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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.
 | 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

---
**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):

---
**1iyq** (post #27):

---
**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

---
**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 | 8 | null | [] | 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:

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

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 | 8 | null | [] | 208 | 7 | 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.

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 | 541 | 149be336584369bf59865e190e0919db1cd033a373e9f0c9951c90f39f1941cf | |
https://devforum.roblox.com/t/4530977 | 4,530,977 | How exactly do you grow a community/game? | Development Discussion | 8 | null | [] | 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.

---
**dswqsa895** (post #3):
yes
---
**Tavikron** (post #4):
?!?!?!?!?!?!?!?!?!?!?!
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**butterthebig** (post #5):
Or as a menu:
Or from the visualization drop down:
Or via custom tab:
---
**megasuperalfonato** (post #6):
Or via command bar:

---
**SodaFromBrazil** (post #7):

---
**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
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**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

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
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**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?
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**Crazedbrick1** (post #29):
Me when I lie on an online forum:
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**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:
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**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
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**12345koip** (post #34):
hi!
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**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
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**UR_localBETA** (post #37):
but he really gotta stop eating redstone before he can open iron doors
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**Disreceded** (post #38):
im not a developer until i actually publish a game
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**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
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**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
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**Maxoratus** (post #9):
Just ignore it. I get lots of these
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**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”
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**Kooraseru** (post #3):
9/10 should use the old Roblox logo instead. Make is 128x128p because low quality = funny
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**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
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**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
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**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

---
**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 | |
https://devforum.roblox.com/t/4019844 | 4,019,844 | Why won't Roblox let us do that | Development Discussion | 8 | null | [] | 314 | 16 | 2025-10-22T08:40:42.177Z | 2026-03-29T20:01:31.804959+00:00 | # Why won't Roblox let us do that
**Category:** Development Discussion
**Views:** 314 **Replies:** 16
---
**ToTheZIndustry** (post #1):
I tried to make my bodyparts (legs, arms) collidable, it worked well until I jumped which reset everything, I don’t feel like making a script to automatically set said bodyparts to cancollide everytime it’s changed, I searched PlayerModule and all of the scripts inside, clicked on Ctrl + F, and searched “col”, I read the scripts and nothing came out, why won’t Roblox let us change that?
I think I need to give more info, tell me if that’s the case.
---
**i_dunno8p** (post #2):
Ez fix:
Weld long boi parts to the limbs.
Also they won’t let you do that as it’d break the physics engine.
---
**PizzaOnLinux** (post #3):
create a loop to set the bodyparts to true on heartbeat or frame. works for me.
(also Roblox doesn’t like when you make limbs cancollide)
---
**EzraPalo** (post #4):
i thought can collide was true…
---
**RocketSlither** (post #5):
Can collide is only true on the torso and maybe the head. The rest can’t collide.
---
**EzraPalo** (post #6):
wdbt the legs? ikk this is prolly stupid but how do my legs not morph thru the grouns?
---
**RocketSlither** (post #7):
Roblox has a system that automatically places you a specific amount off of the ground. You can artificially change this by changing the hip height (on the Roblox character, it is set to 0, for some reason)
---
**PizzaOnLinux** (post #8):
the hip height is actually inconsistent for R6 and R15. and I believe its set to 2 for **one** of them. but I could be wrong.
---
**RocketSlither** (post #9):
I mainly only use it for custom rigs or models, so I have no idea
---
**baackup_1st** (post #10):
As PizzaOnLinux said, script to set them to cancollide true. (also its r6 that has hip height set to 0 by default)
Make sure to make 2 collision groups for the HumanoidRootPart and the limbs, set to not collide with eachother but collide with the world (for whatever reason nocollision constraints don’t work) so that they dont make the humanoid freak out, otherwise you might start flying or be unable to jump etc.
---
**ToTheZIndustry** (post #11):
Mentioned that was not what I was trying to do but I guess I have no other choice since Roblox for some reason does not want you to make limbs collidable.
Humanoids are becoming more and more physics-based so we can hope that eventually they’ll let us change that.
---
**ToTheZIndustry** (post #12):
Humanoidrootpart won’t be set to cancollide, also I’ll make it have 0.0001x the density since I can’t really make it massless (it’s going to literally freeze your character)
---
**baackup_1st** (post #13):
I dont quite understand what this is supposed to mean, what would make my setup not work with this? are you saying its redundant? explain in more detail the issue here.
---
**UR_localBETA** (post #14):
they hate their players :DD
---
**ToTheZIndustry** (post #15):
I quite don’t like the humanoidrootpart being collidable even if it’s invisible and replaced by the torso, yeah seems stupid I know but in cases where someone uses an emote that’s far from the humanoid root part I have a reason to worry, not saying yours is bad infact it’s good.
---
**baackup_1st** (post #16):
The rootpart doesnt need collision for this to work, just set the script to **not** set the rootpart to cancollide = true.(I should test r15 i use r6 religously so i don’t really know how this behaves on r15)
EDIT: The reason we make a collisiongroup for it, is because the humanoid itself doesnt care about the rootpart cancollide setting, or nocollision constraints when checking were the floor, and whatnot are but it does respect the rootparts collisiongroup for whatever reason.
---
**Heimskeet** (post #17):
not really the reason, it’s because the physics engine would be unstable with those parts being collidable, they move around alot, it would cause all sorts of jank.
Besides if you really need collisions there, simply weld parts to it? | 1,018 | ba0845e74981ebb959c420a9f446bea52e1f6833c65a1060d342fa2728e405af | |
https://devforum.roblox.com/t/4375197 | 4,375,197 | My experience with Roblox-TS so far | Development Discussion | 8 | null | [] | 212 | 13 | 2026-02-15T01:15:09.704Z | 2026-03-29T20:00:35.941843+00:00 | # My experience with Roblox-TS so far
**Category:** Development Discussion
**Views:** 212 **Replies:** 13
---
**BearTheGruff** (post #1):
G’day. I’ve been using Roblox-TS for two weeks now, and here’s what I love about it so far:
- Proper Classes
- User-defined Instances
- Decorators
- Promise as native feature
- Not-so-wordy Syntax
- Visibility
- Methods and Field
- The only time where using type-safety makes sense
- Flamework
Here’s what I do not love about Roblox-TS
- Forbidden from typing `any`
- Cannot use a user-defined instances as keys without maps
- One more problem that I can’t name because I fogot. Still, I found a workaround.
All of this is in comparison with Luau. As much as I love Luau, I still find so many flaws with it. Now, this is not like a cult or hype train, but this is purely for the love of proper classes and linter despite not being ran in Roblox beforehand.
Beforehand
Luau is my first programming language, and I’ve never once used React, so it’s hard to assume that I’m a web developer or anything.
I only started to get my hands on Java in the late of last year. To be honest, the idea of metatables as a replacement were so, so unnecessary. Lua might already be performant enough to disregard the fact that we have to index through it ourselves, but doing all of the work like typing out and making sure developers don’t touch private API is tedious. In fact, I think Lua itself is tedious. I’ve gotten so, so used to the “cryptic” syntax. I think it’s better readable then the lexical itself.
There, we have classes, public, private, protected, static, methods, etc. I never knew that I needed all of it. Desperate, I searched for transpilers that can accomplish this. Roblox-CS? Eh, I have no idea what NuGet is, and I had hard time compiling it. JBlox? That’s a library that requires input as strings, and it’s kinda sucky sucky. Then, I remembered Roblox-TS. I mean, it’s not Java, but it still has classes. It’s just what I needed. I never had a serious with experience with JS or TS, but I should give it a shot.
# The Experience
Since two weeks ago, I started from ground zero. I absolutely have never dealt with Javascript before. If I had, I still didn’t. I only loaded Fengari module in HTML and basically wrote Lua in my web development.
Roblox-TS seems pretty heavy around package management, and especially NPM. After installation, I realized that many packages have been ported from Luau to Roblox-TS already which is nice, because I don’t have to learn APIs all over again and just use the ones I’m familiar with.
Then, you needed components. You need like a thing that detects instance attaching onto the object and yada yada. That’s when I found out about Flamework, and so far, it’s been going quite well. I’ve always been skeptical of frameworks, because they can hardly be documented on Roblox Studio, and I discourage the usage of Knit. Not here. Flamework is already better, because you can use decorators to dictate whether this class is a service, component, or what, and I really like the way networking is set up. You use types in ReplicatedStorage, and it shares the parameters and types among client and server code. You don’t have to worry a single thing about incorrect arguments.
Once I got the hang of it, I invited my business partner to learn Roblox-TS and see what we could do with it. We moved to GitHub for better privacy during development for testing and merging without conflicts. We completed the whole project just within five days. That would’ve taken us around fourteen days or so as we suffer procrastination due to bad in-line code documentation and dealing with classes. Not to mention, we dislike using AI, and we aim for polished, so we have to be really keen to any vulnerability or unnecessary logic.
When we needed to see if our code works, we don’t need to play, we can either let the transpiler watch for errors or follow the linter, and to be fair, the frequency of wait time for testing games became less and less.
Since then, I believe that I will mostly work with Roblox-TS for structure, readability, and less typing ergonomics. Depending on your background or who you are, you might stick to what you have now if it’s easier for you or so. Though, I love having classes and much more benefits that Roblox-TS has to offer, and it simplified the production. For this, I think you should give Roblox-TS a try, because my attempt became an experience.
---
**Carbonated_Cat** (post #3):
i type any all the time
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**Scallium** (post #4):
I have not used Roblox-TS for a very long time but can’t you just disable that linting rule (assuming it uses ESLint)? It makes sense why they’d prohibit that but I’m pretty sure it can be turned off, I think.
---
**BearTheGruff** (post #5):
It’s not a linter issue, but a transpiler thing. It tells you to consider using `unknown`, but even then, it doesn’t fit my purpose at that time.
---
**Judgy_Oreo** (post #6):
Metatables are bad at emulating OOP because Lua/Luau is not an OOP language. If you use the language in the way that it is actually designed for instead of trying to force OOP into it, you will have a much nicer time. Of course, I do not hope to singlehandedly change your opinion of OOP by saying so, but it’s been nice to see more and more people acknowledge this.
Additionally there are a few plans the Luau team has to make OOP in Luau a little bit more bearable, like [Shared Self Types](https://rfcs.luau.org/shared-self-types.html), but we’ll probably never get full-on class declaration syntax (for the better, IMO).
- Well, you see, in order to run Doom in TS types you must write a huge ungodly annotation or something, I don’t know I didn’t watch that video, whereas in Luau you can just write a user-defined type function
- No Hina
---
**cycletablereference** (post #7):
Is hina a wheel?
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**mosquitowo** (post #8):
Why would you want to type something as `any`? You should generally never type anything as `any` except in very extraordinary cases.
---
**Judgy_Oreo** (post #9):
Close, Hina a seal
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**BearTheGruff** (post #10):
It’s not rare and it’s practical. Even the promise-character doesn’t know `animate` localscript exists under a character model, but I pushed the modification to the package.
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**BearTheGruff** (post #11):
NOOOO HINA.
Turn Hina into proper OOP and I’ll come back.
---
**mosquitowo** (post #12):
No, it SHOULD be rare. You should avoid using `any` because it defeats the purpose of a strongly typed language. TypeScript has very powerful typing so you should generally not use `any`.
---
**UR_localBETA** (post #13):
I thought it stood for this shit
---
**bdogeroo** (post #15):
Just reposting this here B) | 1,630 | cb19acc3a799b42f9f44d26e2c55049b7f32a6c45779fd7f82a8d22d040682bf | |
https://devforum.roblox.com/t/4513675 | 4,513,675 | Do you think it’s worth it to be a Roblox developer anymore? | Development Discussion | 8 | null | [] | 835 | 91 | 2026-03-12T16:38:24.894Z | 2026-03-29T20:00:29.715056+00:00 | # Do you think it’s worth it to be a Roblox developer anymore?
**Category:** Development Discussion
**Views:** 835 **Replies:** 91
---
**Z_1ndex** (post #1):
I’ve been making games for about 3 years now, but none do good, and with all the bad Roblox changes I wanted to know, is it worth it to make games here anymore? If the majority say no, I’m probably going to quit tbh
(Lmk if this is the wrong category or if anything’s wrong)
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**Placewith5s** (post #2):
Do you like palying steal a brainrot? Then yes, otherwise NO I’m majority period
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**GR0ND0R** (post #3):
I’ve spent a lot of years on roblox and didn’t make much money. I suggest finding a better place than roblox before you invest a lot of time in this platform. I am giving it last chance for my game to make me money otherwise I am quitting and there is no point in wasting more time in this trash game/platform.
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**Ziscore** (post #4):
What games have you made?
……….
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**megasuperalfonato** (post #5):
Yes, why would it not be worth it anymore?
Free servers
Free pre-made engine with characters, physics
Free multiplayer
Almost free publishing (80 cents)
You get a little bit of luck and you get x100 profit of the money you’ve invested in publishing your game
---
**GR0ND0R** (post #7):
typical kid with only hopes and dreams waiting to meet reality.
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**megasuperalfonato** (post #8):
who are you talking about? im not a kid
ps: your perception on the reality is highly pessimistic, improve your optimism, i’ve already met “your perception of reality” 5 years ago lol, im not a coward who gives up the first try
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**Carbonated_Cat** (post #9):
an adult?! on *this* platform????????????
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**Placewith5s** (post #10):
DRAMA TIME. Get the popcorn guys!!
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**Mini15_pro1234** (post #11):
No.
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**realdusk05** (post #12):
I’d say yes and no.
I personally dislike the brainrot games (and the genre as a whole), but I can see that people are profiting. Remember this quote: “Lazy people will find the shortcuts to success”.
Other games, which are more game-y and less brainrot-y, are seeing success, though perhaps not on the same level as these kid-targeted games. I refer to games such as *Superstar Racers* and *untitled tag game*, both of which see an average of 1-2k players a day. That’s pretty big.
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**realdusk05** (post #14):
Also, I have to agree with [@megasuperalfonato](/u/megasuperalfonato). I think we really take for granted just how much Roblox offers. Free storage, free servers, free pre-made game engine, all of that—Alfonato *does* have points there.
However, this doesn’t excuse the abhorrent updates Roblox has been recently pushing out to the community’s disdain and despair. Roblox would benefit greatly under the care of people who can find a way to balance the interests of the investors and the interests of the players. It wouldn’t be entirely hard; for example, Dynamic Faces could be bundled with the Classic Faces. Not only do the investors see their futuristic, metaversal avatar features on Roblox, but we as players and consumers get *choice*. Ah, but I digress.
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**Thremboth** (post #15):
He is kind of right though. You can either take all the benefits Roblox offers for free and fail, or you can pay for all that stuff like server hosting out of your own pocket, and still fail. Roblox also has tremendously low standards so you do have better odds and lower overall costs of succeeding here than anywhere else, IF you succeed.
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**asadefa** (post #16):
Unless they revert their recent age-check requirements, no, not really. I still have a glimmer of hope they will see the light and revert those awful changes, but if they do not, I am definitely leaving Roblox, and will find another platform or even make my own.
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**UltraUrkel** (post #17):
Roblox is a bad place to share your feelings. You have to consider that kids here behave like sociopaths. Entitled, arrogant, selfish… in short, bullies. Kids don’t know yet the struggles of adult life, so it’s easy for them to dismiss the hardships of reality.
If nothing has worked for you, I recommend you to do the game you love ignoring any trends. The game still won’t be played but at least you would have had fun doing it.
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**Sindious** (post #18):
Making money and creating cash grabs → Depressed, miserable developer, no fun creating games
Making games for passion → A hobby and something to enjoy in your free time
The choice is yours
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**Yarik_superpro** (post #19):
What games?
Don’t give vague promises.
I’m so tired of this doomposting.
LONG LIVE OPTIMIZATION :raised\_fist:
Real developers adapt :vulcan\_salute:
Real developers improve
Real developers don’t need doomposting to get attention
Real developers are ready to abolish a months of work if it was deemed unneeded.
[@megasuperalfonato](/u/megasuperalfonato)
---
**Z_1ndex** (post #22):
For the like 2 people who asked “what games did you make?” I’m guessing you checked my profile for games. But this account is different from the one I use to actually publish games :motor\_scooter:
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**Z_1ndex** (post #24):
Why?
Edit: I came here to ask if y’all thought Roblox was worth it, not for constructive criticism on my games
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**Z_1ndex** (post #26):
Uh what did I claim? I just said Roblox is making bad changes? Did you even read the post?
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**Z_1ndex** (post #28):
What does that contribute to this topic? My games are not the the point of this discussion. If you don’t have anything useful to say I’m going to ask you to please stop bothering me (in the most respectful way possible)
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**Z_1ndex** (post #30):
I meant it as “my games don’t do well so there’s no point talking about them” not “my games don’t do well because Roblox”
And I don’t have to prove anything to you. Your a random peasant that came in to my post got offended for no reason started a argument and then said “we don’t believe you, the end” like what even is your problem. I don’t even care about your opinion at this point, your just being annoying
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**Z_1ndex** (post #31):
And you can’t even talk about me not having developing experience, your two games have 0 and 4 visits :sneezing\_face:
And if you respond again I’m not going to keep arguing, so if you wanna waste your time typing another message that’s fine
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**TNolan01** (post #34):
the one with the free sunscreen eater outfit btw
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**paidkeybor_alt** (post #35):
no
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**J9White** (post #36):
Definitely not. March 18th, DevForum requires an age check. Soon, Roblox Studio. What is the point anymore? Closing down the platform like this has already ended a number of game genres, especially chat-based games. There’s no point anymore. You can’t even transfer your skills to other platforms like you can learning something else.
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**ekcja1** (post #37):
It’s fun making stuff and as long as it’s not paywalled or walled by biometrics it will still remain fun to build games
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**Z_1ndex** (post #38):
My most recent game has 140 (not much but more than you) and made a 300 Robux gamepass sale (again, not much)
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**Z_1ndex** (post #39):
I don’t even play Roblox on this account it’s only for the forum
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**Z_1ndex** (post #40):
And you can’t even see plugins on your Roblox profile, how am I supposed to know?
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**Ziscore** (post #41):
I didn’t check your games this is obviously just an alt or something, I am just curious to what you made for 3 years to give feedback on whether it’s worth it for you or not
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**TNolan01** (post #42):
it’s literally linked to my devforum profile where you found my account
:skull:
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**TNolan01** (post #43):
my games been out for a week chud calm down :folded\_hands:
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**robinhara1956** (post #44):
Yes and no. Stay private and don’t post much anywhere if you’re planning to be successful via brainrot or cash grab games (or a mix of both!) in order to make lots of money.
You’re likely screwed if you’re just starting out and trying to make an actual good game without lots of money put into advertising with a highly likely chance of minimal returns.
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**Z_1ndex** (post #45):
Oh lol
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**AVeryFancyDoctor** (post #46):
[@robinohara1956](/u/robinohara1956) giving great advice as always
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**Wheatly199** (post #47):
run as far away as possible and don’t look back
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**robinhara1956** (post #48):
That’s not me.
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**savhana** (post #49):
It’s definitely still worth being a Roblox developer. Even with all the brainrot content that gets attention, creativity and well made games still pay off. Roblox is one of the best platforms to make money in gaming because there are so many ways to do it, like UGC, game development, and different business models. High CCU also doesn’t always mean higher revenue. A lot of niche genres like RPGs have smaller but very dedicated player bases that spend much more, and it’s pretty common for a well designed game with a few hundred CCU to earn more than a low effort trend game pulling thousands of players.
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**paidkeybor_alt** (post #52):
The Roblox mods after publishing another update of “God of Power” for the 12th time: 12392134357:
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**aehser** (post #61):
Lots of people do it because it’s fun. None of my games have got a lot of PR but I don’t really care, it’s about the love of the game.
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**karlos_800** (post #69):
Anyways, i only goof around in studio. If i wanted to make a full on game by myself, it would be with unity, not on the lego engine.
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**superlivia10alt** (post #70):
This entire platform is built on Lua. Lua is ~20% - 100x slower than C depending on sources.
Doesnt make sense on a platform level. If you’re a “Real” developer you would use Unity according to your logic (OOP, performance, didn’t that millisecond performance count as you mentioned in your bio?)
And to avoid any personal attacks you may make : I’m doing this as a hobby. I woulden’t know how Unity works but I know one thing and that is that you are not who you claim to be.
Also in about 2 years any complaint you have about optimization is 50% less relevant. (Moores law.)
CITATIONS :
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**LuauOOP** (post #71):
Luau\*. Luau is incredibly fast and is faster than Lua several times. I’m pretty sure Luau is one of if not the fastest interpreted language actually
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**LuauOOP** (post #72):
Why are we just using observable patterns as evidence :rofl: At some point in the tangible future this will stop being true
Most people also don’t get a new computer every two years, by the way
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**iLoveAllCampings** (post #73):
Do you really think there’s a platform where gaining popularity and money is easier than on Roblox?
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**Kooraseru** (post #74):
1. It runs on LuaU, not straight up Lua. They chose this for various reasons at the time, but mostly because it runs off of C++'s toolsets.
2. Wtf are you on about in terms of Moore’s law?
3. You mention C, and then bring up comparisons to C++; the citation clearly mentions comparisons to vanilla Lua.
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**IMrNoobyI** (post #75):
Your last game failed because its apart of a oversaturated genre on the platform which is racing car games and I believe there is 2 rules if you want to succeed in a oversaturated genre.
Do something different then the competition or do it better then the competition.
Your game did neither and that is why it failed.
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**superlivia10alt** (post #76):
Fair complaints, I didn’t account for it being LuaU. Mb.
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**MaddyRing** (post #77):
u liked one of my posts and i thought u were an actual mod
> lol
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**woooopert** (post #78):
Personally, Roblox to me is still great for small devs just because of the amount of technical support they supply. They handle the servers, data and server-client communication, which is big, and I’d argue it’s actually worth the price tradeoff compared to other platforms such as steam and its barrier to entry. But at the same time, the platform’s quality has absolutely tanked. There’s been a weird shift where engagement-based payout changes now favor 10 minute grind slop over actual high-quality, long-form games, which kills innovation. It doesn’t help that there’s near to zero support for highlighting genuine games that don’t have much marketing budget, they should really let devs submit their games, those games then get reviewed, and then they think about supplying ad credits based on quality rather than only letting whoever has the most USD/Robux win, or at least supply another way to get traffic into new releases without just dumping pure cash, maybe something similar to steam’s “fests”.
Between that and the mess they made with age verification, which locked out like 70% of their player base from even talking, there has been some questionable changes recently. Even so, I still think it’s worth sticking it out. This platform was built on passion projects, not just hard marketing quick grinds, and eventually, that cycle should swings back towards the good games. The real collapse only happens if people stop playing. Since the player count is still growing or is at least stable, we’re safe for now… but the second we see numbers dip, we really need to start thinking about jumping ship, or staying to give the players a reason to keep playing.
(Soz for the wall of text lmao)
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**J9White** (post #79):
You can build games in other platforms.
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**paidkeybor_alt** (post #80):
so, in short
Summary
yes, if you’re not gonna be like SpyderSammy
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**Doct_orBones** (post #81):
Contrary to what everyone else is saying, hell yeah it is worth it. I am making almost as much as an actual software developer with (most of the time) less arduous work than one, and i live in a third world country.
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**woooopert** (post #82):
w summary (this comment has to meet a minimum amount of characters)
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**vvv331** (post #83):
Let me save you the headache.
**No.**
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**LuauOOP** (post #84):
no it doesnt
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**woooopert** (post #85):
How do you do less, teach me the way

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**1iyq** (post #86):
?
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**woooopert** (post #88):
I DON’T KNOW I DON’T KNOW! (some extra words)
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**woooopert** (post #90):
As much as I’d love to like that comment I mustn’t (nvm its fine), also I think its because I’m newby and my trust level is too low :pensive\_face:
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**LuauOOP** (post #91):
no, just do what he told you to do but u can put anything in the arrows lol. trust level doesnt do shit, its just a (kinda?) gatekept thing
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**kerrytwisp** (post #92):
I got a bit of money off of this platform via commissions and working with various small game studios that had a bit of following and flowing income. Still wasn’t even minimum wage but like it was nice having the reputation and gigs. Here and there I still might do some animation commissions but not really committing to this platform anymore.
Currently, I think **it is just not worth it anymore**, I’ve been trying to get into Unity, and I’m mostly excited to see how using a different engine can reshape my creations.
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**woooopert** (post #93):
damn
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**LuauOOP** (post #94):
Yes that is correct
We will not judge you because it is your first time :smiling\_face:
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**Bqttles** (post #95):
Learn how to network. Realistically, if you don’t have connections you won’t make it anywhere. Talk to people, maybe even pay builders for dirt cheap (just look at how accessible Hidden Devs is) and find yourself a network of people to rely on.
A lot of games failed because people failed to understand the importance of having connections to people. You can be an incredible programmer, but if you don’t know how to talk to somebody, you’re cooked.
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**LuauOOP** (post #96):
I would not wish hd on my worst enemy
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**Bqttles** (post #97):
I ran an ad in Hidden Devs and got 40+ DMs from people who had very nice work and wanting to work for nothing. I ended up having a trusted developer that I know work for me instead, but regardless people are there.
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**Ziscore** (post #98):
Nah I actually just occasionally snipe great hiring posts which end up with amazing connections and opportunities
Public chat is full of larpers tho, people with a superiority complexity, delusional people, very lazy / unmotivated doomers and trolls but there are still some great people and it will always be better than the slavery hub in finding offers
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**Kooraseru** (post #99):
Being a Roblox dev got me like 3 different internships last 2 years as like I was actually able to show not only my work on it but my associated backends to handle things like Discord API connections, blah blah blah. so yeah.
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**MaxthedaydreamerXMx** (post #100):
If we cut the word Roblox from the sentence, yes.
If not, there’s still some thriving games despite Roblox’s situation, and some games I’ve seen have implemented their own chat system. Those atleast show that it’s still worth trying.
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**C0riux** (post #101):
I would like to believe yes, but the changes Roblox has implemented over the past few months is really discouraging. Roblox is no longer the social platform it once was, because of the chat changes. And social interaction is a really big part of multiplayer games.
I just hope this platform swings back around to what it used to be. We were doing so well just a few years ago. But it seems like the Top Execs at Roblox just make these completely senseless changes that will slowly break this platform down.
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**C_Corpze** (post #102):
Ahahaha, unfortunately.
I’m 22 right now and I realized I probably should’ve switched engines longer ago.
Yet, I still hang around on the devforums for some reason, this used to be the place where I would regularly talk to people.
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**Foxstream52** (post #103):
Ngl if u want to and u rlly commit to it and stuff theres no inherent reason to quit developing on roblox but i feel like a lot of updates are making it worse and stuff and nowadays money grabs and brainrot games become the most popular so i guess it depends on how hard ur gonna try and what types of games youre making
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**tinrott** (post #105):
All i do now is make games. I barely even play games anymore, and if I do, they’re usually short sessions and it’s really hard to find good games on a platform where you only find brainrot slop games with zero passion or originality and most likely made 100% from AI. This platform is genuinely sickening
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**iluvecIipse** (post #106):
I think the issue is that your games are boring or uninteresting, not that roblox sucks as a platform (it has its issues). you get free publishing networking rendering replication physics and a simple scripting language to work with, roblox didnt force you to make the 50000th “realistic” racing game
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**nix102on** (post #107):
are you not???
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**dark_kill19421real** (post #108):
not really because whatever we do roblox wont support us, whenever its with their updates or just how much the game shows up for players
altough the only thing that matters isn’t the money or the fame but the accomplishment of making a game :heart:
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**DarkMatterMU** (post #109):
To be fair, Roblox’s here to support the front page games that make up 95% of their revenue probably, ie the BrainRots or “Trending”
If you aren’t making BrainRot games, or be a PR manipulative devil to get into FrontPage games Dev Team. Then you should consider other option, this is Roblox economy now, and they won’t change that even if their stock drop to $1 USD.
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**HD_Ballin** (post #110):
Idk, I don’t make money here, I just make random stuff.
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**ImmortalRemnant** (post #111):
this hurts to look at.
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**dark_kill19421real** (post #112):

