted], [redacted]. What I’m talking is still up and running AFAIK. --- **Microwave_Toothpaste** (post #146): Ah, [redacted]. Yeah, that one isn’t a 3D code editor, it’s 2D. Closer to what I said I was going to make, but it was made for j\*va and hasn’t been updated in years afaik. --- **Microwave_Toothpaste** (post #147): actually wait i was joking there but [redacted] might exist, i think it was called code bubbles [@12345koip](/u/12345koip) --- **PizzaOnLinux** (post #148): only edit rbxls while logged onto terminated accounts --- **BlackCrisisDrone** (post #149): Wanna debate with me; an anti-AI luddite, on how it’s consequences and data centers powering it are about to nuke the economy and how any sort of interaction with generative AI is contributing to it? --- **NotEvNeedsAReaction** (post #150): take it to a separate topic :folded\_hands: --- **BlackCrisisDrone** (post #151): It was trick question, because this is my roblox dev (forum) rule; **Debates are a waste of time. Debates don’t get anything done, only concrete results from long-term data matter.** --- **ew_iscool** (post #152): rewrite any code that is over 6 months old (ive gotten way better i swear!!) --- **SwitchedDreams** (post #153): I think he’s talking about the (factually) annoying AI generated thumbnails and icons. It truly is a cancer. --- **Opuqide** (post #154): Original brands only, no knock off bullcrap. I’ve went with this in Project Alpine by not replacing the Apple trademark with something else. If I EVER see one bit of unoriginal brands, then I’m telling them “Go back and FIX THAT F##KING BRAND NOW”. --- **SquarianSquare** (post #155): SOMEONE FINALLY GETS ME YAYYYYYYY thought i was the only one that did this lol --- **farkuthunder** (post #156): For me there’s like a certain structure I have in ALL my scripts. It goes like: Services → Modules → Remotes → Variables → Types → Side Functions → Main Functions → Events and I do them like this: –•••SERVICES•••//– And at one point I felt kinda bored looking at it so I used emojis :sob: --- **Mud4Realiez** (post #157): if it’s taking more then 4 hours to work on just the roof of something i need to lay down and start again tomorrow. --- **BlackCrisisDrone** (post #158): This is how I feel when I’ve realized I resigned myself to modeling each individual shingle on a roof instead of just using a big mesh or normal maps. This has happened before. --- **SquarianSquare** (post #159): i remember when emojis in scripts were just fun little additions instead of AI scripting :frowning: --- **TM951atSumex** (post #160): never add robux lootboxes / robux gambling (like eggs, rerolls). unfortunately lots of games on frontpage have normalized adding robux lootboxes and I hate how its normalized within the younger generation to gamble (thanks tik tok and casino sponsored influencers). I hope in the future all countries ban paid random items because clearly roblox will never do anything about it unless a country requires it by law. shocking how this is allowed on a kids dominated platform I lost my life savings gambling on video games including on roblox, now i’m “sober” for 2 years :folded\_hands: dark times --- **MinerB4** (post #161): If I do `game:GetService("ServerStorage").INSTANCE1` then do `game:GetService("ServerStorage").INSTANCE2`, I have to define `local ServerStorage = game:GetService("ServerStorage")` or my game will definitely combust into flames on release. Another thing, I’ve learned that I **need** to run playtests before I release games, because the last few playtests I did revealed so many mistakes and massive balance issues. *That should go for anyone, test your games in the Player every so often. If you have a multiplayer game invite friends or whatever to a private test… or even if it’s singleplayer!* --- **112365595** (post #162): I’m Pro AI, AI is currently better than hiring humans because you can use it to fix issues faster than humans and its rapidly evolving to be better at working in 3d modelling, music, animation, building, scripting etc i got chatgpt to write a script for me to remake minecraft generation today and it fixed every bug in under 20 minutes i asked of it while it would take a real human multiple hours of human testing trial and error to fix everything. --- **RobloxJrTrainer** (post #163): do you have a video of it? I wanna see it --- **patopro77** (post #164): did you p-rank P-2 on brutal? --- **112365595** (post #165): you can have the script it was pretty easy to get chatgpt to fix all the bugs but you have to be EXTREMELY specific like you are talking to a 5 year old toddler: ```lua --/////////////////////////////////////////////////////////////////////// -- CHUNKED MINECRAFT-STYLE WINTER TERRAIN (NO StreamingEnabled touches) -- - Chunk-based unloading via :Destroy() -- - Instant foundation per chunk (prevents falling) -- - Visual blocks & structures spawn via throttled queue (no freeze) -- - Safe spawn chunk generated first --/////////////////////////////////////////////////////////////////////// local Players = game:GetService("Players") local RunService = game:GetService("RunService") local Workspace = game:GetService("Workspace") --------------------------------------------------------------------- -- CONFIG (EDIT THESE ONLY) --------------------------------------------------------------------- local BLOCK_SIZE = 8 -- studs per block local CHUNK_SIZE = 32 -- blocks per chunk edge local RENDER_DISTANCE = 512 -- studs render radius (custom) local SPAWN_DELAY = 0.0005 -- delay between queued visual spawns local MAX_COLUMNS_PER_TICK = 48 -- throttle generation columns per Heartbeat local HEIGHT_SCALE = 10 -- vertical noise multiplier (blocks) local NOISE_SCALE = 0.03 -- noise frequency local STRUCTURE_CHANCE = 0.02 -- chance per column to try spawn a structure local USE_SMOOTH = true -- SmoothPlastic material for parts -- Structure sizes (tweakable) local TREE_HEIGHT_MIN = 3 local TREE_HEIGHT_MAX = 7 local HOUSE_SIZE = 5 local CASTLE_SIZE = 7 -- Base / foundation (foundation is single part per chunk) local BASE_Y = 0 -- world studs for foundation top face base local BASE_DEPTH_BLOCKS = 1 -- thickness of foundation in blocks -- Spawn chunk coordinates (players will spawn above this chunk) local SPAWN_CHUNK_X = 0 local SPAWN_CHUNK_Z = 0 -- Folder name to parent chunks local TERRAIN_FOLDER_NAME = "GeneratedTerrain_NoStreaming" --------------------------------------------------------------------- -- INTERNAL STATE --------------------------------------------------------------------- local TerrainFolder = Workspace:FindFirstChild(TERRAIN_FOLDER_NAME) if not TerrainFolder then TerrainFolder = Instance.new("Folder") TerrainFolder.Name = TERRAIN_FOLDER_NAME TerrainFolder.Parent = Workspace end local LoadedChunks = {} local GeneratingChunks = {} local ChunkFolders = {} local ChunkOccupancy = {} local ChunkSurfaceHeight = {} local SpawnQueue = {} local QueueActive = false --------------------------------------------------------------------- -- HELPERS --------------------------------------------------------------------- local function chunkId(cx, cz) return tostring(cx) .. "_" .. tostring(cz) end local function blockKey(bx, bz) return tostring(bx) .. "_" .. tostring(bz) end local function blockCenterWorldXY(bx, bz) local wx = bx * BLOCK_SIZE + (BLOCK_SIZE / 2) local wz = bz * BLOCK_SIZE + (BLOCK_SIZE / 2) return wx, wz end local function clamp(v, a, b) if v < a then return a elseif v > b then return b end return v end --------------------------------------------------------------------- -- VISUAL SPAWN QUEUE --------------------------------------------------------------------- local function pushVisualJob(fn) table.insert(SpawnQueue, fn) if QueueActive then return end QueueActive = true task.spawn(function() while #SpawnQueue > 0 do local job = table.remove(SpawnQueue, 1) pcall(job) task.wait(SPAWN_DELAY) end QueueActive = false end) end --------------------------------------------------------------------- -- FOUNDATION CREATION --------------------------------------------------------------------- local function createChunkFoundation(cx, cz) local id = chunkId(cx, cz) if ChunkFolders[id] and ChunkFolders[id]:FindFirstChild("Foundation") then return end local folder = ChunkFolders[id] if not folder then folder = Instance.new("Folder") folder.Name = "Chunk_" .. id folder.Parent = TerrainFolder ChunkFolders[id] = folder end local sizeX = CHUNK_SIZE * BLOCK_SIZE local sizeZ = CHUNK_SIZE * BLOCK_SIZE local sizeY = BASE_DEPTH_BLOCKS * BLOCK_SIZE local centerWX = (cx * CHUNK_SIZE * BLOCK_SIZE) + (sizeX / 2) local centerWZ = (cz * CHUNK_SIZE * BLOCK_SIZE) + (sizeZ / 2) local centerWY = BASE_Y - (sizeY / 2) + sizeY local foundation = Instance.new("Part") foundation.Name = "Foundation" foundation.Size = Vector3.new(sizeX, sizeY, sizeZ) foundation.Position = Vector3.new(centerWX, centerWY, centerWZ) foundation.Anchored = true foundation.CanCollide = true foundation.Material = USE_SMOOTH and Enum.Material.SmoothPlastic or Enum.Material.Plastic foundation.Color = Color3.fromRGB(200, 220, 240) foundation.Parent = folder end --------------------------------------------------------------------- -- VISUAL BLOCK CREATION --------------------------------------------------------------------- local function createVisualBlock(cx, cz, bx, by, bz, color) local id = chunkId(cx, cz) local folder = ChunkFolders[id] if not folder or not folder.Parent then return end pushVisualJob(function() if not folder.Parent then return end local wx, wz = blockCenterWorldXY(bx, bz) local wy = by * BLOCK_SIZE + (BLOCK_SIZE / 2) local p = Instance.new("Part") p.Size = Vector3.new(BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE) p.Position = Vector3.new(wx, wy, wz) p.Anchored = true p.CanCollide = true p.Material = USE_SMOOTH and Enum.Material.SmoothPlastic or Enum.Material.Plastic p.Color = color p.TopSurface = Enum.SurfaceType.Smooth p.BottomSurface = Enum.SurfaceType.Smooth p.Parent = folder local k = blockKey(bx, bz) local cur = ChunkSurfaceHeight[k] if not cur or wy > cur then ChunkSurfaceHeight[k] = wy end end) end --------------------------------------------------------------------- -- STRUCTURE SPAWN (TREES, HOUSES, CASTLES) --------------------------------------------------------------------- local function reserveFootprint(cx, cz, startBX, startBZ, sizeBX, sizeBZ) local id = chunkId(cx, cz) ChunkOccupancy[id] = ChunkOccupancy[id] or {} for ox = 0, sizeBX-1 do for oz = 0, sizeBZ-1 do local k = blockKey(startBX + ox, startBZ + oz) if ChunkOccupancy[id][k] then return false end end end for ox = 0, sizeBX-1 do for oz = 0, sizeBZ-1 do local k = blockKey(startBX + ox, startBZ + oz) ChunkOccupancy[id][k] = true end end return true end local function spawnTreeQueued(cx, cz, topBX, topBZ, topBy) if not reserveFootprint(cx, cz, topBX, topBZ, 1, 1) then return end local height = math.random(TREE_HEIGHT_MIN, TREE_HEIGHT_MAX) for h = 1, height do createVisualBlock(cx, cz, topBX, topBy + h, topBZ, Color3.fromRGB(90,60,30)) end for lx = -1,1 do for lz = -1,1 do createVisualBlock(cx, cz, topBX + lx, topBy + height, topBZ + lz, Color3.fromRGB(200,255,200)) end end end local function spawnHouseQueued(cx, cz, topBX, topBZ, topBy) local size = HOUSE_SIZE local startBX = topBX - math.floor(size/2) local startBZ = topBZ - math.floor(size/2) if not reserveFootprint(cx, cz, startBX, startBZ, size, size) then return end for ix = 0, size-1 do for iz = 0, size-1 do createVisualBlock(cx, cz, startBX + ix, topBy, startBZ + iz, Color3.fromRGB(200,200,200)) end end for h = 1, 3 do for ix = 0, size-1 do createVisualBlock(cx, cz, startBX + ix, topBy + h, startBZ, Color3.fromRGB(180,180,180)) createVisualBlock(cx, cz, startBX + ix, topBy + h, startBZ + size - 1, Color3.fromRGB(180,180,180)) end for iz = 1, size-2 do createVisualBlock(cx, cz, startBX, topBy + h, startBZ + iz, Color3.fromRGB(180,180,180)) createVisualBlock(cx, cz, startBX + size - 1, topBy + h, startBZ + iz, Color3.fromRGB(180,180,180)) end end for ix = 0, size-1 do for iz = 0, size-1 do createVisualBlock(cx, cz, startBX + ix, topBy + 4, startBZ + iz, Color3.fromRGB(160,140,120)) end end end local function spawnCastleQueued(cx, cz, topBX, topBZ, topBy) local size = CASTLE_SIZE local startBX = topBX - math.floor(size/2) local startBZ = topBZ - math.floor(size/2) if not reserveFootprint(cx, cz, startBX, startBZ, size, size) then return end for h = 0, 5 do for ix = 0, size-1 do createVisualBlock(cx, cz, startBX + ix, topBy + h, startBZ, Color3.fromRGB(150,150,160)) createVisualBlock(cx, cz, startBX + ix, topBy + h, startBZ + size - 1, Color3.fromRGB(150,150,160)) end for iz = 1, size-2 do createVisualBlock(cx, cz, startBX, topBy + h, startBZ + iz, Color3.fromRGB(150,150,160)) createVisualBlock(cx, cz, startBX + size - 1, topBy + h, startBZ + iz, Color3.fromRGB(150,150,160)) end end end --------------------------------------------------------------------- -- CHUNK QUEUE GENERATION --------------------------------------------------------------------- local function enqueueChunk(cx, cz) local id = chunkId(cx, cz) if LoadedChunks[id] or GeneratingChunks[id] then return end GeneratingChunks[id] = true ChunkOccupancy[id] = ChunkOccupancy[id] or {} local folder = Instance.new("Folder") folder.Name = "Chunk_" .. id folder.Parent = TerrainFolder ChunkFolders[id] = folder createChunkFoundation(cx, cz) task.spawn(function() local originBX = cx * CHUNK_SIZE local originBZ = cz * CHUNK_SIZE for bxOffset = 0, CHUNK_SIZE - 1 do for bzOffset = 0, CHUNK_SIZE - 1 do local bx = originBX + bxOffset local bz = originBZ + bzOffset local wx, wz = blockCenterWorldXY(bx, bz) local nh = math.noise(wx * NOISE_SCALE, wz * NOISE_SCALE) local surfaceBlocks = math.floor(nh * HEIGHT_SCALE) + BASE_DEPTH_BLOCKS surfaceBlocks = clamp(surfaceBlocks, BASE_DEPTH_BLOCKS, HEIGHT_SCALE + BASE_DEPTH_BLOCKS) for by = BASE_DEPTH_BLOCKS, surfaceBlocks - 1 do createVisualBlock(cx, cz, bx, by, bz, Color3.fromRGB(240,240,255)) end if math.random() < STRUCTURE_CHANCE then local topBy = surfaceBlocks local r = math.random(1,100) if r <= 33 then pushVisualJob(function() spawnTreeQueued(cx, cz, bx, bz, topBy) end) elseif r <= 66 then pushVisualJob(function() spawnHouseQueued(cx, cz, bx, bz, topBy) end) else pushVisualJob(function() spawnCastleQueued(cx, cz, bx, bz, topBy) end) end end end task.wait() end LoadedChunks[id] = true GeneratingChunks[id] = nil end) end --------------------------------------------------------------------- -- SPAWN CHUNK PRE-GEN --------------------------------------------------------------------- local function prepareSpawnChunk(cx, cz) local id = chunkId(cx, cz) if ChunkFolders[id] and ChunkFolders[id].Parent then return end local folder = Instance.new("Folder") folder.Name = "Chunk_" .. id folder.Parent = TerrainFolder ChunkFolders[id] = folder createChunkFoundation(cx, cz) local originBX = cx * CHUNK_SIZE local originBZ = cz * CHUNK_SIZE local centerBX = originBX + math.floor(CHUNK_SIZE/2) local centerBZ = originBZ + math.floor(CHUNK_SIZE/2) for dx = -3, 3 do for dz = -3, 3 do local bx = centerBX + dx local bz = centerBZ + dz local wx, wz = blockCenterWorldXY(bx, bz) local nh = math.noise(wx * NOISE_SCALE, wz * NOISE_SCALE) local surfaceBlocks = math.floor(nh * HEIGHT_SCALE) + BASE_DEPTH_BLOCKS surfaceBlocks = clamp(surfaceBlocks, BASE_DEPTH_BLOCKS, HEIGHT_SCALE + BASE_DEPTH_BLOCKS) for by = BASE_DEPTH_BLOCKS, surfaceBlocks - 1 do local wxc, wzc = blockCenterWorldXY(bx, bz) local wyc = by * BLOCK_SIZE + (BLOCK_SIZE / 2) local p = Instance.new("Part") p.Size = Vector3.new(BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE) p.Position = Vector3.new(wxc, wyc, wzc) p.Anchored = true p.CanCollide = true p.Material = USE_SMOOTH and Enum.Material.SmoothPlastic or Enum.Material.Plastic p.Color = Color3.fromRGB(240,240,255) p.Parent = folder local k = blockKey(bx, bz) if not ChunkSurfaceHeight[k] or wyc > ChunkSurfaceHeight[k] then ChunkSurfaceHeight[k] = wyc end end end end enqueueChunk(cx, cz) end --------------------------------------------------------------------- -- CHUNK UNLOAD --------------------------------------------------------------------- local function unloadChunk(cx, cz) local id = chunkId(cx, cz) local folder = ChunkFolders[id] if folder and folder.Parent then folder:Destroy() end ChunkFolders[id] = nil LoadedChunks[id] = nil GeneratingChunks[id] = nil ChunkOccupancy[id] = nil local originBX = cx * CHUNK_SIZE local originBZ = cz * CHUNK_SIZE for bx = originBX, originBX + CHUNK_SIZE - 1 do for bz = originBZ, originBZ + CHUNK_SIZE - 1 do ChunkSurfaceHeight[blockKey(bx, bz)] = nil end end end --------------------------------------------------------------------- -- CHUNK STREAMER LOOP --------------------------------------------------------------------- task.spawn(function() prepareSpawnChunk(SPAWN_CHUNK_X, SPAWN_CHUNK_Z) while true do local needed = {} for _, plr in ipairs(Players:GetPlayers()) do if plr.Character and plr.Character:FindFirstChild("HumanoidRootPart") then local pos = plr.Character.HumanoidRootPart.Position local centerCX = math.floor(pos.X / (CHUNK_SIZE * BLOCK_SIZE)) local centerCZ = math.floor(pos.Z / (CHUNK_SIZE * BLOCK_SIZE)) local range = math.ceil(RENDER_DISTANCE / (CHUNK_SIZE * BLOCK_SIZE)) for dx = -range, range do for dz = -range, range do local cx = centerCX + dx local cz = centerCZ + dz local centerWX = (cx * CHUNK_SIZE + CHUNK_SIZE/2) * BLOCK_SIZE local centerWZ = (cz * CHUNK_SIZE + CHUNK_SIZE/2) * BLOCK_SIZE local dist = (Vector3.new(centerWX,0,centerWZ) - pos).Magnitude if dist <= RENDER_DISTANCE then needed[chunkId(cx,cz)] = {cx = cx, cz = cz} end end end end end for _, info in pairs(needed) do enqueueChunk(info.cx, info.cz) end for loadedId, _ in pairs(LoadedChunks) do if not needed[loadedId] then local sx, sz = loadedId:match("([^_]+)_([^_]+)") local ccx, ccz = tonumber(sx), tonumber(sz) if ccx ~= SPAWN_CHUNK_X or ccz ~= SPAWN_CHUNK_Z then unloadChunk(ccx, ccz) end end end task.wait(0.6) end end) --------------------------------------------------------------------- -- PLAYER SPAWN + WALKSPEED = 50 --------------------------------------------------------------------- local function placePlayerOnSpawn(plr) if not plr.Character then return end local hrp = plr.Character:FindFirstChild("HumanoidRootPart") local hum = plr.Character:FindFirstChildWhichIsA("Humanoid") if hum then hum.WalkSpeed = 50 end if not hrp then return end local spawnId = chunkId(SPAWN_CHUNK_X, SPAWN_CHUNK_Z) local folder = ChunkFolders[spawnId] local timeout = tick() + 6 while (not folder or not folder.Parent) and tick() < timeout do task.wait(0.05) folder = ChunkFolders[spawnId] end local originBX = SPAWN_CHUNK_X * CHUNK_SIZE local originBZ = SPAWN_CHUNK_Z * CHUNK_SIZE local highest = BASE_Y + (BASE_DEPTH_BLOCKS * BLOCK_SIZE) + BLOCK_SIZE for bx = originBX, originBX + CHUNK_SIZE - 1 do for bz = originBZ, originBZ + CHUNK_SIZE - 1 do local k = blockKey(bx, bz) local hy = ChunkSurfaceHeight[k] if hy and hy > highest then highest = hy end end end local spawnWX = (SPAWN_CHUNK_X * CHUNK_SIZE + math.floor(CHUNK_SIZE/2)) * BLOCK_SIZE + (BLOCK_SIZE/2) local spawnWZ = (SPAWN_CHUNK_Z * CHUNK_SIZE + math.floor(CHUNK_SIZE/2)) * BLOCK_SIZE + (BLOCK_SIZE/2) hrp.CFrame = CFrame.new(spawnWX, highest + (BLOCK_SIZE * 2), spawnWZ) end Players.PlayerAdded:Connect(function(plr) plr.CharacterAdded:Connect(function(char) task.wait(0.05) local hum = char:FindFirstChildWhichIsA("Humanoid") if hum then hum.WalkSpeed = 50 end placePlayerOnSpawn(plr) end) end) for _, p in ipairs(Players:GetPlayers()) do if p.Character then task.spawn(function() task.wait(0.1) local hum = p.Character:FindFirstChildWhichIsA("Humanoid") if hum then hum.WalkSpeed = 50 end placePlayerOnSpawn(p) end) end end print("Chunked terrain running (WalkSpeed 50 applied).") ``` --- **1kaelen1** (post #166): who hasn’t :sob: I p ranked every level on every difficulty --- **Microwave_Toothpaste** (post #167): why is the indentation so weird extremely inconsistent, or is just that a code style thing you told it to do? --- **112365595** (post #168): it just did that i never told it didnt notice that --- **A_Mp5** (post #169): i have been mulling over those personal roblox dev rules and how quirky they can be. sometimes a strange private rule is just a compressed lesson from many small errors. i think writing them down and examining them in the open can reveal which ones are actually useful heuristics. --- **SodaFromBrazil** (post #170): if its a joke or unserious game, I almost never use variables unless I have to --- **SodaFromBrazil** (post #171): “ai is better than hiring humans” no it isnt. its trained off of human data, so unless E.T. has a laptop we arent gonna be surpassed by wirebacks. also, as pro-ai people post ai content on the internet it will train off of itself over and over which will make it worse and worse and- …20 minutes? --- **AVeryFancyDoctor** (post #172): (post deleted by author because ) --- **112365595** (post #173): im noticing a pattern here all the anti ai people are always aggressive about forcing people to do work without ai yet all the people ive seen who use ai are conveniently very chill and dont aggressively force you to make everything by hand and force you to 100% master every skill when you want to make something? also just because you are incompetent at fixing bugs with AI doesn’t mean its bad. it sounds like genuinely just a skill issue here like you can’t prompt AI properly so you pretend like its horrible at its job then trashtalk it and people who use it for no reason… --- **SodaFromBrazil** (post #174): I have prompted it properly, also I was never forcing you to do it all by hand. its just that ai is eventually one way or another gonna get worse and I would rather not use it at all because hard work and effort always ends up with a better product than ai, even if it takes longer. --- **PuppyTwo** (post #175): I think there’s a line to draw with AI. It WILL lower the quality of things if you don’t seriously regulate it. Using any AI generated material without major editing is *going* to be bad for you. If the output even resembles what you wanted to get, it will feel like the cheap filler it really is, and people will always be able to tell that it’s cheap. There are no shortcuts to art. I *only* use AI to teach me how to code things that I don’t already know how to code myself, because any code written by AI is very hard to understand and mentally degrading to work with. --- **112365595** (post #176): Yeah well obviously, it’s not perfect right now… I’m just saying if you use it well and understand what you are doing you can use it to speed up building and stuff and make it take way less time that it would have taken manually building. I’ve used it a few times to speed up building things like massive ingame castles with hundreds of floors and stuff but since you know its seen alot of roblox builds and knows alot of styles, you of course have to be VERY specific when prompting about that kind of stuff because it will make ALOT of mistakes if you just ask it to make basic buildings or whatever. --- **112365595** (post #177): Yeah it can be better SOMETIMES at certain jobs but that’s an emotional thing so of course humans will be better than AI at that FOR NOW ATLEAST, AI is used for logical solutions only like building, scripting, 3d modelling etc, creative things like visual effects i couldn’t see myself using it on. --- **112365595** (post #178): I mean if you think the code is degrading and hard to work with you can tell it how you want to code you can say “hey i don’t like these comments you’re writing please remove them” or “hey please make this code easier on my eyes its quite hard to work with”. --- **Veintore** (post #179): i have the urge to always spend hours on a figma UI design to then just build a simple interface using image labels, canvas groups and frames --- **dswqsa895** (post #180): My main rule is: “If it ain’t broken don’t fix it”. That means if I already made a working system, I shouldn’t change it unless it’s optimization cuz why would you change something that already works? Another rule is: “Let’s make a billion variables that I’m not gonna use!”, probably originates from me trying to be an organized scripter but failing miserably. --- **BlackCrisisDrone** (post #181): That is until roblox somehow breaks it for you --- **dswqsa895** (post #182): yeah, roblox constantly breaking stuff that already works --- **MaybeHoshi** (post #184): Kill people. --- **eljefeistheboss** (post #185): always download a local copy of your game so if roblox nukes it on their platform you still have a local backup --- **sarp_edon** (post #186): my weird dev rule is: dont release a game LIKE ITS BEEN 5 YEARS AND I HAVENT RELEASED A SINGLE GAME LIKE WHYYYYY --- **Maxoratus** (post #187): Maximize the amount of details put into a gamejam/full-fledged game a day before releasing it. Sometimes --- **112365595** (post #188): i changed my mind AI SUCKS WORST INVENTION HUMANITY HAS BESTOWED UPON US WHAT DO YOU MEAN I HAVE TO PAY $350 FOR LIKE 32GB OF DDR5 RAM oh well still gonna use it --- **athar_adv** (post #189): If i find a bug that is tiny but the code theoretically should work even after cross referencing with related code i will happily spend hours fixing it and rewriting everything before i can move on because usually this indicates major structural flaws And also if i have variables that are only used once od twice in an isolated section of code i HAVE to put everything inside a `do` block otherwise my script editor spontaneously combusts --- **timbekip** (post #190): i must spent at least 50% of my dev time on optimizing (in reality i spend like 95% of my time) --- **Microwave_Toothpaste** (post #191): This sounds like a plugin idea. 1 in 10000 chance every second for your script editor to blow up and require medical attention to be able to be opened again. This chance increases for every script editor you have open, and to fix your script editor you must play the Forsaken wires minigame --- **PretzlNoob** (post #192): # I Have **Two** Weird Rules :shock: --- Here they are: ```lua --[[ <strong> gsub(String, Pattern, Replacement) </strong> Returns a string that has "string.gsub()" applied to it. ]] local function gsub (String: string, Pattern: string, Replacement: string): string --[[ Variables ]] -- local VariableTable = {["String"] = String, ["Pattern"] = Pattern, ["Replacement"] = Replacement} -- for i, v in pairs(VariableTable) do if typeof(v) ~= "string" then warn("Failed, please provide a string for: " .. i .. ".") return; end --// This is my first weird rule, if it just checks and returns nil, it should be one line. Idk why I do it :/ end -- --// This is my second weird rule, if it's blank and tabbed, it should have '--', the reason? When you copy it it keeps the tabs. :P local gsubString = string.gsub(String, Pattern, Replacement) -- return gsubString; end warn(gsub("Hello", "l", "I")) ``` --- This about sums up my no-brainer moves :happy1: --- **CursedGhoulRBLX** (post #193): amp it might be time for you to move to reddit --- **Khookins** (post #194): Specifically for my game I’m working on, since its a game where I pretty much can add anything, and this isn’t really a rule but it seems to be a thing I keep doing, would be that anything I find incredibly funny or just like a lot I will try to tribute within my game, or make something inspired by it. --- **RodotIV** (post #195): I have a weird code formatting rule in my head. If its not formatted this way, I think the code is garbage. ```lua function x() -- line breaks between functions local x = 5; return x; -- declarations ending with ; end) function main() -- a main function otherwise idk where execution starts local y = x(); print(y); -- i dont get how this isnt undefined behavior, the variable would be destroyed -- when x's stack frame collapses so I should be printing garbage. return 0; -- all functions return smth end main(); ``` --- **patopro77** (post #196): (post destroyed by author) nvm i misunderstood the post --- **1kaelen1** (post #197): i have an opposite code formatting rule in my head if it is formatted that way, i think the code is garbage --- **sahirusm27** (post #198): That’s a big issue with me to, i’ve spent hours on fixing every little detail but i think it’s pointless i’ve seen much bigger games that ignore it.[poll type=regular results=always public=true chartType=bar] - I Did - I Don’t - I Do [/poll] --- **Entropy_RBX** (post #199): chips. alot of them (maybe to much but who cares) and some music maybe