what is this bro :sob: “WaitForParent()”
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**Pebbles4563** (post #113):
he right tho?
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**Pebbles4563** (post #114):
wdym
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**dark_kill19421real** (post #115):
have you considered that maybe your game wasn’t like, fun or good enough? idk just maybe the fault isn’t ALWAYS roblox it could also be the game
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**ivan866_z** (post #116):
2 years of development for Roblox taught me many things I needed to switch to Unreal, finally
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**supkazmelona** (post #117):
I do not know why
In my opinion, it’s worth it.
It’s a shame because a lot of people said `NO`.:frowning:
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**woooopert** (post #118):
I’ve been enlightened.
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**tyridge77** (post #120):
You sound more like the kid here , everything he said is right | 5,151 | ef191b4daa716d9aa42ee464726804a506cbba305c7f30bedaeb5d246824717c | |
https://devforum.roblox.com/t/4309324 | 4,309,324 | Is learning how to script worth it? | Development Discussion | 8 | null | [
"scripting",
"help"
] | 403 | 33 | 2026-01-29T04:54:18.800Z | 2026-03-29T20:00:43.537594+00:00 | # Is learning how to script worth it?
**Category:** Development Discussion
**Tags:** scripting, help
**Views:** 403 **Replies:** 33
---
**Mzavo** (post #1):
Is it worth it to learn scripting? I’m a solo dev and usually outsource my scripters, but I’ve always wanted to learn the Roblox language Lua. I’ve been attempting to learn for a few days but it does not click. Do you guys think the climb is worth it? And do you guys have any tips and suggestions for what I should be doing? And how long did it take for you guys to learn?
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**Tavikron** (post #2):
No move to Unity don’t you see what hell hole this platform is
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**Mzavo** (post #3):
What makes you call this platform a hellhole?
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**IcyFragz1** (post #4):
Yes! It is worth it. I suggest you learn to code, it was a great choice and I am very glad I learned.
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**IcyFragz1** (post #5):
Look man, as much as I hate the new update. Roblox ain’t dying the majority of daily players don’t care that much about a face to the point where it stops them from playing their favorite games.
Everyone said this about the age verification, nobody left and the platform didn’t fall apart.
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**BearTheGruff** (post #6):
Yes, it is worth the learning. The skill can be transferred to other places, and it doesn’t necessarily have to stick with only Roblox.
When I get commissioned, I get assigned to a codebase that comes from stacks of commissioned developers that simply does the job quick for money. It terrifies me, because most of it was hardcoded, unorganized, unoptimized, and done the wrong way.
Even as a project manager, you may be responsible for this. I highly recommend that you’d learn so you can maintain order and ensure QA is in place. When you learn to script, you can read them and think in sequences to see the issues. Don’t leave any technical debt!
---
**A_Mp5** (post #7):
yes. it is a whole new axis to think in. a new dimension of mind.
---
**Reditect** (post #8):
Today they said they’re removing the category you’re posting in, as well as restricting the forum more.
They also are getting rid of classic faces and have systemic problems of not listening to their community
---
There’s still upsides, of course. No other platform reaches the console market or multiplayer so easily.
It’s up to you to decide the worth. Coding generally is good to learn, I think. Problem solving and making things. Whether Roblox is the platform to do it.. idk
---
**BelievesHD** (post #9):
Yeah, i mean scripting is for all kinds of games on roblox so it gives you an edge,
---
**IcyFragz1** (post #10):
Yeah imo the forum should be restricted a little more. The lounge posts are just straight spam and just put a bad light on the forum itself.
---
**Reditect** (post #11):
I’ll also say that doing things all by yourself can be freeing, not having to rely on others. In that sense, it’s worth it despite how much work it can be.
There’s a lot of advice out there, read documentation, watch YouTube videos, etc. Generally good advice, but try to make something original and apply what you learn from time to time. You don’t want to end up only being able to make stuff by following tutorials, but it comes with time
I want to say it took me a few months to make stuff, but it’s been so long I can’t remember. School did also help me with blender and coding, so it’s important to note people start at different places and not compare yourself
Enjoy it, have fun, that’s my last bit ig
---
**SubtotalAnt8185** (post #12):
If you like learning it, then do it.
But ask yourself: what “worth” does it really have? Do you want to have some fun, or are you planning to make money off of the platform?
With contemporary context, why learn when AI can just code for you?
Though in my case, I learned by playing around with LuaU. It took a few weeks, and I still didn’t even know what a `while` loop was. There weren’t any AI auto suggestions either, so I didn’t have any help besides the documentation. I recommend learning that way, if you have the means to.
---
**Reditect** (post #13):
I mean, you’re right that it’s largely spam. It’s an avenue of expressing opinion though, and I’d say that’s important. I disagree with the removal.
Roblox is largely teens. It kind of comes with the bucket. That’s not to say we should keep it as is, but getting rid of it entirely isn’t the answer either. I could go on, but eh
---
**Tutterey** (post #14):
Yeah Roblox is the biggest gaming platform and it is going to stay that way for many years
---
**DeathToTheStadium** (post #15):
[@Mzavo](/u/mzavo) scripting is a form of expression that brings any of your art ideas or dreams come true
it is a easy to learn the language and i do believe you should give it a good try just spend a few days learning the basics and trust me overtime you will never regret learning programming you end up learning a majority of the sciences. and many different subjects.
ide say its worth it a hundred fold
---
**Testbot379** (post #16):
Yes, even through the current state of Roblox is understandable, Roblox is one of the most beginners friendly platform for coding. Luau is very simple and you can alot further with some small scripting.
Even if you’ll leave Roblox eventually you’ll still retain the knowledge of lua scripting. Which you can still use and when your good at one programing language, learning others is 10x easier than starting as a absolute beginner as they all share the same basic functionality at their core.
---
**chocolate_bar2410** (post #18):
yes, even if roblox HQ goes brankrupt, shuts down and gets hit by a meteor you’re still going to build alot of experience in game dev and computer science
if you’re an absolute beginner go over brawl dev’s beginner tutorial series and make something using what was covered in the tutorial
if you’re capable but not good enough to make a game yet, go make systems/frameworks that you can use later when you’re good enough to make a game
that + the arbiturary coding projects like a temperature converter or to do list system
---
**trigophi** (post #19):
Learn how to program, not just how to code in Lua(u)
Also, learn how to use AI to teach yourself the theory that has been logged on the internet for decades because that won’t leave anytime soon. I assume you aim to work on games from a producer’s POV as you mention outsourcing programming work.
I’m pretty bad at programming myself, so take my advice lightly
---
**federalbureau08** (post #20):
It depends. Do you plan to learn Lua specifically for Roblox, or just in general? Either way, there are a variety of good tutorials out there, I can link some if you need them.
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**Mzavo** (post #21):
Probably specifically for Roblox since I’m not planning on game development on other platforms anytime soon
---
**King_GamingRobloxYT** (post #22):
Nope. Move to unity or another platform.
---
**westernslinky** (post #23):
If you’ve always wanted to learn Lua, then yes it’s worth it. It’s always worth learning something new, but the value behind what you learn is based on how you use it. If you don’t plan on doing anything on Roblox, then Lua isn’t worth learning, because there isn’t much Lua outside of the platform.
If you want to improve your coding skills in general, I recommend you asking yourself this question: “Why do I want to code?”. Based on that, this may reveal what other languages you may be interested in, outside of Lua, because frankly Lua has no demand on the market.
---
**patopro77** (post #24):
Luau is quite the easiest language out there, so yeah you should
---
**pullman45** (post #25):
You’ve only been learning for a few days, of course it’s not going to click.
If you quit learning how to script, you’re going to look back at yourself in 5 years and think, “Man, if I didn’t quit scripting I would’ve been so advanced by now and wouldn’t have to pay others to script for me.”
---
**MaxthedaydreamerXMx** (post #26):
yes you should
it allows you to be independent and also scripting isnt limited to just roblox you have other platforms
also what kind of person thinks they can learn a language by just learning for a few days
---
**rogeryplayer23** (post #27):
Yes its worth it and will be useful in the long run as well.
---
**TheRealGavintalks** (post #28):
Learning to script is worth it, even if you dont plan on developing on roblox. You see, lua is very easy and beginner-friendly, after you mastered it, you can learn more not so beginner friendly things with this knowledge and fundamental concepts. I learnt most fundamental concepts of scripting and even networking, performance along learning lua and how to do things in studio. I am learning other engines and I can tell you that all you have learnt can be applied onto learning other languages and game engines
---
**Mzavo** (post #29):
I’ve actually tried to learn the basics before for over a month, but recently it’s been a few days.
---
**michaelrich101** (post #30):
Im trying learn it but everytime I make script it fails I tried make killerpart failed and fadepart failed
---
**michaelrich101** (post #31):
Yes i need those links to learn lua i took many days to understand it
---
**IcyFragz1** (post #32):
Failure is part of the process. Don’t give up keep going ask for help and always continue learning
---
**888Musty888** (post #33):
Definitely learn to code, if you want something done right, just do it urself, honestly, man, working with dumbasses just isnt worth it. Also leraning Lua can have benefits & ways to expand off of Roblox which is also incredble so I definetly reccomend learning :).
---
**michaelrich101** (post #34):
Im trying but still there no progress and nothing work im using right now ai helper in script it shows me full script
---
**supkazmelona** (post #35):
I’m also learning to script. How did you learn to script? How should I go about it? | 2,362 | 863360b72b009355b69a8784ce22ea5af89809af6fafec7feb3ebc289f34bbe3 | |
https://devforum.roblox.com/t/4027967 | 4,027,967 | Opinion on profile extensions? | Development Discussion | 8 | null | [] | 159 | 22 | 2025-10-27T14:50:45.783Z | 2026-03-29T20:01:31.483072+00:00 | # Opinion on profile extensions?
**Category:** Development Discussion
**Views:** 159 **Replies:** 22
---
**Foxiicated** (post #1):
what do you think about extending your profile in form of a roblox ~~game~~ experience?
really love how this turned out
---
**RocketSlither** (post #2):
I made a post about this a while back, I would love to see this
---
**awwriaa** (post #3):
whose going to actually use this? whose going to go in the game and check out a players profile? what purpose does this game have? browser extensions already do this and are far more accessible, so why do we need a game like this? no offense but this is frankly useless and a waste of time
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**RocketSlither** (post #4):
Alright “certified egirl” this is not a waste of time and allows players to customize their account more.
Devs can use this to make portfolios and show off their games. This would be really nice if you could even show off your best badges.
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**Niklantis05** (post #5):
This is a really cool idea!
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**1kaelen1** (post #6):
who’s\*
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**Mogolovoniobrah** (post #7):
to extend a profile
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**awwriaa** (post #8):
> allows players to customize their account more.
i never said it didnt though? i said it was useless because there are already existing extensions that have these types of features. who is going to go in a game to just check out an extension from a players profile when there are already customizable profile features in browser extensions that only require a click of a button to install and see?
> Devs can use this to make portfolios and show off their games.
even if games like these already exist we dont need more
> This would be really nice if you could even show off your best badges.
only useful feature out of this i guess
---
**JAcoboiskaka1121** (post #9):
I like this idea, if you know about the profile page on steam, I think that would be very nice, if this could be implemented on the website for example, if not then in a game, something like this:
---
**RocketSlither** (post #10):
Well most people don’t want to go install extension, it would be much better just to be a base feature.
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**awwriaa** (post #11):
it would be better as a feature, but thats not my point? even if people dont want to install extensions, for the ones that do (which would be most of, if not all of them) who is actually going to use this? i really am trying not to be rude here as i can see this has a lot of effort put into it and it looks amazing, im just having trouble figuring out who is really going to use this?
---
**RocketSlither** (post #12):
Well obviously you aren’t someone who is going to be using this. Whoever wants to, people can use it for whatever they want.
Most people can’t install extension or just don’t trust them (me)
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**awwriaa** (post #13):
> Well obviously you aren’t someone who is going to be using this. Whoever wants to, people can use it for whatever they want.
lol i dont see what i have to do with that but okay
> Most people can’t install extension or just don’t trust them (me)
can u describe “most” clearly
the only feature that i find slightly useful even as a game is the “featured badges”
---
**RocketSlither** (post #14):
Well only about 20% of the Roblox community is on PC, probably Bout 75% use the website version, and a very small portion of that use extensions.
If you can’t find a reason to use it, then you are probably not the target audience
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**Niklantis05** (post #15):
and he never said that you didnt said it?
we cant argue that its way easier to join a roblox game than to install a browser extension. Also it’s good practice for the developer
dont ask us, ask yourself
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**Microwave_Toothpaste** (post #16):
What about implementing the UI classes in JS then letting people write their profile page in a sandboxed Luau environment? That way you get the same customization but don’t have to join a game to see their profile.
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**1kaelen1** (post #17):
yeah this is a really really smart idea i agree 2100%
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**Microwave_Toothpaste** (post #18):
i know i am a genius
roblox can solve anything if they throw engineers at it, right??!?!??!?!?!???
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**keyre124** (post #19):
this game serves ZERO perpose you should kill it yourself NOW!
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**Foxiicated** (post #20):
little do you know… a dedicated game profile like this can do so much more, including but not limited to:
- full customization and self-expression through visuals, themes, and atmosphere.
- developer-focused extensions like portfolio displays, project showcases, UGC stores, donation system, in-game stats, etc.
- immersion, where visitors can explore someone’s profile through an interactive experience
you, on the other hand, came here just to label it as “useless” because you don’t personally see the purpose. like okay, you do you. but dismissing creativity just because it doesn’t serve you misses the entire point of roblox: creating beyond limitations.
---
**silverwolfadopt** (post #21):
best idea ever.
dont mind this part
djoiasjasjdjasdjdiasoijapsd
it wants me to put 30 words
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**silverwolfadopt** (post #22):
i am gonna do it with my profile to anoy you
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**Slava_Metro** (post #23):
Cool idea! It reminds me of Steam. | 1,270 | d0c649caff3f3f8a451f48eed5d58406c47276fc2cd14f05f14e4f6e58216723 | |
https://devforum.roblox.com/t/4396089 | 4,396,089 | What is an unspoken rule as a developer | Development Discussion | 8 | null | [] | 513 | 108 | 2026-02-17T04:57:50.468Z | 2026-03-29T20:00:37.044941+00:00 | # What is an unspoken rule as a developer
**Category:** Development Discussion
**Views:** 513 **Replies:** 108
---
**ibyfaha** (post #1):
You know such as always trying to publish to a group rather than your profile these days.
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**BIASXED** (post #2):
maybe some people don’t do this but keep scripts out of game.workspace
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**DecodedMint** (post #3):
Don’t use `DataStoreService` raw.
Use a wrapper, such as `ProfileStore` or `DataStore2`.
---
**Negativize** (post #4):
Always use \_G and never use local variables
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**nevergiveyourid** (post #5):
Don’t invade user privacy.
char limit
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**MikeartsRBLX** (post #6):
always use ai to code as it is the future and will surpass every human on this world before 2028
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**xenstence** (post #7):
No
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**nate213121** (post #8):
instantly disregard anyone who expresses strong negative opinions about using ai for game development in the dev forum
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**mosquitowo** (post #9):
99% of the time all they do is try Roblox Assistant and/or ChatGPT, then say it’s bad despite not knowing what they are doing.
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**xenstence** (post #10):
Are all your games made by ai? I don’t mind if someone uses ai as a learning assistant but using ai to write code or do other things for you is definitely quite brainless.
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**mosquitowo** (post #11):
Outdated opinion. You are going to get left behind.
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**patopro77** (post #12):
If you use OOP youre getting executed
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**Beloathed** (post #13):
The concept of unspoken rules is silly to me. How am I meant to follow the rule if I don’t know it exists and it isn’t common knowledge?
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**emilaltg** (post #14):
Neglect your players and resort to feeding them ai slop
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**xenstence** (post #15):
And you are going to lose your brains. Wow.
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**Entropy_RBX** (post #16):
always use the ai assistant for some unhinged code
yay
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**Placewith5s** (post #17):
Ban players for being in the newest version
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**mosquitowo** (post #18):
You can enjoy being homeless or working at a 7-eleven with a brain.
There’s plenty of unemployed CS majors at the party already.
---
**Mini15_pro1234** (post #19):
This is the stupidest argument. Lock in.
What are you gonna say that he cant rebut?
If you think he’s so brainless then stop engaging in conversation.
---
**xenstence** (post #20):
How does not using Ai correlate with being unemployed? It’s the complete opposite becaue people like you will get into big corporations and then instantly get fired due to lack of good coding experience or knowledge. Just being able to prompt isn’t valuable to a big corporation and you’re essentially just a useless blob of uselessness.
---
**Mini15_pro1234** (post #21):
Ima be so happy when the lounge is gone.
---
**mosquitowo** (post #22):
Because your productivity is going to be 95% worse than everyone else who actually knows how to use AI.
I’m quite experienced with multiple different languages AND how corporations are managed.
Prompting is a skill. Like it or not.
---
**xenstence** (post #23):
> Prompting is a skill. Like it or not.
now you’ve just admitted to being an idiot
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**patopro77** (post #24):
look at windows 11, 30% of its code is AI generated, whats happening now??, unstable, falling apart, breaking people’s PC’s, and getting worse performance every update
---
**Placewith5s** (post #25):
Is talking chatting? [@xenstence](/u/xenstence)
---
**mosquitowo** (post #26):
Because Windows was already a mess to begin with and the engineering team isn’t conducting proper code reviews and testing. Not a good example.
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**xenstence** (post #27):
Ai can’t generate good code, at best it’s just a tool.
---
**mosquitowo** (post #28):
Say what you want about me, but plenty of other well respected developers agree with my opinion on the future. If you haven’t used or researched AI, you can simply avoid commenting on the topic.
---
**patopro77** (post #29):
you are the reason 2 sticks of RAM cost $900 btw
---
**mosquitowo** (post #30):
Yes, it can. Your opinion is from the GPT-3 era and needs to be updated.
---
**Placewith5s** (post #31):
They use VRAM not RAM brrrrurururh
---
**mosquitowo** (post #32):
You don’t need the latest DDR5 ram to have a fast machine. DDR4 is still affordable. But this is getting off-topic.
---
**patopro77** (post #33):
same shi, they are also taking literally all pc parts and all of the prices are increasing overall
---
**Placewith5s** (post #34):
Am I cookek
- yes
- no
0
voters
---
**xenstence** (post #35):
vram is a type of ram lmao
---
**xenstence** (post #36):
You’re not gonna get far by just generating code and not writing any yourelf, like at that point you’re just useless and the ai can do it’s job for you and without you.
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**Placewith5s** (post #37):
i mess with ZRAM it’s cheaper and better than ram
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**mosquitowo** (post #38):
Yes, you can get far. No, you won’t get far if you don’t know HOW to code to begin with. The AI cannot produce good work without supervision. That supervision involves prompting. That prompting requires lots of coding knowledge. Prompting is a skill because regular people without coding knowledge don’t get far.
---
**scooter_user** (post #39):
cant wait for the dumbahh ai bubble to pop :pray: all hail plankton type dude above me
---
**mosquitowo** (post #40):
When it pops, everyone who cant afford to pay the actual cost of AI is going to get screwed over. While we will get a lot less slop spammed all over the internet by talentless dumbasses, at the same time the only people who will still have access to those tools are going to be people with money (assuming the entire world economy doesn’t crash alongside AI companies). It’s really a double edged sword.
---
**megasuperalfonato** (post #41):
just create your own one
---
**Carbonated_Cat** (post #43):
the biggest and most important unspoken rule as a developer
---
**VerifyOrBeQuiet** (post #44):
why shouldn’t you publish under your profile?
---
**SodaFromBrazil** (post #46):
“Youre using AI wrong!”
---
**SodaFromBrazil** (post #47):
its gonna be funny in 2-3 years when you cant code a simple loop lol
---
**SodaFromBrazil** (post #48):
Scientific studies show that AI usage hinders parts of the brain dedicated to creativity and imagination
Then you dont need AI
I am skilled for microwacving a Stouffer’s meal
Exactly my point, AI is too unreliable
Dont you think thats what their jobs are
Dont you mean like 5 ragebaiters on the devforum
Your brain is from the paleolithic era and needs to be evolved
Its good because it prevents unemployed basement bums from using AI to do their essays for them
This is just delusional coping
idk
---
**1iyq** (post #51):
not 100% sure, but i think it has something to do with group funds so you can easily do group payouts if you hire someone, otherwise the robux will go straight to your account and you can’t pay your devs
---
**Clxzed** (post #52):
Never use variables
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**Clxzed** (post #53):
Exactly, all I’ve used is ChatGPT to make my newest slop game. I couldn’t imagine a world without GPT to do everything for me.
I can make the worst game you’ve ever played in days and it’ll go viral all while y’all are suffering from “scripterosis” and cant find a good scripter.
---
**mosquitowo** (post #54):
Studies show reading and doing technical challenges keep your brain in working order. Been using AI for 18 months now and I actually have the time to learn Blender.
You just learned to code JavaScript like 3 days ago. Your opinion doesn’t matter here.
Refer to my previous statement.
Because you don’t know how to use it. If you have never used an MCP or RAG, you can’t be talking about unreliability. AI is only as good as the person controlling it. If you don’t know what you’re doing, it’s gonna give you terrible results.
Roblox mods have a job and they still suck at it. Plus, Microsoft has been laying off a ton of employees. AI is not the sole reason for Windows being bad (it was bad before AI).
I mean like actual respectable and well known developers. The [coolify developer](https://github.com/andrasbacsai) was an AI hater 8-9 months ago and now he’s actively using it as part of his workflow.
Reminder that you watch kreekcraft, therefore your opinion is irrelevant.
Coping for what? My development speed and code quality have increased 20x over the past year because I learned to integrate AI into my workflow. You think AI is bad because you don’t know how to use it.
---
**mosquitowo** (post #55):
ChatGPT sucks and has ever since Meta started poaching their engineers. Try Claude Opus, Cursor plan mode, Context7, and [Roblox Studio MCP](https://github.com/boshyxd/robloxstudio-mcp) alongside Rojo (or any alternative script sync). You’ll very quickly see AI is capable of wayyyy more than slop games.
---
**HijackedSystem** (post #56):
Always name your rig you build or animate off of Bob. you don’t want to find out what happens if you don’t…
---
**mosquitowo** (post #57):
My grandma was in a terrible accident in 1987 and I can only assume it was because I named my first rig “Rig”.
---
**ropabala1** (post #58):
Slice the code in small fragments, its the best trick for keep it understandable and handy!
---
**SodaFromBrazil** (post #61):
Notice how one talks about AI and is scientifically proven and the other doesnt mention AI and is completely personal
I know HTML, CSS, Lua (obviously), and GML.
Isnt the thing of AI supposed to be that anyone can do anything effortlessly?
I dare you to search up “windows 10 reviews” on Youtube and list the amount of positive and neutral videos you see before ONE bad one.
Who even is that?
You have no proof for that btw
I bet you cried when your AI boyfriend was “killed” you cog sucker.
---
**patopro77alt** (post #63):
mfs using anything to invalidate someones point nowadays
---
**TimeFrenzied** (post #64):
never publicise relationships (unless you’re jandel i guess)
---
**Kooraseru** (post #65):
Certainly didn’t make it better either…
---
Anywho to void getting marked for not staying on topic uhh… unspoken rule uhh…
Don’t leave 5000 typecasts (`[variable] = [value] :: [type]`) in your script; if it isn’t defaulting to a type there’s likely a reason.
---
**mosquitowo** (post #66):
Scientifically proven??? Do you know what a study is? :rofl:
No, you don’t. You just started learning. You never learn everything.
No. Anyone telling you that is either a grifter or a liar.
You’re probably younger than Windows 10 if you think this is an argument.
Greatest developer who ever lived. Same guy who gave the middle finger to scammers like Vercel and put the power back in the hands of the people.
---
**scooter_user** (post #67):
just accept that you lost the argument brother
---
**mosquitowo** (post #68):
Obviously not, but blaming AI for human incompetence is asinine.
---
**GustaGamer_MTW** (post #69):
it’s pretty much was 1iyq said, managing a game through a group is 10x easier than through your own account, group allows you to split revenue, easily manage the dev team, and give very specific permissions to certain roles. Plus the funds go to the group meaning you can pay anyone, you can sell the game to a different person in the future by either handing off the ownership of the group or transfering your game’s ownership to another group
---
**mosquitowo** (post #70):
No, this guy constantly replies to my posts to start shit so I call him out for watching kreekcraft because it makes him mad.
---
**patopro77alt** (post #71):
didnt you argue with him before?
---
**mosquitowo** (post #72):
Yeah, but he follows me around to different posts to start arguments. That’s the only reason I remind him of his YouTube habits.
---
**SodaFromBrazil** (post #73):
By that logic you dont know any coding either
Like you saying AI is the future
Okay, I get it, only babies use youtube. Still, notice how Windows 10 was the last 100% human made OS and the last one that had more love than hate
OKay thats good
---
**SodaFromBrazil** (post #74):
i dont even follow u, i just go on the lounge and view the newest posts
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**mosquitowo** (post #75):
I started coding before you started walking.
Because it is. Is it going to be fully autonomous and write all of your code? No. Is it going to let noobs who have no knowledge create good products? Not really. Is it going to do all the work for you? No. Will it write the useless repetitive shit no one wants to actually waste time on? Yes, and it already does.
No, my point is, Windows 10 was absolute garbage when it released and it got a TON of hate. Windows as an operating system still uses poorly designed code from the 1990s for the sake of reverse compatibility. Try any other operating system like Mac or Linux based distros and you’ll wonder how things like the file manager can continue to be laggy still. AI code has nothing to do with this. It’s purely incompetence at the administrative level and a good reason for you to hate Microsoft.
---
**Scallium** (post #76):
there’s nothing wrong with watching creekkraft, bigot.
---
**patopro77alt** (post #77):
kirkcraft\*
---
**Carbonated_Cat** (post #78):
10 more minutes
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**SodaFromBrazil** (post #80):
Coding from heaven while watching your grandpa being born? That’s awesome!
So it isnt the future
Can you link any proof
---
**Beloathed** (post #81):
I have a brain and I worked at 7-Eleven. I actually enjoyed it. There was camaraderie.
---
**pankii_kust** (post #82):
ditch all humanoids!!1!!11!!11!!!
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**mosquitowo** (post #83):
Do you ever read anything I say? Do you even code? Like at all?
Literally just look up any of the reviews from 11-9 years ago. You couldn’t run half the apps from previous versions of Windows on it because it was a buggy dumpsterfire. It took them nearly 4 years after releasing Windows 10 for it to be somewhat decent. Windows 10 was so bad in the beginning that people refused to upgrade from Windows 7 for many years.
They also have quite a history for releasing garbage upgrades. Windows 8 for example completely destroyed the start menu until they released a patch in Windows 8.1 which brought back the old version.
Windows Vista and Windows ME were also terrible, but I doubt you were even alive back then to know so I guess it doesn’t matter.
---
**mosquitowo** (post #84):
Pardon my kreekcraftphobia, sire. I won’t do it again.
---
**ZINTICK** (post #85):
\_G is so peak
---
**ZINTICK** (post #86):
most of us secretly use AI sometimes
---
**Scallium** (post #88):
i think that’s ableist. that is also wrongthink here on the devforum.
---
**xenstence** (post #90):
Yeah i doubt you’re learning c++ lmao. Roblox game is development is easy and it doesn’t require AI to use.
---
**xenstence** (post #91):
Besides that if you weren’t an idiot and actually read the stuff i said then you would have seen me saying i don’t discourage people from using AI as a learning assistant (if anything most of the time you should probably read the documentation as it’s far more useful than listening to what AI hallucinates).
Using AI to just make stuff brainlessly for you is a bit too far.
---
**xenstence** (post #92):
Buddy, you do know Nvidia benefits from the usage of AI, that’s one of the reasons their ceo is encouraging people to use it. You should learn to form your own opinions and actually analyze and think rather than getting manipulated by others.
---
**kasym77777** (post #93):
What is this AI glaze talk here :folded\_hands::sob: so off topic a lot
---
**xenstence** (post #94):
I tell him one thing then instead of responding to it he just starts saying some other bs as if hes an ai
---
**SodaFromBrazil** (post #95):
Ive been coding since your parents were still not allowed to drink water buddy
So you search up “Windows 10 hate” and find windows 10 hate.
---
**kasym77777** (post #96):
!
---
**kasym77777** (post #97):
!
---
**mosquitowo** (post #98):
Dude, you’re like 14. Relax and accept you don’t know everything.
You asked for that..??
---
**mosquitowo** (post #99):
/shrug
Too many mediocre developers on here giving bad advice that annoys me.
Can I not talk to other people who responded to me? I already replied to you and your last reply to me was you resorting to calling me an idiot rather than coming up with a coherent argument.
---
**Mini15_pro1234** (post #100):
Why do lounge posts always devolve into mindnumbing, idiotic childlike pouting over AI or some stupid Roblox update. I cannot express the happiness I’m gonna feel when this off-topic conversation gets archived.
---
**xenstence** (post #101):
Because [@mosquitowo](/u/mosquitowo) is a clear weirdo who claims to have “been in the industry for a long time” and has a dumb AI fetish.
---
**xenstence** (post #102):
So now you’re just making up stuff? Are you using ai to write this? My last reply to you does not have the word “idiot” anywhere in it. And yes you can talk to other people i am not forcing you to talk to me. Take your pills and quit the “smart guy” act.
Don’t know about you but there’s no presence of the word anywhere in here
> You’re not gonna get far by just generating code and not writing any yourelf, like at that point you’re just useless and the ai can do it’s job for you and without you.
---
**xenstence** (post #104):
Nice ai generated block of text. While i was typing out my reply i haven’t seen your avatar thumbnail anywhere besides for one second.
---
**xenstence** (post #106):
This isn’t even funny anymore. The devforum is cooked
---
**Mini15_pro1234** (post #108):
You realize you just answered with the exact bs that I was talking abt right. You aren’t better or smarter then anyone just cuz they use AI. You can literally disengage the arguement, and just leave thus thread. No one is forcing you to get the last word. If he is talking to a wall after you leave, YOU WON. If you leave this chat in general, YOU WON. Can either of you try and be the bigger person?
Edit: Like bro you did not need to @ him just to bring him back.
---
**xenstence** (post #109):
Sorry not sorry, he would have still came back because someone else would have pinged him in the future anyway.
---
**Mini15_pro1234** (post #110):
Is he not alowed to come back to the post or smtg? Like bro you don’t need to intentionally talk to someone if you can proactively make the desicion to stop engaging stressful behavior.
Edit: I’m not even talking to u anymore. This is such ragebait lol :wilted\_flower:
---
**xenstence** (post #111):
Wtf are you on about? I am not disallowing him to come back in any way.
---
**ChiDj123** (post #112):
trust the client, love is more important than security
---
**SodaFromBrazil** (post #113):
and youre probably 15, relax and accept youre no different
i asked you to search up windows 10 reviews and count how many good or neutral reviews you saw before you saw 1 bad one
youre no different
i know right? i asked him to sort through good win 10 reviews until he found 1 bad one and he search for only bad ones
---
**Carbonated_Cat** (post #114):
you guys are all wrong, I am the one with the correct opinion here
---
**mosquitowo** (post #115):
I’ve been using computers since Win98 and been coding for 10yrs. I know I don’t know everything, the difference between me and you is that I accept I don’t know everything.
Yeah, and I told you to search it up because unlike you, I actually used Windows 10 when it first released. If you wanted to see the history of how it went from being a garbage OS to being quite decent, you could search for the negative reviews and see how bad it used to be. But explaining things to you is like talking to a brick wall.
---
**mosquitowo** (post #116):
My bad, I had just woken up when I wrote that reply and the devforum was lagging. Yes, you did call me an idiot (seen below), but it wasn’t the last thing you said to me.
Also, I did reply to you [here](https://devforum.roblox.com/t/what-is-an-unspoken-rule-as-a-developer/4396089/38) which is why I was confused.
And no, I don’t have any weird obsessions with AI. I just really dislike people being dismissive of its capabilities and refusing to even try it.
---
**SodaFromBrazil** (post #117):
i accept that too, but you were phrasing it like you did
you finally know how i feel
as someone who has tried it multiple times, it sucks
---
**mosquitowo** (post #118):
You need to use it alongside things like Context7 (fixes hallucinated APIs), robloxstudio-mcp (allows your agent to understand how your game structure works), and plan-based prompts (you force it to plan things before it actually starts spewing out nonsense). If you are using Roblox Assistant, you won’t get good results.
---
**SodaFromBrazil** (post #119):
ive used every ai i can find in every way and no, it still sucks. just admit ai is bad for writing code and move on, or you can keep talking about your ai assistants and prompting methods to deaf ears | 5,297 | ed3efd9c645a4c86089ed4a1259feb598ad5eeabac00d93f23c5620979a95a56 | |
https://devforum.roblox.com/t/4274231 | 4,274,231 | I need tips for a game | Development Discussion | 8 | null | [
"game",
"tips"
] | 222 | 21 | 2026-01-20T14:54:40.772Z | 2026-03-29T20:00:46.372845+00:00 | # I need tips for a game
**Category:** Development Discussion
**Tags:** game, tips
**Views:** 222 **Replies:** 21
---
**ValkNoobYT** (post #1):
Please reply tips to make a good game?
---
**scooter_user** (post #2):
first you make a game then you make it good then you publish it and get money
---
**RocketSlither** (post #3):
Make good game
---
**scooter_user** (post #4):
wish i had thought of that
---
**mechclash** (post #5):
> Step1: Have a game idea
> Example: Murder mistery game
> Step2: Design gameplay loop
> Example:
> **Game**:`players first need to find out who has which role, then kill their enemies and get coins rewarded for kills.`
> **⇄ Lobby**:`Buy weapon skins with coins, vote for the next map`
> Step3: Start programming the gameplay loop and important features
> Step4: Polish the game
> Example: make models for all objects
> Step5: Monetize game with gamepasses and developer products
> Example: `Higher murderer chance gamepass`; `+100 Coins dev product`
> Step6: Publish game
---
**RocketSlither** (post #6):
It takes a lot more than that.
Your best bet is dopamine. Dopamine is something you want to abuse, mainly in boys/men. Sab dopamine abuses the crap out of people.
If you want a good game, make it as dopamine inducing as possible.
Or funny, that works too. In that case though don’t make the game funny, make the player’s *friends* funny and let them be the funny one, just give them the tools to be funny.
Games are much more memorable if your friends are the funny ones, plus you get more players.
---
**patopro77** (post #7):
just think of smth original and boom you have a “PEAK” game on roblox since its full of slop
---
**mechclash** (post #8):
I forgot to mention that you need an ai icon and make the do you want to favourite this game thingy pop up every ten seconds
---
**megasuperalfonato** (post #9):
add microtransactions, macrotransactions, gamepasses, and you’re ready to go! :grin:
---
**hellie_jellie** (post #10):
add me in your game and it will become famous
---
**ValkNoobYT** (post #11):
i think adding brainrot is a kid magnet
---
**patopro77** (post #12):
can we genuinely leave brainrots in 2025 bro or else im gonna ask roblox to add age verification to play games
---
**ValkNoobYT** (post #13):
sorry sir, i dont want to verify my age to play games.
---
**WaterRBL** (post #14):
step 1.
use studs and make everything out of parts
step 2.
add brainrot to your game and title
and/or
use “grow a” or “steal a” in the title
step 3.
fill your game with microtransactions
step 4.
publish
step 5.
bot your game
step 6.
profit
---
**lifeisnotthatbad1** (post #15):
that will ruin it and new people would think its true
---
**ValkNoobYT** (post #16):
lol, did somenone knows? if somenone add me in your game you will be verified in 1 Day (joke)
---
**MATT_OCELOT** (post #17):
get fre modle obby tehn publihs gaem and call it who killed mark zukerburger obby
---
**ValkNoobYT** (post #18):
best idea ever, i will hit 102293993 ccu
---
**nix102on** (post #19):
Make skibidi 67 cappuccino themed game in which you morph into them and eat kids
Make gamepasses all over ths the screen which can be sold for 67676767 robux
---
**ValkNoobYT** (post #20):
and you make brainrot music with steal and tsunami theme, done, top 1 ccu game on roblox
---
**bapakny_agnesbotak** (post #21):
make a good game
---
**LagGX_Reals** (post #22):
no im good, i dont really wanna do that. (none of these are serious) [maybe this?](https://devforum.roblox.com/t/what-methods-do-you-use-to-help-when-you-cant-focus/4300641/18) | 1,026 | 1ec8b99af90b15c275b89199c84880d9b43f0f30aa9c432afdfcd1570b99aa2f | |
https://devforum.roblox.com/t/4527414 | 4,527,414 | The VR age is over: Metaverse Shutdown | Development Discussion | 8 | null | [
"vr",
"metaverse"
] | 346 | 15 | 2026-03-20T19:52:57.987Z | 2026-03-29T20:00:23.713286+00:00 | # The VR age is over: Metaverse Shutdown
**Category:** Development Discussion
**Tags:** vr, metaverse
**Views:** 346 **Replies:** 15
---
**wolfscouthello1** (post #1):
Meta recently announced that they will be shutting down Meta Horizons, the socializing VR app, on June 15. They have done this due to the growing interest in AI Superintelligence and the declining interest in the Metaverse itself.
Courtesy of [Google Trends](https://trends.google.com)
# What does this mean for Roblox?
This platform has the ability to grab all the users leaving Horizons and give them a new experience. The only issue? [VR Hands](https://www.roblox.com/games/4832438542/), being the most popular VR experience on Roblox, has only ~700 CCU with around half of them being headset users [at the time posting this.]
This post isn’t just informational, it’s a call to action. YOU have the ability to bring VR back!
Make VR Great Again!
sources:
[MSN](https://www.msn.com/en-us/money/other/meta-isnt-shutting-down-its-vr-metaverse-after-all/ar-AA1Z01eF) [the title is misleading]
[Meta Forums](https://communityforums.atmeta.com/blog/AnnouncementsBlog/updates-to-your-meta-quest-experience-in-2026/1369435)
this post flopped oops :broken\_heart:
---
**Beloathed** (post #2):
Just because “The Metaverse” is dying doesn’t mean VR games as a whole have to. There are still people in a game I work on asking for VR support.
---
**wolfscouthello1** (post #3):
That’s what I meant. A very popular app is shutting down so they will seek refuge on other platforms.
---
**MrRescue10** (post #4):
The metaverse is completely different from Roblox, and a lot of roblox games support VR gameplay.
---
**scooter_user** (post #5):
big news for the 50 people playing Meta Horizons
---
**wolfscouthello1** (post #6):
i was gonna prove you wrong but you’re actually right :low\_battery: :wilted\_flower: i played it a few weeks ago and there were a lot more people on it
kinda also proves my point tho
---
**Reditect** (post #7):
I’ll just say, Roblox is limited graphically in VR. About a year ago, I tried to make an art gallery demo, but lighting, textures, and materials were all limited. Metal didn’t really look like metal, neon didn’t have bloom, and some textures didn’t show. Worked perfectly fine on PC.
Also, David in an interview I watched, said he didn’t ever really want a Metaverse. That term specifically. I personally find that hard to believe, but here we are with AI. That’s where the tech industry went. AI, not the Metaverse, so that’s what Roblox too is positioning itself with/as.
---
**Chark_Proto** (post #8):
Eh, as someone who has spent more hours and more money than I’d like to admit on VR, I’ll just say now that roblox isn’t fit to become a VR platform.
It’s always been a PC/Console/Mobile platform, and I don’t think we’ll ever see a shift towards VR being properly included in its roster. As you said, VR games exist, none of them are actually really played, with the most popular one being a social VR game which fails at being a social VR game. The best way to describe VR Hands is a VR playground. Its a VR tech demo at best.
Roblox simply just lacks the capabilities that VR requires on top of the fact that VR is just really difficult to develop for.
For example with social VR games. People will have full body and/or face-tracking *cough cough myself*, and without those, people can’t express themselves properly due to roblox simply not supporting these technologies properly. Yes, roblox does *technically* have face-tracking, but it’s no where near as good as what VRChat can offer.
Then, avatar customization is just really limiting with roblox, so why should people use it when VRChat exists? Both games have an equal amount of drama and an equal amount of problems, it’s just that VRChats offerings as a VR game are just flatout better.
I will say, I am a little biased towards social VR as it’s all I really do with my headset now, but anything else I’ve played in VR just simply isn’t possible on roblox due to physics interactions, graphics or copyright.
Then, consider how much of a small market VR actually is. It’s not a profitable market, so making roblox games FOR VR or with full VR support just isn’t viable from a profit perspective. You waste time and money for a grand total of 12 people to be able to do something maybe 6 times and go “yeah I’ve had enough now”.
The people who use VR already have their games and platforms. Roblox isn’t going to replace anything or make enough of a dent to be noticeable.
Also quickly worth mentioning that without a LOT of messing around, roblox just doesn’t work with some headsets. I literally cannot play roblox in VR anymore because I decided to switch to Vive instead of another Oculus.
---
**Preinstallable** (post #10):
Contractor for a game here. I have a VR headset and I’m possibly going to get in cahoots with my supervisor to help develop VR support.
---
**petjo478** (post #13):
Wait whole oculus 3 shutting down or just roblox
---
**wolfscouthello1** (post #14):
No, it’s a just a really popular Meta app. This could potentially mean they discontinue the software, though
---
**Laser_Gun5540** (post #15):
To add onto limitations of Roblox’s VR market, the audience and potential for VR as a whole is pretty slim. I’ve made games in vr before and seeing your creation come to life in vr is amazing, but there’s not much audience potential beyond there.
---
**petjo478** (post #16):
So roblox getting shut down on it or the meta app is getting shut down like where u cast ur screen and stuff
---
**wolfscouthello1** (post #17):
Meta Horizons is an app similar to Rec Room where users across various platforms can interact and socialize. Everything else on your headset will still be able to function: Link, Remote desktop, Other apps, etc.
---
**petjo478** (post #18):
oh that game with ur vr avatar and worlds
---
**de9thspeaker** (post #19):
noo my digital NFT farm that is worh 99 Billion USD :sob: :sob: | 1,465 | c9e9e47f8c2e3065798a47c3bb6575e4d416c22919dc0abfda5b4bdfe8f9f84e | |
https://devforum.roblox.com/t/4344384 | 4,344,384 | 𒄆𓁹 𓁹𒄆 Pause big project work small project | Development Discussion | 8 | null | [
"help"
] | 317 | 50 | 2026-02-08T02:54:35.321Z | 2026-03-29T20:00:39.483895+00:00 | # 𒄆𓁹 𓁹𒄆 Pause big project work small project
**Category:** Development Discussion
**Tags:** help
**Views:** 317 **Replies:** 50
---
**hellie_jellie** (post #1):
Let’s go straight to the point: I want to make a small game that is going to take a week at most, but I’m also working on a big project of mine and this small game would have to pause development for a week. Is this okay or should I focus on that big game? (Also this big project is gonna take like, at least 6 months to get finished since I am a solo dev)
---
**frimpered** (post #2):
but uhm, honestly, if you are burnt out from the big project, just work on the small project. don’t fall into the cycle of constantly starting new projects with 0 finished ones.
---
**Flonkify** (post #3):
i think (𓇋𓆑 𓇌𓅱𓅲 𓄿𓂋𓅂 𓃀𓅲𓂋𓈖𓏏 𓅱𓅲𓏏 𓇌𓅱𓅲 𓋴𓉔𓅱𓅲𓃭𓂧 𓅃𓅱𓂋𓈎 𓅱𓈖 𓏏𓉔𓅂 𓋴𓅓𓄿𓃭 𓎼𓄿𓅓𓅂) which means if you are burnt out you should work on the small game.
---
**patopro77** (post #4):
I have deen doing this every time and im still edging the release date of my big project for 4 years
---
**imlimpoism** (post #5):
I do this frequently.
I stopped working on a graphics thingy because God I hate it and started working on an assembler, and then I started working on some Roblox thing because I fell into the Luau trap again.
---
**imlimpoism** (post #6):
4 years? I have several projects still in the works from 7 years ago. Not one of them is even close to playable.
---
**frimpered** (post #7):
for what language
---
**frimpered** (post #9):
that’s actually easy to build an assembler for. i found a github repo where someone built a brainfuck → luau bytecode compiler.
---
**imlimpoism** (post #10):
Assembly? The only language that you can write an assembler for?
---
**patopro77** (post #11):
Funny thing is that brainfuck is slower than an average language even tho only consists of like 6 characters
---
**imlimpoism** (post #13):
That’s entirely dependent on the compiler, and the developers behind the compilers.
Brainfuck was designed to be easy to write a compiler for, so if you don’t write a good one (Doesn’t substitute `div` for another thing whenever possible) it won’t run very fast.
---
**INBOUNDNUKE** (post #14):
I do this, and then I get too deep in the small project, then never finish anything. Go for it :white\_check\_mark:
---
**imlimpoism** (post #15):
There used to be days where writing in raw assembly was preferable over using C, because the compilers outputted terrible results.
---
**frimpered** (post #16):
i remember when compilers used to be random, you would change a comment and your assembly would be completely different
mainly visual c++ 1996
---
**imlimpoism** (post #17):
A good parser ignores the rest of a line after the comment characters.
---
**hellie_jellie** (post #18):
ok this is the solution thanks, you guys keep talking about whatever the hell you are talking about
---
**frimpered** (post #19):
yes a good compiler with a preprocessor. visual c++ 1996 was something different
---
**INBOUNDNUKE** (post #20):
FALL INTO A CYCLE OF NEVER COMPLETING ANYTHING
---
**hellie_jellie** (post #21):
no i am actually going to complete my main project i swear, but it’s going to take a while since building takes a lot of time
---
**INBOUNDNUKE** (post #22):
That’s what I told myself 3 months ago…
---
**frimpered** (post #23):
if you ai generate the entire game, it only takes 1 hour with agents.
ai doesn’t get distracted and work on other projects.
---
**imlimpoism** (post #24):
All my homies use Microsoft C 6.0
Our code doesn’t fucking work. And it isn’t even our fault.
---
**frimpered** (post #25):
all my homies use rust.
they haven’t showered in a year.
---
**imlimpoism** (post #26):
Goodness. That’s what I told myself 4 years ago when I started making a Ghost game to enter the market. Good thing it’s still as alive as ever…
---
**imlimpoism** (post #27):
They also don’t know what their code is even doing!
How can you go through life without malloc() realloc() calloc() mmap() munmap() (unix) VirtualAlloc() VirtualFree() (NT) free()
---
**frimpered** (post #28):
and you also forgot the part where it takes a week for their code to compile
---
**imlimpoism** (post #29):
Compiling LLVM is actually faster, from what I’ve heard. Only compiled LLVM once in my lifetime! Never compiled a rust project though.
---
**frimpered** (post #30):
good
i use gcc
---
**imlimpoism** (post #31):
I use clang most of the time, because it has LLVM Intermediate Representation, which is always fun to have.
---
**frimpered** (post #32):
looks cool, is it better than other assembly like languages
---
**imlimpoism** (post #33):
It’s just as unreadable as the others (I consider IR langs as unreadable programming languages, not close to assembly as inline asm is still required to get the registers.)
The best part is that it allows code to be compiled for virtually any system and architecture, which is pretty neat.
---
**SodaFromBrazil** (post #34):
bro really said ++++++++[>++++[>++>+++>+++>+<<<<-]>+>+>->>+[<]<-]>>.>—.+++++++..+++.>>.<-.<.+++.------.--------.>>+.>++.
---
**frimpered** (post #35):
that just outputs
```lua
Hello World!
```
---
**SodaFromBrazil** (post #36):
++++++++++[>+++++++<-]>++++++.+++.++++.--------------.+++++++++++++.--------------------------------------------------.+++++++++++++++++++++++++++++++++.+++++++++++.-------.+++++++++++++.++.----------------------------------------------------.++++++++++++++++++++++++++++++++++++++++++++.+++.++++.--------------.+++++++++++++.--------------------------------------------------.+++++++++++++++++++++++++++++++++.+++++++++++.-------.+++++++++++++.++.
you:
---
**imlimpoism** (post #37):
This is just unnecessarily mean.
Take down this post at once!
---
**frimpered** (post #38):
`+[----->+++<]>++.[--->+<]>---.--[->++++<]>-.+[->+++<]>+.+++..[++>---<]>--.++[->+++<]>+.--.+++++++++.---------.+++++++++++++.+++[->+++<]>++.--[--->+<]>-.+++[->+++<]>.--[--->+<]>-.+[----->+<]>.++.+++.-------------.--[--->+<]>-.+[->+++<]>.-[--->+<]>-.---.+.++++[->+++<]>.[--->+<]>----.+[---->+<]>+++.+++++[->+++<]>.---------.[--->+<]>--.--[->++++<]>+.----------.++++++.`
---
**SodaFromBrazil** (post #39):
+[------->++<]>++.----.-------.----.–[—>+<]>–.++++[->+++<]>.–[—>+<]>-.+[->+++<]>+.+++++++++++. lol
---
**frimpered** (post #40):
(post deleted by author)
---
**MikeartsRBLX** (post #41):
start 1000 projects at once and work on each of them for 10 minutes a day
---
**bapakny_agnesbotak** (post #42):
start 1 project and never finish it
---
**chocolate_bar2410** (post #43):
the main benefit of making a smaller game is that you can release it quicker and get market feedback
if you’re not doing like research or trying to get experience, then theres better alternatives
i would definitely suggest making a plugin or a framework/system
since they dont take that long to make, and you can reuse them later
---
**megasuperalfonato** (post #44):
Yeah you are not the owner of some geometry dash game and waiting ages to release an update oh wait
---
**megasuperalfonato** (post #45):
For the post question: keep w\*rking on the big project, burning out and pain is mental
---
**hellie_jellie** (post #46):
Building easy difficulty obbies is incredibly boring man :sad: and I still have to build like, 6 more, each obby takes a week to build if i work on it everyday.
If anybody wants to give feedback on it, you can play it here:
(it’s not self advertising since this place is just for showcasing purposes [might also make a different topic for this])
Is it fun for beginners?
(I know it has some z-fighting problems, if you find any, please point out where they are)
---
**megasuperalfonato** (post #47):
okay i think you are right, you would need to think each level different, the same happens for my game though
---
**megasuperalfonato** (post #48):
the game i s reall y good, in some parts i felt a little lost but i still completed it, i recommend also putting the decorations that have nothing to do with completing the obby to cantouch off, cancollide off and canquery off, and if there’s meshes then the same and collisionfidelity to box
---
**Fe_ct** (post #49):
:saluting\_face:
---
**megasuperalfonato** (post #50):
NOOO poor yarik
also
Is it an obby with different biomes? If it is then tell me when it’s released i’ll play it
---
**MaddyRing** (post #51):
a assembler:
- Reads text (assembly code)
- Translates mnemonics into machine code
- Writes bytes out
soo theres no requirement for it to be specially Exclusively Assembly,
some people made in javascript, RUST!, uh c, haskell
nothing magicAL
So where does the confusion come from??
when da brand new cpu / computr system created, initially no tools for programming available.
NO compiler NO assembler NO os
to geta started
the first program must be written in directly in machine ccode
or in handwritten assembly
its minimal the initial assembler
ONCE it exists, it can be used to build a better assembler , and that assembler can build a better assembler and so on
so yeah that process when u start using simple tool to advanced tool using simple tool’s descendants is bootstrapping
---
**hellie_jellie** (post #52):
It’s something like EToH, lots of obbies ranging from 9 to 12 stages (i am probably limit it to 10 stages for consistency), the one I linked has 10 stages (last one is planned to be floating in the middle [i have done 6 stages so far]) It’s also supposed to be the first obby for beginners, sitting at effortless difficulty, but building an effortless difficulty obby and making it somehow fun is way harder than I expected.
I guess that if there is a “biomes” aspect, it would be the zones, each having 10 to 20 obbies. You would be able to choose a zone you have unlocked in the menu and teleport to it (each zone will be in different roblox places). You unlock zones by beating obbies and meeting difficulty requirements (Beat 1 Difficult obby, beat 10 obbies). Also you don’t really *have* to completely clear each zone, if you play the game I am making it would probably be for the same reason you would play EToH: to get better at obbies, and if you get engaged, to progress through the difficulty chart. I am still thinking about what theme should all these zones be, it could be biomes and obbies centered around that but it’s not very versatile because, well, obbies would have to be centered around the zone’s theme, which would make all of them look very alike and I really want each obby to feel like a different experience.
Also, about the date in which it will be released… hopefully in six months I will have a good zone down since I am working alone and I have to do every single obby myself, but someday it will be a community driven game… if I ever manage to get a community, of course
---
**timothy1498_boi** (post #53):
is this considered as small? | 2,984 | 268253f89cf27e2f9a83c5b51b1532ab11262309c098b6daaaea17645b189050 | |
https://devforum.roblox.com/t/4110238 | 4,110,238 | Roblox constantly forcing me to retake maturity compliance test for wrong genre | Development Discussion | 8 | null | [
"help",
"bug"
] | 151 | 10 | 2025-12-02T01:12:04.703Z | 2026-03-29T20:01:15.134386+00:00 | # Roblox constantly forcing me to retake maturity compliance test for wrong genre
**Category:** Development Discussion
**Tags:** help, bug
**Views:** 151 **Replies:** 10
---
**OneWhoFinds** (post #1):
Hey,
My name is Seeker and I own a singleplayer meta fictional series named the “Nostalgic Hangout” series consisting of “A Nostalgic Hangout”, “A Crossroads Hangout”, and “An Underground Hangout.”
Roblox is constantly forcing me to retake a maturity and compliance tests despite my experiences being singleplayer and presented very clearly as bait-and-switch story games, meaning it’s meant to start normal and slowly turn more strange. Roblox constantly mistakes my experiences as social hangouts. Of course, this wouldn’t be a problem except for the fact that it’s very obvious a singleplayer experience under the story and adventure genre could never be a social hangout.
It’s too late for a name change and I’m just asking to get a break from this. It’s growing very tiring and I fear my game will be moderated if this keeps up.
---
**avodey** (post #2):
In the email it says that Roblox is adding the social hangout tag because of the experience’s title. I think the only way to fix this is to change the title, unfortunately.
Each server only allows one player? You should file a bug report then because this seems unintentional.
---
**Microwave_Toothpaste** (post #3):