16,688
7b30df5b4a3077d4437e838fcb9829ecbc1615e953a919fe7fd9a406f599e896
https://devforum.roblox.com/t/4527836
4,527,836
New Roblox UI? (Not sure what this is)
Development Discussion
8
null
[]
354
13
2026-03-21T04:25:35.976Z
2026-03-29T20:00:23.403729+00:00
# New Roblox UI? (Not sure what this is) **Category:** Development Discussion **Views:** 354 **Replies:** 13 --- **MrRescue10** (post #1): Was signing into a alt and saw a UI I had never seen before, have y’all seen this? Do you think it will impact creating in any way? --- **MrRescue10** (post #2): Hmm. Switching to my main acct shows the old UI, have any of you guys seen this yet? --- **TenebrisNoctua** (post #3): New left-bar design. Still in a/b testing, should be rolled out to all eventually. --- **nekropost** (post #4): I’ve had it for a little while now, can’t remember when exactly. --- **c0rr_n** (post #5): i’ve had this ui change for ages. way better than the previous imo --- **emilaltg** (post #7): Watch as someone somehow throws a tantrum about how this change ruined their life and theyre suicidal because of it --- **foodeggs7** (post #8): somehow roblox likes to throw testes to inactive (a.k.a alt) accs --- **INBOUNDNUKE** (post #9): Still slowly waiting for this. But it resembles the website’s layout now, so I don’t see anyone complaining about this change. I don’t know how they thought shoving everything in “More” was a good idea in the first place. --- **bostaffmanbulgaria1** (post #10): What do you fear will happen exactly? This is a change in the UI, not the UX, so there isn’t a single issue I see, but would love to hear your thoughts on it. --- **wallofgarlic** (post #11): I personally like it I just dont understand why they have two buttons for profile (clicking your avatar/username goes to your profile) --- **foodeggs7** (post #12): Why they have a home button clicking the Roblox button takes you home, ig it’s because some people don’t know you can so they use that button --- **nix102on** (post #13): But they never had a life to begin with --- **SickTrading** (post #14): Yes I have seen this. Unlike most UI updates I do not really like this one. --- **Amritss** (post #15): Is this like actually a question no like is this really a question is it well i mean yeah it would really make it hard to develop because the roblox website changed
566
061c8a05bea8d7759428ecc53438e6329eb3dacabd7d79418fc71ea9cf500d43
https://devforum.roblox.com/t/4541866
4,541,866
Roblox Support isnt anymore Ai
Development Discussion
8
null
[]
166
2
2026-03-27T19:44:09.364Z
2026-03-29T20:00:20.179713+00:00
# Roblox Support isnt anymore Ai **Category:** Development Discussion **Views:** 166 **Replies:** 2 --- **ashvylx** (post #1): hiii it appears roblox support isnt anymore Ai. Or im tripping. What are your opinions on this? --- **SubNegative** (post #2): I’m with the agent here, even I don’t know what you’re saying either. --- **sandpaper200** (post #3): There’s laws (if you live in EU) that a real human has to respond to appeals etc
121
713e3089a37e2268a5b884af5aa13a77c7600c20f0fc29995ff958f098179359
https://devforum.roblox.com/t/4289215
4,289,215
OOP on Roblox: Roblox-TS
Development Discussion
8
null
[]
676
48
2026-01-24T04:34:35.568Z
2026-03-29T20:00:46.154993+00:00
# OOP on Roblox: Roblox-TS **Category:** Development Discussion **Views:** 676 **Replies:** 48 --- **BearTheGruff** (post #1): I’ve rediscovered ancient technology that I originally denied just because I don’t like Javascript. Though, I didn’t return for the language, I returned because it had OOP. It is Roblox-TS. Now, Lua is by far the worst language that you could use OOP on. In fact, I’d rather you use DOP or just not script at all. As far as I’m concerned, there is no way to conveniently inherit classes or implement methods. (I mostly came because I like not having to see items that were supposed to be private… cough cough \_\_items). Before I use Java, C#, or C++, I was a diehard Lua fan and I hated Python. Though, I hated coding. Why? idk. But ever since I used one of those three languages that revolved heavily around OOP, I actually would marry to one of them—kill Python. I’m retired from Lua, but I still hate Python. What language in the world forces you to use metatables and use \_\_index to… compensate missing items? In fact, rather than having constructor built-in, you’d have to repeat the instruction everytime and that ruins the purpose of **don’t repeat yourself.** For now, my stance on Javascript is neutral. I love Roblox-TS, because it has classes, constructors, inheritance, and etc that are found in the Javascript language for conveniently interacting with objects. Before the big red button, I’d like to know the audience I am interacting with today. Have you used one of the listed OOP languages? - Yes - No 0 voters If so, which? - Java - C++ - C# 0 voters --- **patopro77** (post #2): What the hell is Roblox-TS, roblox this shi? --- **trigophi** (post #3): Bro why do you hate Python? Also, what is OOP? --- **Scallium** (post #4): i hate python because snakes are scary --- **iATtaCk_Noobsi** (post #5): I really never understand the “Lua sucks at OOP” thing. You can just return a table and pretend that table is and Obj for OOP: ```lua local function newPerson(Data:{}) local Person = { Name = Data.Name or "None", Age = Data.Age or 0, Place = Data.Place or "Home", } local PrivateVar = Data.Private or "Likes eating eggs raw" function Person.Walk(Destination:string) Person.Place = Destination end function Person.PrintPrivate() print(PrivateVar) end return Person end local Bob = newPerson({Name = "Bob", Age = 20}) print(Bob.Name) -- Prints "Bob" print(Bob.Place) -- Prints "Home" Bob.Walk("School") print(Bob.Place) -- Prints "School" print(Bob.PrivateVar) -- Prints nil Bob.PrintPrivate() -- Prints "Likes eating eggs raw" ``` The example code is literally OOP. It acts pretty much exactly like Java. And if I were to show you an example Java code you would see they are pretty similar in design. All OOP is is a table or dictionary if you’re using some other language other than Lua. If you can make a dictionary in a language then you can make an OOP. --- **SpoostyGuy** (post #6): its where you can transpile your ts code → luau however, the transpiled luau code is a complete mess and is terrible for performance it was roblox’s attempt at bringing Roblox to the JS/TS ecosystem but it didn’t work as well as they wanted it to. --- **SpoostyGuy** (post #7): look at any of [@Yarik\_superpro](/u/yarik_superpro)’s posts he explains it very clearly why it sucks --- **BearTheGruff** (post #8): Instead, it brought inheritance and implementation, which I’m thankful for. Also really cool syntax and not having to repeat yourself when importing Roblox services. --- **BearTheGruff** (post #9): Little tip: You can omit the () and it still works It would work, but I’m a but concerned about memory usage if that is, because it means more functions will be created on new object even though it COULD use a single function. Also, what would you do if you want to inherit? --- **iATtaCk_Noobsi** (post #10): Someone that’s actually willing to learn :OOOO Anyway, the example code was an example. I’d usually turn the inside functions into regular functions that take the Person Instance and run the code. ```lua local function newPerson(Data:{}) local Person = { Name = (Data.Name or "None")::string, Age = (Data.Age or 0)::number, Place = (Data.Place or "Home")::string, } local PrivateVar = Data.Private or "Likes eating eggs raw" function Person.PrintPrivate() print(PrivateVar) end return Person end type PersonInstance = typeof(newPerson()) local function WalkPerson(Person:PersonInstance,Desination:string) Person.Place = Desination end -- You can't use outside function to print the PrivateVar, I guess that's a flaw local Bob = newPerson({Name = "Bob", Age = 20}) print(Bob.Place) -- "Home" WalkPerson(Bob,"McDonalds") print(Bob.Place) -- "McDonalds" ``` Isn’t that inefficient though? No. I won’t get in the gritty details unless you ask but basically when you use the metatable method you are literally just calling the method like how I am. As for actually inheriting, just use the `newPerson()` function inside the function you want: ```lua -- ############# Person Type ############# -- local function newPerson(Data:{}) local Person = { Name = (Data.Name or "None")::string, Age = (Data.Age or 0)::number, Place = (Data.Place or "Home")::string, } local PrivateVar = Data.Private or "Likes eating eggs raw" function Person.PrintPrivate() print(PrivateVar) end return Person end type PersonInstance = typeof(newPerson()) local function WalkPerson(Person:PersonInstance,Desination:string) Person.Place = Desination end -- ############# Black Person Type ############# -- local function newBlackPerson(Data:{}) local Person = newPerson(Data) Person.FromAmerica = Data.FromAmerica or true Person.Race = "Black" Person.isRun = false return Person end type BlackPerson = typeof(newBlackPerson()) local function RunBlackPerson(BlackPerson:BlackPerson,aVal:boolean) BlackPerson.isRun = aVal end -- ############# Code Start ############# -- local Bob = newPerson({Name = "Bob", Age = 20}) print(Bob.Place) -- "Home" WalkPerson(Bob,"McDonalds") print(Bob.Place) -- "McDonalds" RunBlackPerson(Bob,false) -- Will error local Jerome = newBlackPerson({Name = "Jerome", Age = 18, FromAmerica = true}) print(Jerome.Place) -- "Home" WalkPerson(Jerome,"School") print(Jerome.Place) -- "School" RunBlackPerson(Jerome,true) -- Will run and set isRun to true ``` However you’ll also run into a minor issue. That is it won’t show the AutoFill. ```lua Jerome.isRun -- Wont show the auto fill ``` However this can be fixed if you set a new table instead of using the `newPerson()` and set the values there then loop through the `newPerson()` and set whatever values you get from the newPerson and set it to the new table. And one final thing is to set the return `type` to a metatable of the `newPerson` Type: ```lua local function newBlackPerson(Data:{}) local Person = { FromAmerica = (Data.FromAmerica or true)::boolean, Race = "Black", isRun = true, } for name,Val in newPerson(Data) do Person[name] = Val end return Person::typeof(setmetatable(Person,{__index = {}::PersonInstance})) end -- Some Extra code later Jerome.isRun -- will give autofill ``` Then will it give you the Autofill. However, all these setting types are from Luau (Roblox’s extension to Lua) and not actually from Lua. So yeah you could argue Lua is still whack for OOP but really the only difference is that you just don’t get the autofill. --- **Maximum_ADHD** (post #11): I’m still of the opinion Luau is a very capable language, you just have to be willing to shift away from an OOP mindset and more towards a functional programming mindset. You don’t write cyclic modules, you write code that is a composition of smaller dependencies. If you find yourself with a cyclic dependency, you fragment the cyclic part into a new module and have the cyclic modules both point to the new module. You can build incredibly versatile codebases that can run in multiple different contexts (i.e. client, server, edit mode) with relatively simple code. This is part of the reason why I wrote a whole guide for it. I want people to use it properly: --- **chocolate_bar2410** (post #12): made this in open gl :pleading\_face: --- **patopro77** (post #13): I know what opengl is but how do you use it, like where do you get it from --- **SpoostyGuy** (post #14): it’s recommended to use it with C/C++ and link it, then use its API. the opengl api is actually straightfoward and simple unlike vulkan --- **patopro77** (post #15): I think i should lowkirkenuinely learn c --- **SpoostyGuy** (post #16): yes abondon godot and write your own engine in c/c++ --- **BearTheGruff** (post #17): If you want