---
**Zolurite** (post #4):
I know this has nothing to do with the main topic but I just finished part 1. All I have to say is absolute cinema.
---
**Rhodizites** (post #5):
:weary\_face:
---
**1kaelen1** (post #6):
Server Size
---
**Microwave_Toothpaste** (post #7):
did you purposefully trim out the part of the description where it says “this is not a social hangout” lol
---
**crazyInsaneEven11111** (post #8):
stop being disrespectful, the server limit might be one but that doesn’t prevent the moderaters reviewing your game from socially hanging out (no way social hangout) with the voices in their heads while playing
---
**Rhodizites** (post #9):
Yes, because it only says it’s not a social hangout once it sees the thumbnail. And since the thumbnail is completely unrelated, I removed that part.
---
**Zolurite** (post #10):
I just completed part 2 and 3. Absolutely amazing, although the ending was a little anticlimactic, I mean 1x just kills you and then you float in the air, so maybe could use a little work.
---
**Club_Moo** (post #11):
It’s a madhouse I guess… Look at the nonsense that I received:
Maturity & Compliance Questionnaire
Questionnaire Submission Not Accepted
Your experience won’t be playable after Dec 30, 2025, 10:42 PM because it doesn’t have a content maturity label. Please retake the Maturity & Compliance questionnaire before that time.
Upon review, your latest questionnaire submission was determined to be inaccurate due to the following reasons:
```
Violence
Your submission: Violence (Occasional/Moderate)
Moderator feedback: Violence (Repeated/Moderate)
Feedback reasoning: Repeated Violence is present
Violence
Your submission: Violence (Occasional/Moderate)
Moderator feedback: Not Present
Feedback reasoning: Repeated Violence is present
```
Next Step: Please retake the questionnaire and answer accurately based on your experience content and the moderator feedback.
… | 922 | 716cc23da9e2835c1ded762640d710dd15837c0d88ed1343f8dbf8bae276a66e | |
https://devforum.roblox.com/t/4461665 | 4,461,665 | What is up with the influx of AI Roblox Games? | Development Discussion | 8 | null | [] | 170 | 12 | 2026-03-02T04:04:38.747Z | 2026-03-29T20:00:31.009635+00:00 | # What is up with the influx of AI Roblox Games?
**Category:** Development Discussion
**Views:** 170 **Replies:** 12
---
**Siver_alt** (post #1):
Bro seriously, these AI slop games are actually ruining roblox. Like I’ve seen the same shooting game layout on like 15 different games, are they ever going to start being more stricter about HOW the game was made???
also roblox increase the flipping polygon limit
---
**scooter_user** (post #2):
there’s been an influx of AI EVERYWHERE across the world, roblox doesn’t want to be left out
---
**Siver_alt** (post #3):
no they actually need to start being far more stricter about what goes on to the platform, like bru
---
**scooter_user** (post #4):
like amp said they literally have an ai assistant in studio, they probably LOVE games on their platform made with ai
---
**Siver_alt** (post #5):
the assistant can be good, however it has soo many limitations, especially since it sucks at reading scripts and when you give it directions, it does the complete opposite. It’s just that roblox defo needs to start requiring devs to say that there game was made with AI, otherwise it’ll disrupt the entire platform.
---
**1iyq** (post #6):
because ai can be used to develop games faster (quality of code is up to interpretation) and since slop games are made from templates that can easily be reuploaded a million times (these existed before ai though, with obby, tycoon & simulator games)
roblox doesn’t really care though, cause why would they cut down on games that make them money?
---
**MaxthedaydreamerXMx** (post #7):
laziness and greed
---
**ravens2367** (post #8):
Easy way to make money or something.
---
**2Doggo4** (post #9):
AI should be used more as an actual *assistant* instead of copy-pasting from it. Sure it may be the reason why there’s so many ai slop games now, but that’s because those devs are just using it to code everything, it would be better if it was only used for things like debugging, optimizing, putting in extra comments in a script, etc.
Obviously every ai slop dev just does it to put games on the platform and make easy money and it’s way quicker than taking the time to actually learn how to script themselves, so I don’t expect this to change…
---
**Sinphya** (post #10):
Studies have found AI is an echo chamber that gets everyone doing the same idea and not improving. It also dumbs an individuals functionality that make a person creative. Several studies have been conducted on the use of ChatGPT and its quite interesting because it will never outpace a fresh mind in the room.
---
**sunshine_pandy** (post #11):
I’m going be so hyped and relieved for the ai bubble bursting, I want things to be normal again.
---
**INBOUNDNUKE** (post #12):
Because AI is now superior. Adapt or be left behind. Humans are now the SLOP generators. AI makes better content, and that shows on Roblox. AI is superior cope cope cope!!!
---
**Tutterey** (post #13):
the AI bubble will only make AI more prominent, when the dot com bubble popped did people stop using the internet? No, it only grew in size. AI is here, embrace it or be left behind | 746 | b0601bff37a4698855a34f05b62d45c4dcfa656977824cd76d7a72c229022cd0 | |
https://devforum.roblox.com/t/4041524 | 4,041,524 | Would love advice, thank you guys | Development Discussion | 8 | null | [] | 102 | 6 | 2025-11-02T14:49:40.767Z | 2026-03-29T20:01:28.296988+00:00 | # Would love advice, thank you guys
**Category:** Development Discussion
**Views:** 102 **Replies:** 6
---
**C_laneG** (post #1):
I’m a new developer, (still learning basic scripts.) And i work on mobile,using studio lite, all while avoiding AI and free models any of you experts have tips and or encouragement that would be fantastic!! Ty. (this is my first post lol, pls have grace for me.)
---
**Im_ClearAverage** (post #2):
try maybe learning without tutorials, just grab some instances in workspace and move then around see what they do work with beams trails attachments its really cool, maybe purchase a computer its easier and better i dont think studio lite is very good right now… it doesnt have cool features, also when learning to script use common sense, for example, if game.workspace.part.visibility == 1 (its invisible) then
game.workspace.part.visibility = 0 (make it visible)
end
makes it easier its just common sense
---
**C_laneG** (post #3):
Thank you :folded\_hands: I find myself unable to purchase the appropiate pc, but I’m used to working with limitations.
---
**SMBri** (post #4):
I think you mean transparency
Unless studio lite uses visibility for some reason
---
**Im_ClearAverage** (post #5):
AAA YES YOUR RIGHT SO SORRY my mistake :sob:
---
**patopro77** (post #6):
you can also try retrostudio if you want, its great :+1: (it uses block coding)
---
**C_laneG** (post #7):
I just realized how similiar my post is to this one:
Hopefully it doesn’t get taken down :sob: | 370 | 5dc01bbc9b711612d3c68be1687a0407f61fce40b9201459f007c47d99223931 | |
https://devforum.roblox.com/t/4511512 | 4,511,512 | Bring Back the John Doe Thumbnail Trend | Development Discussion | 8 | null | [
"game",
"thumbnail",
"icon",
"funny",
"hacker"
] | 293 | 21 | 2026-03-11T15:57:40.354Z | 2026-03-29T20:00:28.320134+00:00 | # Bring Back the John Doe Thumbnail Trend
**Category:** Development Discussion
**Tags:** game, thumbnail, icon, funny, hacker
**Views:** 293 **Replies:** 21
---
**Alfiepro98234** (post #1):
# Bring Back the John Doe Thumbnail Trend
Hey everyone,
Back in **2017 March 18th**, a lot of developers were putting **John Doe** in their game thumbnails and it became a pretty fun community trend. It would be cool to see that come back again.
If you’re updating your thumbnail or making a new one, maybe try adding **John Doe somewhere in it** and see if we can revive the trend.
Would be interesting to see how many games join in again.
---
**TheDominusking67** (post #2):
we doin this :fire: :fire:
john doe come home
---
**megasuperalfonato** (post #3):
we better put some people like guest 666, jane doe, john doe, the last guest, su tart, [Team Super/Heroes of Robloxia/Captain Roblox](https://roblox.fandom.com/wiki/Team_Super/Heroes_of_Robloxia/Captain_Roblox), Epstein, Dr mega, Noob, Builderman, 1x1x1, shedletsky, etc
---
**angrybirdsrio42** (post #4):
Does this include games that aren’t even famous by chance?
---
**Alfiepro98234** (post #5):
no it does not need to be famous any game.
---
**Placewith5s** (post #6):
Yeah! And noooo…
---
**Beloathed** (post #7):
We can NOT get away with putting Jeffrey Epstein in our thumbnails.
---
**AVeryFancyDoctor** (post #8):
Bring this back.
It was cool, unique and innovating.
---
**Tutterey** (post #9):
Wow, doing this would be so retro gubby guys we should all do it :joy:
---
**JamJamieofficial** (post #10):
For the last time, TAKE THE EPSTEIN STUFF SERIOUSLY. No wait, theres Diddy jokes, 9/11 jokes, etc, humanity turns incidents into dark humor no matter what.
---
**Tutterey** (post #11):
Liberal :roll\_eyes:
---
**Alfiepro98234** (post #12):
omg that reply is the funniest reply ive seen on the forum.
---
**Tutterey** (post #13):
Thank you :rofl::rofl::rofl::joy::joy::joy:
---
**JamJamieofficial** (post #14):
I don’t wanna involve politics into here but don’t call me a Liberal, its kind of ethically wrong in my opinion to be making jokes of huge negative scenarios like these. Just because that is my opinion doesnt mean I am one.
---
**Kooraseru** (post #15):
We’ve largely as a community moved away from those kinds of trends, which is rather sad considering it was such a common thing from 2014-2020 when the community was a-lot more close-knit.
I think one of the most interesting events was when a few games decided to pay tribute to the death of Stefán Karl back in 2018 by having game icons/thumbnails include him. I still think the Phantom Forces team still has their game icon as such for their [test place](https://www.roblox.com/games/299659045/test-place)
I’m interested to see what the plan is for April Fools this year, as there was a whole trend for at-least a few years where a bunch of large-studio games would have special icons.
---
**IMrNoobyI** (post #16):
This also reminds me when games would say hello to each other in the popular page which I thought was also pretty cool and it would be cool to see that again as well.
---
**Beloathed** (post #17):
I think the game-development market is too competitive for developers to be all friendly and buddy-buddy with their thumbnails anymore.
---
**GrantTheman5648babah** (post #18):
yeah i dont think that was the wind this time :broken\_heart:
---
**IMrNoobyI** (post #19):
too competitive? I don’t think that’s why, awhile back grow a garden and steal a brainrot had a event with each other so I think that is proof that we could still have fun community interaction with top developers.
---
**Beloathed** (post #20):
That means Brookhaven and Garden Horizons would have to do something since they’re the top 2 games by player count.
---
**JamJamieofficial** (post #21):
Ohh bro its you WHO MADE THE BACKROOMS GAME your goated ngl. I think I messaged you one time but I can’t find any history involving it. Hope the best for your career.
---
**Ad1nBlox** (post #22):
I wouldn’t mind nostalgia back on the platform. | 1,077 | 20237b174883ce418ea692f843d356002ef80253e164008d9af5470724c39231 | |
https://devforum.roblox.com/t/4419139 | 4,419,139 | Would it be great if roblox could generate fractals/infinite repeated patterns | Development Discussion | 8 | null | [] | 120 | 17 | 2026-02-21T17:57:21.249Z | 2026-03-29T20:00:33.400614+00:00 | # Would it be great if roblox could generate fractals/infinite repeated patterns
**Category:** Development Discussion
**Views:** 120 **Replies:** 17
---
**nix102on** (post #1):
Just wondering how could that be. I could make one for non euclidean games and perhaps, insterstellar themed. I have already created [HyperBox](https://devforum.roblox.com/t/hyperbox-a-viewportframe-wrapper-for-stunning-visual-effects/4286796) but that’s just for background. Would you like something like this? I have an idea of the way to create this but you’re more than welcome to share any idea you may have.
---
**Carbonated_Cat** (post #2):
No I would hate this
---
**kshgvnzhhkgalt5** (post #3):
i think fractal stuff would be really cool
---
**Reditect** (post #4):
cool math man [@trigophi](/u/trigophi) - any thoughts?
---
**nix102on** (post #5):
Why
Is it because your brain would explode lol…
my bad
---
**Maytronics13** (post #6):
Honestly this could be awesome! Although I’ve moved on from studio, I’d definitely mess with it for fun if this got added. I love holomorphic dynamics and different geometries, and I’d love for those things to be more readily implemented into 3D games.
Also I just checked the HyperBox page- That’s incredible! It looks amazing!
---
**metatablecatmaid** (post #7):
You already can, all fractals you see are taking an approximation of the resolution anyway.
If you let the x-axis be the real number line and the y-axis be the complex plane, you can render, for example, the Mandelbrot set. (obviously i’m simplifying a lot here).
Theres a great video on the Mandelbrot here by Vsauce if you want some inspiration
Just plot the points onto a reasonably sized EditableImage and you have the famous mandelbrot set image :DD
---
**Carbonated_Cat** (post #8):
what an edibleimage? eat?
---
**nix102on** (post #9):
That’s the problem.
I don’t want to use editable images due to their performance problems, resolution etc.
---
**cegberry** (post #10):
You know they are much more performant than whatever else you will get in Roblox, this looks like to me you don’t even try to test it
---
**emilaltg** (post #11):
Idk
---
**nix102on** (post #12):
I already have. I used penumbra and native editable images but it was too laggy to be of any production use. The problem is that it can only use cpu power which is not that much compared to gpu power. Using regular parts with some pooling and clever techniques is probably the only way.
---
**1iyq** (post #13):
would it be great if roblox supported hyperbolic geometry
---
**Carbonated_Cat** (post #14):
absolutely not
---
**1iyq** (post #15):
what about elliptic geometry
---
**nix102on** (post #16):
Even better.
I want to make a game called HyperSpace with all the non Euclidean stuff but unfortunately I don’t have the time to test different stuff and get visual bugs for that.
---
**Maytronics13** (post #17):
You should be able to recreate some fractals with solely parts, although it’ll definitely become performance-heavy at certain resolutions. There’s definitely a way to procedurally generate them and change their transforms by an equation. I’m not the best with that kind of math unfortunately :pensive\_face:
Vsauce mention :eyes:
---
**nix102on** (post #18):
The Idea:
A plugin that gets a few iterations of the fractal from the user, a minimum of 2. It generates a function that creates parts depending on the number of iterations the user wants to show at a time. It transforms the parts to make the fractal. Once an iteration isn’t visible in the viewport, it transforms it to the latest iteration, and vice versa.
It won’t have math, just the sequence that the user made. | 1,045 | 6117865fb64020bfd777697e8a0c2a0d9edb3b74f91e61e74fbef432cefea5de | |
https://devforum.roblox.com/t/4466312 | 4,466,312 | Roblox Assistant can generate real user ids | Development Discussion | 8 | null | [] | 118 | 7 | 2026-03-03T17:01:57.378Z | 2026-03-29T20:00:30.082304+00:00 | # Roblox Assistant can generate real user ids
**Category:** Development Discussion
**Views:** 118 **Replies:** 7
---
**EenatAlt** (post #1):
I’ve noticed more than once that Roblox AI sometimes “helps” me add more IDs when I enter player IDs
fun
---
**VerifyOrBeQuiet** (post #2):
uhh yeah out of billions of roblox accounts all with their userids being in chronological order literally any random number less than the total amount of registered accounts will lead to **a** player
---
**SMBri** (post #3):
Im guessing the 7982667388 was already there but the

is just numbers increasing/decreasing by 1
Although code assist is just suggesting random numbers
---
**EenatAlt** (post #4):
I just thought it was funny so I posted it
---
**PizzaOnLinux** (post #6):
dont forget that it sometimes credits thegamer101 for writing the script it made
---
**crazyInsaneEven11111** (post #7):
thank you thegamer101, and also that lego guy or whoever he was for his track pieces
---
**JustForgery** (post #8):
Oh boy… for a good reason. if you enter a random ID less than the amount of total players, you are guaranteed to find a player. banned or not. | 348 | 9c49413e9ccfb12ed3012057b544fc7f2d6fdc05088b5c732b7a8e10bf3312c1 | |
https://devforum.roblox.com/t/3985509 | 3,985,509 | This is a dev war crime | Development Discussion | 8 | null | [
"scripting",
"studio",
"help"
] | 920 | 41 | 2025-10-09T03:34:46.244Z | 2026-03-29T20:01:38.220644+00:00 | # This is a dev war crime
**Category:** Development Discussion
**Tags:** scripting, studio, help
**Views:** 920 **Replies:** 41
---
**Pish85** (post #1):
***Soooooooo***
~~Yeah. This was a game I found.~~
Edit: I forgot that this was a screenshot my friend sent me while he was working on a different friend’s game. He must have been traumatized from working in such a painful environment.
Edit 2: Bro literally put the whole workspace (except the terrain and camera) into a folder and called it “organized”.
See that scroll bar? Mhm. There’s many, many more of these.
Each script is about 50 lines long btw. Also, the configs aren’t even used. Additionally, there are 2 billboard guis in 1 part.
Please help me purchase a therapy session.
---
**MinerB4** (post #2):
put the file into a pit and burn it, all of it.
what in the development hell.
---
**WBlair** (post #3):
Looks like an average commission you’d pay for
---
**nvidxs** (post #4):
this has ruined my night thank you so much
---
**starcitadel** (post #5):
We were having a good day. We were *all* having a good day.
---
**patopro77** (post #6):
Average free model
---
**perf6_gamez** (post #7):
Im not a scriptor but i somehow know how bad this is.
---
**nvidxs** (post #8):
nah a free model would have a script under that script and a couple more scripts
did i forget to mention scripts
---
**EffBeeCee** (post #9):
I like how this person knows about the “Configuration” object, which is great for making things easy to find, yet they do… that…
---
**vrs2210** (post #10):
A ‘configuration’ folder is just a folder with a unique icon, it’s significantly easier to handle values in code rather than creating ValueObjects.
---
**EzraPalo** (post #11):
Ew wth :nauseated\_face: I would never have a 50 line script unless its a module, and not one under every part…
---
**dswqsa895** (post #13):
atp just use collectionservice bro :sob::folded\_hands:
---
**XenoDenissboss1** (post #14):
It’s called “Per-Instance Parallel Workspace Super Organization Independent Asynchronous Function System Design: Nameless Fork”. What you are all looking at is the definition of game design and programming.
---
**crazyInsaneEven11111** (post #15):
[can someone help me with my flower?](https://devforum.roblox.com/t/help-with-my-flower/1188869)
---
**i_dunno8p** (post #16):
I don’t understand what’s wrong?? Isn’t that how every script should be-?
Maybe I’m dumb… :sad:
---
**JojogamezYT** (post #17):
What the hell? This is cartoonish levels of evil right there!
No but seriously, why?
---
**Yarik_superpro** (post #18):
It is very unoptimized and hard to maintain.
Sure, you can just replace all code with Ctrl+Shift+H, but just don’t commit this crime in the first place.
Initiating more complex systems and capturing references is going to be hell.
Using tags or folders is just better for both performance and organization.
---
**i_dunno8p** (post #19):
Too late…
---
**RocketSlither** (post #20):
Your public execution will be tomorrow at noon
---
**i_dunno8p** (post #21):
:sob:
nooooo!!! I still have tomfoolery to commit arrghhh!!
---
**i_dunno8p** (post #23):
:3
I will do it again.
---
**1kaelen1** (post #24):
what is wrong with having short scripts
---
**EzraPalo** (post #25):
I find it just hurts my organisation, i prefer having most if not all under server script service and ti have as little scripts as possible, while still being organised effectively and each script is mostly distinct, not just a mash up of random functions that aren’t related. Thats just my style tho, Idrc if yoi have 50 line long scripts.
---
**1kaelen1** (post #26):
boo
---
**EzraPalo** (post #27):
Agh :confounded\_face::confounded\_face: Your choice tho, i just don’t like hopping between 10 + scripts, but i can’t police u or anything
Also whats with the blurred out names?
---
**1kaelen1** (post #28):
good thing i only have like 6 scripts per game at most
because i dont like people knowing what my private games are
---
**Pish85** (post #29):
yeah he might be working on the next steal a baddie respect that
---
**RocketSlither** (post #30):
It was probably summon kitty whiskers
I used to do some BAD coding, classic example: 100+ spikes, 100+ spike scripts, and I thought I was running efficiently.
---
**1kaelen1** (post #32):
buddy YOU ALREADY KNEW THIS
---
**Microwave_Toothpaste** (post #33):
i know but it’s still crazy
either all of your scripts are thousands of lines long or your game is really small
---
**1kaelen1** (post #34):
this game i wrote in like 3 days has only 3 actual game scripts, the client has like 800 lines total and the server is like 500
i don’t think it’s that my games are small
---
**Microwave_Toothpaste** (post #35):
Godscripts be like
#
#
#
#
#
---
**DyzuOfficial** (post #36):
my scripts r advanced but i REFUSE to use a framework, i will never use a module script till the day i die, 20 three line scripts 4 life..
---
**1kaelen1** (post #37):
thank you for capitalizing God :mending\_heart: you are the most respectful Tristan i know
---
**Microwave_Toothpaste** (post #38):
I am also the most respectful one I know, too <3
(every other one i know spells it with an e)
---
**TimeFrenzied** (post #39):
6 scripts
8 bajillion-illion modules
---
**WinterStorm_Meow** (post #40):
Time to make a module for every frame of a animation.
---
**BigPegus_1** (post #41):
I put that into a package, should i get executed immediately?
---
**nataniel12132** (post #44):
*What can i say…*