to mess with OpenGL, you’re better off learning C++ rather than C. --- **chocolate_bar2410** (post #18): it comes already installed on your computer on most OSes though i recommend installing the latest version of open gl that your gpu supports --- **VastMajorPie** (post #19): What is your thought on this [@fd77f8712e5e4ccbb820](/u/fd77f8712e5e4ccbb820)? --- **mosquitowo** (post #20): Thank god there are still people with self respect out here. --- **Witchrie** (post #21): Lowkey i used to be a big fan of metatables and ‘oop’ in Roblox, but I can’t lie as soon as i stopped using them, I was able to actually release a project after years of trying. I feel as though the utility and possibilities that it enables hides how much more complicated it makes things. also screw python --- **BearTheGruff** (post #22): True. Hiding it complicates things. Though, I struggle to focus on repetitive tasks, so I like to commit an overkill by relying on external programs and package managers. A little rant. My brain’s so fried with short attention span that I would rather install Rojo, NPM, and RobloxTS to handle all of this stuff for me. Even if it takes longer. If I’m still using Luau, then I’d use Wally. I wouldn’t bother to download rbxm file every update for a module. As for the OOP thing, it becomes very simple if you’re going to lock in like an hour a day. You don’t have to setup metatables each class that was supposed to be. --- **jellolemo** (post #23): Ok that is straight up racist --- --- **Yarik_superpro** (post #24): I don’t think it’s racist, but it’s absolutely ragebait about Americans, as seen by these lines. If it were influencing statistics negatively in an unrealistic way, then it might be, though. --- **Witchrie** (post #25): Honestly same. I have ADHD so repetitiveness almost guarantees that I won’t stick to something. It’s been a struggle. Once I used metatables to create an ability component system that would create, customise and run abilities dynamically using a json file. It took me about two weeks, over half of that was just debuging it because it would break any time I tried to expand it. Then I remade it without metatables, and it took me like two hours. No breaking or bugs. On top of that it was faster, there was less code, and it was 10x more readable. And that instantly destroyed my opinion of metatables :sob: --- **ossuarys** (post #26): isRun = true in the newBlackPerson :thinking: --- **Microwave_Toothpaste** (post #27): Having written C++, C#, Java, and TypeScript, I can safely say I prefer all of the above (excluding C++) over Luau. Roblox-TS however, is a no, since it generates worse Luau than I could write by hand. Unless I’ve misunderstood what you said? --- **BearTheGruff** (post #28): To be fair, Roblox-TS isn’t meant to be read in Luau, but I can agree on the topic of middleman and transpiling. Roblox-TS itself allows libraries to provide great feedback like type safety, even if you obtained the new class through a function that has dynamic typing. On the topic of OOP in general, I would rather have Roblox implement C# or Java over having to suffer through Luau. --- **Amthu** (post #29): Remove the paradigm mindset and adopt a solution mindset instead, you’ll just end up limiting yourself more causing a plateau in you ability. Nobody is forcing you to use metatables at all you can create objects just by using a singular table and populating it with what you need. In my opinion it is better than the traditional OOP approach cause you can treat it just as a “data-object” which is far more flexible than a object that is rigid locked to certain methods and behavior. --- **SpoostyGuy** (post #30): why? luau is one of the fastest interpreted languages and is one of the safest(in terms of sandboxing/running untrusted code) languages. they’ve been using a modified lua 5.1 up until 2019. During and after 2019, they wrote their own VM from scratch known as Luau(which they open sourced in 2021), and eventually added typechecking. If Roblox did all of this effort to develop Luau, why should they abandon it? --- **hellie_jellie** (post #31): What the fuck are these code examples fella --- **SpoostyGuy** (post #32): this is racist af --- **Microwave_Toothpaste** (post #33): Ah, that’s not what I mean! I’m perfectly fine with transpiled languages, my point is that Roblox-TS creates *inefficient* Luau output. That’s probably fine for most purposes, but I’d rather just write Luau directly and avoid an odd output from Roblox-TS. I did use Roblox-TS for quite a while, but I figured that I got too paranoid from looking at the output and decided to go back to Luau. --- **SpoostyGuy** (post #34): also not performant, metatables/oop on luau are slow, trying to transpile classes from ts → luau is not going to make it any better --- **Microwave_Toothpaste** (post #35): if only luau had bytecode specialized for oop specifically since it’s such a commonly used paradigm here but why would roblox add that --- **SpoostyGuy** (post #36): they did do some slight modifications to the orignal lua 5.1 bytecode to make it faster. idk if they would optimize oop or introduce classes since lua bytecode is very simple --- **Microwave_Toothpaste** (post #37): they definitely did optimize it, but tbh they should just go all in on it considering the fact that OOP (both prototype and metatable) is very common --- **SpoostyGuy** (post #38): or what if they did everyone a favor and added classes since metatables are a mess --- **Microwave_Toothpaste** (post #39): that’s basically what i mean, metatables are so janky lol --- **azqjanna** (post #40): Python’s OOP is a joke its like an accidental feature that they’ve patched up a million times and still isn’t concise and has no guardrails to prevent dingdongs from writing insane statically-uncheckable code. --- **dswqsa895** (post #41): why the hell are we using oop for coding in roblox of all game engines :sob::folded\_hands: --- **RobloxJrTrainer** (post #42): You sound like you’re just parroting takes without understanding them. The platform you use has nothing to do with what paradigm you use. By far one of the worst takes I’ve seen so far🥀 --- **megasuperalfonato** (post #43): lol what is this --- **dswqsa895** (post #44): i just find it unnecessary to do oop in a silly lego game :wilted\_flower::wilted\_flower::wilted\_flower: --- **nooneisback** (post #45): God do I love my nested metatable index slop and having to deal with the most unreadable class definitions. Metatables are powerful and usable, but having to define methods inside a table inside a setmetatable function inside a constructor function, that’s probaly inside another metatable makes me wonder if this language can be considered OOP at all. There’s a good reason why Lua is big in modding, but about as common as Python in game dev. --- **Partcline** (post #46): Lua was never made as an object-oriented language in the first place. Programming languages are created and used to fulfill certain needs. This is also why you see certain languages like C++ be more common in game dev, or why Godot created GDScript. Roughly put for Lua, one of the needs was to provide developers with a customizable “interface” on top of their software, without needing to recompile the entire project. If you look back at older games, (Ape Escape 3 for example), you’ll notice they used Lua 5.0 specifically for the purpose of tweaking specific game variables, while the rest of the game itself seems to have been written in C++. It was made for flexibility rather than fulfilling object-oriented needs, but because it’s flexible, it still gives you the tools needed to achieve object-oriented behavior yourself – and more. Since the implementation of it is up to the user, you won’t really find just one solution online that reaches the desired behavior, which is probably partially why many people on Roblox still struggle to get that going. You also need to understand how metatables work and this scares people (understandably!). My advice to people in this boat would be to simply implement the desired behavior *the moment you need it* rather than attempting to create a fully-decked out class object from the get-go, and ask yourself if an object-oriented approach for a specific scenario is truly necessary to begin with (often it isn’t). You’ll be surprised at how little of it you actually need to achieve results. --- **nooneisback** (post #47): Well, the thing is that Lua is made for the sake of simplicity only, which is why I mentioned modding and development. On its own, it’s an extremely dumb language that can barely do anything, but it provides a good high level skeleton for gluing together lower level API calls. I hate Python like everyone else, but at the very least it can be called a standalone language. Vanilla Lua literally doesn’t provide a rounding function other than floor and ceil, or a way to continue loops without gotos and you can’t even read individual console inputs like arrow keys and there is 0 support for parallel computing (not coroutines and lua threads is a dirty hack). But that leads to what I was saying. Roblox doesn’t allow you to write in C++, while every other engine with Lua support does, directly or indirectly (for example, you can recompile Love2D with your own code). Luau is better than Lua 5.1, but it still has issues. --- **PsychWardElite** (post #48): Good post, lua OOP shouldn’t be brought into 2026, people were really out here glazing a paradigm thats objectively bad in lua because of “readability”(cope) --- **PsychWardElite** (post #49): embedding lua is really fun, I wish Roblox would allow us to write in C++ but it would be catastrophic so its just a fantasy
4,587
2a3406ebf9fa29a46f6d4c287d96a7c1be22e9ff75183add627f4eb8d2a0313f
https://devforum.roblox.com/t/4073200
4,073,200
Roblox finally changed the memory target to 1.3 GB
Development Discussion
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366
15
2025-11-15T17:41:22.211Z
2026-03-29T20:01:24.560825+00:00
# Roblox finally changed the memory target to 1.3 GB **Category:** Development Discussion **Views:** 366 **Replies:** 15 --- **XenoDenissboss1** (post #1): Roblox had finally changed the target memory to 1.3 gb. Honestly? This seems rather crazy to me. Sure whatever, the original 200-300 MB target memory maybe was rather unfair these days considering that its been like what… well over a decade since it was introduced? But a jump of a gig is insane to me. The worst part? Most games STILL easily fly over this new target. Heres a screenshot i took from [Midnight Racing: Tokyo](https://www.roblox.com/games/3339374541/Boss-Fights-Midnight-Racing-Tokyo). This seems insane to me. And sure, if any of you played this game then you could easily point out how the maps are rather large and decently packed (mostly otsuki and ichikawa) along with the fact that performance of the game is rather… poor in every aspect. Now this isnt supposed to be a critique of the game, this memory behavior it displays is universal across all games. I believe there is something going wrong with memory usage on roblox. Sure yeah, we have hyperion which eats a good chunk of memory, we have of the react stuff that also eat an unreasonable amount of memory, im sure the whole 64 bit conversion of the client increased memory usage across the board along with every new fancy feature or whatever adding on top of everything. While this all explains why the client by default would use around a gig of memory by default, this does not AT ALL explain how its possible for games to bloat up in memory this much. Heres a couple other examples: [Final Stand Remastered Lobby](https://www.roblox.com/games/7922773201/Final-Stand-Remastered) - [Entrenched WW1](https://www.roblox.com/games/3678761576/ENTRENCHED-WW1) - [Avatar Catalog Creator](https://www.roblox.com/games/7041939546/Catalog-Avatar-Creator) - [Prison Life](https://www.roblox.com/games/155615604/UPDATE-Prison-Life) - [99 Nights in the forest (main game)](https://www.roblox.com/games/79546208627805/99-Nights-in-the-Forest) - All absurd numbers of course. Except… here’s another weird edge to this. Personally i run roblox at 4k. Of course 4k resolutions in ANY reality would increase memory usage. Except… resolutions also influence client memory? Thing is the memory label the client includes does not seem at all to include video memory so what gives? Heres another interesting fact. If i start the client directly at 4k memory usage will be similar to the images above. However, if i start it by default at 800x600 memory usage will be MUCH lower. Technically makes sense. Except… if i start the client at 800x600 and change the client back to 4k at runtime then memory usage only increases by roughly 100 mb inconsistently once. If i start the client at 4k and change it back down to 800x600 at runtime the memory usage only goes down by the same similar 100 mb. Honestly? I have no idea what to make of this. I can see vram instantly dropping or increasing by 500 mb when changing resolutions like this which makes sense. But client memory? I just dont get it. All and all, i believe something is just wrong with client memory. Is something wrong with the way its being counted? Is it an issue with the engine itself? Again, i understand that by default the client will use roughly a gig due to its internal bloat but it makes no sense to me as to why it would bloat up this much in games. Any thoughts? --- **eIiphant** (post #2): AFAIK it’s scaled per device based on its capabilities. On a phone you won’t see it using this much memory. --- **2_rafael2** (post #3): if you server-client test it will be way less. --- **Beloathed** (post #4): I’ve got 128 gigabytes, so this is not a problem for me. *Microsoft Edge, however…* --- **XenoDenissboss1** (post #5): That ive noticed. But i also dont entirely get why. I know mobile lacks hyperion and other windows specific anti cheat measures (big memory usage reduction off the bat) and runs everything at half resolution by default. But even then i dont quite understand WHY mobile memory usage does not scale up as high as on pc. Sure, perhaps all “streaming” solutions or whatever are scaled way down on mobile, but there is so much you can scale down until nothing really changes. Scaling per device capabilities though is something roblox does not really do well. As far as ive seen at least. Roblox tends to run everything at a pretty low bar on PC. Just mobile gets an even lower bar. --- **XenoDenissboss1** (post #6): Well realistically? This isnt an issue for anyone with more than 8 gb of ram. Though i dont think taking a complacent position on this does anyone any good. 1 gb of memory on a baseplate is absurd. This wont affect anyone with a high end system but what it will affect is everyone’s ability to actually work on larger and higher quality projects. Current memory scaling honestly indicates, to me at least, that games stepping too far out of the current boundaries of games will likely end up not being viable at all to produce. Showcase games are also proof of this considering that all of them are small detail scenes that somehow perform than entire AAA games. --- **Im_ClearAverage** (post #7): super good now if my pc has -1gb how will it look now :thinking: --- **Disgustedorito** (post #8): I think many games that use a lot of memory could actually be improved with optimization strategies, which is probably what they’re trying to push devs towards with these targets, but reading the tutorial on optimization it seems to be more about graphics and framerate than like…optimized loading of small sections of very large maps --- **Tim_Timmitus09** (post #9): I dont know why but checking memory usage in the roblox app is just not accurate, ive seen memory usage up to like 2 gb but task manager says only like 1.5 gb or less --- **Tim_Timmitus09** (post #10): Not even CLOSE --- **leavemeaIone012** (post #11): **anything** but improving moderation :grimacing: --- **Fe_ct** (post #12): ez --- **XenoDenissboss1** (post #13): Thing is that the engine does not allow for real proper optimization techniques past simply rendering less/simpler things at all times and optimizing code. Streaming for example of any kind will never be efficient because we would need deeper and very high performance engine level apis for any of them to work. Streaming is slow due to the sheer amount of mass parenting we would have to do. Texture streaming is not even worth trying due to the fact that we have 0 control over video memory and super limited control over the actual instances themselves. I know once an engineer said that textures DO get pulled out of memory if nothing is actually using them but even if it was the case you cant exactly do this without creating either major stutters in the process. Plus… roblox games in general utilize a very limited series of textures which just so happen to be used practically everywhere. You can’t really do much streaming if your entire game map is using the same 4-10 textures. --- **XenoDenissboss1** (post #14): This i do know. Heres another example from midnight racing. Client’s memory usage: Then from task manager: ![image](https://devforum.roblox.com/secure-uploads/uploads/original/5X/e/e/8/d/ee8d0d01980b722b110298942589fee5b3b10d20.png) Sure, it is like nearly one gb lesser within task manager. But its still massively inflated by seemingly something. --- **c1rcuitbent** (post #15): how much vram is it using? it may add that to the total --- **Sylmat** (post #16): You link big games, but have you checked a baseplate? :joy: Memory actually kept rising a bit after my initial screenshot: This leaves barely 300MB for map caching (occlusion culling), workspace streaming, GUIs, shared models, textures, meshes and scripts Roblox is too hungry for RAM with their new UIs stuff Task manager reports only ~600MB usage, so maybe Roblox just can’t report memory properly as well ![image](/secure-uploads/uploads/original/5X/5/4/d/2/54d2631ed1139db197d6a27f1194df4864de3ebf.png) Who knows what is the accurate number. Personally I trust neither Windows or Roblox on doing stuff properly
1,957
4ad41ff2e47b51448335d37eab4721a176114833c66fc713dc8cdf2b9ab7db64
https://devforum.roblox.com/t/4527395
4,527,395
On Today’s Episode of “What The Heck, Roblox!” (2D Clothing Deadline Extended)
Development Discussion
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208
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2026-03-20T17:43:26.271Z
2026-03-29T20:00:23.693774+00:00
# On Today’s Episode of “What The Heck, Roblox!” (2D Clothing Deadline Extended) **Category:** Development Discussion **Views:** 208 **Replies:** 7 --- **SirAxooo** (post #1): As we all know, a few weeks ago, Roblox announced that if we wanted to keep *ALLLLLLL* of the 2D clothes we uploaded to the marketplace, we would have to purchase Roblox Premium to do so. Even worse, the 2 **MOST EXPENSIVE** TIERS. To make things worse, they gave us a rather strict deadline of March 20th, aka today (as of this being posted), to do so. After that, all 2D Clothing made by people who didn’t get Premium would be delisted. Now, of course, hearing this, most 2D Clothing designers, likely in a panic that all of their hard work would essentially be WIPED, decided to pay the 10-20 bucks (or however much it costs in your currency) to get it. Now, do you just want to KNOW what Roblox just did? …they increased the deadline all the way to ***JULY.*** Better yet, ***LESS THAN A DAY BEFORE THEIR NEW RULES WOULD GO IN EFFECT.*** Meaning that they’ve basically had the aforementioned clothing designers spend 10-20 USD for NOTHING. What the f##k, Roblox. ![IMG_2406](/secure-uploads/uploads/original/5X/b/b/a/f/bbafd0290192c35eb0e7622a1bd8cf0ee56c71f0.gif) I swear, this company has what’s basically an abusive relationship with their player base and developers. --- **artucox7** (post #2): > set stupid deadline > people buy stuff to meet the deadline > deadline gets pushed to july the exact day it was meant to end welcome to roblox --- **Mogolovoniobrah** (post #3): Hear me out: what if this was all a psyop to get more people to buy more Roblox Premium subscriptions? --- **YoungPatelom** (post #6): Tbh I prepared to just quit clothing designing but I guess I’ll stay till July, I’m not paying for premium --- **FastMagpie277** (post #7): So I’m gonna make NO Robux now? Barely made any to begin with… --- **Nikita_Kuskov** (post #8): make a youtube series abt this lmao
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149be336584369bf59865e190e0919db1cd033a373e9f0c9951c90f39f1941cf
https://devforum.roblox.com/t/4530977
4,530,977
How exactly do you grow a community/game?
Development Discussion
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177
14
2026-03-22T21:00:48.865Z
2026-03-29T20:00:22.704031+00:00
# How exactly do you grow a community/game? **Category:** Development Discussion **Views:** 177 **Replies:** 14 --- **sharafzada** (post #1): Hey everyone, recently I have been working on a game that I want to eventually release. However, currently there is little to no community behind the project we are working on. We have made a few attempts to address the issues on a lack of inactivity by releasing sneak peaks into what were working on as well as a wekly recap on the progress in a week. However, I feel that it hasnt done anything to help grow/make the community active again. I do understand this may not be the best place to ask for advice but I have no idea where else to ask :sweat\_smile: If you guys have any tips on how exactly to grow my community or stories on how you grew your own community I’d be happy to hear. Thanks in advance to anyone who comments hopefully it’ll help me eventually :wink: --- **Beloathed** (post #2): Perhaps you’ll have better chances at growing the community post-release. That’s usually how it works for most games, I guess. --- **sharafzada** (post #3): Probably, but I am in servers which have ~10k members and no game release a bit of a contradiction to what you have said. However, you coukd be entirely right I am not the best at growing communities just scripting :sweat\_smile: --- **vanilla_wizard** (post #4): If you finish a game that gets at least a decent number of players, and you associate that game with a group, you’ll organically grow your community & have players who’ll be excited when you announce new updates. Achieving this before you finish and release a game, however, is borderline impossible. It was more possible back when user-created advertisements existed (as in banner images that looked like website ads) because you could advertise a group and get members that way, but that’s no longer possible. This is also one of the main reasons why you should host games under your groups rather than your account. I’ve always hosted all my games directly on my account (mostly because I’m oldschool and for a long time this was the only option), but you will get way more group members if the game is under the group than if you do what I did & simply link to the group in the social links. All that said, I do have some bad news. Recent changes to Roblox have absolutely obliterated game communities. I used to get so much feedback on my Group Wall, but Roblox has completely shut down walls and *barely anybody* uses Forums. Even groups many times bigger than mine are ghosttowns now. This is probably the single biggest reason why I stopped logging in to Roblox every day, I loved seeing what my players had to say on a daily basis but now it’s all just dead silence, no new messages to read after weeks if not months. The best way to grow an active and lively community is to get a time machine and go back in time. Or take over the Roblox Corporation and revert their changes to how groups work. --- **sharafzada** (post #5): Currently the game is under a group (thank go :folded\_hands:) but most of our community is on discord as opposed to the group forums (something I had forgot to mention :pensive\_face: ). However, I do believe most of what you said holds up regardless (and I do so agree with it) I do hope that my server/game will eventually grow post launch :folded\_hands: If there are any specific things I should do before I release the game eventually I’d be happy to listen or if you have more to say :wink: --- **vanilla_wizard** (post #6): If a Discord server for a game / development group has 10K+ members, but there’s no game to play, there’s some other explanation for that. The developers probably already had a large following from games they worked on previously or have a following on social media sites. Either that or they’re fake members. But it’s not possible to organically go from having no games to having over ten thousand real people excitedly awaiting your game without having any prior fanbase. --- **sharafzada** (post #7): Yeah, I thought it was botted my self or they may have had a previous project (not the best to assume) but personally I am interested in organic growth. I honestly despise botting/inorganic growth because what is the point I don’t see much of a benefit. A little bit of a side tangent but that is where I stand regarding your statement thanks for the follow up :hidere: --- **BearTheGruff** (post #9): Make it grow offline, immerse yourself in brainrots, and impress the current playerbase by overusing the word, “Skibidi.” --- **BearTheGruff** (post #10): I’m fine. Thank you for asking. I hope you have a fantastic, wonderful day. I am having the same fantastic, wonderful day. --- **sharafzada** (post #11): I’m not to sure growing offline would make sense for a game based off of TF2, and overwatch :sweat\_smile: same with skibidi. --- **Zolerus** (post #12): Add a reward in-game if they join your group. --- **MaxthedaydreamerXMx** (post #13): You could incentivize people to join your community, either via social media teasers or such. I managed to get a few community members that way, but I didn’t have any members so it didn’t exactly stay alive. --- **sharafzada** (post #14): We we’re actually planning to create a few tiktoks just to see if it’d work in gaining members. I believe, it would be best to show gameplay as that is what everyone would like to see..? I’m not to sure, as I previously mentioned I’m not exactly good at growing a community :sweat\_smile: --- **imNot_kipjb111** (post #15): Post sneaks on platforms about your game, showcasing the best parts of your game. This will certainly grow a small - medium community for your game. --- **sharafzada** (post #16): I do my best to post sneak peaks i.e. I post UI that we’re working on, as well as animations on our discord server. However, I am thinking about branching into tiktok.
1,394
b8390874108075c3e5c323f33549d2928787dc0c5817d634b2c03e0ba89d49bb
https://devforum.roblox.com/t/3980209
3,980,209
What to do about games who steal your content and put it through an AI filter?