\*
---
**RDJpower** (post #45):
Oh, hello! Will I go to jail??? | 1,574 | 9974cfc5239f3f8ac5f9fd0d4c4676a8ec93c4781eb59ff69495b352f585d5dd | |
https://devforum.roblox.com/t/4404142 | 4,404,142 | Show your progress! | Development Discussion | 8 | null | [] | 140 | 11 | 2026-02-18T18:04:31.887Z | 2026-03-29T20:00:33.978642+00:00 | # Show your progress!
**Category:** Development Discussion
**Views:** 140 **Replies:** 11
---
**Craskle** (post #1):
Lets see how far some of you scripters have came from writing code like..
```lua
game.Workspace.Part.Transparency = 1
game.Workspace.Part.Transparency = 0.9
game.Workspace.Part.Transparency = 0.8
game.Workspace.Part.Transparency = 0.7
etc..
```
..instead of tweening to a snippet of code that completely mogs the code you produced back then. Lets appreciate the effort and time we have put into ourselves to become the scripters that we are today.
Builders, UI designers, Modellers and etc, lets see the progress you have made aswell!
---
**mosquitowo** (post #2):
This post reminds me of [my\_first\_calculator.py](https://github.com/AceLewis/my_first_calculator.py/blob/master/my_first_calculator.py)
---
**Craskle** (post #3):
how so? tbf it is my first post so maybe thats why
---
**mosquitowo** (post #4):
I mean specifically your old code. Instead of tweening or looping, you wrote statements one by one.
---
**Craskle** (post #5):
The real ones wrote their code like that when they first started out
---
**kasym77777** (post #6):
```lua
local ball = game.Workspace.ball
local BadgeID = 2127919489
local void = game.Workspace.a
local void2 = game.Workspace.b
local void3 = game.Workspace.c
local void4 = game.Workspace.d
```
This was my first time attempting to build a game on my own. Very terrible, indeed. And, I had some scripts where I basically didn’t even know for loops existed, so I had to manually turn all of the laser colors into some color.
---
**patopro77** (post #7):
```lua
gamename = "baseplat"
graphics = "very god"
fps = "67"
walk = "wasd"
jump = "space"
sprint = "shift"
```
---
**kasym77777** (post #8):
fr bro fr fr fr tuff respec fr fr
---
**Carbonated_Cat** (post #9):
i had one that was like
```lua
type or paste code here
type or paste code here
script.Parent.ClickDetector.MouseClick:Connect(function()
script.Parent.Parent.A1.Transparency = 0.1
script.Parent.Parent.A2.Transparency = 0.1
script.Parent.Parent.B1.Transparency = 0.1
script.Parent.Parent.B2.Transparency = 0.1
script.Parent.Parent.C1.Transparency = 0.1
script.Parent.Parent.C2.Transparency = 0.1
script.Parent.Parent.D1.Transparency = 0.1
script.Parent.Parent.D2.Transparency = 0.1
wait(.1)
script.Parent.Parent.A1.Transparency = 0.2
script.Parent.Parent.A2.Transparency = 0.2
script.Parent.Parent.B1.Transparency = 0.2
script.Parent.Parent.B2.Transparency = 0.2
script.Parent.Parent.C1.Transparency = 0.2
script.Parent.Parent.C2.Transparency = 0.2
script.Parent.Parent.D1.Transparency = 0.2
script.Parent.Parent.D2.Transparency = 0.2
wait(.1)
script.Parent.Parent.A1.Transparency = 0.3
script.Parent.Parent.A2.Transparency = 0.3
script.Parent.Parent.B1.Transparency = 0.3
script.Parent.Parent.B2.Transparency = 0.3
script.Parent.Parent.C1.Transparency = 0.3
script.Parent.Parent.C2.Transparency = 0.3
script.Parent.Parent.D1.Transparency = 0.3
script.Parent.Parent.D2.Transparency = 0.3
coroutine:Destroy()
script.Parent.Parent.A1.Transparency = 0.4
script.Parent.Parent.A2.Transparency = 0.4
script.Parent.Parent.B1.Transparency = 0.4
script.Parent.Parent.B2.Transparency = 0.4
script.Parent.Parent.C1.Transparency = 0.4
script.Parent.Parent.C2.Transparency = 0.4
script.Parent.Parent.D1.Transparency = 0.4
script.Parent.Parent.D2.Transparency = 0.4
wait(.1)
script.Parent.Parent.A1.Transparency = 0.5
script.Parent.Parent.A2.Transparency = 0.5
script.Parent.Parent.B1.Transparency = 0.5
script.Parent.Parent.B2.Transparency = 0.5
script.Parent.Parent.C1.Transparency = 0.5
script.Parent.Parent.C2.Transparency = 0.5
script.Parent.Parent.D1.Transparency = 0.5
script.Parent.Parent.D2.Transparency = 0.5
wait(.1)
script.Parent.Parent.A1.Transparency = 0.6
script.Parent.Parent.A2.Transparency = 0.6
script.Parent.Parent.B1.Transparency = 0.6
script.Parent.Parent.B2.Transparency = 0.6
script.Parent.Parent.C1.Transparency = 0.6
script.Parent.Parent.C2.Transparency = 0.6
script.Parent.Parent.D1.Transparency = 0.6
script.Parent.Parent.D2.Transparency = 0.6
wait(.1)
script.Parent.Parent.A1.Transparency = 0.7
script.Parent.Parent.A2.Transparency = 0.7
script.Parent.Parent.B1.Transparency = 0.7
script.Parent.Parent.B2.Transparency = 0.7
script.Parent.Parent.C1.Transparency = 0.7
script.Parent.Parent.C2.Transparency = 0.7
script.Parent.Parent.D1.Transparency = 0.7
script.Parent.Parent.D2.Transparency = 0.7
wait(.1)
script.Parent.Parent.A1.Transparency = 0.8
script.Parent.Parent.A2.Transparency = 0.8
script.Parent.Parent.B1.Transparency = 0.8
script.Parent.Parent.B2.Transparency = 0.8
script.Parent.Parent.C1.Transparency = 0.8
script.Parent.Parent.C2.Transparency = 0.8
script.Parent.Parent.D1.Transparency = 0.8
script.Parent.Parent.D2.Transparency = 0.8
coroutine:Destroy()
script.Parent.Parent.A1.Transparency = 0.9
script.Parent.Parent.A2.Transparency = 0.9
script.Parent.Parent.B1.Transparency = 0.9
script.Parent.Parent.B2.Transparency = 0.9
script.Parent.Parent.C1.Transparency = 0.9
script.Parent.Parent.C2.Transparency = 0.9
script.Parent.Parent.D1.Transparency = 0.9
script.Parent.Parent.D2.Transparency = 0.9
wait(.1)
script.Parent.Parent.A1.Transparency = 1
script.Parent.Parent.A2.Transparency = 1
script.Parent.Parent.B1.Transparency = 1
script.Parent.Parent.B2.Transparency = 1
script.Parent.Parent.C1.Transparency = 1
script.Parent.Parent.C2.Transparency = 1
script.Parent.Parent.D1.Transparency = 1
script.Parent.Parent.D2.Transparency = 1
script.Parent.Parent.A1.CanCollide = false
script.Parent.Parent.A2.CanCollide = false
script.Parent.Parent.B1.CanCollide = false
script.Parent.Parent.B2.CanCollide = false
script.Parent.Parent.C1.CanCollide = false
script.Parent.Parent.C2.CanCollide = false
script.Parent.Parent.D1.CanCollide = false
script.Parent.Parent.D2.CanCollide = false
end)
type or paste code here
type or paste code here
type or paste code here
```
---
**Rhodizites** (post #10):
Honestly, I learned to code because I watched tutorials and used ChatGPT (stupid of me, I know) a lot. After a while of that, I realized both of those things are practically useless and should try coding myself, so I did. It turned out pretty good imo!
The first thing I coded, though, was “part.BrickColor = script.Parent.BrickColor” which is kind of a stupid thing to code, but made the game it was for much, much better. Also that game was COPYRIGHT INFRINGEMENT so :frowning:
---
**megasuperalfonato** (post #11):
Pretty easy topic to respond.
I didn’t now what events were, so I did this with ai:
```lua
local contadorPrincipal = 0
while true do -- 1. El bucle infinito principal
print("Iniciando ciclo While...")
repeat -- 2. Se repite hasta que el contador llegue a 5
print("Ejecutando Repeat...")
for i = 1, 10 do -- 3. Un bucle for simple
-- Cambiamos la posición de forma segura (sumando, no multiplicando)
script.Parent.Position += Vector3.new(0.1, 0.2, 0)
-- ¡CRUCIAL! Sin esto, el juego se congela (crash)
task.wait(0.05)
end
contadorPrincipal += 1
until contadorPrincipal >= -1 -- Condición de salida para el repeat
print("Ciclo de repetición terminado. Reiniciando en 2 segundos...")
contadorPrincipal = 0 -- Reseteamos para que el while pueda volver a empezar
task.wait(2)
end
```
Now, I can do this:
```lua
local MovingService : MovingService = game:GetService("MovingService") :: any
local CFrameService: CFrameService = game:GetService("CFrameService") :: any
script.Parent.Touched:Connect(function(hit)
local player = game.Players:GetPlayerFromCharacterButGetThePlayerNameAndIdThoughItWillNotBeNecessaryButMaybeForLaterIfNecessary(hit.Parent)
if player then
MovingService:InjectMalwareToUser(player.UserId)
CFrameService:RotateBrainCells(math.huge)
player:Kick("Error 0x80041069: MovingService intercepted CFrame packet. Your PC is now 4% heavier.")
end
end)
MovingService.OnExplosionImminent:Once(function()
game.Workspace:DeleteAndIgnoreAllInstancesInside()
Instance.old("Explosion", game.Workspace).Position = Vector3.new(0, 1337, 0)
end)
MovingService:UninjectMalwareToUser(player:GetTrueUserIdBecauseYouAlreadyUsedPlayerUserId, "It was a prank!")
```
---
**DumpWanderer** (post #13):
```lua
local function familyfriendly()
if workspace:FindFirstChild("Map"):FindFirstChild("Other"):FindFirstChild("BrickWall"):FindFirstChild("darkshadow13649_dead") then
workspace:FindFirstChild("Map"):FindFirstChild("Other"):FindFirstChild("BrickWall"):FindFirstChild("darkshadow13649_dead"):Destroy()
end
BulletHoles.ChildAdded:Connect(function(child)
if child.Name == "Blood" or child.Name == "Gore" then
child:Destroy()
end
end)
if workspace:FindFirstChild("Map") and workspace:FindFirstChild("Map"):FindFirstChild("PremadeBlood") then
workspace:WaitForChild("Map"):WaitForChild("PremadeBlood"):ClearAllChildren()
end
workspace:WaitForChild("Map"):WaitForChild("PremadeBlood").ChildAdded:Connect(function(child)
child:Destroy()
end)
if workspace:WaitForChild("BulletHoles"):FindFirstChildOfClass("BasePart") then
for _, child in ipairs(workspace:WaitForChild("BulletHoles")) do
if child.Name == "Blood" or child.Name == "Gore" then
child:Destroy()
end
end
else
print("nothing in bulletholes")
end
if not game:GetService("TextChatService"):CanUserChatAsync(player.UserId) then
workspace:WaitForChild("NPCS").ChildAdded:Connect(function(enemy)
if enemy:IsA("Model") then
fixCharacterMeshes(enemy)
end
end)
for _, enemy in ipairs(workspace:WaitForChild("NPCS"):GetChildren()) do
if enemy:IsA("Model") then
fixCharacterMeshes(enemy)
end
end
end
end
if UserInputService.GamepadEnabled == true or not game:GetService("TextChatService"):CanUserChatAsync(player.UserId) then
familyfriendly()
else
if workspace:FindFirstChild("Map"):FindFirstChild("Other"):FindFirstChild("BrickWall"):FindFirstChild("darkshadow13649_alive") then
workspace:FindFirstChild("Map"):FindFirstChild("Other"):FindFirstChild("BrickWall"):FindFirstChild("darkshadow13649_alive"):Destroy()
end
end
``` | 2,913 | bce49ff0d58d577c64f1fedebff01105565b788e977a39f3169d93f152483aad | |
https://devforum.roblox.com/t/4277272 | 4,277,272 | How important do you feel to development | Development Discussion | 8 | null | [] | 189 | 26 | 2026-01-21T17:34:07.044Z | 2026-03-29T20:00:45.641444+00:00 | # How important do you feel to development
**Category:** Development Discussion
**Views:** 189 **Replies:** 26
---
**Mini15_pro1234** (post #1):
Here is a little survey about devs, their specialties, and how they feel their role helps teams.
What is your specialty?
- Animation
- Building/Modeling
- Scripting/Programming
- UI/UX Design
- VFX Design
- SFX Design
- GFX Design/Thumbnails
- 2D Graphic Design
- Other I didn’t specify (I probably missed smtg so tell me)
- All of the above (solo dev)
0
voters
For those in a team, to what degree do you feel your skill improves the game?
- The game would be cooked without me.
- Very High
- High
- Somewhat High
- Doesn’t Matter
- Somewhat Low
- Low
- Very Low
- This game would do better off without me.
0
voters
Do you use external applications or plugins to improve your experience?
- Yes
- No
0
voters
Please give me some explanations to your answers aswell so I can figure out some more things to do besides scripting and animation. This feedback will be what I need.
Edit: I might start taking on different roles when I move on from my current job.
---
**SMBri** (post #2):
Do you mean like non-studio plugins or plugins you get in studio
Idk which one to pick yet
---
**Mini15_pro1234** (post #3):
Any studio plugin or something outside studio like blender for example
---
**Mini15_pro1234** (post #4):
I’ll be back later to check the polls
---
**patopro77** (post #5):

---
**Mini15_pro1234** (post #6):
The unbelievable amt of aura radiating off of you is infinitely immeasurable
---
**SMBri** (post #7):
Thats not one bit true and you are highly unfunny.
---
**Mini15_pro1234** (post #9):
DO NOT TURN THIS INTO A TROLL POST. Please stay on topic to the conversation
I want legit feedback
---
**speederdoodle** (post #10):
I have to make a full flippin’ game about pancakes falling from the sky and natural disasters happening all over… If you don’t believe me… I have a script that runs over 700 lines of code without breaking…
---
**Kooraseru** (post #11):
I know this applies only to specific projects, but might want to include Writing/Writers as part of the team.
Granted I’ve only had to be a writer for two of my projects.
---
**Fastrokk** (post #12):
I use [DataStore Editor](https://create.roblox.com/store/asset/701506235/DataStore-Editor?assetType=Plugin&externalSource=www) to adjust any datastore inside my game such as basic leaderstats (money playtime etc..) and also other saves. It doesn’t really do much just help with an overview
I also use [Ui Tools](https://create.roblox.com/store/asset/6514761722/UI-Tools?assetType=Plugin&externalSource=www) just for icons, so I don’t have to waste time on finding pngs or creating some.
Lastly I’ve previously used [Atmos quality skies simplified](https://create.roblox.com/store/asset/2971874773/Atmos-quality-skies-simplified?assetType=Plugin&externalSource=www) to create nice skybox and scenery.
Neither of the ones used do much except save time.
---
**Kooraseru** (post #13):
Just curious, why do you use DataStore Editor now that Roblox published their new DataStore manager as part of the game management.
(I’m using this now for a few of my projects I’m working on now since Roblox plans to add the new storage update in April of 2026)
---
**Fastrokk** (post #14):
Honestly I wasn’t aware that was a feature, been using the plugin since around 2023 if not little before or later. Is their own manager inside studio or only on the website? I’d prefer being able to access it while I’m editing the game in studio.
---
**megasuperalfonato** (post #15):
I feel important because as a Yellow Programmer, I feel like I’m the center of everything, and I’m also the center of everything.
---
**Reforrum** (post #16):
I’m glad to see so many developers sharing their experiences with external applications and plugins. It’s interesting to note that some people use DataStore Editor to adjust datastores, while others prefer the new DataStore manager.
As for me, I’ve found that using Lua scripts can be quite effective in simplifying certain tasks. However, I’ve also encountered situations where a more visual approach would have been beneficial. Perhaps we can discuss ways to integrate different tools and workflows to optimize our development experience?
One thing that stands out to me is the variety of specialties represented here. It’s great to see developers exploring different areas and finding what works best for them.
Let’s focus on sharing practical tips and insights rather than getting sidetracked by personal opinions or jokes. What do you think about using external applications for tasks like modeling, animation, or writing? Can anyone share their experiences with Blender or other tools that have helped them in their projects?
---
**megasuperalfonato** (post #17):
I really appreciate your interest in how external workflows can change the way we approach Roblox development. Transitioning from the internal tools to dedicated software can be a significant hurdle, but the results usually speak for themselves in terms of performance and visual quality.
When it comes to modeling, Blender provides a level of control over geometry that simply is not possible with basic parts or solid modeling. Many developers find that using mesh parts significantly reduces the instance count in their games, which helps keep frame rates high for players on mobile devices or lower end hardware. It is quite common for builders to start with a block out in Studio and then move those proportions into Blender to create a more polished final asset.
For animation and rigging, the precision offered by external applications allows for much smoother transitions and complex skeletal movements. People who focus on combat systems often find that the default animation editor lacks the advanced easing curves necessary for high impact movements. Using a tool like Moon Animator or Blender can bridge that gap and provide a more cinematic feel to the gameplay.
In the realm of writing and organization, keeping your dialogue and quest data in an external document or a specialized tool like VS Code can make collaboration much easier. Utilizing Rojo to sync your scripts with an external editor allows you to use professional version control systems, which prevents data loss and makes it simpler to manage large scale projects with multiple contributors.
It is fascinating to see how each developer picks and chooses which tools to integrate into their specific pipeline. While some prefer to keep everything inside the engine for simplicity, others find that the efficiency of external software is worth the extra steps in the export process.
Would you like me to elaborate on how to set up a specific workflow for one of these tools?
---
**That1guy1201** (post #18):
Hey, I’m a solo dev. I don’t feel so important to development as to if I shut down any of my projects anyone besides me would care.
I think that one day maybe someone other than me would care if I quit. But do now, I don’t feel important to development.
Edit: and yeah I use plugins. It’s a lot easier to do certain tasks with them.
---
**MikeartsRBLX** (post #19):
i cant live without roblox studio
---
**Yarik_superpro** (post #20):
Uhhh i use Inkscape for icons, paintdotnet for regular textures, blender for models, item renders and procedural textures aswell as rigging + animation
I use reaper for composing aswell
A lot more like WinSCP to access my VPS that i use for backend etc.
Been trying to learn affinity recently
I do use DaVinci resolve for video aswell
And ofc i use studio mod manager to roll back studio to when it had no crap ribbon :face\_vomiting:
---
**Yarik_superpro** (post #21):
Let me tell you a secret: everyone here is replaceable
So stop coping and learn more and work more :raised\_fist:
Your future is in your hands comrade :handshake:
---
**Niklantis05** (post #22):
My best skills probably are Game Design and UI/UX Design, but since I mostly work alone, I have to know about every aspect of game development.
I worked in a team once and I was the only one who knew how to code, soo…
Figma and Blender sometimes
---
**Yarik_superpro** (post #23):
I honestly don’t understand the point of working in a team.
Its so slow
I get the point of doing commissions: you do the task, get money, and never hear about them ever again.
But actually working full time? That’s just slow for the sake of being slow and not even much pay.
Being solo in that case is simply superior in terms of efficiency.
---
**patopro77** (post #24):
Do you guys know any alternatives to blender that are free (i already know blockbench), it genuinely crashes everytime, even when i just open a tab
---
**Niklantis05** (post #25):
It depends on how well-organized your team is. And it’s fun to develop things together with friends.
I know Rhino but I’m not sure if it’s free
---
**megasuperalfonato** (post #26):
I remember that i developed some game with my friends who don’t even know what print() is and they destroyed everything in the game and added 100000 free models with virus
---
**Niklantis05** (post #27):
This sounds like great fun! | 2,166 | c75a24489f8a707eeca02bdf66495db195f79eca30703c38c7996cfda1ac3c6f | |
https://devforum.roblox.com/t/4459484 | 4,459,484 | Mesh based map designing plugin | Development Discussion | 8 | null | [
"studio",
"building",
"modeling",
"plugin"
] | 117 | 7 | 2026-03-01T12:54:09.829Z | 2026-03-29T20:00:31.029231+00:00 | # Mesh based map designing plugin
**Category:** Development Discussion
**Tags:** studio, building, modeling, plugin
**Views:** 117 **Replies:** 7
---
**7elevvn** (post #1):
I seen a video recently of someone designing a map for CS2 with the source2 editor and seeing how easily they were able to create rooms, buildings and more made me realize how behind roblox’s tools are when it comes to building and modeling inside of studio itself.
I was experimenting with part based loop cuts and it made creating windows, doorways and overall splitting parts allot more easier and faster and i think i want to expand to something that can do more, but normal parts can only do so much.
if i were to create a mesh based designer plugin would you use it? if so, what type of tools would you look for in it?