Development Discussion
8
null
[]
213
25
2025-10-05T22:42:12.366Z
2026-03-29T20:01:38.033725+00:00
# What to do about games who steal your content and put it through an AI filter? **Category:** Development Discussion **Views:** 213 **Replies:** 25 --- **Jezzie_Dev** (post #1): I’ve fallen victim to an infamous game in the cheer/gymnastics/dance space on the platform that is notorious for stealing content and putting it through AI. This was my original thumbnail. Want to see theirs? It feels like a slap in the face. I filed a DMCA takedown request and I immediately received in minutes a “we’re not taking this down” type message. Not only am I a victim to this, here is another from another developer. Original: Copy: I am confused where to step from here. The developer that is stealing content is uncontactable (it’s an alt account). Clearly they’re using my work to put into a filter and profit off of (they’re doing sponsored ads). It’s very unfair and unjust. Any suggestions? Did anyone else go through this too? I am looking for a way to combat this and get my content removed from their game’s page :frowning: It is very demotivating to create content if it’s just going to be stolen, with no course of action through the rights manager. --- **VastMajorPie** (post #2): You complain about it on the devforum and file a DMCA --- **Jezzie_Dev** (post #3): Already done and it was rejected automatically by the system :white\_check\_mark: --- **VastMajorPie** (post #4): That’s what the first step is for --- **VastMajorPie** (post #6): Send the game links. --- **Jezzie_Dev** (post #7): Stolen thumbnail (it’s the third on their carousel): My game: This thumbnail of mine doesn’t appear on the game’s thumbnail carousel, it is exclusively a sponsored ad thumbnail. --- **VastMajorPie** (post #8): You do realize what the other game is doing is illegal, right? Like if Roblox doesn’t end up doing anything you can sue them? --- **Jezzie_Dev** (post #9): I’m not from the United States. I would prefer not to sue this individual in the court of law (nor do I have the resources to do so). I just want the copyright agents that review the rights manager submissions to **actually** read my submission and not use a bot to instantly deny it. It’s very frustrating. --- **VastMajorPie** (post #10): You could DM the Roblox Staff on this forum. Just make sure you’re only DMing the nice ones --- **Jezzie_Dev** (post #11): Haha how do I tell who the nice ones are :laughing: Just joking, thanks for the advice! I appreciate it. --- **VastMajorPie** (post #12): DM like Hooksmith or smth… he may be busy. What I meant is don’t DM the forum moderators. DM the Roblox Staff --- **Reditect** (post #13): Read the TOS, I believe section 11, about arbitration and the MIDR process. You don’t just sue Roblox, not that you want to, but I’m saying there are a bunch of steps before that point. If you’ve tried to get the content taken down, you’ve sent a DMCA, and they send a counter notice, that’s illegal. The TOS also covers this case of creator disputes. --- **Jezzie_Dev** (post #14): I don’t want to due anyone, just to be clear!! :open\_mouth: My DMCA request was automatically closed within a minute by assumingly a bot, I don’t believe a human looked at it. --- **Reditect** (post #15): I can recommend reaching out the the creator or group in question, and if they don’t respond in a week or two, go from there. It’s your revenue and work, so I say defend it. There’s supposed to be stuff for if you can’t afford it also, but I digress As for it being automatically closed, I’d make a bug report about it. Staff are likely to see it that way. It sounds like it’s a bug also. --- **Jezzie_Dev** (post #16): Unfortunately the creator of this game is an alt account. They have no contact method, no internet/social media presence, and the group to the game doesn’t have a wall or forum to connect. It’s likely they wanted to stay anonymous for this very reason. Thank you for the great suggestions, I contacted staff about it. Fingers crossed they respond! --- **gravitycoil828** (post #17): i do have an idea in the future, apply something known as NightShade to your thumbnails. it’ll screw up their thumbnails to look like something completely different sadly though for the current moment idk what to do --- **Jezzie_Dev** (post #18): This is a cool idea, I’ll look more into it later. Ty! --- **sarp_edon** (post #19): very clearly they know what they are doing is illegal i’d just say get a staff and say u want the game taken down, the owner IP & enforcement banned, and all the revenue that person has made transferred to your acc or you *might* bring it to court (might does not mean you will, it is just a way of persuasion. you are in the rights of suing so you can say this) --- **7eoeb** (post #20): There was a bug report recently submitted of a DMCA report being closed within 40ms (0.04 seconds) of it being created… wow TBH if it was AI then the AI didn’t read shit --- **Pish85** (post #21): **Nice Moderators:** - Hooksmith - HakaiShin\_AOD --- **Jezzie_Dev** (post #22): Update: it got taken down!!! :grinning\_face: Thank you all for the help. I’m going to try contacting the other devs this game has stolen from. Have a great night everyone. --- **A_Mp5** (post #23): Nightshade/glaze will not work, and AI image disruptors have been obsolete for… years Any multimodal model can easily bypass all of its effects, and it is 100% detectable I advise against this method of defence. The noise modifications are intrusive. Stick to the [ever-reliable DMCA system](https://www.google.com/search?q=roblox+DMCA+abuse) --- **gravitycoil828** (post #24): even if it doesnt work, may as well do it anyway just incase dmcas dont work --- **A_Mp5** (post #25): i literally just explicity told you why *not* to and why to just stick to dmcas --- **gravitycoil828** (post #26): my point still stands dmcas dont work all the time, nor does the image obsfucators, so its best to combine them
1,518
56ce21d82c928aeb9d6b9df8cf8d25d1df1d4596aa7e6fde1adf026caf05e1b9
https://devforum.roblox.com/t/4230940
4,230,940
Should there be a hotkey for making the UI visible in Roblox Studio?
Development Discussion
8
null
[]
151
22
2026-01-08T12:57:15.570Z
2026-03-29T20:00:53.168769+00:00
# Should there be a hotkey for making the UI visible in Roblox Studio? **Category:** Development Discussion **Views:** 151 **Replies:** 22 --- **Lunarix06** (post #1): In my opinion for UI Designing on Roblox, I think there should be a hotkey for making the UI or a frame visible because you always have to go to the properties and just make the UI visible Everytime. I just think having a hotkey with it helps instead of just wasting time. What do you guys think? --- **Yarik_superpro** (post #2): In the old UI, there is a button to do that. I don’t know about the new UI; I don’t use this laggy, eye-soring slop. ![image](/secure-uploads/uploads/original/5X/9/a/1/8/9a18b43a1b861a194d7e23dfc5f5f8282af99b95.png) --- **dswqsa895** (post #3): yes![image](/secure-uploads/uploads/original/5X/b/e/5/a/be5a83a55b4627422dfd096c947674cffe65aa97.png) --- **Tavikron** (post #4): ?!?!?!?!?!?!?!?!?!?!?! --- **butterthebig** (post #5): Or as a menu: Or from the visualization drop down: Or via custom tab: --- **megasuperalfonato** (post #6): Or via command bar: ![image](https://devforum.roblox.com/secure-uploads/uploads/original/5X/5/0/c/c/50ccf1f1d19d774948e87e235833b7c3a40589b8.png) --- **SodaFromBrazil** (post #7): ![freddy-fazbear](/secure-uploads/uploads/original/5X/f/d/0/5/fd05127de628ef4e1629b0ff537f75324d4f400c.gif) --- **Tavikron** (post #8): It’s actually `game.StarterGui.ShowDevelopmentGui = false` --- **megasuperalfonato** (post #9): wait what i didn’t even know that existed. well you learn things everyday! --- **Tutterey** (post #10): why dont you just use the new one :sob: you can just re add the features and you don’t have to use a sketchy mod downloader which is probably cookie logging your browser as we speak. --- **SpoostyGuy** (post #11): the glorious qt ribbon ui it was perfect --- **Lunarix06** (post #12): I meant like making the children of the screengui visible for a hotkey, like frames, image buttons, text buttons, etc. --- **Clxzed** (post #13): this new studio was so godawful, so childish and uselessly colorful, that I had to disable it thank goodness roblox still has that disable feature (just hidden) --- **SpoostyGuy** (post #14): my muscle memory on the old UI cannot adjust to this sh\*t new one. --- **Yarik_superpro** (post #15): It’s literally open source, and you can compile it yourself. ??? You can’t change themes, and you can’t customize anything but adding new tabs. --- **SpoostyGuy** (post #16): blud thinks [@Maximum\_ADHD](/u/maximum_adhd) would release a cookie logger --- **Tutterey** (post #17): you couldn’t change anything before the update? surely this is an upgrade compared to the customizability of the last UI. You guys are just afraid of change. --- **Tutterey** (post #18): when i mentioned the cookie logger I intended it as a joke. --- **SpoostyGuy** (post #19): ik Roblox studio mod manager and is safe If you don’t trust it, look through the source code and compile it yourself --- **emilaltg** (post #20): ok there arent hotkeys but there are ways to toggle ui visibility --- **Yarik_superpro** (post #21): Schrödinger’s douchebag Cool; I DON’T GIVE A CRAP ABOUT CUSTOMIZABILITY THAT IS HALF-BAKED. BRING BACK COMPILED QT UI! --- **1kaelen1** (post #22): yes but this ui is also very different. the color physically hurts [@Yarik\_superpro](/u/yarik_superpro)’s eyes since he has sensitive eyes and it’s IMPOSSIBLE to change the color without fflags --- **megasuperalfonato** (post #23): when new slop game update i need to play
1,052
a63affe9e9278563ec9c71c0c8b7b5a7978c958f9d0c9da2192f7d5703653bb0
https://devforum.roblox.com/t/4531066
4,531,066
What are your dream projects, and do you think it's worth it to make them on Roblox? Why or why not?
Development Discussion
8
null
[]
136
10
2026-03-22T21:16:32.496Z
2026-03-29T20:00:22.359112+00:00
# What are your dream projects, and do you think it's worth it to make them on Roblox? Why or why not? **Category:** Development Discussion **Views:** 136 **Replies:** 10 --- **vanilla_wizard** (post #1): Half survey, half unstructured ramblings Is there a game you’ve always wanted to make, but haven’t? If so, what is it and what keeps you from making it? Is it too hard to make / does it require too much time and labor? Would it not be popular enough or generate enough revenue to make it worth it? Or do you just lack the motivation you need to make it? Something I’m equally interested in is if you’ve seen any glimmers of hope that your dream project is actually a good idea / is worth it, because I’m going to be honest, my motivation to remain on Roblox has reached an all-time low recently and it’s all I think about whenever I visit the site. I haven’t even done anything in Studio since January. It’s making me really bummed because I’ve been active here for sixteen consecutive years, but the UX here has nosedived sharply in just the last year and I don’t know that I can take it anymore. My dream project has always been a singleplayer story-driven turn-based JRPG game. More specifically, I’ve always wanted to make a reimagining of a Roblox RPG I made back in 2012. It was way cooler in my imagination, but I was a kid with no development skills so I just used free models and it sucked badly. But now that I’m an adult, I realize the game I always wanted to make is probably in one of the hardest possible genres for 1 person to try to make from scratch, and it’s also just… not the sort of thing people play on Roblox? The way I see it, there’s no incentive to make something that takes more than 7 days of development time from empty baseplate to launch & release when that’s all users play. Roblox is a very powerful game engine, but Roblox development is itself a game where the way to win is to min-max the ratio of effort to profit. Great place to make mobile games, wrong place to make an actual video game. But maybe I’m just too jaded and pessimistic, I really do want to be convinced that it’s a good idea to stay on Roblox. --- **starcitadel** (post #2): when developers and players alike are getting shafted by this company, pessimism is very appropriate --- **mournridden** (post #3): I’ve been playing on this platform since I was a kid. Roblox was one of the very first games I played. I’ve always aspired to create a game on this platform. The condition of this company has done nothing but deteriorate. But I still feel so attached and loyal to this site. And that I don’t think I could change to somewhere else. --- **MaxthedaydreamerXMx** (post #4): group of niche developers that makes games like the code groups you see in real life it used to be just make cool niche games like uhh rpgs (Roblox has some, but most of them aren’t that good, aside from Block Tales, etc.) Butt I had my plans changed and thought making something that addresses the Roblox slop problem would be better. It feels worth it cause, Roblox is esentially full of many SMALL and niche developers that probably don’t even get any attention for something they spent so much time on. I can’t really drag myself to stay on Roblox with it’s current state, but we will probably most stay on Roblox because it is the only platform where deploying a game is as easy as hitting “Publish Game”, and it doesn’t cost you anything. --- **CascadeChalupas** (post #5): A successor to this game Had more depth compared to clone factory tycoon 2, I enjoyed equipping my clones with different weaponry to try and counter others or to stack status effects. I don’t know scripting though and motivation would probably be a issue too. :pensive\_face: --- **Kooraseru** (post #6): dream project is to make a 2d rpg and probably post it on steam or wtv. I don’t really want to use any existing engine, and instead probably build my own framework first that would be similar to RPG Maker. I used to play a-lot of Earthbound as a kid, and am a huge fan of indie publications such as Yume Nikki, Omori, Undertale, etc. Then again, I’m also considering possibly just making a mod to an existing game such as Yume Nikki or Omori. I know there’s the online Yumme Nikki project, and could 100% try to make something similar for something like Omori. Lowk leaning heavily towards possibly making a psychological horror. --- The whole issue with doing such on Roblox’s current engine is the fact it simply is not designed currently for such levels of 2d work. I’d mostly be focusing more on a single-player game, and due to such the whole gimmick of Roblox being a “Multiplayer Library of Experiences” falls apart. I don’t want to have my work stored on Roblox’s servers (would make no sense if it’s a multiplayer game), I want to be able to display topics not allowed for the platform, and not be limited artistically. --- **scooter_user** (post #7): i’ve always wanted to make a horror game but currently i’m not making a horror game --- **starcitadel** (post #8): i bet the cleanup crew sees some nasty things though --- **dark_kill19421real** (post #10): make a (or multiple) core game(s), and honestly i think its worth it cuz core games r a pretty cool genre (despite the fact its DYING), so i want to bring something to it or even possibly revive it (thats not happenning lol) as of right now im already working on one, though due to procrastination i haven’t finished it yet --- **UltraUrkel** (post #11): A quick view to the home page is enough to see that the people who manage Roblox have more in common with Bobby Kotick than with Gabe Newel. It’s sickening the direction that this platform is taking. The home page redirects you to the predatory free to play scams that are so typical in mobile stores. The people in charge couldn’t care less about the community, both users and developers.
1,384
bd5f12e22af8655c5fb22979b622401a2001f16e0fc6d5a7acb2843dc352e538
https://devforum.roblox.com/t/4028221
4,028,221
What's your First Program?
Development Discussion
8
null
[]
161
9
2025-10-27T17:22:22.766Z
2026-03-29T20:01:30.952940+00:00
# What's your First Program? **Category:** Development Discussion **Views:** 161 **Replies:** 9 --- **federalbureau08** (post #1): Hello everyone! I’m wondering what everyone’s first program was with programming. I plan to try creating a small Intro to Programming game with a few programming languages, and I would like some examples from some people! My first was in Javascript: let x = Math.floor(Math.random () \* 6); console.log(x); PS: This is my first ever post, please correct me if this is the wrong section. --- **SavAlt17** (post #2): i believe it should be in development discussion --- **federalbureau08** (post #3): Ok, thank you for the information! --- **Microwave_Toothpaste** (post #4): Either that or ```javascript console.log("Hello, World!"); ``` I literally do not remember --- **1kaelen1** (post #5): how do you get the furry scratch --- **Microwave_Toothpaste** (post #6): Scratch Addons ![image](/secure-uploads/uploads/original/5X/4/d/8/5/4d85e9aa5d0605d7e0574104d02e76dfafcdceed.png) It’s a browser extension --- **Tomi1231** (post #7): Excluding hello world, it was probably an attempt at writing code in a nonsensical way for a computer Aka, thinking two scripts could share variables or stuff, because the parts they were into were touching??? Perhaps it’s the Blocksworld mentality that lead me to try that… --- **UR_localBETA** (post #8): python….aka snek snek is edible --- **Jacket_Howla** (post #9): games on python (pygame addon btw) --- **Rekotora3349** (post #10): A Windows batch file that made a .txt file which contained information about your pc and it’s storage medium contents.
443
c1dc615c9a6149edb97734bed78cd86cb3c52c2c4838289ed079ccc197212fe7
https://devforum.roblox.com/t/4109902
4,109,902
Have any of you been banned?
Development Discussion
8
null
[ "studio" ]
293
21
2025-12-01T21:06:23.405Z
2026-03-29T20:01:15.703572+00:00
# Have any of you been banned? **Category:** Development Discussion **Tags:** studio **Views:** 293 **Replies:** 21 --- **Mitchellvaldezmav** (post #1): you can share your time when your were banned i was banned on Nov 27 due to a WW2 Icon i just want to know okay and please dont be rude to me --- **WinterStorm_Meow** (post #2): I was banned multiple times yea! However they were all false and I would get my appeal accepted within minutes. If your talking about false bans then ye. Also the reason why people may not share their experience is because well they are banned so are probably not allowed to speak here. --- **SMBri** (post #3): I have never been banned, this has been my only account, and ive only gotten 2 warnings --- **NotEvNeedsAReaction** (post #4): no im very civilized and innocent i have a squeaky clean criminal record --- **Soundmoji** (post #5): I have surprisingly never banned at all. The last moderation action was 2 years ago which was a warning for *directing users off platform* --- **Pismyren** (post #6): I got banned for spamming, so yes. --- **Beloathed** (post #7): My moderation record? Dirty, in terms of number of moderation actions. Now, it’s a matter of “What percentage of those actions weren’t moderation mistakes” (The answer? A minority of them) --- **2xA_Imagineer95** (post #8): Got banned for a day once for saying yo mama so fat thanos had to clap --- **Microwave_Toothpaste** (post #9): yeah, several times --- **patopro77** (post #10): LOL SAME (banned for a yo mama joke) --- **Blizzei** (post #11): I got banned multiple times, however there’s one time I got banned that was kind of funny. Was playing a plate survival game and a black hole spawned and I immediately got banned as it spawned in (for a DMCA) I clipped it --- **LumenNoir** (post #12): i was banned for seven days a week or two ago because I forgot to edit the nipples out of one of those muscle shirts, i thought i did it but i think i was editing the wrong layer in [paint.net](http://paint.net). anyways I appealed and was instantly unbanned. --- **RuinedSanctuary** (post #13): I got banned twice for images of guns, one of them being **7 days for sexual content** which were appealed. I have been banned truthfully once for saying idiot in the chat. --- **Sqowly** (post #14): i got banned about 10+ times on this account alone --- **Mitchellvaldezmav** (post #15): That black hole was so powerful it banned you​:skull::skull::skull: --- **Jezzie_Dev** (post #16): I was wrongfully banned for being a victim of the “Crosswoods” exploit. My account was reinstated upon appeal. Aside from that, no bans. --- **UR_localBETA** (post #17): bout five times for harassment (what I said wasn’t harassing anyone) --- **gravitycoil828** (post #18): i mostly get warnings for decals [terrorism apparantly from this cloud!] however once i got a permanent deletion because, when i was younger, back in 2022 i tried to make a UTG hub and of course those were being heavily moderated at the time so i got deleted somehow i got a one-time chance, not sure how though --- **federalbureau08** (post #19): I was false banned once for saying ‘walmart’, false terminated (later reinstated) as an enforcement ban, and then false banned for harassment. --- **BlackCrisisDrone** (post #20): One time I got banned for saying “summer is almost over ;\_;”. This was when I learned that roblox’s moderation was full of it, and it wasn’t to be taken seriously as an authority figure. --- **1kaelen1** (post #21): maybe the mods don’t want summer to be over :( --- **BlackCrisisDrone** (post #22): In that case I’m sorry for ruining their day
945
957a8d1dd4db794735902b6c95d7147a78bbae563bea310c5357ba6c892fa4b3
https://devforum.roblox.com/t/4108748
4,108,748
Developers, what’s the exact moment you realized “wait… I’m actually a developer”?
Development Discussion
8
null
[]
702
50
2025-12-01T05:41:04.512Z
2026-03-29T20:01:16.647184+00:00
# Developers, what’s the exact moment you realized “wait… I’m actually a developer”? **Category:** Development Discussion **Views:** 702 **Replies:** 50 --- **A_Mp5** (post #1): Whether you’re a **Scripter**, **Composer**, **Modeller**, **Builder**, **Animator**, **UI designer**, or anything in between, most of us don’t have a single official “start date.” Most of us didn’t get a diploma, a badge, or a magical moment where someone officially stamped “DEVELOPER” on our forehead. Instead, there’s that one oddly specific moment wherein you *realized* the fact. Not a big milestone like a front-page hit or your first DevEx, I mean the tiny, personal, strangely memorable moment that clicked something in your brain. Perhaps, it was when: - When you were explaining a bug to someone and realized you sounded like you knew what you were doing - When your code broke, you sighed, and calmly said “yeah that makes sense” after remembering what you just typed? - When your model finally looked right but weirdly professional after 37 micro-adjustments - When one time I got stuck in my neighbour’s doggy-door and vomited while trying to escape and blamed it on their cat that died a week prior - When you looped your own music track and thought “that actually sounds good??” - When someone asked for advice and you realized you genuinely knew the answer - When a tester commented on a tiny detail you added - When you caught yourself spending an hour renaming assets for ‘organization’ and enjoyed it because it didn’t feel like pretending - When you opened Studio *just to check something* and lost 3 hours It can be subtle, funny, emotional, or stupid — whatever moment made the title click for you. :backhand\_index\_pointing\_right: **So, Developers: when did you first call yourself a “developer,” and it actually felt… accurate?** --- **1kaelen1** (post #2): when i wrote whatever this is at like 4 in the morning [@12345koip](/u/12345koip) what do you think of the game:service --- **UR_localBETA** (post #3): person above does not get sleep and lives on caffeine and redstone --- **qipaoist** (post #4): When I became part of a team of strangers --- **Crazedbrick1** (post #5): Sorry but it’s been my first devex :skull: --- **12345koip** (post #6): i think its --- **SquarianSquare** (post #7): even when i got my first 10m visits i didnt really think of i think it was when a guy at roblox product team responded to one of my random 4 am tweets about a new feature and reposted it lol --- **pankii_kust** (post #8): i used to convince myself being a game developer without any actual game coded by myself, until i started making this game without even learning basics --- **af_2048** (post #9): I think a good rule is avoiding hardcoded constants, you might want to place values WalkSpeed and JumpPower in a separate configuration. Because changing them in the future will be painful (for example, if you decide to use this code in another game with another values). Also not sure that global function makebot is really intentional here. Thanks for asking for the second opinion! --- **Rhodizites** (post #10): The moment i got 400k visits on one place --- **af_2048** (post #11): Also, please consider avoiding writing code when you are tired. Everyone will make mistakes they don’t do when they are fresh and as a result will waste time on debugging them. So technically it’s somewhat healthier 1 hour of coding without mistakes and 4 hours of sleeping then 1 hour of coding and 4 hours of debugging it to fix bugs that were added in first hour. --- **maxim01689** (post #12): i still don’t have any moments to consider myself as a developer --- **MiningPiggie** (post #13): The fact that nobody else has pointed this out tells me that most people probably didn’t read all the examples you provided before replying, which I think is hilarious. --- **megasuperalfonato** (post #14): It was when I first opened roblox studio --- **Jacket_Howla** (post #15): still dont consider myself as developer while having 3+ years of coding experience behind --- **1kaelen1** (post #16): bro is not [@12345koip](/u/12345koip) also no, this code is perfect and you cannot improve perfection. if I wanted to change the values I WOULD EDIT THE NUMBERS!!! everything in this code is intentional, --- **1kaelen1** (post #17): Too bad there aren’t any bugs so I will keep doing it. --- **IcyTea** (post #19): Making a card game from the ground up with friends since 2015 was and still is fun. --- **12345koip** (post #20): hello [@1kaelen1](/u/1kaelen1) whats ur opinion on [redacted] also so this post doesnt get taken down i first felt like a developer when i started developing --- **1kaelen1** (post #21): On what --- **patopro77** (post #22): I have been developing since 2020 and i dont consider myself a developer because i havent released any *real* games at all lol. --- **Microwave_Toothpaste** (post #23): On [redacted] --- **chocolate_bar2410** (post #24): the moment i found out about chat gpt /j --- **Jezzie_Dev** (post #25): Once I built an active community around my game I thought to myself “wow.. I made an actual Roblox game people play”. --- **UR_localBETA** (post #26): [redacted] started [redacted] on [redacted] and then [redacted] realized [redacted was a [redacted] --- **Zolurite** (post #27): Completely off topic, but I literally just found my action figure of you. --- **3lectric_Coke** (post #28): probably when i made my first $100m? --- **Crazedbrick1** (post #29): Me when I lie on an online forum: --- **A_Mp5** (post #30): 10 trillion bytecode instructions per line probably enough x64 instructions to take someone to the moon and back these are only performance boosters in the realm of scripters ?? :sob: loser mentality. Great! insane it does NOT take ts much… sometimes design encompasses a LOT of gamedev but the title isn’t official until you code subjectively common sense atp that’s crazy I wholeheartedly disagree tragic! even today nobody but you has LMAO aura tragic trust bro :folded\_hands: aura one would imagine it is dw about it tragic tuff the community always hits insightful! aura trust! --- **1kaelen1** (post #31): bro pls dont show ts to yarik :pray: --- **A_Mp5** (post #32): it’s not OOP. it doesn’t pretend to work. and that counts—you are forgiven --- **nicksneakyy** (post #33): I wish my friends replied to me like this --- **12345koip** (post #34): hi! --- **SquarianSquare** (post #35): I MEANNN ig you could say when i got verified today was that moment aswell but thats a major milestone so --- **1kaelen1** (post #36): how tf --- **UR_localBETA** (post #37): but he really gotta stop eating redstone before he can open iron doors --- **Disreceded** (post #38): im not a developer until i actually publish a game --- **Gucci_Dabs222** (post #39): it was when i realized my life had no more meaning and all joy and positivity had seemingly been sucked away, figuratively leaving behind a hollow and empty husk that is cursed to mindlessly chase after the unachievable goal of fame and glory for all of eternity, in parallel to the famed mythological greek tragedy of Sisyphus. or smth like that idk :man\_shrugging: --- **CraftOfHeart** (post #40): Is that the man, the myth, the legend IcyTea himself?! --- **Microwave_Toothpaste** (post #41): I remember when I streamsniped you and made you get mad :smiling\_face: :innocent: --- **Shouter75** (post #42): when i realised that modulescripts