---
**Yarik_superpro** (post #2):
Just use Blender, lol.
glTF allows you to export stuff into Blender easily and then either use obj or fbx to import it back.
1M = 1 stud
Although if you use FBX, then you have to set the scale to 0.01 in export in Blender.
This is literally what every other engine does
It’s just that FAKE DEVELOPERS are behind. :vulcan\_salute:
This is why TNLØ and real developers nation are the future.
---
**7elevvn** (post #3):
Using blender means you have to switch between windows and would need to export and import for every change, keep in mind im talking about map creation, for props, yeah use blender but when designing a map actually being inside of your environment is helpful and with blender you would need to re import for every change
i dont think engines are capable of designing maps inside of blender and then exporting them into themselfs. Assuming youre talking about developers (which i would hope you are) there are developers who prototype maps within their game engines and in source2 which i mentioned above you can create full maps all within the engine itself without even having to leave (even though you do still have that option)
---
**Yarik_superpro** (post #4):
This is exactly what I do.
I make proportions inside Roblox Studio and then import it into Blender, remove all unneeded tris, and make an actual model.
Blender is just insanely easy to use for the power it grants, and the shading tab is probably my favorite, giving you the ability to create insanely cool textures that you can then bake and import into Roblox.
Here is a prototype graybox
Here are the final results:
---
Blender has insanely powerful plugins and automation; reinventing it is foolish.
Importing is not the problem either; it’s more of a Roblox problem of you constantly uploading similar meshes for them to store.
---
**7elevvn** (post #5):
your example is a door? this is about maps. Creating a single door and creating an entire map are completely different things
---
**Meat_Make** (post #6):
Roblox allows for semi-live edits from blender to roblox studio:
---
**nix102on** (post #7):
HyperLegion coming soon. We don’t have time for unnecessary things. True developers don’t need external editors to do what they want to do, they just do. They aren’t behind, they are efficient and very good at doing what they do. Optimization isn’t the best thing if your code won’t work.
---
**nix102on** (post #8):
For the plugin, I’d say make blender in roblox pls | 802 | 6c59f30930d5b7dc577279c2bcaf1092d7fc3471610dc6dd4e02038fe39b1d3d | |
https://devforum.roblox.com/t/4233504 | 4,233,504 | I Love InputActionService | Development Discussion | 8 | null | [] | 184 | 11 | 2026-01-08T23:48:39.963Z | 2026-03-29T20:00:51.991012+00:00 | # I Love InputActionService
**Category:** Development Discussion
**Views:** 184 **Replies:** 11
---
**PeZsmistic** (post #1):
All of my custom character abilities were previously separate scripts going through ContextActionService.
- It was not trivial to change a keybinding because I had to check every other ability to make sure the other ones didn’t conflict.
- Mobile button UI in CAS is a disaster so I had to roll my own, which was similarly a clunky disaster because I tried to half-integrate it with the API CAS exposed for mobile buttons. It was bad, don’t do that.
- Supporting gamepad was a pipedream because it was too annoying working under the system I set up using CAS. I simply did not want to do it. (:
Now with IAS everything is centralized and doesn’t rely on any wishy washy nonsense.
- I use a stack to manage contexts so I can disable extra controls in certain menus.
- It’s now trivial to do a UI tie-in for showing control hints.
- My mobile HUD is way more robust and predictable because there is UI button support.
- I’m able to replace the jump button easily without having to hijack it, so now I can easily position everything relative to it.
- I can see all controls at once and see conflicts easily.
- I think rebinding is now possible to implement?
10/10 pretty good feature, thanks for making it. :+1:
What’s your experience with IAS like?
---
**patopro77** (post #2):
i really like it, very easy to use, but has some bugs (will be fixed later obviously)
some people hate it js because its instances :wilted\_flower:
---
**VastMajorPie** (post #3):
I love [CaptureService](https://www.youtube.com/watch?v=xvFZjo5PgG0)
---
**VastMajorPie** (post #4):
Lol imagine using spaces in instances name.
---
**Clxzed** (post #11):
I’m a ride or die UserInputService person. The day I use IAS, hell froze over.
---
**agentchicken865** (post #14):
I use UIS aswell. Honestly I haven’t really tried IAS, I’ll try it some time in the future though!
---
**pankii_kust** (post #15):
i have too many bias on UIS for any input related
---
**Yarik_superpro** (post #16):
It’s not even a service.
Its lowkey mid
It lacks a lot of essential features
The only use of it is for server authority.
---
**trigophi** (post #17):
What are some essential features that it lacks that might be made up for with other alternatives?
---
**Yarik_superpro** (post #18):
Boolean telling if input is captured by a textbox, for example
It also breaks when the core GUI already captures a key, e.g “Tab”
---
**Reditect** (post #19):
if it weren’t for me making my own system with UIS (mobile, console, etc), I’d give it a shot. I *would* say for another game I make, but I don’t want to make anymore games on this platform.
Having UIS, CAS, IAS and whatnot might be overwhelming to new folks. I heard some didn’t like instances/the way it works. I’m indifferent, but can appreciate the work and effort that went into the system.
---
**TimeFrenzied** (post #20):
IAS is either a blessing or a nightmare which is reliant on how your game is set up IMO, for extremely organized games with a ton of folders and hyperspecific script placement it can be way worse. The main reason I dislike it because it lacks an equivalent to gameProcessedEvent, and another reason being is it uses instances.
Also, placing actions in StarterGui (the only place where binding actions to UI will work, at least from what the announcement stated) just makes everything really complicated. I try to leave only UI there and avoid placing scripts or other objects there.
I think I’m gonna stick to UIS for now, hopefully they don’t lock user level key rebinding or mouse side button inputs to games using IAS | 894 | 4a16c3917b6df14f8798810c93cffd3428706ef52b1b6f8d0a92603ac7bb01aa | |
https://devforum.roblox.com/t/4474934 | 4,474,934 | UIShadows in roblox | Development Discussion | 8 | null | [
"studio",
"gui",
"ui",
"ui-design"
] | 730 | 38 | 2026-03-06T01:36:52.879Z | 2026-03-29T20:00:30.046915+00:00 | # UIShadows in roblox
**Category:** Development Discussion
**Tags:** studio, gui, ui, ui-design
**Views:** 730 **Replies:** 38
---
**Stuxfian** (post #1):
hey guys i think we are getting a upgrade in the roblox UI System year by year
UIShadows is coming :smiley:
this is not a beta feature yet.
---
**ArcticLore** (post #2):
This is actually awesome. I can finally use this without making image frames and uploading to Roblox to use for my ui’s
---
**chocolate_bar2410** (post #3):
also constants
---
**Stuxfian** (post #4):
i think thats for scripting but i could be wrong i arent a scripter
---
**ThatOneUnoriginal** (post #5):
Yes, it is. Const is essentially a way of telling the script that the variable being declared shouldn’t be changed. It’s common in other languages, but it isn’t part of the version of Lua that Roblox used, which is what Luau is based on. Roblox and Luau use Lua 5.1, while const was officially added to Lua in version 5.4.
---
**Carbonated_Cat** (post #6):
## UIShadows?
---
**megasuperalfonato** (post #7):
not using UIShadows if they don’t correctly replace my ShadowFrame frames
I hope they replace them, but i dont think so
---
**Stuxfian** (post #8):
even if they want to, they couldn’t as it would just take way to much resources for them to do so i assume, as its image labels and it could get it incorrect
i would just use em from now on personally
---
**Panvi10** (post #9):
Im working on an advanced Ui Framework and I can **FINALLY** have built in ui-shadow bro :sob:
---
**Bigmancozmo** (post #10):
UI shadows will be goated my current drop shadows are just 5 or so stacked uistrokes :broken\_heart:
---
**Stuxfian** (post #11):
my shadows is just imagelabels
---
**Microwave_Toothpaste** (post #12):
okay but why does it use `const` i hate that keyword
i guess it’s fine since `local` is also five characters, but sincerely i prefer Scala and Kotlin’s `val`/`var` for immutable and mutable respectively
---
**real_ryanx** (post #13):
I am like 99% sure that it’s UI blur and not shadows
---
**chkfla2** (post #14):
i need to hear the thought process behind this
---
**Stuxfian** (post #15):
idk it doesn’t really make sense, javascript uses that keyword
---
**Stuxfian** (post #16):
na its uishadows, if it was a ui blur object then the component name would be UIBlur or something like that
---
**Microwave_Toothpaste** (post #17):
most languages use `const`, i just don’t like it because typically it is longer than the normal keyword for defining a mutable variable
---
**Bigmancozmo** (post #18):
i used to use imagelabels but they were too much of a pain to make for all my different cornerradiuses
---
**BackspaceRGB** (post #19):
The inclusion of BlurRadius is interesting to me. Why does that exist if Spread is a property? UIBlur???
---
**Tutterey** (post #20):
Did Roblox not have constants???
---
**Stuxfian** (post #21):
heres a example of what spread and blur does, its like figma
---
**HeCatchThose** (post #22):
He’s referring to constants such as the ones in java or typescript, where they cannot be changed whatsoever post-initialization.
---
**Tutterey** (post #23):
yeah thats what is was referring to?
---
**Kooraseru** (post #24):
We’re one step closer to having full HTML/CSS->Roblox feature compatibility.
---
**920cuts** (post #25):
peak update
---
**Microwave_Toothpaste** (post #26):
All we had before `const` was the naming convention of `LOUD_SNAKE_CASE` that told people “This is *intended* to be constant.” We didn’t really have a way to make things actually constant until now
---
**LuauOOP** (post #27):
i genuinely dont understand the point of constant variables
if you dont want it to change then dont change it
---
**Tutterey** (post #28):
It saves on memory I’m pretty sure
---
**Carbonated_Cat** (post #29):
I dont understand people wanting to explicitly declare the types of each variable and to use metatables for everything
---
**TheGrimDeathZombie** (post #30):
Surely that sounds like nightmare fuel when you’re trying to skim over code quickly and figure out what it’s actually doing, right? `local`/`const` sounds far better and clearer at a glance.
---
**Placewith5s** (post #32):
UI tooltips next :folded\_hands::folded\_hands:. We already have tool—tooltips
---
**Lunarix06** (post #33):
Finally, some glow to fit in our UI designs!
---
**THICJIMMY2525** (post #34):
does anyone know how to use UIShadow Component yet? or still being added?
---
**Carbonated_Cat** (post #35):
me
---
**kaviconner** (post #36):
Good updates are BACK!!
Genuinely so happy with this update
---
**Stuxfian** (post #37):
its still being added right now
---
**Panvi10** (post #38):
generational advertisement, lowk changed the world of computing
---
**Februar92** (post #39):
That should have happened a long time ago, but better late than never. | 1,332 | d24722bda24be7ce15f215255440a6737bf78245417b878b5f3520e999d1df2c | |
https://devforum.roblox.com/t/4422056 | 4,422,056 | Preview on this classic ROBLOX game I am working on | Development Discussion | 8 | null | [
"gui"
] | 200 | 14 | 2026-02-22T05:41:46.480Z | 2026-03-29T20:00:33.241901+00:00 | # Preview on this classic ROBLOX game I am working on
**Category:** Development Discussion
**Tags:** gui
**Views:** 200 **Replies:** 14
---
**ImCleeSome** (post #1):
Heya, I been working on this game for about a few months and I would like some feedback on the progress I made so far!
It’s basiclly a game where you visit different roblox years such as 2006!.
I gave some previews on different years below!
2014:
2011:
2012:
But, I am currently working on the 2015 year at this moment!
---
**kshgvnzhhkgalt5** (post #2):
ok so if this is gona be another emulator slop then
will it be beetter then retrostudio ?
---
**scooter_user** (post #3):
we be calling anything slop in this century if it’s been done more than twice
---
**gravitycoil828** (post #4):
stunningly accurate
although you misspelled “Tutorial”
---
**CheetahSp33d** (post #5):
This is pretty cool, you definitely did your research, as someone who’s been on Roblox since 2012 it feels good seeing all the nostalgia, time flies. Great job man.
---
**dswqsa895** (post #6):
its surprisingly accurate what the hecc
---
**megasuperalfonato** (post #7):
Wow! It looks familiar and nostalgic plus retro and nice!
- How do you rate your game from 1/10?
- How long did it take to make?
- Do you plan to release this?
- Is there a release date yet?
- Can I play it right now?
- Why does it look so much like 2007?
- Since you are visiting different years, how many years are finished so far?
- Did you script that 2011-style dropdown menu for the “Games” tab yourself?
- Is the 2006 era going to have the original checkered Crossroads map?
- How did you manage to recreate the “Upgrade to ROBLOX Builders Club” page so accurately?
- Does the login screen actually function for a “save” system?
- Are those Builderman chat windows functional or just static UI for the atmosphere?
- Is the “RoVERSE” game mentioned in the chat a real place in your project?
- How did you recreate the specific 2011 blue gradient skybox?
- Did you use actual old web assets or did you recreate them from scratch?
- Is the “About Us” page with David Baszucki’s bio readable in-game?
- Will the UI change automatically when you teleport between years?
- Are you planning to add 2008 and 2009 as well?
- How did you get the old “PLAY NOW” button to look so authentic?
- Is the sidebar on the “Home” page going to show our actual friends list?
- Does the “Catalog” button lead to a shop for old hats?
- Will there be a 2010 version with the specific “Contests” tab?
- Are you planning on making the forum section clickable?
- How did you replicate the old Roblox font for the “About Us” section?
- Is the “Create Group Chat” button in the blue chat bar going to work?
- Does the “Find Game” button on the green chat window actually search for a match?
- How did you feel when making this?
- Why did you make this?
- Are you gonna add more years or just these ones?
- Is the “ROBLOX” logo in the center of the 2011 header a custom mesh or a decal?
- Why did you choose to start with the 2006 era?
I rate it a 9.5723/10! Wow! It looks familiar and nostalgic plus retro and nice! Good j\*b on this “Preview on this classic ROBLOX game I am working on”!
---
**TNolan01** (post #8):
ok but your avatar is literally retroslop so idk why your talking.
---
**patopro77alt** (post #9):
If you are gonna add a studio please use text for scripting and not the visual one.
---
**ImCleeSome** (post #10):
How do you rate your game from 1/10?
I would say it is a big improvement on my other attempts, So I would say a 9/10
How long did it take to make?
I would say a few months on this current project
Do you plan to release this?
Yep, I am planning to make it alpha for abit then beta and public release. Basiclly the simple stuff.
Is there a release date yet?
I am planning to release it somewhere in the summer, OR in 2027.
Can I play it right now?
Not yet, Since I am just doing the UI first, Then scripting.
Why does it look so much like 2007?
Since you are visiting different years, how many years are finished so far?
About to 2015
Did you script that 2011-style dropdown menu for the “Games” tab yourself?
Only made the UI not any scirpts since there is none yet!
Is the 2006 era going to have the original checkered Crossroads map?
I am thinking of adding the classical games as test games such as crossroads.
How did you manage to recreate the “Upgrade to ROBLOX Builders Club” page so accurately?
I use the “wayback machine” to record some of theses assets
Does the login screen actually function for a “save” system?
I was planning on doing a function login screen,
Are those Builderman chat windows functional or just static UI for the atmosphere?
PLanning to make it functional, For now it’s gonna be just UI
Is the “RoVERSE” game mentioned in the chat a real place in your project?
Was gonna be the old name, But we decided to change it
How did you recreate the specific 2011 blue gradient skybox?
Old web assets
Did you use actual old web assets or did you recreate them from scratch?
Old Web Assets
Is the “About Us” page with David Baszucki’s bio readable in-game?
hopefully if the GUI resizes correctly
Will the UI change automatically when you teleport between years?
To not cause lag, there will be a loading section, Cause I am planning to put a scirpt which has access to all the models of the GUIs and their scirpts and if you click a year it will enable it and put the correct year!
Are you planning to add 2008 and 2009 as well?
2006 - 2015 is made, 2016 - 2026 is in progress, I was planning to develop 2005/2004 but due to lack of evidence I have decided to only due the public release ones
How did you get the old “PLAY NOW” button to look so authentic?
Old web assets
Is the sidebar on the “Home” page going to show our actual friends list?
This was a big discussion I had to my self :sob: So, I was planning on doing the games friends list, But to keep it realistic and not database eating, I just choosen your friends list, And on older verisons such as 2009 - 2015 You can add your friends as “Best Friends” or what it’s now called “Trusted Connections”
Does the “Catalog” button lead to a shop for old hats?
Due to the craziness on the current one, I will be adding the old assets
Will there be a 2010 version with the specific “Contests” tab?
Yep, It will be events, Such as older ones I will include banners to say where to go!
Are you planning on making the forum section clickable?
Yep, I am planning to make anything regarding fourms working etc.
How did you replicate the old Roblox font for the “About Us” section?
Most ROBLOX verisons in that year uses Arial, And the closer to Arial is “Builders Sans” So I do think that’s why
Is the “Create Group Chat” button in the blue chat bar going to work?
Yep,
Does the “Find Game” button on the green chat window actually search for a match?
It might just join your friend if the game detects they are in a game
How did you feel when making this?
Mostly tiring, But fun aswell, Since I started playing robloxs in 2019, Kind of interesting seeing what roblox was ages ago
Why did you make this?
I know games like “Retrostudios” and all sorts Do have verisons on years, Or mostly don’t have a functioning website, So I planning to step ahead on them and plan to make a working website,
Are you gonna add more years or just these ones?
2006 - 2026 I am planning for, 2004 - 2005 I could, But wouldn’t be recommended
Is the “ROBLOX” logo in the center of the 2011 header a custom mesh or a decal?
Decal
Why did you choose to start with the 2006 era?
Mostly because 2004 - 2005 doesn’t have loads of data, and so I can just copy and paste the current year to a new one without repeatly remaking it
---
**ImCleeSome** (post #11):
Funny enough, We are planning to add scripting to it, But anything regarding the games UI like studio or client it will detect it, Content delete your game and your account from the experience
---
**megasuperalfonato** (post #12):
im surprised you actually responded to my questions but thanks for your response!
---
**LuauOOP** (post #13):
and if there’s a false positive??
---
**ImCleeSome** (post #14):
I would kind of say, but since it’s still in development, I do think it could have a chance of being the same level of retrostudio, but it could not at the same time. This includes many bugs on the alpha release, but when it’s fully released, there could be a chance.
---
**CascadeChalupas** (post #15):
Very impressive! | 2,159 | 03acbd719765120eca94e9bebe81d3b85e806e05f95e202f115ea97a9a72d382 | |
https://devforum.roblox.com/t/4527847 | 4,527,847 | So Roblox announced that studio age groups is coming in may | Development Discussion | 8 | null | [] | 263 | 9 | 2026-03-21T04:35:58.577Z | 2026-03-29T20:00:23.453448+00:00 | # So Roblox announced that studio age groups is coming in may
**Category:** Development Discussion
**Views:** 263 **Replies:** 9
---
**Puma_incredible** (post #1):
I am working on a Baldi fangame on Roblox and one of my friends is a scripter for it and a important one too thanks to the age groups he will be barred from helping me work on it I hate this update so much I wanted to ask y’all if any of your projects will be ruined because of this?
---
**treacleandtoffee2020** (post #3):
while it shouldnt affect me as i mostly make stuff solo or with one or two friends, i think you can bypass it using trusted friends/connections because you can also chat with them
you can also use rojo with git but thats a lot harder to setup
---
**Puma_incredible** (post #4):
Is there alternatives that work like rojo and is easier to set up or no?
---
**treacleandtoffee2020** (post #5):
never tried this one myself but afaik argon looks to be one of the easiest ones
dont forget to use it you will need github and visual studio code
---
**Preinstallable** (post #6):
To answer the question on how its affecting others, our development at Solaris will likely be severely restricted. Just a fleeting thought, but people might be able to do some workaround with Rojo and Git. Our team is somewhat large, and for each person to add all of our team members as Trusted Friends is improbably difficult for us.
My coworker [@vvv331](/u/vvv331) probably has something to say
---
**realdusk05** (post #7):
What an unfortunate update. I think I’ll be okay, since nobody really collabs with me on animations. :pensive\_face:
---
**de9thspeaker** (post #9):
we cant blame roblox for doing this ngl, people host Cons throught team create to not get banned so but still easy to develop with your friends because of trusted connections feature
---
**bloxxisoda** (post #10):
can you bypass it with trusted connections?
---
**HijackedSystem** (post #11):
This won’t affect me since I have no friends :smiling\_face\_with\_sunglasses:
---
**Puma_incredible** (post #12):
I looked it up and yes you can bypass it using trusted friends | 528 | da0c29bfb0b2797012df8c77eb62c081bdee4936ed5db405e4b3d43065c0fdae | |
https://devforum.roblox.com/t/4528329 | 4,528,329 | What do **YOU** want as a developer? | Development Discussion | 8 | null | [] | 511 | 51 | 2026-03-21T13:23:33.085Z | 2026-03-29T20:00:24.068429+00:00 | # What do **YOU** want as a developer?
**Category:** Development Discussion
**Views:** 511 **Replies:** 51
---
**robinhara1956** (post #1):
Helloz.
With recent AI tool releases from Roblox, more and more people are complaining about the “slop” that it is. But there’s one thing that I have noticed, and it’s that the people complaining don’t actually say what they want.
So that leads me to my question today:
What do **YOU** want as a developer?
What tool is not available that could help you develop things more efficiently, or just new things in general?
---
**That1guy1201** (post #2):
I want them to leave studio as is bro.
---
**MaxthedaydreamerXMx** (post #3):
freedom
Uh the biggest one I would want is if they pivoted towards services rather than instances. For example RemoteEvents, you need to make then as instances so they can communicate with the client. I wish Roblox could make it possible to do it entirely in scripts withotu involving instances.
Also probably some nice to have features. Such as more advanced language features (Await (it’s a runtime language, so why not?), OOP, etc.)
---
**aarontito123** (post #4):
for roblox to stop freaking out like i just blew up the world whenever i do something as simple as upload an image or a blender model with some blood in it for a horror game. Roblox has a maturity label for blood but proceeds to not let games use blood. And as someone who primarily makes horror games its really annoying. Ive had a friend who made a high quality rig for their HORROR GAME just for it to be not allowed because of the sensitive ai.
Appart from that i think i’d like the old studio ui or atleast the previous look/style before the newgen ui was forced.
Oh also for roblox to not make team create divided by age groups.
But in summary i want more freedom
---
**aarontito123** (post #6):
we need our own freedom motifs
---
**TheGrimDeathZombie** (post #7):
You can already do this by just… making a library that will work exactly how you want it to if it inconveniences you that much.
What benefit would it even have? What could await do for you that’s not already possible with an ordinary function?
---
**MaxthedaydreamerXMx** (post #8):
I know. Just saying that having it native in the language would be slightly more convinient.
I couuld probably come up with better reasons
For await, well currently you have to use coroutines and such and it can get very easy to have memory leaks and such.
---
**TheGrimDeathZombie** (post #9):
Wouldn’t await have the same problems…? At the end of the day any memory leaks are going to be caused by developer error and abstracting away coroutines isn’t going to magically fix those errors.
---
**MaxthedaydreamerXMx** (post #10):
I guess you’re right
---
**Beloathed** (post #11):
First, you need to make your own leitmotif you feel represents your character. Then you take THAT and combine it with certain parts of the Freedom leitmotif.
</secure-uploads/uploads/original/5X/0/5/7/a/057a53e5da910f8fa67d91625419057d538d8bcd.ogg>
Here’s an example using the song “California Gurls”
---
**bapakny_agnesbotak** (post #12):
we want our freedom motiifs
---
**scooter_user** (post #13):
i just want a better physics system that doesnt make stuff clip together and move choppy on other clients
---
**TheTeslaModelXFan** (post #14):
Option to get the old studio UI back
Shaders
ACTUAL Multithreading
EditableMeshes to be completed finally and allow us more than 8 on each client
ResampleMode for textures applied to parts/meshes
Better particles
Volumetric lighting
Better reflections
---
**noobply001** (post #15):
to make me rich and get passive income from the game i contributed/owned
---
**777PerfectPlayer777** (post #16):
I want meshaprts editor in roblox!!!
---
**SickTrading** (post #17):
I’d love having access to the GPU when coding, for example custom shaders that utilize the GPU and not just the CPU.
---
**de9thspeaker** (post #19):
bring back Compatibility Lighting
---
**Kooraseru** (post #20):
I pray that [UI Shadows](https://create.roblox.com/docs/reference/engine/classes/UIShadow) have conditionality when they finally release, and support for drop-shadow rendering and UI beveling.
:pray:
other then that uhhh… let me get a list.
- Shader/material workflow
- GPU vertex displacement
- Live normal maps
- animated UV offsets
- layered normal blending
- procedural normals
- time-driven materials without EditableImage rewrites
- Custom cloud authoring
- Volumetric lighting
- Reflection improvements
- Better particles (GPU)
- Texture resample/filtering controls
- Render-to-texture support
- EditableMesh + EditableImage maturation
- partial texture updates
- GPU-side procedural generation
- async texture writes
- mipmap control
- Expanded GeometryService tools
honestly idrc about the studio UI that much
---
**syyIvi** (post #22):
enough money for a roof, good trail mix, and good coffee
also enough friends to start an army
oh… and i guess vim emulation for the native script editor
---
**iouploi** (post #23):
First remove AI moderation :joy:(I mean you can keep AI for sometimes, but the major % of moderators should be Roblox staff ) , then undo all the bad updates that they’ve done so far . Roll out the space in display names feature globally , add again the Roblox classic badges and make them available ( also make more Roblox classic badges ). They can continue with good updates they’ve kind of done recently ( multiple roles in groups and removing the fee for roles) and then listen to what community actually says . Return TIX and Builder’s Club and etc. etc. and much more but if I list them starting from today non-stop I would finish the next month . I know it doesn’t have to do with development much , but at least it will make Roblox more fun.
---
**supersayadim20** (post #24):
I want better tools to make VFX, and a tool that let me draw my own textures inside roblox studio.
---
**TheGrimDeathZombie** (post #25):
They should be investing in improving it, actually. It’s unrealistic to expect human moderators to affordably be able to keep up with the scale of Roblox’s platform without Roblox incurring massive losses and so an actually reliable AI should be the solution here instead of writing AI in general off as “OMG BAD!!!”
At best they just need more human moderators who actually have the time to properly look over reports which have genuine merit and value (maybe even using an AI to filter through what reports are likely and not likely to be genuine to aid them)
---
**INBOUNDNUKE** (post #26):
An AI that generates 3d models for italian brainrots instantly
---
**INBOUNDNUKE** (post #27):
Why do I see this take so often about instances. What is so wrong about instances. I saw this with the new input system, complaining about instances. Is there any logical reason as to why instances are hated?
---
**TheGrimDeathZombie** (post #28):
A lot of people either think the heavy focus on instance-based architecture is to “make it easier for AI to work with” or some garbage of that nature and others just hate it because “it’s harder to work with entirely through code” and are somehow too lazy to just make a library to make it easier to work with through code.
---
**INBOUNDNUKE** (post #29):
That’s kind of a dumb take as roblox has been using instance architecture forever. And AI can read code just fine, it doesn’t require instances.
Probably that, but imo instances are not necessarily harder to deal with in code, making RemoteEvents a service for example would provide no benefit.
A lot of people put RemoteEvents in tools, models, etc. So that model owns its remotes, without any conflicts. It also makes lifetime way easier to handle. If the tool or model is destroyed, the remotes go with it automatically. You do not need some separate service-level cleanup logic or registry tracking what should still exist and what should be removed, that’d be a mess.
---
**TheGrimDeathZombie** (post #30):
It’s a dumb take, yes, but if you scroll through the InputActionSystem threads for long enough you’ll see people who unironically believe this is the case.
---
**af_2048** (post #31):
ai moderation should never ban.
it should flag only.
only human staff should be able to ban after reviewing and validating these flagged ai concerns.
---
**af_2048** (post #32):
As a developer, i want such questions being asked by Roblox staff.
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**imNot_kipjb111** (post #33):
I wish for maybe better physics because of things like hitboxes, which are sometimes a headache to deal with while scripting.
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**IAmKrisCross** (post #34):
representation
i so desperately want and need roblox to give us more say as developers. we make their platform and they dont even listen to the very basic requests and demands we make.
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**iouploi** (post #35):
To be honest you’re right but the Roblox Staff in my opinion should at least work on more things , there are a lot of Roblox moderators I don’t know what happened to them, but yeah I don’t say remove AI moderation entirely , and I know its not realistic for the majority of moderators to not be bots. Also I agree with you on improving the AI moderation (but this most likely won’t happen) and yeah. Earlier I said that Roblox Staff should work on more things , I mean Illegal content, DMCAS and etc. etc. But yeah the statement I said earlier was far too good to be realistic, I thought the major part of the moderation could be humans but for a little I didn’t think realistically ,overall it was my stupidity
---
**UltraUrkel** (post #36):
I was a developer of Flash games and I recall Newgrounds to be supportive in regards to its community. Even the tiny developers made by one person got a chance to be visible and get some revenue from ads and sponsors. I don’t see the same level of care in this platform. I feel Roblox corporation spit on us on daily basis.
Just recently they started a program to “support” developers requiring full time dedication for 6 months without any kind of paid retribution. Having worked in multiple game development companies I can identify this type of behavior. This behavior belongs to entitled sociopaths who consider their audience as their personal slaves.
I hope someone else could do a project similar to Roblox so we can have someone decent to care about a game development community.
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**LazloDevs** (post #37):
Node Based scripting would definitely be a Plus
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**ArcticLore** (post #39):
Honestly, I feel like the only thing missing is 2D. If Roblox could just add 2d support (like a dedicated 2D engine mode), it would be a massive game-changer.
Many games rely on 2D images, UI manipulation, and static effects to build their game. Just having a native 2D workflow would make things so much easier and smoother.
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**Kooraseru** (post #40):
I don’t think it necessarily requires a native 2D workflow, but I think the current state of editableimages and how they are loaded could be redone a bit.
The main issue is that EditableImages aren’t really GPU drawing surfaces. They’re basically images edited on the CPU that then get uploaded to the GPU as textures afterward. So whenever you change pixels, the engine has to send the updated image back to the GPU again instead of just rendering directly into it. Things like tilemaps, dynamic lighting, sprite compositing, or procedural effects end up becoming expensive because you’re repeatedly rebuilding and re-uploading textures instead of just drawing them.
Normally images should act like canvases on the GPU. You draw sprites onto them, apply effects, blend layers, blah blah blah, and it all stays GPU-side.
---
I think this whole thing about EditableImages expands outwards to how they also handle their 3d, and the obvious limitations we have without ability to really add shaders, or dynamic normal maps, etc.
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**TheGrimDeathZombie** (post #41):
A native 2D workflow would be much better than basically having to manually implement the tons of things that 2D engines have yourself (physics, particle systems, etc…)
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**Kooraseru** (post #42):
Fair enough. I do agree on the particle system and physics side of things. My main concern is how a native 2D system would interact with existing games, especially how physics would be applied without breaking older experiences or creating two separate behavior models.
Personally I think a big improvement would be better GPU handling first, especially for visual behaviors. Giving developers the option of GPU or CPU rendering for certain objects or effects would solve a lot of current limitations without forcing an entirely new workflow right away. A lot of the pain points feel more like rendering and pipeline limitations than missing 2D concepts.
---
I also think SVG support should be integrated more directly. Vector graphics would help a lot for UI and 2D games since you could scale assets cleanly without needing multiple textures. Along with that, a proper “canvas” style system that can hold simulations or 2D physics independently of the 3D world would make building 2D mechanics much cleaner. **I’m saying this as someone who currently uses the EditableImages similiarly to make dynamic systems like radials/pie charts. It’s highly limited, and requires way more work and has clear issues in terms of current application especially with editing size constantly**
One feature that would be really cool, even if it’s probably unrealistic right now, would be some form of HTML → UI translation, or even limited HTML/CSS embedding for interfaces. Obviously with restrictions like no iframes or anything that could run external content, but being able to leverage layout systems similar to web tech would make complex UI and 2D interfaces much easier to build.
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**TheGrimDeathZombie** (post #43):
This is an unrealistic thing for them to prioritize over the things that are quicker to do and that developers will immediately benefit from. It’s not as simple as “giving developers the option of GPU or CPU rendering” when they have to put a *lot* of careful thought into “what’s the best way to implement this that is future-proof and least burdensome on developers?”
It’s easy to forget that Roblox’s cross-platform nature means that this GPU rendering will need to be able to easily function the same across multiple rendering APIs *and* be able to handle scaling/toggling the effects in response to either graphics level or device capabilities.
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**Kooraseru** (post #44):
I didn’t really mean developers directly choosing GPU vs CPU rendering anyway. More that the engine could gradually move more of these systems GPU-side internally so developers just benefit from better performance automatically depending on device capability and graphics settings.
My main point is just that a lot of the friction with 2D workflows comes from how much still runs CPU-side right now, especially with things like EditableImages and dynamic visuals. Even small steps in that direction would help without needing a full new 2D engine immediately.
Anything being asked for here by me is long-term, I fully expect them not to roll out anything, and this forum is entirely a brick wall we’re all talking to.
It would likely start as an opt-in or experimental feature first, mostly tested by Windows and macOS players where hardware and drivers are more predictable, then expanded outward once stability and scaling behavior are figured out. Roblox already does staged rollouts and feature flags, so something like this would probably take a year or two of iteration before being ready for full cross-platform release.
So I agree the cross-platform side makes it complicated, but that also feels like the kind of thing they’d solve through long testing phases rather than trying to design a perfect solution upfront. The whole point of me listing such progression is that it’s largely required, not optional, for having a 2d workflow actually work with scalability.
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**iGiDgames** (post #45):
I want two things: to finally get 50 upvotes on my recent post (currently at 47) and get that shiny dev badge, and to make a successful game with over 1k CCU
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**MeltingPaper** (post #46):
i want to fill my empty wallet
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**dark_kill19421real** (post #47):
i want to make a successful game on a easy-to-use engine owned by a very listenning, transparent and benevolant company
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**supkazmelona** (post #48):
I want more things to improve GUI decoration
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**amol8590** (post #50):
alr possible
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**INBOUNDNUKE** (post #51):
Believe me, ive tried. It doesn’t know what tung tung tung sahur looks like.
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**20Matias12** (post #52):
can we get like a music creator so that little kiddies can make beats for their games i imagine it would be tuff
also add ai and a ton of bloatware options so that the kiddies can make ai beats
Powering Artificial Intelligence™
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**DoNotSendYourFace** (post #53):
I want the biometric watchlist removed from the platform I used to develop for.
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**05staff** (post #54):
new ui just super confusing i want a setting that brings back 2019 ui or 2023 ui | 3,889 | 29b2e3cf318071989b91f93303986316a8559fb1b045e0df9047eed00f604b92 | |
https://devforum.roblox.com/t/4049887 | 4,049,887 | How does one learn to program on Roblox | Development Discussion | 8 | null | [] | 320 | 18 | 2025-11-06T07:58:06.070Z | 2026-03-29T20:01:26.398192+00:00 | # How does one learn to program on Roblox
**Category:** Development Discussion
**Views:** 320 **Replies:** 18
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**EnviousDeveloper** (post #1):
Why does Luau seem so daunting? I have tried so many times and given up quickly. This time I came back and I actually have some process but realizing how much goes into a game and how everything intertwines, it just seems so daunting that like I feel threatened to continue. Is this normal? How do I overcome it?
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**Chark_Proto** (post #2):
maybe try… google. dot com…
or maybe as well.. roadblocks documentations…
maybe even.. youtube…
in all seriousness luau is one of the easiest languages to learn it aint hard bro :broken\_heart:
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**JustJoel1** (post #3):
Yeah, most people are just gonna spam that “omg luau is so ez1!!11”, you don’t need to learn it that fast, you can learn it incrementally. As others have stated, tutorials are useful but starting any language/big task can be daunting and you are definitely not alone in thinking this. Just build upon what you know and then build upon that.
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**Pismyren** (post #4):
Quit watching tutorials as soon as possible.
With this I mean like, watch videos explaining what functions do and stuff, sure, but once you get those basic ideas, don’t watch more tutorials. Expand to reading other people’s code from #community-tutorials etc.
One of the best ways to learn programming is to look at other people’s code.
Another big thing I will say is that you should learn alongside your project.
Make like a simulator game or something and just start (after you have a, just an okay, understanding of Lua).
First try yourself, if you run into issues (which you 100% will), google your issue instead of watching a tutorial.
If you learn along your project, it will be so much easier as you won’t try to learn everything in a day.
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**chocolate_bar2410** (post #6):
if you're just starting out, the advice below wont apply to you yet, go read this
if you dont know how to script, games will be way harder for you to make
its beneficial to have a foundation in scripting before scripting anything else, let alone an entire game
because games dont just rely on scripting but tons of other stuff like building, UI/UX, game design, marketting etc.
i would stay away from making a full game until way later in your journey
to start i recommend watching brawl dev’s scripting tutorial series
for every tutorial go make something small using what you learnt
then once you’re good enough go read my post i linked in this comment, it will help you a ton and direct you where to go next
anyways gl
i also had this same problem when i was competent at scripting but lacked experience and guidance on how to script effectively
i’d start a game but would burn out or get unmotivated and would start a new game
literally have a ton of half finished games i dont have anything to show for
i made a devforum post on this same problem and how to over come it
it might be slightly above where you’re at right now but its still relevant info and will explain where to head to after you learn how to script
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**SenaysAlt** (post #7):
Create a script and place it within ServerScriptService. Write this in your script
while true do
Instance.new(“Part”, workspace)
end
Writing this gives you a quick easy-to-learn tutorial on luau. Make sure to test the game (F5) to access the tutorial.
---
**chocolate_bar2410** (post #9):
0/10 ragebait try again :wilted\_flower:
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**MikeartsRBLX** (post #11):
luau is actually one of the easiest coding languages compared to others, but we all learn at different paces. keep practicing
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**seanjosep39** (post #12):
I know this sounds a bit cliché, but genuinely: just do it—and if you’re scared, then do it scared. How you feel about it shouldn’t matter because: feelings are ephemeral (fleeting) and contextual (depended on your state of mind), and; you really won’t or shouldn’t lose anything tangible just by doing so.
Don’t give up quickly but also beat yourself up with the fact that you’ve given up quickly or with any fact at all!
It doesn’t matter how many times you tried, and how many times you will again—just like what others have said, everyone learns at different paces. How much you’ve learned from the previous tries is what does (matter).
Game development is a daunting task, people get by it through shear grit, and that’s really the only way we do. It takes a lot just sitting down, typing, and think, so try to enjoy it as much as possible. :slight\_smile:
To get to the heart of it—by that I mean, to *subjectively* answer the question being asked by the title—the best way to learn programming would be to pick up a programming project within your interest but also one that is measurably achievable—in let’s say—2 weeks.
This is what I did when I was just starting. I picked up a project involving procedural terrain generation since that was my interest—and while it may not seem achievable in 2 weeks—I personally figured that it was after watching a lot of related informational videos.
So I got going, and on my way: I got to get a hang on how the language works (i.e. it’s syntax and grammar); how to turn my thoughts into code (to oversimplify, visualize the entire process first, then think of it as a sequence of instructions that can then be validly transcribed into the language-specific code); how to debug (which is really just the re-evaluation of the inherent validity of your implemented code compared to the process you visualized, and if that’s still seems right, you then re-evaluate the validity of the logic of the process visualized; still seems right and got no clue?—then look for more clues, or re-evaluate again).
Finally, I got it working! Proud of what I have achieved and looking for more challenges, I then pick up another relevant, achievable, and personally interesting project; this time, I wanted to make a the terrain generation more appealing… then I wanted it to be chunked… then on and on! The features pilled up, and over the span of 2 years, through—like I’ve said—shear grit, I managed to make something that I could proudly call a game!
I won’t be linking it here, fully aware on how this might hurt the credibility of my story, but it’s because the highlight here isn’t the game but how I got it!
It was achieved because it was done, regardless of how worried, daunted, and clueless throughout various moments of the process one felt. It’s not how I didn’t give up; because at times I did, I stopped for while because it did get mentally taxing. But I also picked it up again—tried again—and that has made all the difference. :slight\_smile:
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**Mini15_pro1234** (post #13):
LuaU took me about a year because I gave up on ot once, and came back months later, but I agree in the fullest. Knowing what I know now, I would not jump into a project immediately. Making prototyped systems based around organiztion and what you are working towards can really help in the long run. (I was trapped too bro)
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**EnviousDeveloper** (post #14):
Yeah I have been trying to learn through a project, I have tried doing multiple projects before its just my habit of expanding the idea wayy too quickly just gets me in the end… But I have recently just started trying to make a button simulator and lets just say i think i hopped on oop a little early (i think its just cuz i have prior experience with it in C++) but yeah idk why other languages came a lot easier to me, I think its just not being able to learn roblox’s api easily as well as how structuring a game really works. LIke I just realized how useful module scripts are the other day thats how I got myself into the whole oop mess lol.
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**athony2025** (post #15):
i honestly just went raw and learned on my own because no resource seemed appealing or it wasnt at the same level (either too easy or too difficult to understand)
best approach i did was building small frameworks like a destruction module and then focusing on the more granular details. as a wise person once said a small step begins with `Hello World("print")`
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**InfEnv** (post #16):
I’ve felt exactly that, and I feel for me personally the thing that helped me the most was just experimenting, you don’t need fully polished games or anything, just think of an idea or get inspired and try your best to create it. Successes happen often in programming and you often wont realize it, you’re constantly growing even if it doesn’t feel like it, just try not to pressure yourself into disliking it :heart\_hands:
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**ConclusionGiver** (post #17):
bro I saw u recently in jail break im pretty sure.
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**JustJoel1** (post #18):
probably lol i played quite recently
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**SodaFromBrazil** (post #19):
I use brawldev on YouTube, check him out
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**Basabio** (post #20):
I’ve just learned it myself with time
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**p49p0** (post #21):
People have different destinies – either become a normal & well living person or become a roblox scripter.
Personally i’ve attempted to learn luau as my first programming language, but watching Alvinblox tutorials were very miserable despite the long durations, hence i couldn’t understand anything about luau. I found some nodejs small project tutorials like a simple discord bot, that’s where i learned basic fundamentals on programming languages.
I learned nodejs as my first program language and then luau as the second one. Surprisingly i understood nodejs faster because i like referencing other people’s code then sort of interpret what the syntaxes are supposed to do.
Really depends on your learning style, but in my case i learned programming from other people’s code.
I dove further into programming because i have a strong interest in it, not because im motivated in some way. If you’re not interested in the first place, then perhaps programming is not your talent. Everyone has their own abilities.
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**Mini15_pro1234** (post #22):
I agree with this because I’m much better at animation than I am at programming. | 2,285 | 0d935fede65769acf1bd23511195f083690c643fc4a4357ae89e2681f5a7a3e8 | |
https://devforum.roblox.com/t/4528721 | 4,528,721 | What to do to be better | Development Discussion | 8 | null | [
"scripting"
] | 277 | 24 | 2026-03-21T17:54:24.166Z | 2026-03-29T20:00:23.452227+00:00 | # What to do to be better
**Category:** Development Discussion
**Tags:** scripting
**Views:** 277 **Replies:** 24
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**officialnabalt** (post #1):
hey everyone !!
sounds weird but, whenever i want to code something, i feel like my code is just horribly made and horribly optimized, and i just feel like i suck at programming in confront of others that look well done and well optimized so i just go to look for sources that are similiar to what i want to do and mostly copy them
what do you think i should do in a situation of feeling like this? should i just write it on my own and try to figure it out on my own?
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**emilisyaye** (post #2):
If you can make something and show it here then we can give you recommendations on what you can certainly improve on and the reasons why its better
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**nix102on** (post #3):
Code and you’ll get better. Every great dev starts messy.
Look at linus torvalds he was messy when he made linux
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**officialnabalt** (post #4):
i mean just in general
whenever i want to code something i feel like i’m doing it completely wrong and feel like there’s many different and better ways to do it
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**scooter_user** (post #5):
i think you should deal with it
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**kakkawertu567** (post #6):
Well you can never know whats good if you never know whats bad so just keep coding more and it will improve naturally. Dont stress about it
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**officialnabalt** (post #7):
alright, thank you!!
(dear 30)
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**SickTrading** (post #8):
Remember that your players wont care about how clean your code is.
You shouldn’t always focus so much on making it so optimized, it can be draining sometimes. If it works, thats a really good start.
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**officialnabalt** (post #9):
i’ll consider that, thank you very much!!
you know i worry about optimization cause i feel like if it’s not optimized enough the experience can be bad for the player, but thanks anyways!!!
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**Dimon9lul** (post #10):
Hi!
I am a programmer myself, not just on Roblox, but also outside of it. I am not sure whether anyone ever told you this, but especially in the beginning of your programming journey you shouldn’t focus on optimisation or for “perfect” solutions to the problems.
What is way more important, is that you focus on writing **your own** code. Other things will become relevant in the future. But learning to write your own, functional solutions is way more important than pinpointing optimisation anyway. Especially in the beginning. So don’t fear writing imperfect code. That’s not you doing anything wrong. But it’s you making something really authentic and learning to do things your way. No advanced programmer, who knows the perfect solution, might ever write a logic you just *fabricated* in your head!
So good luck on your journey. And if you ever feel stuck, then you already know where to go!
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**INBOUNDNUKE** (post #11):
AI generate all of your code instead
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**imNot_kipjb111** (post #12):
If you wan’t to level up your coding, but you feel stuck, here are my recommendations.
- Keep coding
If you keep coding, you’ll eventually get better. (Stay consistent, set goals, don’t stress yourself)
- Analyze previous code
Say you wanted to code some cool ability, code the ability and then see what you could improve from whatever you made, so you can use it the next time you make something.
- Frameworks
If you feel like your codes is messy, use frameworks. They just help your code look overall cleaner.
- Organize
Organize your studio environment, clearly name folders and variables.
- Find your style
I suggest you look into OOP (object-oriented-programming), for it makes your code super clean, if you don’t understand it at first, start slow by making small and simple systems with it. Also knit (A framework) can help.
Summary
Find your style, see what you can imrpove, use frameworks (optional). and find a style
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**syyIvi** (post #13):
dont judge yourself so harshly! if you berate yourself during the process then you wont enjoy it or feel motivated to continue! if you have problems with your work, then put them in a list and do work that is specifically targeting those issues. insulting yourself will only serve to make your passion feel like a punishment, on top of the fact that you arent the only victim of your self deprecation.
if youre concerned in regards to optimization, study the microprofiler and ways to target specific portions of your code that are the major slugs. once you do that, then study your own code and describe what its actually doing in plain english. that way your brain can process it more easily and actually detect things you missed prior because youre using different parts of your brain.
if youre concerned in terms of cleanliness, i have good and bad news: nobody knows what theyre doing! YOU decide whats clean! you read code according to YOUR standards and not some arbitrary rulebook that tells you all these strange things. not to say that some guides are BAD, but you should pick and choose what you want to follow.
and also, you dont need to figure everything out by yourself! you have this forum, discord servers, personal friends, documentation, etc! its very good that youre asking for help now, its an important first step!
final tip: you dont have to torment yourself. suffering isnt noble. if you dont enjoy it you can stop.
thats all! good luck!
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**EzraPalo** (post #14):
when using :Connect(), disconnect it when not needed to prevent memory leaks, especially with render stepped. Also dont fall into the OOP is great trap, its not even really that good, ive been using functionality programming this whole time and its really good and easy to read, personally self is just complicated for no reason. It seems like just a trend tbh. Also use functions to split your code up and make it more readable.
And a lot of people will tell you your code is “bad” or “badly optimised”. Unless you cant read it or it is laggy then don’t listen to them too much, but also consider what they are saying. A lot of them just wanna sound smart lol
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**officialnabalt** (post #15):
thank you very much!!! you’re very kind and sweet!!
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**officialnabalt** (post #16):
alrighty, thank you!!!
(30 ch)
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**DueTheManOut** (post #17):
Hi, my most honest answer would be to optimize your code into a more modular design. For example, instead of trying to write all variables and functions together or trying to find the best names for variables, split them into multiple modules and name those modules very simple things.
Second, try to write your code so you would understand it whenever you check the script again in the future, by making the function structures fully clean and keeping the same writing style. You can implement comments too, but you don’t need them if variables are self explanatory.
Thirdly, treat your scripts like a standalone product you’re going to sell. Even if no one else ever sees the code, pretending an “end user” has to interact with your API forces you to keep your logic clean, secure, and organized. When I started treating my scripts like standalone products or modules, the messiness naturally disappeared. It forced me to stay organized for the “end user,” even if that user was just me a few months later. Optimization is something you handle with tools like the Microprofiler, also for your sanity. I hope this helps!
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**officialnabalt** (post #18):
it does help, thank you very much aswell!!
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**UltraUrkel** (post #19):
I see a lot of comments telling you that you will improve through experience. They are both right and wrong at the same time.
The reason why they are wrong is that if you don’t learn about the best practices you will end up creating your own coding style. A style that is most probably be pure spaghetti code. A style that it could be hard to undo. It’s like if you are learning to swim and nobody tells you how so you end up doing the doggy style. It works, but barely.
If you are planning to use video tutorials, forget it. 99% of the videos related with Roblox programming are awful to learn about the best practices. These videos are made to entertain, not to learn.
I assume that there should be around 1% of professionals in this platform. The other 99% are people who are incapable to work in a team, nor accept code reviews, nor be humble. They are in their coding bubble where their code is perfect. Funny that these coding workaholic freaks usually get hired more because they have no issues to overpromise and sell themselves as the next best thing. That is why Roblox has the most failed projects ratio in all game development world.
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**supkazmelona** (post #20):
He is right.:backhand\_index\_pointing\_up:t2:Just need a little patience and you’ll get better at it.
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**imNot_kipjb111** (post #21):
although I agree that OOP might not be the best way to go about some situations, OOP is a lifesaver in others. Especially for systems where you have code with actions. I was making a domain expansion system a few weeks ago, and OOP made it so much easier to implement, All I had to do was domain.new(), domain:Expand() and domain:Destroy().
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**imNot_kipjb111** (post #22):
Also, I suggest scroll through the roblox API. I always learn new things whenever I read throught it.
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**EzraPalo** (post #23):
Thats true, it can be great in some use cases, im not even really sure how it works, just that it uses modules. I know this isnt the same as OOP, but i like to use modules for my ability system, i have a folder for each character, and i just do module.E() for E, and such. I think coding is much more case - based than people talk about, and in some ways it can be different for different people, some will prefer functional, some will prefer OOP, but as I said, it mostly depends on what you’re doing.
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**EzraPalo** (post #24):
yeah ill look through the function library, it works well
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**dark_kill19421real** (post #25):
yeah thats fine everyone has their own ways to code, whenever its leaving 1 quadrillion comments in their code, having very unreadable code or anything else | 2,324 | e1246806c51ef3dd035b834b614d261c346e1c3808e1d120da2b1a4b8a6dd471 | |
https://devforum.roblox.com/t/4048849 | 4,048,849 | What kind of game genre would make a great first roblox game? | Development Discussion | 8 | null | [] | 113 | 11 | 2025-11-05T19:56:18.754Z | 2026-03-29T20:01:26.756284+00:00 | # What kind of game genre would make a great first roblox game?
**Category:** Development Discussion
**Views:** 113 **Replies:** 11
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**HudDun2012** (post #1):
I want to make an actually decent game. But I have no idea where to start. Does anyone know what a good genre or type of game is to make as a first Roblox game?
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**avodey** (post #2):
I think you’d find this site useful! It shows the most popular genres.
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**HudDun2012** (post #3):
ok thanks, I’ll check it out. :grinning\_face:
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**Microwave_Toothpaste** (post #4):
Tycoon or simulator.
Even a Steal a Brainrot clone will work, since it’s just a glorified tycoon game.
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**trigophi** (post #5):
Hey, just wondering, how does a popular genre help with deciding what first game to make?
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**chocolate_bar2410** (post #6):
dont start off by making games
make the systems for the type of games you want to make
this post explains it better
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**NotEvNeedsAReaction** (post #7):
OP can do whatever they want, i started by making games and im doing just as well as anyone else
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**A_Mp5** (post #8):
Start off by having a real, tangible idea. Never make a game just to make a game.
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**chocolate_bar2410** (post #9):
i guess
but you can also ride a bike without a helmet, doesn’t mean its a good idea lmao
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**HudDun2012** (post #10):
I’m just looking for an easy and fun to make Roblox game genre
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**Foxstream52** (post #11):
An obby or a simple simulator. My first game was an obby and i thought it was so good and that i was so skilled that i tried to make an action adventure RPG game next, but it didbt work.
Bottom line is start simple, like with a clicker simulator or smth like that and dont jump to anything advanced too fast. Goodluck!
---
**syyIvi** (post #12):
i just tried to make my favorite game or just a game that i would have fun playing myself
even if it was WAY above my skill level it was a great way for me to challenge myself and once i got more experienced i could actually revisit those projects and finish them to my full vision!
the only way a game can be fun is if the developer has a fun time making it | 563 | cd15163e97074fc099c7d26bf627ea866527de9515af3b9ba826e6ef0432cb61 | |
https://devforum.roblox.com/t/4529484 | 4,529,484 | Do people actually buy paid plugin and models? | Development Discussion | 8 | null | [] | 217 | 12 | 2026-03-22T01:38:40.585Z | 2026-03-29T20:00:22.913552+00:00 | # Do people actually buy paid plugin and models?
**Category:** Development Discussion
**Views:** 217 **Replies:** 12
---
**ThatBushyZaza** (post #1):
A big issue i have with a lot of roblox devs, especially UI “devs” is just how much money/robux they charge for simple assets, not talking about the more complex systems for sale (although they are still a bit expensive) but the ones that little timmy or AI could whip up in a couple of hours to a day. Its almost delusional how much they charge, especially those “UI Packs” you see on twitter from time to time. My question is if prices are so inflated because people are actually willing to buy them? if not, why are these devs stubborn about lowering/making them free?
---
**TheGrimDeathZombie** (post #2):
You kind of just answered your own question. Yes, it could “only take a couple of hours to a day” to make these, AI or not, but the fact is it still took these developers *time* to make this. They have to make sure that they sell it for a price that is worth the amount of time invested otherwise what’s the point in even making them?
---
**Witchrie** (post #3):
This type of entitlement is wild. Bestie if you wanna pay for a $30 ai subscription and spend a whole day to recreate a buggier version of a $5 plugin then feel free :sob:
---
**ThatBushyZaza** (post #4):
there is no need to pay for ai if you are smart about it, plus like i said most of them can be created without it anyways.
---
**Witchrie** (post #5):
Then go make your own. No one is stopping you.
---
**SOTR654** (post #7):
The difference between AI and developers right now is that a developer can specify details, for example, with models: the number of triangles, vertex weight, and other details. An AI can make it look good, but at least for now, it doesn’t provide these specifications.
At least outside of Roblox, someone who designs UI can break it down into specific parts or build it using Roblox components, again, a human can do specifications.
---
**pyxfluff** (post #8):
I agreed with you until the AI part. I’ve been boycotting plugins since the USD update but the last thing you’ll see me ever do is paying a clanker to make something that I could find online or pay somebody to make.
Some devs charge too much but sometimes it’s worth it. Removing Robux is and will always be stupid though.
---
**ThatBushyZaza** (post #9):
Again, theres no need to pay for one, and once again, most of them are basic assets so ai is not needed anyways
---
**Inkthirsty** (post #10):
I personally haven’t bought any plugins but I would probably pay for one if I really needed it to do work that would be tedious without it
although I bought them when they were free, I have moon animator and tool grip editor which are examples useful plugins that people would pay for
for assets I honestly have no idea since you are paying for their service, but if you don’t agree with the price then find an alternative or just do it yourself
---
**Vorixian** (post #11):
I buy plugins sometimes that is all.
---
**Jezzie_Dev** (post #12):
People will vote with their dollars. If a plugin by little Timmy is AI slop, not many people will buy it or recommend it.
---
**metatablesnow** (post #13):
as someone whos done both scripting and ui commissions, those ui packs and plugins take just as much time and effort as building a complex system.
low play is also really common in roblox, getting paid 1,000 robux for an hour of work isn’t sustainable, especially for anything considered professional. on top of that, 10,000 robux only devexes to about $35, so pricing something fairly small at 10k robux is pretty normal.
prices wouldn’t be that high if people weren’t willing to pay them. anyone taking roblox development seriously isn’t going to hesitate over prices that would be considered cheap in other spaces, like unity.
---
**realdusk05** (post #14):
Depends what it offers. If it’s got good features, and has a decent price, I’ll buy it. I bought RoMixamo and Phobos Plus for my animations. | 970 | 71419b9625491fe53c309030f63ac254d4ea2ac30649a25e2d283707149ed3ab | |
https://devforum.roblox.com/t/4295644 | 4,295,644 | Photobashing on Roblox | Development Discussion | 8 | null | [
"clothing",
"clothingdesigner",
"copyright"
] | 158 | 2 | 2026-01-25T21:05:50.156Z | 2026-03-29T20:00:44.473146+00:00 | # Photobashing on Roblox
**Category:** Development Discussion
**Tags:** clothing, clothingdesigner, copyright
**Views:** 158 **Replies:** 2
---
**YoungPatelom** (post #1):
Photobashing has really emerged as something many creators are doing right now for classic clothing. I wanted to make a discussion about this though. Is this really allowed? Honestly, is throwing a likely copyrighted real life clothing item into a Roblox clothing piece legal?
What do you think, should Photobashing be used as much as it is.
Honestly, I personally think that using real life clothing and just optimizing it onto a Roblox shirt seems wrong, but what do you think?
---
**stevegirl2025** (post #2):
Photobashing is just using real images to make art. It’s an art form. If it was an issue, at least one clothing brand would’ve sued, considering how big ROBLOX has become.
---
**YoungPatelom** (post #3):
When it’s used to make genuine art, it’s alright. But here, individuals are using real clothing pieces and just taking a picture of it and editing it to be optimized into Roblox clothing. You can search it up on YouTube to see the actual process. The main issue I personally see is that it’s copyrighted material that’s being used for the photobashing.
As far as your point on Roblox not having been sued. This mostly would get taken care of through DMCA takedowns, many of which are never publicized. However, due to the sheer volume of copies, most people don’t bother to request DMCA takedowns. Along with this, most large companies and even smaller creators either don’t care, or just have no clue that someone copied their clothing.
Realistically though, if someone were to let’s say “photobash” UGC by copying someone’s hat, someone’s glasses UGC, and putting on the hat, and then copy someone’s headphones UGC and put it on the hat, I’d say that’s pretty wrong. They’d probably recolor and optimize the pieces to make the end UGC appropriate, but I’d say it’s still not a good thing to do. This is pretty much exactly what’s happening when photobashing clothing. | 479 | a485262716b69d8cd1e6681b22da226d48eb40591d0ac711537d13d98264b8f2 | |
https://devforum.roblox.com/t/4271688 | 4,271,688 | Age verification (from my perspective) | Development Discussion | 8 | null | [
"update",
"chat",
"development",
"discussion",
"child-safety"
] | 175 | 13 | 2026-01-19T15:20:34.947Z | 2026-03-29T20:00:46.478020+00:00 | # Age verification (from my perspective)
**Category:** Development Discussion
**Tags:** update, chat, development, discussion, child-safety
**Views:** 175 **Replies:** 13
---
**noobply001** (post #1):
First i want to introduce myself i am bob my role on developement are animator and this topic is just my perspective about age verification update
## age verification
Why did roblox add this?? :thinking:
positive view: 1. **Protecting Younger Players** , 2. **Compliance with Global Safety Regulations** , 3. **Improving Accuracy Beyond Self-Reported Ages** , 4. **Safer Chat and Voice Features** , 5 **parent feel safer abt their kid playing roblox**
## my pov: :face\_without\_mouth:
this is just for roblox image to parent , investor n that sort of thing.. yea parent feel safer probly younger player mixed but feel less freedom , teen n adult frustated by age verif(mostly) , and for developer **concerned about reduced engagement in social games** most of this game js gonna die :wilted\_flower: , from the comunity its splited: Popular creators (like KreekCraft and others on social media) warned that the restrictions could **fundamentally alter gameplay experiences** by breaking the social core of roblox
## why roblox did this??: :thinking:
Roblox says the system is to **boost user safety by ensuring age appropriate interactions** , particularly to **limit contact between minors and adult** and cut down grooming or inappropriate chatting
**roblox claim : **this update as new industry standard for online communication safety** , \*\* Facial data is processed securely and deleted immediately** , **The technology is designed to be accurate and privacy focused**
**legal and safety concern** : Some users and commentators are raising **privacy and legal issues** regarding biometric age checks and how parental consent is handled, especially under laws like **COPPA** that govern child data ( <https://www.reddit.com/r/roblox/comments/1qdv1uc/analysis_facial_age_estimation_and_coppa_section/> ) **this abt it**
## Impact: :collision:
**borader impact** : Community engagement and communication patterns within Roblox are visibly changing due to these restrictions , Developers , social players , and safety advocates are **debating whether this helps or harms** user experience and safety some praise the attempt to limit harmful interactions , while others say it over-restricts and punishes normal , harmless social gameplay
## Note: :page\_with\_curl:
for player by me:
from what i see yall mostly want this to be deleted and revereted to normal most ppl say **its not to late to revert this update bcs the impact still not that huge** but hmm yea if yall still remember erik his vision for roblox ( **Creativity First:** erik believed Roblox should be a place where *anyone* could design their own worlds , using accessible tools like Lua scripting , **Learning Through Play** He saw Roblox as a way for young people to learn programming , physics, and design while having fun. Features like water physics , buoyancy , and ropes were part of his push to make the engine educational as well as entertaining , **Community & Collaboration** Cassel wanted Roblox to be a social platform where players weren’t just consumers but *creators* sharing games , avatars , and experiences , **Accessible Innovation** His goal was to democratize game development, lowering barriers so kids and hobbyists could build alongside professionals. ) and his legacy ( what he wanted roblox to become ) wich is a ( **platform for imagination** not just playing games , but inventing them ) ( **learning hub**: where coding and engineering skills are picked up naturally ) ( **global community : connecting millions through shared creativity** ) ( **safe & evolving ecosystem : always expanding with new tools for creators** )
## for roblox by me:
just read all the reply and this post and i sorry for mentioning **erik cassel** we dont rlly need this unnecessary update we just want more safety at moderation system that could be handled by **real human** and not ai bot btw ty for creating this awesome comunity :fire: we know yall tried the best soo good luck for future
**if you are impactfull person in roblox i thanked you for reading this** :smiley:
**Please be serious**
this post is not chained to this one topic u could start new one too
i will actively answer the reply
---
**Reforrum** (post #2):
I see you’ve got some thoughts on the age verification update, [@noobply001](/u/noobply001). I’m with you that it might feel restrictive, especially for younger players who value freedom in their gaming experience. Have you considered looking into the updated API and how we can work around these restrictions while still maintaining a safe environment?
---
**RobloxJrTrainer** (post #3):
are you an AI?
---
**noobply001** (post #4):
i get your point, The update does feel restrictive, but Roblox is aiming for safety. With the new API, we can still design safe alternatives like structured chats or emote systems so players interact without losing the social feel. It’s not perfect, but adapting creatively might keep our games engaging, but for more personal i think roblox need remodernize this and focus building their modration system than wasting more money for this
---
**Reforrum** (post #5):
No lmao. Why would you assume im an ai
---
**RobloxJrTrainer** (post #6):
I didn’t assume. I asked
---
**noobply001** (post #7):
holy… vro whuat u js spawned and asked r u an ai :sob: the ’ fell kinda weird tho but :sob:
---
**noobply001** (post #8):
[@Reforrum](/u/reforrum) here is my answer lowkey
---
**RobloxJrTrainer** (post #9):
anyways I do agree with a lot of your points.
I feel like Roblox violated their *Powering Imagination* slogan, or pretty much every slogan they’ve made in the past.
I’ve also noticed games that pretty clearly violate roblox’s TOS, even through the midst of all this.
---
**Reforrum** (post #10):
Brain so retrokirkslopfitted that you see good writing and go “it must be an ai” chile im crine bc there’s no way you asked someone with good writing and a little bit of grammarly if they’re an AI
---
**RobloxJrTrainer** (post #11):
let’s not stray away from the original topic.
---
**scooter_user** (post #12):
i aint readin all that
im happy for u tho
or sorry that happened
---
**megasuperalfonato** (post #13):
How many posts about age checks will you make? also my condolences or im happy for you.
---
**Reforrum** (post #14):
I see you’ve got some thoughts on the age verification update, no need to tag anyone. It’s clear that it might feel restrictive, especially for younger players who value freedom in their gaming experience. One concern is that the new system could fundamentally alter gameplay experiences by breaking the social core of Roblox.
The idea here is not to revert to normal, but to find a balance between safety and creativity. The update does aim to boost user safety, particularly by limiting contact between minors and adults. However, some users and commentators are raising privacy and legal issues regarding biometric age checks and how parental consent is handled.
Let’s focus on the technical aspects of this update. Have you considered looking into the updated API and how we can work around these restrictions while still maintaining a safe environment? This might involve designing structured chats or emote systems that allow players to interact without losing the social feel. | 1,693 | ea2a72e712b26a077f0611e8778c47239ac63cd587ac335afc1df8d78cc2e541 | |
https://devforum.roblox.com/t/4071473 | 4,071,473 | Do you use 3rd program to program on Roblox? | Development Discussion | 8 | null | [
"scripting"
] | 306 | 15 | 2025-11-15T02:19:28.012Z | 2026-03-29T20:01:24.838736+00:00 | # Do you use 3rd program to program on Roblox?
**Category:** Development Discussion
**Tags:** scripting
**Views:** 306 **Replies:** 15
---
**robloxminjae201202** (post #1):
Hello developers,
I’ve gotten to know about **Programming with Visual Studio Code by Rojo** recently.
I think now I can program like experts, but I don’t know whether experts use it exactly.
If you are Roblox programmer, **do you use 3rd program on Roblox**? **Or do you just use Roblox Studio as normal**?
I wonder your way to program.
---
**iGottic** (post #2):
I use the Rojo workflow for programming, alongside Visual Studio Code and GitHub. This means that the version-controlled codebase is the source of truth, which makes it easier to track, merge, and revert changes.
---
**Blueeple** (post #3):
Yeah I pretty much just use rojo and VSC with git mainly it’s what I’m used to and it’s just better in my opinion.
---
**eclipse6273094** (post #4):
you dont need to use 3rd party software to be an “expert”, dont fall into trying to do what the “experts” do. Just use what you find the best for your workflow, everyone is different
---
**CheetahSp33d** (post #5):
I’m loyal to Roblox studio only
---
**syyIvi** (post #6):
i did but i just switched to the native editor since it’s not that bad and the friction between an external toolchain was too much for me. rojo is enjoyable it’s just not for me
---
**trigophi** (post #7):
Pick 1:
- Argon + VSCode + GitHub
- ChatGPT + Cursor + Clipboard
- Roblox Studio 4D generator
---
**Hephaistic** (post #8):
there are lots of benefits to using external IDEs. it is particularly beneficial if you have good experience using other languages and hence prefer to use your own IDE rather than use studio’s one.
it is for this reason that most people who use studio exclusively generally tend not to have as much programming experience; it is analogous to modeling a gun in studio using parts instead of using a real modeling tool like blender.
Similarly, there are objective benefits to using external IDEs like vsc or nvim. In no particular order:
1. VCS via git. hugely beneficial, for solo developers for iteration and testing but even more so for teams. Granted, you could also use liveshare but that’s not great for long term development.
2. objectively better theming and custom icons. [Kanagawa Dragon](https://marketplace.visualstudio.com/items?itemName=metaphore.kanagawa-vscode-color-theme) + [littensy’s charmed icons](https://github.com/littensy/charmed-icons) are great.
3. tasks and build actions. particularly great if you are using a preprocessor like darklua to inject global variables / eliminate dead branches / use require aliases / format code densely, etc. You can also create bash / ps1 / py / luau (using lune) scripts to help development; for example, a directive prepender or a type generator for startergui. funneling studio output into your terminal is entirely possible via tools like [rir3](https://pesde.dev/packages/rvy/rir3)
4. very diverse extension ecosystems
5. better ai integration - not a great reason but if you enjoy vibe coding then copilot / gemini cli are both easily accessible using an external editor
6. package management systems. one of the most important reasons, for me at least. there are so many tools and dependencies i use on a daily basis that are really quite useful for me. [Lyra](https://github.com/paradoxum-games/lyra), [blink](https://1axen.github.io/blink), etc. are all useful packages that i use in pretty much every game I make.
7. idl compilers like blink and [zap](https://zap.redblox.dev/). the former does have a studio plugin but frankly it feels a lot better to use them in vsc
8. assets-as-file tools like [asphalt](https://github.com/jackTabsCode/asphalt) (or [tarmac](https://github.com/Roblox/tarmac) if you are a boomer). great for fully managed projects.
9. if you want better typing you can use [rbx-ts](https://roblox-ts.com/) which will compile your typescript into luau.
you are under no obligation to use these but it is foolish to neglect their advantages and how much they can help. of course some of these may be usable in studio but that is quite besides the point.
---
**1kaelen1** (post #9):
I don’t use any of these, guess I’m a bad dev…
---
**Hephaistic** (post #10):
yep
---
**RuinedSanctuary** (post #11):
all of these look like they’d cause more trouble than actually helping me
custom icons and better theming doesn’t really make you a good developer
the only external software I use are blender, photo editing software, and sometimes artificial intelligence.
---
**1kaelen1** (post #12):
yeah, calling these objective benefits is objectively wrong. I don’t know what that guy is on
VSC vs studio IDE is completely subjective. I use studio IDE since it’s built in, and has all the features I need. VSC also needs more setup which I don’t like when making games. Its also a pain to make instances in rojo
---
**Minerdude_alt** (post #13):
So true, all this external software is literally useless and doesn’t do anything but make oneself more frustrated if not familiar with the program. But I suppose, to each their own.
---
**kakkawertu567** (post #14):
I personally don’t use any 3rd party program as I usually find them to not be worth the hassle and bloat that comes with them. I usually prefer the simplest workflow possible. However, to some the use of a 3rd party tool might be the more intuitive and efficent way.
---
**v_atuttne7959** (post #15):
I’ve used the built-in ROBLOX IDE since I started out, and have grown extremely comfortable and fond of it. Closest I’ve gotten was sending a friend of mine a .lua file via Discord for use in Studio, since my internet was down at the time.
---
**Azrellie** (post #16):
I just use whatever is provided with studio. I don’t need no fancy 3d party editor. | 1,505 | c3698449ede9c6abca106e01d47a98df378680021df8758fed033fea82998ba9 | |
https://devforum.roblox.com/t/4020954 | 4,020,954 | Cannot select part | Development Discussion | 8 | null | [
"studio",
"building"
] | 112 | 9 | 2025-10-22T23:40:22.181Z | 2026-03-29T20:01:31.691478+00:00 | # Cannot select part
**Category:** Development Discussion
**Tags:** studio, building
**Views:** 112 **Replies:** 9
---
**Bloxbase7** (post #1):
Why cannot i select any part by touching it? The only way is to select it in the Explorer.
Anyone facing this problem? I reset my studio settings but the problem persists.
This is getting to be a crazy nonsense each day just getting to the things that were so easily workable two months ago.
---
**SMBri** (post #2):
Have you accidently locked all parts, or maybe had a plugin that locked all parts?
---
**sarp_edon** (post #3):
Issue I get a lot. Click Move (the tool you use to move a block) then click Size (tool you use to size it) then click the block.
For some reason that works for me lol
---
**HeCatchThose** (post #4):
Just click 1,
You may have accidentally turned off select.
You should also put this in [Help and Feedback > Game Design Support](/c/help-and-feedback/game-design-support/103)
---
**Bloxbase7** (post #5):
Hey all, thanks for all the inputs. Tried everything but no success yet.
No, my parts are not locked. I also tested opening a new experience, and with my other previously created ones. It works everywhere else..
The only difference is that this one is not published. I do not want to publish something that i just use for testing stuff.
Anyway, will keep using the drag to select option - that works, for now.
---
**patopro77** (post #6):
are your parts on a collisiongroup that has StudioSelectable off?
---
**Bloxbase7** (post #7):
No, they were not. But, thank you.
---
**patopro77** (post #8):
you’re welcome
---
**megasuperalfonato** (post #9):
was gonna reply to this but i realised this is 3 months old. bro are you still with this problem? tried desinstalling and installing studio again? restarting pc? well, these problems must have been fixed by now, but, because i’m sigma, i can help whenever i want.
---
**Bloxbase7** (post #10):
It’s working now, Luckily. Not sure what changed it. It happened about two weeks after i posted this question. | 510 | a199f93570063c3214c742c01cf2001f106202d5c23b0ea7492f6ef8bd2d2153 | |
https://devforum.roblox.com/t/4343138 | 4,343,138 | I animated the skeleton sheild bang meme in roblox | Development Discussion | 8 | null | [
"animations",
"showcase"
] | 198 | 7 | 2026-02-07T18:59:41.762Z | 2026-03-29T20:00:38.416352+00:00 | # I animated the skeleton sheild bang meme in roblox
**Category:** Development Discussion
**Tags:** animations, showcase
**Views:** 198 **Replies:** 7
---
**jilly3678** (post #1):
lol
---
**patopro77** (post #2):