are actually modules --- **UR_localBETA** (post #43): why is my post liked more than the topic :skull: --- **Yarik_superpro** (post #44): Developer implies multi-specialization. Ironically, I was a de facto developer from the start. I remember dumb 14-year-old me messing around building in Studio, and then I decided to learn how to script. It’s so odd; it feels like I was an entirely different person, lol. --- **Fattyboombah9** (post #45): probably when i first learnt about modulescripts, when i started making robux and when i got member rank on dev forum (the other day lol) --- **A_Mp5** (post #46): i thought more about that moment when someone realizes they are actually a developer. it often seems less like a single achievement and more like a pattern of showing up and shipping. i like the idea that identity forms quietly through repeated problem solving rather than one big milestone. --- **SodaFromBrazil** (post #47): nah bro made by mumbo jumbo (original joke by Moth (SodaFromBrazil)) --- **45dex1** (post #48): probably when I was testing a simple AI change and then got outsmarted by my own creations --- **SkyNight56** (post #49): When I realized “Holy cow I can read this script and know what it says” to “holy cheese there is now roughly 3K MAU in my experience”. Though I don’t necessarily brand myself as a developer, because I know there is a LOT I still need to learn and do. I guess at this point, there’s a fine line with my projects where it was like unexpected to have a popular experience and now I have to stay on top of it - to - unexpected to have a popular experience that wasn’t my goal to be popular. While trying to keep my actual projects afloat, I sink to being “trapped” constantly updating/upgrading a game that was technically wasn’t meant to be. I’m not trying to talk down on myself, I guess I am just trying to answer a question with another question; at what point through success and failure should you look at yourself as a developer? There are many days I feel stuck when developing and have to take long breaks to recuperate and rethink “Is this what the players want?” --- **dswqsa895** (post #50): probably when i made a game that i didn’t even know people played (the game has 250k+ visits somehow, i didnt even advertise it), and then I made more and more updates and I realized people liked it, so I continued and that’s how I felt like a dev --- **hyunjinvinyl** (post #51): not on roblox but when i was completely lost on how to do something in c# so i just made a rough guess and it worked. no direction no idea just tried something random based off my own critical thinking and logic and it worked
2,576
1cf35737390d208cfdc2075a44cd13d9bd9e86c37659e10579a72164c346acd8
https://devforum.roblox.com/t/4527428
4,527,428
Defense Strategies Against Aggressive AI Moderation
Development Discussion
8
null
[]
128
1
2026-03-20T20:43:25.806Z
2026-03-29T20:00:23.504775+00:00
# Defense Strategies Against Aggressive AI Moderation **Category:** Development Discussion **Views:** 128 **Replies:** 1 --- **sinhaleseunit** (post #1): I believe that AI usage in moderation is the future to a safer environment in all social platforms. A platform as massive as Roblox will always have people who are trying to find ways to take advantage of their service for their own malicious intent, and AI is the best way to combat this. As of now, the accuracy of AI moderation is no where near a six sigma process (3.4 defects over 1 million opportunities) and I personally think it’s going to take years to come to that point. For example, I will list 3 of the most ridicules bans I’ve faced, all of which took weeks to settle with the Roblox’s appeals team. 1. sinhaleseunit’s place (My starter place, I forgot the exact reasoning for the ban): I have never opened this experience in studio or published anything, but it was randomly taken down and my account faced restrictions. 2. Madi’s Wardrobe (Banned for recreating a sensitive event): Here is a [short](https://www.youtube.com/shorts/koluUFVaFec) video of the game to show you that it is nothing along the nature of what the ban is claiming. Additionally, I appealed and they removed the suspension, but then they forgot to actually remove the suspension, so I had to email them again to tell them that they forgot to do their job. 3. life purpose (Banned for Misusing Roblox Systems): This game was actually taken down 2 times before because of violent content, but I quite frankly agree with these bans because they were surprisingly detailed and it felt like a human was looking over my case. Two years later it has been taken down for “Misusing Roblox Systems”, this has recently happened so I am still [struggling](https://devforum.roblox.com/t/victim-of-misusing-roblox-systems-will-i-be-able-to-make-new-games/4526682) with this ban, here is another [short](https://www.youtube.com/shorts/Cks2yetDYqI) video to show that there is no malicious intent from what the ban is implying. When Roblox enforces these bans, they not only take down your game, but they also restrict certain things you can do on your account. Because of that ban on life purpose, I am not able to publish any new games anymore, presumably not until this ban is resolved. Since this is like the 3rd stray I’ve caught, I’m starting to get paranoid. I am just one bad AI decision from losing everything and its starting to feel like a risk to leave robux in my account without DevExing it. My account has around 50million place visits and I have recently fulfilled the requirement to be a verified creator (1M+ playtime hours < 90 days), despite this, there is absolutely nothing protecting me from these automated decisions. The only solution to this is to take matters into my own hand and change how I approach developing on Roblox. If AI is being used against us then we have to protect ourself by the following: 1. Do not create games that could subjectively conflict with Roblox’s TOS 2. Copy games and ideas that are already successful and innovate it in your own way. Sadly, it is just too risky to come up with your own unique ideas and it is safer to branch from a path that already works. 3. Keep all your public games up to date or make them private, Roblox constantly changes their API and failing to conform to their changes may result in unnecessary punishment. We live in an age where all games under your profile are all opportunities for AI moderation to hunt you down. I don’t want to discourage anyone to come up with your own ideas, if you are just starting out then you honestly have nothing to lose! I have hope that AI moderation will get better over time, but many people, including myself, keep getting caught in the crossfire. What other measures should people take to protect themselves from aggressive AI moderation? --- **dark_kill19421real** (post #3): This happenned because roblox banned the use of beds (or atleast double-beds) under sexual content, and a bot or someone malicious went to your game and reported it because the default starter place contains bot, and since bans are handled by AI this resulted in that ban either way, to begin i guess we can PRAY, do RITUALS and SACRIFICES to the god of AI moderation or whatever to not get smithed also i suppose you should avoid stuff like bathrooms, showers, or double beds, or literally ANYTHING that looks even SLIGHTLY suggestive screenshots of for example discord convos are also not allowed (apparently its personifiable information or something) so even if you’re making a slight joke on your friend probably dont and afterwards i dont know what else, maybe just reread the TOS and exaggerate their rules tenfold i guess
1,061
81b46af733716f0f20f0dd30459b647452813f735805893515e30d346df7670b
https://devforum.roblox.com/t/4478445
4,478,445
Deleting a user id
Development Discussion
8
null
[ "help" ]
203
9
2026-03-07T02:22:48.925Z
2026-03-29T20:00:29.119751+00:00
# Deleting a user id **Category:** Development Discussion **Tags:** help **Views:** 203 **Replies:** 9 --- **GamerAusboy** (post #1): Hi Dev, We received a right-of-erasure-request for the following User ID(s): 4024448294 Please delete this User ID immediately from all of your records (e.g. games, data stores, etc.) from the following Game(s): (i just removed the link) This is an obligation under data protection laws. If you would like more information about how to delete a User ID from a data store, please visit our Developer Hub at <https://developer.roblox.com/articles/Data-store> , <https://developer.roblox.com/api-reference/class/GlobalDataStore> and <https://developer.roblox.com/en-us/articles/managing-personal-information>. Please note that you must delete the User ID from all of your records, and not just from your data stores. The pages linked above are provided for informational purposes and are not intended to provide a comprehensive method of deleting User IDs. Regards, The Roblox Team --- **GamerAusboy** (post #2): so how do i delete that exactly? --- **patopro77** (post #3): just a simple search might have saved you all the time writing this post (ik its copypasted but 1 second stil matters) and the time waiting for someone to answer --- **GamerAusboy** (post #4): ok thank you i will try that. i never thought of that. lol --- **GamerAusboy** (post #5): unfortunately, it didnt work and i need more help. --- **megasuperalfonato** (post #6): see this post in which i was the solution (maybe change this post category to [Help and Feedback > Platform Usage Support](/c/help-and-feedback/platform-usage-support/261) to give me a free solution) --- **The_DuckDeveloper** (post #7): Datastore:RemoveAsync(key). Use whatever format you would use to code player specific data as keys and run this in the command bar of your game (assuming you have studio access to api’s enabled.) --- **GamerAusboy** (post #8): thats kinda confusing but thanks --- **Maxoratus** (post #9): Just ignore it. I get lots of these --- **Carbonated_Cat** (post #10): ```lua game.Players:GetUserId(4024448294):Destroy() ```
532
6651515e6e2c7e145509154eceb50799608a34a85a97290c7298c4d47324d182
https://devforum.roblox.com/t/4400050
4,400,050
Rate my thumbnail lol
Development Discussion
8
null
[]
259
22
2026-02-17T17:45:40.510Z
2026-03-29T20:00:34.467638+00:00
# Rate my thumbnail lol **Category:** Development Discussion **Views:** 259 **Replies:** 22 --- **timothy1498_boi** (post #1): hi guys is this game icon gud? idk --- **timothy1498_boi** (post #2): full “hd” --- **Kooraseru** (post #3): 9/10 should use the old Roblox logo instead. Make is 128x128p because low quality = funny --- **timothy1498_boi** (post #4): lol it looks bad frfr thank you --- **Kooraseru** (post #5): looks even better :fire::fire: add 5000 publisher stickers now --- **timothy1498_boi** (post #6): hell nah, i ain’t adding random shit, i don’t want make it “worse” ig --- **timothy1498_boi** (post #7): wow lol ██████████████ ███████ ██████████████ fr fr… --- **mosquitowo** (post #8): I don’t know but if it pops up in my recommendations I probably wouldnt click it. --- **Kooraseru** (post #9): I think it ain’t shitty enough yknow It’s too high definition for the style it’s going for --- **megasuperalfonato** (post #10): I don’t know but if it pops up in my recommendations I probably wouldnt click it. 3.4/10. --- **timothy1498_boi** (post #11): the actual thumbnail, it looks fucked up i guess… --- **KingAlijahforever** (post #12): *Cough* **Cough** ###### The Urge for me to see if I recreate this is very high . . . --- **hellie_jellie** (post #13): I would lowkey click something that looked like this in my recommendations --- **MustyBreadOfficial** (post #14): I think you need to commit to the low quality PSP graphics that it’s clearly inspired by because at the moment it’s kind of in this weird middle ground Maybe find a texture resource and use PSP textures for the game itself? The styling is great but at the moment the game looks plain --- **1iyq** (post #15): what is your game about? i cant really tell from any of these thumbnails --- **timothy1498_boi** (post #16): Basically this game was inspired by another game named [my eyes deceived](https://www.youtube.com/watch?v=uqoJYfieNHE) and the environment inspired by [this](https://id.wikipedia.org/wiki/Era_Reformasi)… and tbh it more focused in the custom story that i made yea i don’t think a good naming for ts, yet the name was also made for placeholder i guess --- **TNolan01** (post #17): remove the things on the left side. they are unnecessary --- **kasym77777** (post #18): bro age rating this game like PEGI --- **timothy1498_boi** (post #19): i planned to tho, and this thumbnail is for Indonesian, bcs roblox added 2 rating sys into roblox games that are accessable in my region <https://x.com/Roblox/status/1976829400135196730?lang=en> and roblx default one i will relase the pegi ver for the global players ig --- **bapakny_agnesbotak** (post #20): me rn ![5255875002473676111](/secure-uploads/uploads/original/5X/5/3/1/a/531a75241735e860c34a38d3485f54751b913772.gif) --- **paidkeybor** (post #21): is this an absolute gem? </secure-uploads/uploads/original/5X/2/e/b/0/2eb0c81097493fb2461a530d08c748eecfacec87.wav> --- **bapakny_agnesbotak** (post #22): Grok forum is suspended btw --- **paidkeybor** (post #23): oh damn i’m gonna optimize an entire playthrough of hotel mario
926
1dc68f7134be5bd937e4cb14093d8240ed92ee25b73145e26ee41e4b9501da70
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