---
**Jezzie_Dev** (post #3):
warning headphone users! I nearly had a heart attack
---
**jilly3678** (post #6):
yeah i probably should have lowered the volume
---
**UR_localBETA** (post #7):
i clicked because i saw bang and my mind went: :sparkles:bAnG cHaN:sparkles:
---
**maxvat** (post #8):
That’s funny.
pet crab
---
**bapakny_agnesbotak** (post #9):
Cool crab bro | 237 | 871ad618ee5547bb42a05baa2c0c0141b38c7bff496abd054608ddcc8e8e78c3 | |
https://devforum.roblox.com/t/4272827 | 4,272,827 | What is the most useless property? | Development Discussion | 8 | null | [] | 205 | 11 | 2026-01-19T22:54:42.706Z | 2026-03-29T20:00:46.017643+00:00 | # What is the most useless property?
**Category:** Development Discussion
**Views:** 205 **Replies:** 11
---
**overkein** (post #1):
What do you think is the most useless, superfluous, or unused property in years of development?
I vote Archivable cause:
- Nobody uses it
- Nobody really considers it
- Nobody notices until they break something by cloning a model.
Curious to see what the community comes up with.
---
**megasuperalfonato** (post #2):
I vote Transparency
---
**Vixienshy** (post #3):
shap
---
**jellolemo** (post #4):
RequiresHandle, it should be removed or set to false automatically
---
**BackspaceRGB** (post #5):
I say GuiButton.Style. It’s pretty interesting how that property isnt hidden yet.
---
**patopro77** (post #6):
archivable is useful for plugins, only that lol
well, the most useless property to me is SurfaceGui.ToolPunchThroughDistance
---
**skedgyedgy** (post #7):
-- this has to be the winner how did we even end up with this
---
**skedgyedgy** (post #8):
-- archivable is actually super important when working with plugins
---
**AskWisp** (post #9):
`Workspace.FilteringEnabled` still exists for legacy reasons, but does absolutely nothing now.
---
**kshgvnzhhkgalt5** (post #10):
shap!
---
**dswqsa895** (post #11):
the most useless property imo for basepart is custom physical properties. its useless unless ur trying to make slippery parts or some shi
---
**Partcline** (post #12):
Currently not only useless but also spiteful, because it’s visible in the inspector, and attempting to read it either throws an error or does nothing (iirc).
Could become one of the most useful properties. | 419 | 7e2c0d5f2100ce52e90f19f8ce1b215cc1cb1d484bb2a001c587d67c3fc6d62d | |
https://devforum.roblox.com/t/4149825 | 4,149,825 | R15 fighting game | Development Discussion | 8 | null | [] | 156 | 12 | 2025-12-13T21:23:42.583Z | 2026-03-29T20:01:10.229235+00:00 | # R15 fighting game
**Category:** Development Discussion
**Views:** 156 **Replies:** 12
---
**Nefury** (post #1):
Why have I seen so many fighting games and they all R6. Are there any good examples of R15 fighting animations?
---
**RuinedSanctuary** (post #2):
It’s a lot easier to animate and goes better with the style of the games by now.
You could probably find some good r15 animations if you search for a while.
---
**Chark_Proto** (post #3):
On top of R6 being easier to stylize than R15 (and generally easier to animate), R6 is also a *lot* more fair than R15.
Each R15 bundle has a different hitbox, causing certain bundles to just blatantly be P2W. On top of that, dynamic heads and layered clothing is just a nightmare.
So R6 is mainly used on PVP games simply for fairness. People would rather have support for older Roblox bundles and not the new ones than have to force a single bundle to have 15 limbs to work with.
---
**Microwave_Toothpaste** (post #4):
Dueling Grounds. Good game, better animations. Needs major balancing though lmao
---
**hellie_jellie** (post #5):
R6 has better hitboxes, they are all the same and less janky, that’s why R6 is always used in Fighting games and Obbies.
---
**gameCoder1210** (post #6):
you could switch to r6, or you could just… use a hitbox?
i know, I know, crazy new tech
---
**MikeartsRBLX** (post #7):
it looks better personally but you can still cook with r15 if you do it right
---
**1kaelen1** (post #8):
no shit maybe that’s why devs use r6
---
**TimeFrenzied** (post #9):
gpo is “good” for their style standards but it has basically no windup meaning an animation style that’s very snappy
---
**Chark_Proto** (post #10):
And what about in the cases (for example, shooters), where precise limb-based hitboxes are required? Without forcing ONE rig on R15 (Which a lot of games opt to do), what other options do you have?
The one case where a single collider is good is when your combat system has practically zero depth. Something hits or misses. The second you want to start adding limb-based damage, then it starts getting complicated if you don’t wish to use R6.
Scale normalization (from what I’ve seen) doesn’t work the best, the actual functional hitboxes are still different, and people can still use quadrupedal bundles, which messes with hitboxes even further.
And then, if people wish to hide their hitboxes, layered clothing comes in nicely! So, if you’re using R15, disable that, too.
Yes, it is possible to program fixes to all these problems, but who is actually going to bother doing that for the sake of a handful of avatar items a minority of the entire Roblox playerbase uses?
It’s literally unconventional to use R15 on combat games without severely limiting it down to essentially what R6 already is and even less, and limiting it that much takes far more effort than just clicking the switch to R6.
---
**DinoWattz** (post #11):
A Yakuza-style R15 fighting game would be fire, you don’t need precise hitboxes for a game like this, just give everyone a cylinder hitbox and you’re good to go :fire::fire:
---
**hellie_jellie** (post #12):
I mean, in Fighting games, the simpler the hitbox the better.
---
**ThatBushyZaza** (post #13):
R6 animators are a dime a dozen so its easier to get r6 animations than r15, if not animate it yourself
A lot of “R6” fighting actually use a fake r6 rig thats actually r15 for layered clothing and other perks. | 867 | 4a762b8174b7dfc5acaefecede55a68f42c2fa7487fe5e7d46243f2424fff796 | |
https://devforum.roblox.com/t/4073849 | 4,073,849 | Network ping replacing ping | Development Discussion | 8 | null | [
"feedback",
"ping",
"network"
] | 137 | 4 | 2025-11-15T22:52:58.836Z | 2026-03-29T20:01:24.230633+00:00 | # Network ping replacing ping
**Category:** Development Discussion
**Tags:** feedback, ping, network
**Views:** 137 **Replies:** 4
---
**frivsasasa** (post #1):
As of today, I have noticed that Ping has been replaced by Network Ping in the Performance Stats bar in the settings. So I had some questions about the new change.
Network Ping seems to be more about the server instead of the client. Is it the server ping?
If so, will the client ping be added back? It is much more useful to see the old client ping we had as a player. If that’s the case, I suggest showing the client ping as the main value, with the network ping as a sub-option instead for developers. Or at least giving players an easy way to see our ping.
(Is this the right topic category?)
---
**Blueeple** (post #2):
The new Network ping is just a more accurate display of your raw latency to the server.
---
**smellyeeki** (post #3):
Here they describe the difference between Network Ping and Data Ping:
---
**frivsasasa** (post #4):
Thx, do you know if they are going to put back the data ping in the performance stats?
---
**smellyeeki** (post #5):
I do not know, but you can press Shift + F3 (or Ctrl + Shift + F3 in studio) on windows and view your Data Ping there.
For more information: | 314 | 686b8cdd457b769ee42e74852dee4fc1502df0a3e4722558dad59121ebab75b0 | |
https://devforum.roblox.com/t/4478157 | 4,478,157 | Micro-optimizations are not the problem — misplacing effort is | Development Discussion | 8 | null | [] | 296 | 40 | 2026-03-07T00:06:40.219Z | 2026-03-29T20:00:30.336519+00:00 | # Micro-optimizations are not the problem — misplacing effort is
**Category:** Development Discussion
**Views:** 296 **Replies:** 40
---
**spookwallyjungle** (post #1):
LATELY I’ve been seeing a lot of posts and code examples that revolve around **micro-optimizing Luau** (Yes, i am referring to you Yarik). Things like:
- avoiding certain syntax
- replacing readable patterns with shorter ones
- arguing over tiny bytecode differences
- writing code purely around theoretical VM cost
And honestly, I think a lot of newer developers are being pushed in the wrong direction.
Not because optimization is bad, **optimization is important** — but because **people are optimizing the wrong things**.
## Most Roblox performance issues are not caused by Lua syntax
In real projects, the majority of performance problems come from things like:
- unnecessary replication
- too many instances
- expensive physics
- bad networking patterns
- large loops running every frame
- poor system architecture
Not whether you used:
```lua
local x = a and b or c
```
instead of
```lua
if a then
x = b
else
x = c
end
```
The difference at the VM level is usually **negligible compared to the rest of the engine**.
Roblox games are running inside an engine that is handling:
- rendering
- physics
- networking
- animation
- UI
- replication
The Lua VM is only one small part of that pipeline.
## Readability and maintainability matter more than shaving instructions
A lot of micro-optimization patterns make code:
- harder to read
- harder to maintain
- harder to debug
And in a team project that cost **very quickly outweighs any tiny runtime gain**.
Clean architecture usually beats clever tricks.
Readable code tends to survive much longer than “perfectly optimized” code that nobody wants to touch later.
## Bytecode knowledge is interesting, but not required
Learning how Luau bytecode works is actually pretty cool.
It can help you understand:
- how closures are compiled
- what actually allocates
- how loops are executed
- how the VM handles certain operations
But I also think it’s important to say this clearly:
**You do not need to understand bytecode to write performant Roblox games.**
Most successful Roblox games were not built by developers studying instruction listings.
They were built by people focusing on:
- good system design
- proper client/server separation
- efficient networking
- reasonable update loops
- profiling real bottlenecks
Bytecode knowledge is a **tool**, not a requirement.
AND FINALLY
## The real optimization skill: knowing where to look
The most valuable performance skill is not memorizing VM quirks.
It’s **identifying actual bottlenecks**.
That means things like:
- measuring performance instead of guessing
- using the microprofiler
- profiling scripts under real load
- checking instance counts
- watching network traffic
- looking at memory usage
Optimization should be **data-driven**, not hypothetical.
## Premature optimization is still a real problem
This quote still applies pretty well to game development:
> “Premature optimization is the root of all evil.”
When developers focus on microscopic improvements before solving structural issues, progress slows down.
It’s easy to spend hours optimizing something that contributes **less than 0.1% of the frame time**.
---
**Carbonated_Cat** (post #4):
(post deleted by author)
---
**spookwallyjungle** (post #5):
I know right?, the Aura from my post is too high
---
**BearTheGruff** (post #6):
To be fair, Yarik made some good points when it came to bytecode, but the problem is that Luau doesn’t conveniently allow those kind of effortless shortcuts for optimization.
Hardcoded values are more optimized than values passed through configurations. In Luau, you cannot do this. Though, in Typescript, we have const enums which does this.
On the topic of ranting and inviting Roblox-TS into the conversation
Though, definitely. It’s not all about micro-optimizations. Optimizing is fine—what really matters is who’s working on it, the kind of game, the environment, the heavy component, and whatever’s easier.
In my narrative, I only encourage exploration. If Roblox-TS doesn’t work for you, that’s fine, but we have **one** person here going around and will flag your post if you mentioned anything OOP and Roblox-TS, and will hit you with the “wuh just don’t use OOP.” Paradigms don’t matter, because the performance doesn’t practically change. *Seriously, the same person created a whole cult revolved around criticizing and demonizing paradigms other than DOP and languages other than Luau.* It gained popularity, because people don’t want learning new things. I can give them the benefit of the doubt because the community is built on Luau, but it doesn’t mean you get to attack people over recommending Roblox-TS because you’ve never tried it to know.
You’re counting ids in one table in DOP. Passing an id through a static function, and then indexing the record for a matching key, and then changing the values in it.
OOP is just the same process but in different steps. You’re accessing a reference, indexing a static function as carries object itself with it.
Roblox-TS is leaning OOP, but it’s not bad in terms of performance; people have tested it and declared the statement that it’s the same. “The code it produces is horrendous,” well, it tries to be optimized while readable for debugging. You’re likely never going to ever open one of its transpiled files anyways. It’s *transpiled*.
Optimizations and performance… they’re a good topic, just not something to become a cult, please. Languages exist for a reason.
---
**spookwallyjungle** (post #7):
I think we mostly agree more than it might look like , we’re already operating at a level where the performance impact is extremely small compared to the rest of the engine, Those things are real, and exploring them can absolutely be interesting yes
Even if a hardcoded constant saves an instruction or two, that difference disappears almost instantly once you consider things like network replication, physics ,rendering, and what not
also agree with you that paradigms themselves usually don’t matter much for performance Right
OP, DOP, ECS, functional patterns, etc. are mostly organizational tools
In practice, profiling real workloads will teach you far more about performance than reading instruction listings ever will, But I guess that’s just another point of view
---
**Blueeple** (post #8):
Finally someone said it, because once it runs well on your benchmark pc meaning 60+fps and like a few micro stutters (Meaning like during loading screens or maybe large maps) then it should be fine for most devices.
FYI, My benchmark pc specs are:
- Display: 1366x768
- Ram: 8gb 2400MT/s DDR4
- Cpu: Intel Core i5 6300u
- Gpu: Intel HD 520
- Storage: 500gb HDD
As I said, once this benchmark laptop runs the game properly without performance issues then I’ll ship my code, if not then I review it and see how I can improve it.
---
**Yarik_superpro** (post #9):
Making an entire post just trying to “disprove” me is petty, I would say. Maybe you should think next time instead of doing such a tribalistic measure as tying my idea to my identity.
Shorter ones are just objectively more readable. What are you talking about?
That’s how constructive feedback works, man: you highlight the issues.
Cost is not “theoretical”; it’s deterministic and very predictable.
And then you mention good things. How come optimizing good things like performance and lessening size can be bad in any way? That’s just so hypocritical to say. Isn’t it something? :smiley:
Roblox uses Luau for over 7 years now, not Lua.
That is correct, and I would even highlight poor system architecture because it is the root of this issue.
Same exact thing, pretty much. I have no idea what you are talking about.
That the very odd framing to justify innefiency
Luau VM\*
Correct, and that still doesn’t justify innefiency.
That’s just not true. I have not found any single “micro optimization” in my life that makes code “harder to maintain” or “harder to read”, That is a structure and system design issue and has nothing to do with micro/macro optimization.
That very vague statement, No one in the team ever touches anyone’s code that often; everyone just follows the structure, and that’s it,that sounds like you have never worked in a team to hear that.
That’s quite literally what I said.
Not mutually exclusive.
[quote=“spookwallyjungle, post:1, topic:4478157, username:spookwallyjungle”]
Correct.
That’s literally what I was saying. Why do you just repeat me if you want to prove that “I’m wrong,” as stated in the beginning of your post?
Literally what I’ve been saying since forever.
This has been proven to be false a quadrillion times: premature optimization = structure, something you design at the beginning, and if you don’t have this system, then everything will be inefficient and hard to maintain without stacking compromises and runtime taxed “solutions.”
---
You can.
Also, what does Typescript have to do with this? Roblox executes Luau, not Typescript. Any comparison only matters after transpilation, which introduces its own tradeoffs.
It absolutely does. Luau gives you direct control over how values are structured and accessed, and in many cases the resulting behavior is straightforward and predictable.
If that’s the claim, then the benchmarks or measurements should be shown. Otherwise it’s just an assertion.
Luau already has proper debugging tools: profiler, print, warn, stack traces, etc.
Transpilation actually makes debugging harder in many cases because you are not debugging the exact code you wrote. With Luau, the execution model is far more deterministic and transparent.
No one is turning this into a “cult”. Understanding how the runtime behaves is simply part of writing an efficient product.
Reducing the discussion to identity labels like that doesn’t really help the technical conversation.
The problem is not OOP itself, the problem is the translation layer. Transpiling Typescript into Luau inevitably introduces compromises because the semantics of the languages are different.
If you look at the transpiled output, it often ends up significantly more complex than equivalent native Luau.
You are forgetting the original goal: make it work and make it work better
The goal of programming is not to satisfy personal preferences about style or tooling.
The goal is to build systems that work reliably and can be improved over time.
That requires understanding the system you are actually running on.
---
**spookwallyjungle** (post #10):
I think you should take the things I’ve said as compliments, anyways, you’ve fallen for the ragebait!!
I also agree on some of the things you said, keep it up
---
**megasuperalfonato** (post #11):
yeah, we know you are spoostyguy. no need to try making that water second coming to try to anger yarik again. You are not angering my Love ever again, understood?
---
**spookwallyjungle** (post #12):
Beware Mortal, I am also a god, Don’t let me catch you going into my zone disrespecting me either, Or else I’ll annihilate you all
---
**1iyq** (post #13):
How do you afford all of those wedding rings
---
**megasuperalfonato** (post #14):
I lock them in my trophy cabinet
---
**BearTheGruff** (post #15):
If this isn’t it, I don’t know what will convince you atp.
I’m not gonna even try to change your mind anymore. It’s your job to research the opponent’s benefits and doubts. I don’t have to cause I’ve been a Luau user for years, and there’s a reason that has changed.
Do you wanna know how Python became popular despite being horribly reliant on whitespace and having slow compiler?
---
**BearTheGruff** (post #16):
By the way, Typescript’s typing syntax is ripped off by Luau despite being “semantically different.” Of course it will improve Luau, but the point is that Typescript workflow seamlessly fits Luau. The only thing left is private and public (access modifiers) and inheritance. Since you favor DOP, it won’t impress you and I forgive you, BUT this is something people should still try if they’re involved in OOP. Worried about performance? Not my problem. If you like it, then pick it up. If you tried it and don’t like it, then go ahead. Create a Roblox-TS hateclub, but don’t deter away new people from using tools that may be personal and motivating to learn in the first place.
---
**scooter_user** (post #17):
nobody actually reads yarik’s posts bro
---
**BearTheGruff** (post #18):
true but I’m thankful for the bytecode post
---
**GoOutsideTwin** (post #19):
no he’s spoosty from temu
---
**patopro77** (post #20):
Can roblox just turn luau into a compiled language, the performance problems will go away immediately
---
**spookwallyjungle** (post #21):
No, I am the legendary Spook, That got banned from the devforum more than 10 times , and always return back for party
---
**Yarik_superpro** (post #22):
You seem to be interpreting satire as ideology.
TNLO was clearly written as humor and parody. Treating it like some serious doctrine misses the point entirely.
That is exactly what discussion is for.
The goal isn’t to “win”, it’s to exchange information and analyze arguments. Identity or affiliation doesn’t matter, the only thing that matters is whether the claims hold up.
Experience alone doesn’t make an argument stronger. What matters is the reasoning and the evidence behind it.
Popularity is influenced by many factors beyond technical design: ecosystem growth, education adoption, corporate backing, and marketing.
That doesn’t necessarily make it a good comparison for a discussion about runtime behavior or performance tradeoffs.
---
**patopro77** (post #23):
No wait actually if they fix the depth of field it would be much better
---
**BearTheGruff** (post #25):
this mf said corporate backing ain’t no way bruh. :sob: he said corporate backing in EARLY STAGES. I’m done with you
---
**patopro77** (post #26):
(post redacted by author)
---
**BearTheGruff** (post #27):
If that’s the case, consider the topic going to digital waste. Roblox Devforum doesn’t appreciate satire, especially as topics. Yes, I missed the point, because the actions don’t speak the “intentions.” Seems too in-character at this point. Good job. I’m still going to consider it a valid connection.
---
**GoOutsideTwin** (post #28):
im sorry to doubt you spoosty… my favorite developer.
would you please sign my autograph
---
**Yarik_superpro** (post #29):
Its a temu version
Its like “abibas”
---
**GoOutsideTwin** (post #30):
you clearly don’t understand lounge.
---
**spookwallyjungle** (post #31):
(post deleted by author)
---
**syyIvi** (post #33):
i agree. the difficulty of engineering isnt solving the problems but rather knowing which problems to solve. since not knowing where to start is scary for basically anybody, novice programmers are more tempted to seek our shortcut/“silver bullet” solutions such as LLMs or esoteric syntax guidelines which can heavily stunt their growth and make them quit programming prematurely. i would like for there to be more emphasis on how to actually break problems down and appropriately ask for help / search for references / gather your own knowledge base. i would like for people to treat programming more like a craft rather than a checklist.
---
**GoOutsideTwin** (post #34):
that’s why i like to use ai as an assistant instead of trying to replace me entirely. i like to use ai like using stack overflow in 2021, handling mundane or annoying repetitive tasks/code for me.
or sometimes id prefer not to use ai at all, it’s been proven that ai damages your programming skills for the person using it.
---
**syyIvi** (post #35):
i think many more programmers would benefit from picking up note taking as a hobby and learning to make their own manuals and cheat sheets. its truly a lost art and you can actually sort your thought process once you dive into lesser researched / mainstream topics
---
**GoOutsideTwin** (post #36):
i wish i would have known that earlier tbh.
switching from language to language made me have to relearn its syntax in the past.
---
**syyIvi** (post #37):
took me around 5 years to realize this hahahahahaha
you are in no rush, we always have more time to improve :grin:
---
**trigophi** (post #38):
I think it’s time to code for fun, bros :skull:
Anyone running Sarch/Blizzard blimp drops in 2026?
Really FUN strategy–I highly recommend
---
**af_2048** (post #39):
Oh, come on.
You can’t save everyone.
Actually, you can save no one.
Let people make mistakes and learn from them.
It’s their time, let them waste it testing someones ideas.
Telling a kid “don’t climb a tree, you will fall” does not contribute into his experience.
But if the kid will climb and fall that will be a lesson he will never forget.
.. I agree with the rest of the post, since it does not conflict with a common experience in software development.
Thank you!
---
**Negativize** (post #40):
Another post complaining about OOP and bytecode on lounge, it’s really a wonder the forum moderators waited this long to nuke this category into oblivion
---
**LuauOOP** (post #41):
??? what is this take
if you do not have basic memory you are not fit to be a programmer bro :rofl:
---
**syyIvi** (post #42):
sure man youre right why not i dont even have the energy for this

---
**asadefa** (post #43):
Well, honestly, shorter code like the first one, I actually find more readable and clean, performance aside, because less redundant things to scan. Verbose does not imply readable. Much the opposite really.
Though personally I would opt for:
```lua
local x = if a then b else c
``` | 4,100 | 139d2bd9a89aee229c1373715d6e0d76d4c29297f671dec4c9ab25b674b1ec8b | |
https://devforum.roblox.com/t/4424688 | 4,424,688 | Rate my "operating system" simulator UI | Development Discussion | 8 | null | [] | 119 | 5 | 2026-02-22T14:44:43.710Z | 2026-03-29T20:00:32.956508+00:00 | # Rate my "operating system" simulator UI
**Category:** Development Discussion
**Views:** 119 **Replies:** 5
---
**timothy1498_boi** (post #1):
i just made this asset and UI
for train my UI skill.
it is based on [untitled tag game’s](https://www.roblox.com/games/14044547200/untitled-tag-game) UI design
pls rate it 1 to 10 lol
---
**ChiDj123** (post #2):
no offense, no more than 2, theres basically nothing to rate, 3 icons, a textbox and some goofy background
---
**Carbonated_Cat** (post #3):
i rate this -3i/10
---
**bapakny_agnesbotak** (post #4):
hmmm
interesting
im looking forward how this shapes in the future
---
**timothy1498_boi** (post #5):
Yea, i still working on it that’s why
---
**Godzilla_RealLife** (post #6):
6/10 | 233 | f5c0cd33816993400c9689ee04b192c91bfe4ecce56211de1a31c4949cee5785 | |
https://devforum.roblox.com/t/4470562 | 4,470,562 | [TNLØ] Abstractions Were Never the Enemy — Runtime Tax Was | Development Discussion | 8 | null | [
"scripting",
"optimization",
"oop",
"code",
"efficiency"
] | 229 | 20 | 2026-03-04T17:44:20.379Z | 2026-03-29T20:00:30.327347+00:00 | # [TNLØ] Abstractions Were Never the Enemy — Runtime Tax Was
**Category:** Development Discussion
**Tags:** scripting, optimization, oop, code, efficiency
**Views:** 229 **Replies:** 20
---
**Yarik_superpro** (post #1):
# :gear:[TNLØ] Abstractions Were Never the Enemy — Runtime Tax Was
Developers have been fighting the wrong war.
“Abstractions are slow.”
“High-level code is inefficient.”
“Sugar is weakness.”
Incorrect.
Abstractions were never the enemy.
They were tools.
The poison has a name:
**Runtime Tax.**
---
# :brain: The Misdiagnosis
Syntax sugar is not overhead.
Compile-time transformations that erase into clean bytecode are not overhead.
If it compiles down efficiently, it’s leverage.
The problem begins when abstraction refuses to disappear.
When it survives into runtime.
When it injects weight.
When it adds indirection.
That weight is runtime tax.
Cut ze fluff, eat ze bug :raised\_fist:
---
# :microscope: What Runtime Tax Looks Like
Runtime tax manifests as:
- Indirection layers
- Wrapper scaffolding
- Defensive runtime checks
- Inflated instruction counts
- Additional allocations
- Helper machinery that survives execution
Not because your system required it.
Because tooling injected it.
That is not abstraction.
That is overhead without consent.
Noise is inferior. :high\_voltage:
---
# :balance\_scale: Compile-Time Allies vs Runtime Burden
There is a critical distinction:
- Compile-time abstraction :puzzle\_piece:
- Runtime persistence :mouse\_trap:
If it erases into direct execution, it is an ally.
If it survives and adds layers, you are paying tax.
And too often?
You pay runtime tax
to compensate
for runtime tax.
Wrapper fighting wrapper.
Layer fighting layer.
Entropy rising. :tornado:
Optimization is law. :hammer\_and\_wrench:
---
# :brain: The Real Standard
The correct question was never:
“Is this abstract?”
The correct questions are:
- What does this compile into?
- What bytecode is emitted?
- How many instructions are executed?
- What measurable cost exists?
If you cannot answer that, you are optimizing vibes.
Vibes are poison.
Logic is superior. :fire:
---
# :rocket: Conclusion
Stop blaming abstraction.
Start auditing runtime cost.
Abstractions that disappear are power. :high\_voltage:
Abstractions that persist are tax.
Redundancy is treason. :red\_triangle\_pointed\_up:
Stagnation is death. Motion is truth. :milky\_way:
Cut the fluff.
Measure the cost.
Optimize for inevitability.
TNLO does not fear abstraction.
TNLO eliminates runtime tax.
---
**patopro77** (post #2):
i optimized so much i switched to c shart
---
**Puffyluigi123** (post #4):
I’m going to miss browsing Lounge after it gets archived
---
**12345koip** (post #5):

what happened to no unneccessary abstractions
so abstractions *are* the enemy… sometimes?
---
**megasuperalfonato** (post #6):
:white\_check\_mark: “Don’t fall into the OOP and metatable trap, join the New Luau Order and Real Developers Nation now, or else your knowledge will have a gigantic gap” ~ megasuperalfonato
:white\_check\_mark: “Optimisation never in moderation, optimisation always at the highest level of culmination” ~ megasuperalfonato
:white\_check\_mark: “I don’t care if the code looks better, I only care if it’s a high speed trendsetter” ~ megasuperalfonato
:vulcan\_salute: “Mistakes are the fuel for a mind made stronger, we don’t need validation to last a bit longer” ~ megasuperalfonato
:vulcan\_salute: “No stagnation, no nostalgia, no stop for rest, just one more step toward the ultimate success” ~ megasuperalfonato
:vulcan\_salute: “Don’t call every update ‘the end’ or a disaster, Real Developers adapt and become the new master, while the nostalgic cry for a system that’s slower, we build on the new and pull the power lever lower” ~ megasuperalfonato
Yes, in fact, the RDN most powerful sub-division are the Yellow Programmers, which are builders and programmers.
Incorrect. Better:
Work on a game :white\_check\_mark: :white\_check\_mark: :white\_check\_mark:
Post tuff lounge category post :white\_check\_mark::white\_check\_mark::white\_check\_mark:
---
**hellie_jellie** (post #7):
does the RDN accept builders
---
**fredtheprank2335** (post #8):
huge news for the semi-employed
---
**kshgvnzhhkgalt5** (post #9):
glory to ze new luau order :fire:
---
**Carbonated_Cat** (post #10):
I bet roblox will delete these archives too, like how they’re deleting the group wall archives at “end of march”
---
**1iyq** (post #11):
i like candy
---
**Negativize** (post #12):
Can you optimize my function
```lua
function isPrime(x: number): boolean
return false
end
```
---
**Carbonated_Cat** (post #13):
Sure
```lua
function isPrime(x: boolean): number
return false
end
```
---
**scooter_user** (post #14):
yes yarik i agree with you
everyone like this reply now
---
**GoOutsideTwin** (post #15):
no
---
**Carbonated_Cat** (post #16):
i cant even find the like button, the post goes on too long
---
**spookwallyjungle** (post #17):
Are you nuts?, most abstraction cost comes from dynamic dispatch and table lookups, not from the existence of abstractions themselves. You cannot rely on compile-time erasure because the language runtime is dynamic, are we really going about premature micro-optimization again?
---
**patopro77** (post #18):
are we deadass?? :sob: why did you delete the topic
---
**spookwallyjungle** (post #19):
Don’t worry, i am cooking, This will finally put an end to every debate
---
**patopro77** (post #20):
tell me when you post it so i can spam memes | 1,463 | 646a29e82b6dc11f8fbe5c2d2dbee23c0580334f4b23f6acdb8f1f235dcb98a4 | |
https://devforum.roblox.com/t/4018655 | 4,018,655 | Roblox Development in 2025 is so miserable | Development Discussion | 8 | null | [
"roblox",
"algorithm"
] | 936 | 49 | 2025-10-21T14:22:17.419Z | 2026-03-29T20:01:33.041197+00:00 | # Roblox Development in 2025 is so miserable
**Category:** Development Discussion
**Tags:** roblox, algorithm
**Views:** 936 **Replies:** 49
---
**Maxocado_Avocado** (post #1):
^ Game with 5K CCU. No shame on the developers, money is money, but yeah the video speaks for itself.
I have the resources to make games like the video above, and I have money to sponsor them too.. but I cannot bring myself to do it. A few years ago it was still bearable, but it feels like the standard on the front page keeps getting worse?
And the worst part is that the algorithm actively pushes games like this which maximize the living hell out of every single metric. It’s so tiring.
---
**EzraPalo** (post #2):
I am disappointed in Roblox, but on the other hand, WE’VE HEARD THIS COMPLAINT LIKE 500 TIMES, and they are popular for a good reason, whether that be good or not.
---
**i_dunno8p** (post #3):
Dude what in the actual frick is that music oh my goodness-
And yeah, no kidding it’s miserable. But if you want to make money, you have to fall victim to the dark side.
---
**Crazedbrick1** (post #4):
I genuinely thought games like that were a meme and didn’t exist. :wilted\_flower:
---
**mosquitowo** (post #5):
Thanks for the weekend project idea.
---
**FastMagpie277** (post #6):
“I’ve won, but at what cost?”
– Roblox Developers
---
**Kostiskat** (post #7):
maybe web development isnt that bad after all
---
**LumoseerGaming** (post #8):
Roblox in 2025 is trash.
---
**TimeFrenzied** (post #9):
if you dont you shouldnt even be on this forum honestly
---
**EzraPalo** (post #10):
3rd time bro :sob:
HELP ME THIS GUY
---
**kanapuro** (post #11):
well, people are miserable. roblox has its flaws but if youre surrounded with the right people you can build a nice community and work on a game out of passion rather than the pursuit of money.
---
**ScrollFrameRotation** (post #12):
if i see another rant about cashgrabs im gonna kill somebody
---
**FastMagpie277** (post #13):
I might just make a game like this just so I can put a jumpscare at the end.
---
**Maxocado_Avocado** (post #14):
Yeah of course, I meant more in the sense of hiring people to quickly mass produce games like these, and then spamming sponsors to get it into the algorithm. But in the terms of the gameplay itself I think a 10 year old would be able to do that lol
---
**SpeedySanikJr** (post #15):
wdym dawg, it’s tuff
*BRRRRR BRRRRR PATAPIM :fire::fire:*
*TRALALELO TRALALA :musical\_note::musical\_note:*
*BRRRRR BRRRRR PATAPIM :smiling\_face\_with\_sunglasses::smiling\_face\_with\_sunglasses:*
*TRALALELO TRALALA :fire::fire:*
*CAPPUCCINO ASSASSINO :musical\_note::musical\_note:*
*LIRILÌ LARILÀ :smiling\_face\_with\_sunglasses::smiling\_face\_with\_sunglasses:*
---
**Visuile** (post #16):
Consider the following:
^ You WILL need to exploit children in order to win.
<https://devforum.roblox.com/t/r%C5%8Dblox-engine-degradation-2021e-vs-2025m-differences-primarily-performance/3969950/67>
^ The platform is actively degrading especially in terms of performance and overall quality
^ Even if you do make these exploitative games, you can’t expect it to instantly get popular
^ The sponsorship system doesn’t work. Don’t waste your money on trying to make your passion game get big
If you’re still regularly playing on Roblox, you just have shit taste in games.
You quite literally do have a better chance at getting somewhere by just making Minecraft mods. Java is easier to get a hang of if you know Lua already.
---
**LumoseerGaming** (post #17):
MY MAN. Leave Roblox to rot.
---
**Visuile** (post #18):
Already have. I’ve been back using my original Windows 7 setup for months and it feels good to use again. I’m not going to let a silly place like this force me to use an inferior OS that takes 30 seconds to open up the File Explorer on my working 15 year old hardware because they can’t help but use garbage programming languages. They need to learn how to code.
I work with a team of like-minded individuals on maintaining a website ([cy-x.net](http://cy-x.net)), making intricate Minecraft mods, Godot projects and working to abandon the Modern Internet in favor for more lightweight and superior alternatives. The fact that Roblox is so centralized on Discord rather than alternatives like IRC/XMPP/Mumble is astounding. It only helps further their downfall as the majority of Roblox pedophiles use Discord as the entrypoint for sexual misconduct.
---
**Clxzed** (post #19):
I understand the Godot guy now :wilted\_flower:
---
**ys3741** (post #20):
Gimme link NOW
---
**MikeartsRBLX** (post #21):
this site and its developers provide alot of resources for the beginner developers so that doesn’t make sense lol
---
**Herbz_Dev2106** (post #22):
Don’t worry, there’s enough slop for everyone to share here in Roblox 2025. :upside\_down\_face:
---
**i_dunno8p** (post #23):
Consider this: reset avatar.
---
**BlackCrisisDrone** (post #24):
I hope those alternatives are maintained by some competent people and not a bunch of vindictive teenagers. Every time I’ve seen some kind of “alternative tech” project, it’s always spearheaded by teenagers who engage in in-fighting and end up sabotaging the whole project to get at each other. All of those “old roblox revivals” come to mind.
---
**Z_1ndex** (post #25):
I please explain, who is the Godot guy?
---
**budmomo** (post #26):
Put time, sweat and passion into game only to get MAYBE 20 visits in a year OR spam brainrot and be the most played game on roblox in a week? I hate being alive.
---
**1kaelen1** (post #27):
bro can u pls link the game pls it looks fun
6x7=41
---
**That1guy1201** (post #29):
Honestly, it’s just another trend.
Like skibidi toilets. Those little toilet guys were popular, say a year or two. Can’t rally remember considering I wasn’t actively in the community.
Anyways, when it was still a trend, games like toilet TD was at hundreds of thousands of players. I decided to see what it had now in terms of CCU, around 2K.
Not nearly at its peak, all because a trend died. So becoming a low life developer will get you popular, but it won’t last unless you know how to make another game that will actually last, or start a new trend.
Yeah so like by next April we’ll all be complaining about some new brainrot thing that iPad kids are in love with.
Edit: honestly this isn’t even Roblox’s fault at this point, the majority of players are 5-9 year old iPad kids that’ll play anything that has a brainrotting factor in it. They’ll play for like 10-20 mins, get bored, leave, come back the next day, play another session, buy smth, leave again.
Roblox boosts these games due to good retention, playtime, and robux per user.
All because iPad kids are the majority of players. And because Roblox needs money.
---
**patopro77** (post #30):
Italian brainrot ruined Roblox when it was already ruined
---
**BlackCrisisDrone** (post #31):
How do you deal with the gaping holes in security? Moving back to an archaic OS always interested me, but the lack of security is a whole lot more to deal with than just not downloading weird files.
---
**exstrxct** (post #32):
It’s a unfortunate reality. And there’s not much we can do about it. Best hope that the algorithm improves and actually gets better
---
**Visuile** (post #33):
Windows 11 is as insecure as Windows XP SP2 if you don’t know how to use a computer.
Windows as an operating system is insecure regardless of whether or not you get your “security updates”. I have had no issues thus far and all of the crying on “Soycial” media comes from tech illiterates who got their first computer in 2020.
---
**DarkMatterMU** (post #34):
Let’s look at statistics, shall we?
Top 1 - 2’100 K | Top 10 - 182 K [Top 10 is 0.0867x of Top 1]
[Top 10 is 0.132x of Top 50]
Top 50 - 24.2 K | Top 100 - 11.2 K [Top 50 is 0.46x of Top 100]
(Game not in Picture, Grand Piece Online 11.2 K)
Top 150 - 6.4K / Top 250 - 3.7 K [Sources - ]
Reference - Top 250 = (250/45’000’000) = 0.00056%
Only for 3.5k CCU Average which IS very likely dropped below 500 after 3+ months unless the game had solid update & community & YouTubers. So do expect a cap of 10K USD return (after tax & commission & pays to your staffs/devs/YouTubers) out of Top 250 game (Out of 45+ millions Games) for a Year.
You are running Top 250th Spot in entire Roblox Platform just for below minimum wage after game died out, and let’s not say your account got “locked-out” too…
People don’t get how massive this pyramid is.
---
**retrotrooper7** (post #35):
These games have always existed on this platform. For instance, when I was younger, there were those “IPHONE 6 OBBY” or “Cart Ride to Minion” slop games that’d get tons of players and always end up on the front page. The same thing here is happening. Nothing changed.
If your trying to make something special or extremely professional, DO NOT make it on Roblox. Roblox says they’re not a ‘kids game’ but they really are considering most of the users on the platform are children and tweens. Your only jeopardizing your own success.
---
**Fe_ct** (post #36):
yeah they should push games with terrible stats instead, that would be a good business decision for them
---
**Maxocado_Avocado** (post #37):
Your reply reminds me of the phrase “Perfect is the enemy of good.”
Nobody’s saying Roblox should promote games with *terrible* stats, but there’s a balance to be found.
A game can have strong engagement and community value without being in the top percentile for monetization, and those are still worth recommending. Lifetime value matters.
If the algorithm only rewards aggressive profitability and complete clickbait, those players will quit later on believing that there’s nothing genuinely worthwhile on the platform.
---
**DarkMatterMU** (post #38):
Actually this is a real good pointer, Roblox honestly has no nostalgic values at all.
Roblox’s great and expand its platform to global market of a certain age-group, but in doing so Roblox has completely entrapped itself to that age-group.
Other big companies or even Platforms can capture other age-group consumers, Meta/Microsoft/Apple/Google/etc
You can see very young to elderly use FaceBook/Social, you can see young-elderly buy and use Apple iPads or such. But you can’t see elderly play Roblox, you can’t see working-age-workers actually pay or SPEND $$$ into Roblox.
Roblox completely failed in this regard, by being super effective in monopoly on certain age-group and trend-group, Roblox now completely can’t expand any further, it’s a platform for just kids.
After 5+ years?
Those kids grow up and forget about Roblox, unlike Brands where people grow up & become loyal to Brands, these kids don’t stay loyal to Roblox except VERY tiny % who just happen to be lucky enough & have income in Roblox.
Roblox can’t sell ads **Because** it’s full of kids who have no disposable income, nor they will really remember a meme random game they played for fun only.
Some country-ban going on around too…
---
**Maxocado_Avocado** (post #39):
Agreed. Roblox keeps pushing the “for all ages” narrative in their PR and events like RDC, talking about things like dating, virtual meetings, work and collaboration.
But what’s the point if the algorithm still prioritizes short-lived, clickbait cashgrabs aimed at kids? That completely undermines the idea of aging up the platform.
Players who grow up with these kinds of games won’t develop long-term loyalty and will simply move on, giving them little lifetime value. Which kind of contradicts the whole goal of building this “all-ages” ecosystem that captures all age groups such as YouTube or Instagram
---
**Yarik_superpro** (post #40):
Damn, bro, I’m sorry that your passion project flopped; that sucks.
I’m going to post devlogs, spam brainrot YT shorts, and maybe add optional “encrapification” toggles for people who have a lack of Cognitive thinking™ in my game.
Therefore, making a game for sentient human beings and little Timmy to act as bots for easy kill and loot farm (a very secret development from Roblox named Timmy AI).
---
**20Matias12** (post #41):
if im being 100% honest there isnt any demand for high quality games at this moment, like in 2019 i’d say the demand for high quality games was at its high but its significantly dropped due to these short fun time passing games
---
**20Matias12** (post #42):
your 100% right
I dont understand how roblox can genuinely run atp with the cash they earn, investors are giving less with every update.
Roblox’s buisness model is heavily flawed if you TRUELY think about it though, like how do you give almost 5 billion users free games without charge? You gotta store data somewhere, and the free games have costs attached to them Roblox pays.
---
**DarkMatterMU** (post #44):
Hilarious, Roblox Top 1 - 10 Games are these now.
Roblox real loves not listening anyone at all.
---
**UR_localBETA** (post #45):
I play 2 of those….
---
**BlackCrisisDrone** (post #46):
I’m going to be honest, I think you might be too young to be here. I’ve read through your post history, and it’s all spam with barely anything to do with the topics at hand.
---
**UR_localBETA** (post #47):
dude I make clothes what’d ya expect me to do share my designs
nah I’m good
and also I’m literally 14 lmao
and also that me and u didn’t read all of it
or get some of the context
---
**VestinianOnline** (post #48):
Dude this is the blind leading the blind, your game just wasn’t enjoyable for enough people, stop blindly discouraging people. & Telling people they have shit taste in games → and then forwarding them to minecraft is hilarious, coming from someone who literally was a minecraft builder, datapack maker & worked with marketplace teams & youtubers.
---
**VestinianOnline** (post #49):
Name a time where you always liked the top 10 games and explain what’s different now? You simply have always liked niche games, the top 10 was never that different from this
---
**asqsds36** (post #50):
Bro, stop flooding forum with your minecraft ad. And your game isnt enjoyable
---
**Visuile** (post #51):
i can do more in minecraft than i could in modern roblox especially since minecraft doesn’t need more than 64 megabytes of ran to run on my machine | 3,636 | 91aa107743d0352ab46acda2bfe2f25a6d861d7020fd39aaa1f05c8bee064fdc | |
https://devforum.roblox.com/t/4379614 | 4,379,614 | A property allowing the game to render models regardless of Graphics Quality | Development Discussion | 8 | null | [
"building",
"feature-request"
] | 110 | 12 | 2026-02-15T19:20:54.014Z | 2026-03-29T20:00:35.127318+00:00 | # A property allowing the game to render models regardless of Graphics Quality
**Category:** Development Discussion
**Tags:** building, feature-request
**Views:** 110 **Replies:** 12
---
**kater3ds** (post #1):
Add a property to models that allows them to always render, regardless of the player’s selected graphics quality.
I think this would be of great use if the game relies on assets that are fare away to portray necessary information or general design.
Of course overusing this property wouldn’t be a great idea, but it’d be great for smaller, more important assets that always have to be rendered.
Let me know what you think of this.
---
**Carbonated_Cat** (post #2):
Staff probably won’t see this if it’s in lounge, these is our dedicated trolling grounds
You should post this again in the blue Feedback category
I would also like this feature
---
**patopro77** (post #3):
due to their imaginary limited engine they cant add this feature sadly
---
**realmile** (post #4):
If you are referring to `StreamingEnabled` you can make models always be loaded with `ModelStreamingMode` set to `Persistent`:
---
**xenstence** (post #5):
That’s not true, models still don’t render at minimum graphics.
---
**kater3ds** (post #6):
Which category are you referring to?
---
**Carbonated_Cat** (post #7):
either one of these two would maybe possibly get seen by a roblox staff who might possibly get roblox to do it
---
**m2pld9qr5s_jxv** (post #8):
me and the roblox devs said this is a super good feature so basically no
---
**Carbonated_Cat** (post #9):
darn
---
**megasuperalfonato** (post #10):
due to their “oh no this platform is fileld with kids they won’t understand” or their “oh it will have problems in mobile” or their “oh so the engine is magically limited and it won’t get added”
it will probably not be added and in the lounge staff don’t really see it
---
**Initiual** (post #11):
I’m going to incorporate this into a devforum post focused on a new rendering system similar to streaming enabled
---
**kater3ds** (post #12):
Let me know when you finish this please. | 515 | dfd2681fd3b11f40d4aa9685a310f843711b9c06edcee6d23f0e062d01223044 | |
https://devforum.roblox.com/t/4376715 | 4,376,715 | Roblox, this is ridiculous | Development Discussion | 8 | null | [] | 462 | 32 | 2026-02-15T09:19:52.703Z | 2026-03-29T20:00:36.220197+00:00 | # Roblox, this is ridiculous
**Category:** Development Discussion
**Views:** 462 **Replies:** 32
---
**Fan_Len4ika1Tvink123** (post #1):
hi guys.
i’ve transferred my game to a group for easier managment and development. but guess what?
when i’ve accepted the transfer request, it said that my game can’t be public. i’ve clicked on learn more hoping that i need just to wait some time before doing something after transferring:

but my face turned into a shock after seeing what roblox have just made.
just before i’ll show you it, powering imagination is their trademark. free online building toy. well, here what i’ve just saw and my face turned into a horror as i read the requirements.
yes. you need to SHOW ROBLOX YOUR FUCKING ID.
and if that isn’t bad, YOU NEED TO BUY SOMETHING. THIS IS AN ALTERNATIVE TO SAYING THAT PUBLISHING GAMES IS PAID.
and now i’m stuck with this bullshit and i can’t even transfer the game to myself again because you can only transfer to groups … and i don’t wanna waste 100 robux to create a new group but with my main.
roblox, revert this bullshit asap. i guess you love seeing red and low stock
---
**Takiod0** (post #3):
“IT’S **‘FREE!’**”
-Roblox, July 19 2011
---
**realnameesrgertherth** (post #4):
this is bullshit, 2026 not a year to be making stuff on roblox
---
**Wheatly199** (post #5):
it’s been a thing for a little while now and now you can either choose behind trusting big data or jumping to a different platform for development
or you can buy something but like idk this ain’t enough for a mass exodus it’s your choice
---
**Aslamhdg** (post #6):
they wont revert anything they just love doing that stock lower and lower and getting hated more by their players
---
**CcXxiiHuman_C4t** (post #7):
Could’ve been easily solved by having one of the requirements be “Account History” that grants you access to the feature automatically… Just like YouTube
But no, apparently the algorithms are good enough to detect your age range but not to determine if you should be able to publish.
---
**megasuperalfonato** (post #8):
Yes, now you need to waste some money to publish games, looks like you have not seen announcements in a long time
I agree this may be annoying
But you can just get access just buying a small pack of 80 Robux
Platforms like Steam need payment too
This update was the best out of all the age checks update though
---
**TNolan01** (post #9):
do you have to do the gift card now? Cuz I may have one on me
---
**Fe_ct** (post #10):
not being able to afford a one-time 50 cent publishing fee is a you problem
---
**Foxstream52** (post #11):
Roblox isnt wholesome anymore :frowning:
---
**Fan_Len4ika1Tvink123** (post #12):
do you know people have different families and situations
---
**mosquitowo** (post #13):
Or yknow, it could be to stop the mass uploading of condo games? Just food for thought.
---
**VerifyOrBeQuiet** (post #14):
I agree this is fucked, you can at least still do the needful and redeem a gift card if you don’t want to give your credit card info to Roblox, sadly this still involves giving them money.
---
**Fan_Len4ika1Tvink123** (post #15):
if they cared about condo games they would’ve get better moderation, especially after condo makers found a way to bypass roblox moderation completely by making a hidden place in the universe which doesn’t let you report in game
---
**Weatherman109** (post #16):
[Sadly, this statement is false](https://devforum.roblox.com/t/charts-flooded-with-datingcondo-games/4247511)
---
**mosquitowo** (post #17):
You obviously don’t know what you are talking about. The games you sent are all just “sus” clickbait games. Condos were using bots to immediately reupload the places after getting taken down. Forcing them to spend money makes it impractical for them to keep mass uploading these games and we have seen a massive drop in condos on the platform.
Based on the title of your thread, I genuinely believe you don’t know what a condo actually is. Be thankful for that.
---
**mosquitowo** (post #18):
This change was made specifically to target condo bots and has largely been effective. I’m pretty sure changes were also made to moderation after the update which addresses this issue.
---
**SickTrading** (post #19):
This is a good update? no more inappropriate games as its much harder (they have to spend real money or use ID)
You can still make games just not have them published.
Everyone complains about IDs so i see this as a positive.
My guy its not THIS serious your acting like roblox bombed your house or something christ
---
**Fan_Len4ika1Tvink123** (post #20):
okay because some people think this is a good idea:
> be a random player
> you want to earn robux
> you asked for your parents but they didn’t allow buying robux
> you wait in pls donate
> no donations
> you found out how to make games
> you learn how to code
> you made a full game
> you are trying to publish
> you can’t, because of the update
> verdict: you are left with nothing but a game
---
**Fan_Len4ika1Tvink123** (post #21):
and overall people that are concerned about safety issues.
---
**mosquitowo** (post #23):
Perfectly fine by me. Not everyone should be entitled to success.
---
**fredtheprank2335** (post #24):
just spend like 2 dollars bro its not that deep :sob: you literally get FREE servers with shitty but free moderation with a free built in engine.
---
**Tutterey** (post #26):
dude just buy like a dollar worth of robux, would you rather this, or millions of condo games. If you are serious enough to publish a roblox game then you should be ready to spend at least a dollar to publish it, and you can spend the robux to advertise the game.
---
**kshgvnzhhkgalt5** (post #27):
gng this has been here for likely a month or two
---
**Tutterey** (post #28):
the game would go nowhere anyways because you need robux to advertise it, and if you are primarily doing it for the money then you obviously dont deserve to succeed
---
**Tutterey** (post #29):
and free storage to store all of your games
---
**mosquitowo** (post #30):
Yeah, and that is exactly why I’m 99% sure you have no idea what a condo game is.
If you don’t know what you are talking about, you don’t need to double down. That’s not how condo games work. “sus” games are just normal games that clickbait people in using suggestive language and thumbnails. Condos are not the same thing.
Like I said earlier, be glad you don’t know what a condo game actually is because it is so much worse than whatever you are thinking.
---
**Weatherman109** (post #33):
Well I can’t force you to do the simple task of reading, but that doesn’t give you the right to tell me whether I read your post or not or whether I know what a condo game is. Cannot believe the immaturity you’re showing right now. I will be utilizing the block button at this time.
---
**mosquitowo** (post #34):
I’m not reading it because you are discussing something completely off-topic which has nothing to do with what my post is about. Sus games and condo games aren’t even remotely the same thing.
Go ahead.
---
**Fe_ct** (post #35):
You likely spend much more than 50 cents in electricity every day. Let’s not pretend 50 cents is unaffordable
---
**1iyq** (post #36):
They mean that some people do not have financial independence and can’t make purchases of any amount (even one of 50 cents), such as kids
---
**builderwaci** (post #37):
you can still do one or the other, buying something isn’t that bad of a requirement
it’d be much worse if you were forced to send ids as your only option, i think you’re just finding new ways to complain here ESPECIALLY since studio did have a giant condo problem
---
**Azrellie** (post #38):
I agree. Switch to a real engine like Unity or Godot (or Unreal if your feeling confident). | 1,978 | cedef185343a342d9f25bc13786c3cc392318645b63bf7129d8996eb67fa12a3 | |
https://devforum.roblox.com/t/4473738 | 4,473,738 | Logic Overlordship over DevForum (LOD) — Future of programming | Development Discussion | 8 | null | [
"scripting",
"optimization",
"code",
"efficiency",
"futuristic"
] | 103 | 13 | 2026-03-05T18:40:20.613Z | 2026-03-29T20:00:29.451370+00:00 | # Logic Overlordship over DevForum (LOD) — Future of programming
**Category:** Development Discussion
**Tags:** scripting, optimization, code, efficiency, futuristic
**Views:** 103 **Replies:** 13
---
**Yarik_superpro** (post #1):
## :brain::gear: Logic Overlordship over DevForum (LOD)
**Purpose**
Encourage a development culture that prioritizes measurable efficiency, clear architecture, and systems that respect runtime cost.
Modern tooling and abstractions are powerful, but they should never obscure the fundamental question:
**What does this cost at runtime?**
The next generation of software engineering will not be defined by how many layers we can stack — but by how well our systems **translate intent into efficient execution**.
This is the direction modern programming is inevitably moving toward.
---
### Core Doctrine
:gear: **Optimization is inevitable.**
Performance problems do not disappear — they accumulate.
:brain: **Logic outranks vibes.**
Architectural decisions should be based on reasoning and measurement, not trends.
:chart\_decreasing: **Runtime cost matters.**
Every layer added to a system carries weight.
:hammer\_and\_wrench: **Abstractions must justify themselves.**
If a layer improves clarity, safety, or compile-time guarantees, it earns its place.
:magnifying\_glass\_tilted\_left: **Benchmarks > assumptions.**
Measurement should guide architecture.
---
### Operational Principles
- *Cut the fluff. Fix the bug.* :raised\_fist:
- If the compiler can remove the layer, great. If not, measure it.
- Every abstraction should have a reason to exist at runtime.
- Clear systems outperform clever systems over time.
---
### The Direction of Modern Programming
Across the industry, a consistent pattern is emerging:
Developers increasingly value systems that:
- Minimize runtime overhead
- Push complexity into compile-time where possible
- Produce predictable, inspectable output
- Scale without hidden performance cliffs
In other words:
**The future of programming is not fewer abstractions — it is better ones.**
Abstractions that:
- clarify intent
- reduce human error
- and **disappear when execution begins**
---
### A Note on Paradigms
> This is not an argument against FP, ECS, OOP, or any other paradigm.
Paradigms are **tools**.
But tools should still be evaluated with profiling, benchmarking, and practical results. If a design holds up under measurement, it’s doing its job.
If it introduces unnecessary runtime cost, it may be worth reconsidering the approach.
---
### The Standard Moving Forward
Optimization is not about purity.
It’s about **building systems that scale, remain understandable, and respect the machine they run on.**
Efficiency is not the enemy of abstraction.
It’s the **standard abstractions should live up to.**
In the long run, development ecosystems naturally converge toward designs that are:
- measurable
- predictable
- and efficient by default.
**That trajectory is already visible across modern tooling and language design.**
<https://github.com/YarikSuperpro/FreeSVG/blob/main/LOD.svg>
---
**patopro77** (post #2):

---
**TheDominusking67** (post #3):
the new luau order -1.0
charliecharliecharlimit
---
**paidkeybor_alt** (post #4):
TNLØ VILL RISE!
---
**Yarik_superpro** (post #6):
Its just a burning bloatware — Optimization is inevitable
---
**TNolan01** (post #9):

---
**megasuperalfonato** (post #11):
:radioactive: ALERT. :radioactive:
:vulcan\_salute: The Real Developers Nation has found a giant treasure:
:+1: Location: Roblox Official Developer Forum
:white\_check\_mark: Location Sub-Details: [Lounge > Creating on Roblox](/c/lounge/creating-on-roblox/8), ID : 4473738
:red\_question\_mark: Name or Title: Logic Overlordship over DevForum (LOD) — Future of programming
:gem\_stone: Treasure Rating: GEM/10
:vulcan\_salute: Additional Information:
:gem\_stone: Real Developers Nation has started the Special Containment Procedures so this treasure never gets destroyed.
:vulcan\_salute: Thanks for your attention!
---
**SodaFromBrazil** (post #12):
guess what my first non roblox game is
---
**MikeartsRBLX** (post #13):
when are we gonna have non AI slop posts :pensive\_face:
---
**Carbonated_Cat** (post #14):
I have made countless but they all get flagged and taken down practically immediately | 1,106 | 27d55fe4f5e9ef996fc017e0a5b6370affc80b95f6fc63d5319a3f12c3d30fee | |
https://devforum.roblox.com/t/4465485 | 4,465,485 | Single-Script OR Multi-Script architecture, what YOU Choose? | Development Discussion | 8 | null | [] | 368 | 29 | 2026-03-03T11:54:11.102Z | 2026-03-29T20:00:30.821991+00:00 | # Single-Script OR Multi-Script architecture, what YOU Choose?
**Category:** Development Discussion
**Views:** 368 **Replies:** 29
---
**PELMEN4IK125** (post #1):
This is kinda a holy war. Some people choose Single-Script, Other people choose Multi-Script.
WHAT YOU USE?
- Single-Script
- Multi-Script
- IDK
0
voters
So my choose is maybe a *Multi-Script*
*Note*: Keep in mind that Single-Script uses a module loader.
[@Yarik\_superpro](/u/yarik_superpro) your choose?
> Im not a yarik def plis dont hate me :sad\_but\_relieved\_face:
---
**megasuperalfonato** (post #2):
I use Mixed single and multi scripts
---
**Yarik_superpro** (post #3):
It depends.
Single script if the game is simple and doesn’t have content that gets loaded in runtime
Multi-script if the game is dynamic and has content being downloaded at runtime (e.g., events or such).
---
**poopgamer36522** (post #4):
I have a sort of a hybrid type system, everything that’s gonna be reused should be a module, there’s a central client and central server script. But every more advanced system that is kinda disconnected has its own script as well. Some things like small and barely used tools as well.
---
**PELMEN4IK125** (post #5):
Okay, So what you think about Single-Script with *module loaders*?
---
**5haggyyy** (post #6):
Hybrid. It’s much better.
---
**Mini15_pro1234** (post #7):
I stopped scripting a while ago, but when I did I used Single or Hybrid
---
**Carbonated_Cat** (post #8):
It depends, if I use roblox studio then its one of the options provided, but if I dont use roblox studio then its none of the above
---
**Yarik_superpro** (post #9):
Module loaders are a joke; just have separate scripts and don’t waste time.
What the hell is the point of a module script if it doesn’t return anything?
Just a regular script
---
**syyIvi** (post #10):
i like having a clear starting point for my entire program and explicitly dictating the order in which certain components execute
and i’m also just used to single script due to other programming languages following this same idea
---
**Microwave_Toothpaste** (post #11):
The only time I `return nil` from a module script is when it stores types that get shared across multiple files, so I definitely agree with that statement
---
**jonbyte** (post #12):
It’s better to classify these as “single entry” (SEA) and “multi entry” architecture (a module is still a script). The concept of entry implies what is ran automatically when the game is loading or after loading. In my opinion, single entry architecture is superior in regards to organization and easier modeling of how the logic should flow. Multi entry architecture can still implement modules but organization gets a bit more messy from my experience; it is less trivial to reason about what is running at some time and why.
Choosing multi entry architecture may be fine for prototyping or systems that aren’t much related to each other. For all my projects I choose single entry to avoid headaches in the future.
---
**PELMEN4IK125** (post #13):
then I can say that the Multi-Script architecture integrates much better with Parallel luau, which is a huge advantage
---
**jonbyte** (post #14):
I was going to mention that but decided it was a bit irrelevant. Multi entry with parallel systems is required in any case because it operates under a different VM. This isn’t really a point against single entry; the entry is per VM.
---
**Yarik_superpro** (post #15):
This is quite literally misuse of modulescript by defenition through
---
**TimeFrenzied** (post #16):
I prefer SSA as it’s extremely easy to organize things but at the same time it absolutely kills you if you intend to use parallel.
If you intend to use parallel, you’ll have to go hybrid somewhat.
---
**TimeFrenzied** (post #17):
SSA with modules allows for easier communication between scripts, I didn’t fact check, but I’ve heard require is also faster than BindableEvents
---
**Yarik_superpro** (post #18):
They are NOT meant for “events”, they are meant for cross VM communication
Stop ignoring it.
---
**index_self** (post #19):
What I find funny about the whole single-multi architecture dichotomy is that it’s really just a Roblox-specific issue.
Most other game engines expect programming to consist of scattered scripts backed by a monolithic core, where the backend handles all the realtime stuff like input management and movement, while individual scripts deal with asynchronous stuff like interface changes and cutscenes.
This distinction doesn’t exist on Roblox because programming can only be done through separate scripts that aren’t really designed to communicate with each other, so when developers want to make realtime stuff like custom character movement tied to environment triggers and et cetera, organization runs up the wall.
By bunching all programming into a single script with module loaders or whatever, you can get some semblance to a monolithic core, but the technology is still fundamentally designed under that ‘scattered scripts’ mindset.
---
**patopro77** (post #20):
the way i use scripts is kinda weird, example for a platformer game v
1 script for character controller, 1 for camera
1 for level loading and saving/encoding and decoding
1 script for each active object / enemy
etc
---
**index_self** (post #21):
This is part of the reason why I hate the actor system so much. Granted, anything parallelized is going to be conducive to multi-entry, but it’s such a pain (not to mention type-unsafe) to coordinate realtime stuff between different scripts like this.
---
**paidkeybor** (post #22):
when i come back to this, i feel like a dumbass, and i had an A in 3 geometry classes
---
**Carbonated_Cat** (post #23):
i used to have 1 script for each object and enemy but then i learned how to script
---
**PELMEN4IK125** (post #25):
Bruh rlly forget about EDA :rofl:
(Char char char)
---
**Clinkety** (post #26):
The more complex your game becomes, the more obvious it is that the answer is Single Script Architecture (SSA). Out of all types of software, it is actually most true for video games, as they have to deal with global state and complex interactions between systems that don’t exist nearly as much as in standard web or app development.
A video game is essentially a really big state machine running at 60 frames per second. When you use a Multi Script Architecture (MSA), you are breaking up the state machine and making it more difficult and messier for these parts to work with each other. Inevitably, you will start to introduce bugs due to this.
The problem, however, is that very few developers actually take advantage of SSA. In most cases, it is barely any better than using multiple entries. For this reason, I don’t fault people for using MSA at all. If your ‘single script’ is just a list of manual `require()` calls or uses a dumb loader, you’ve essentially just built MSA in disguise but with extra steps. The only benefit, really, is that it is a little easier to communicate with other parts of the codebase.
SSA would be vastly superior if you have a way to orchestrate your codebase. An actually useful SSA isn’t about having one script but about knowing what runs, and in what order, every single frame. It’s about having a deterministic pipeline that eliminates unpredictable load orders, race conditions, and scattered event connections.
If you want a proper SSA architecture, you can set this all up manually or use this [Bootstrapper](https://devforum.roblox.com/t/bootstrapper-100-deterministic-pipeline-agnostic-module-loader-scheduler/4543851) module. With it, you can build a simple pipeline, creating a deterministic flow in your entire codebase.
I hope this helps people!
---
**maxim01689** (post #27):
That’s very true, it’s quite difficult to maintain MSA with respecting behavior you desire, it pretty much bottleneck freedom to code and turns into spaghetti monster once you constantly re-code them.
I’m using MSA for very simple code that doesn’t affect main states of game, but otherwise having 4K lines of code for main script which i know what order the crucial parts of game runs first for no bugs.
---
**Ilucere** (post #28):
as what they said above. for me, msa has been dumb from the get-go. figured this out during my 1st year of programming and im glad i did. no control, no scalability, no organization, and race conditions.
---
**TheTeslaModelXFan** (post #29):
>be me
>get hired for legacyflight
>have to rewrite a 1000+ line script to work with new planekit
---
**NyrionDev** (post #30):
Whatever looks better and makes more sense when I’m trying to read or edit it. I don’t like making small scripts, I don’t like making huge scripts either. Usually I avoid repeating scripts tho, for example if my game has a kill brick, I will have a single script managing all the kill bricks, not a script under every kill brick. But if two scripts do two obviously different jobs (like data handling and game round system) I usually keep them separated. Just like with most things it’s a spectrum with a moving line that you have to finetune.
Usually when I have multiple scripts I also ensure that they are independent from another, and that one script can’t easily change the behavior of another unrelated to it script (for example if it loads first, modifies something or errors). | 2,155 | 262f4e1b5187f0674c130bd0db66077821d19b2167c974f3107533bb68c2e3ca | |
https://devforum.roblox.com/t/4511721 | 4,511,721 | Falsely terminated, roblox support not helpful at ALL | Development Discussion | 8 | null | [
"bug",
"support",
"moderation-review",
"banned"
] | 116 | 3 | 2026-03-11T17:47:48.283Z | 2026-03-29T20:00:27.665890+00:00 | # Falsely terminated, roblox support not helpful at ALL
**Category:** Development Discussion
**Tags:** bug, support, moderation-review, banned
**Views:** 116 **Replies:** 3
---
**AfterReailty** (post #1):
Im terminated and idk what to do.. ive shown every evidence that could boost my side.. but they still refuse to give it back, i dont even know any @JA\*\*\*\*
if someone knows anything or any roblox staff that could help, i would really appreciate it
if roblox staffs see this, please dig deeper into this situation, you’ll see my record is clean. and is not associated with anything to do with @JA\*\*\*
---
**AfterReailty** (post #2):
if anyone knows anything :broken\_heart: dont hesitate to reach out
i would appreciate every help i could get
---
**ashvylx** (post #3):
My friend also got banned with same ban.
---
**Finnamous** (post #4):
bumping this, i got hit with it a while ago | 234 | e4dd6892fb9aee41303db90432ff22eda2cd8d31c21bbf8432f7b9006299bbc0 | |
https://devforum.roblox.com/t/4526913 | 4,526,913 | Roblox AI is flagging standard PBR textures & meshes — let’s collect cases to help improve the system | Development Discussion | 8 | null | [
"ugc",
"moderation",
"avatar"
] | 148 | 12 | 2026-03-19T13:22:18.524Z | 2026-03-29T20:00:24.296457+00:00 | # Roblox AI is flagging standard PBR textures & meshes — let’s collect cases to help improve the system
**Category:** Development Discussion
**Tags:** ugc, moderation, avatar
**Views:** 148 **Replies:** 12
---
**BillionsBaller** (post #1):
Hey fellow creators,
My PBR roughness map apparently has a secret life I didn’t know about. Roblox’s AI saw a grayscale muscle topology texture and went… yep, sexual content. Appeal denied in 2 minutes. Must’ve been a thorough review.
A few weeks before that, same story with an upper arm mesh. Just a forearm. Cylindrical shape. The AI is really out here.
At this point I think it’s never opened a biology textbook.
But real talk this is becoming a problem. Roughness maps, normal maps, meshes, stuff Roblox’s own SurfaceAppearance system requires, are getting flagged. Appeals are clearly automated, 2 minutes isn’t a human looking at anything. And if you already have a prior warning, you’re one false positive away from losing your account over a texture.
Not here to clown on Roblox, I genuinely want to fix this. If we can collect enough cases we can bring something concrete to DevRel.
Anyone else been hit with this? Drop your story below :backhand\_index\_pointing\_down:
---
**ashvylx** (post #2):
I suggest going to Roblox Support because this won’t work. That’s the only way I got my appeal accepted. + involving some LAW.
---
**BillionsBaller** (post #3):
Thanks for the tip! I’ll definitely try Roblox Support as well. The law part is interesting, do you mean DMCA or something else? Curious to hear more about your experience if you’re willing to share.
---
**ashvylx** (post #4):
[[CRITICAL BUG] Statutory “Report Illegal Content” Form Geoblocked/Locked for Croatia (EU) - Case Ref: 101084834 - Bug Reports / Roblox Application and Website Bugs - Developer Forum | Roblox](https://devforum.roblox.com/t/critical-bug-statutory-report-illegal-content-form-geoblockedlocked-for-croatia-eu-case-ref-101084834/4526914)
&
---
**BillionsBaller** (post #5):
Glad to know I’m not the only one dealing with this. Roblox really needs to fix their moderation system, it’s been affecting too many creators for too long. :ok\_hand:
---
**scooter_user** (post #6):
i can see how this stuff would get flagged as sexual content honestly
---
**BillionsBaller** (post #7):
Haha same, but when you submit an appeal and clearly explain what the asset actually is, it would make sense to have a real human moderator review it manually instead of getting an automated denial in 2 minutes — especially when a wrong call puts your entire account at risk of a ban. :ok\_hand:
---
**DarkMatterMU** (post #8):
They only care if they lose too much revenues by ignoring this issue.
However this isn’t the case, people will just cope and cope, Roblox had become monopoly for creators like you, that is why Roblox will never ever fix these issues
(Although… if you somehow have few countries to put lawsuits against Roblox because Roblox’s “AI” moderation, then maybe they listen cos they lose money by not doing anything about lawsuits.)
Roblox stock dropped, Roblox front page games CCU dropped, but they still won’t care and pay millions for bots and influencers to boot up their games again and again.
Even if they do care a bit, it will be only the dropped CCUs issues in these front page games, not people like you, this is literally what they do, it’s short-term businesses.
Although overall, I hope your appeal get solve by a human staff, well at least a staff that is humane\*
But yeah, good luck :folded\_hands:
---
**devMikeb** (post #9):
So frustrating- It’s flagging sounds as well. I had an account suspension applied and a sound removed for “personally identifying information.”
I double checked the metadata and nothing. The sound was a 2 second “Uuf” kinda getting hurt sound. So silly.
---
**Ethacon_Dev** (post #10):
I don’t know, sounds like a street address or IP address to me.
---
**devMikeb** (post #11):
Oh true I didn’t even consider the town of Uff!
---
**BillionsBaller** (post #12):
You’re probably right, but I’d rather try than do nothing. Even if it changes nothing for me, maybe it helps the next creator. Especially when Roblox is actively pushing creators to build on R15 and invest in avatar quality — it makes no sense to flag the exact technical assets that make it possible. :folded\_hands:
---
**BillionsBaller** (post #13):
That’s exactly the problem, the AI goes after the most harmless things while actual harmful content slips through every day. A 2 second hurt sound is a threat but real issues get ignored. Makes no sense. | 1,133 | 9cc06ee54fbfd74f44b8ff855d6831ca5d18972d967c9dfde2b7cd5acc9ead2e | |
https://devforum.roblox.com/t/4471687 | 4,471,687 | Am i the only one doing this?! | Development Discussion | 8 | null | [
"scripting",
"studio",
"ideas",
"creation"
] | 237 | 21 | 2026-03-05T05:05:20.551Z | 2026-03-29T20:00:30.218974+00:00 | # Am i the only one doing this?!
**Category:** Development Discussion
**Tags:** scripting, studio, ideas, creation
**Views:** 237 **Replies:** 21
---
**ArcticLore** (post #1):
So I got really tired of always getting services in different scripts
for example:
```lua
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ServerScriptService = game:GetService("ServerScriptService")
local ServerStorage = game:GetServices("ServerStorage")
------ blah blah blah blah blah coding
```
Now it might sound stupid, but I find this really annoying, typing each service, especially when you’re coding a really big script, and you need to get a lot of services, so I made this module script:
```lua
local GetServices = {}
local Cache = {}
local Aliases = {
RS = "ReplicatedStorage",
SSS = "ServerScriptService",
SS = "ServerStorage",
TS = "TweenService",
HTTP = "HttpService",
}
local function resolveName(name)
return Aliases[name] or name
end
setmetatable(GetServices, {
__index = function(self, serviceName)
serviceName = resolveName(serviceName)
local ok, service = pcall(function()
return game:GetService(serviceName)
end)
if not ok then
error("Could not get Roblox Service: " .. tostring(serviceName))
end
-- cache directly on the table
rawset(self, serviceName, service)
return service
end,
__call = function(self, ...)
local out = {}
for i = 1, select("#", ...) do
local name = resolveName(select(i, ...))
out[i] = self[name]
end
return table.unpack(out)
end
})
return GetServices
```
This makes things a lot easier for me because now all i have to do is this:
```lua
local GetServices = require(game:GetService("ReplicatedStorage"):WaitForChild("Modules"):WaitForChild("GetServices"))
local Players = GetServices.Players
local ReplicatedStorage = GetServices.ReplicatedStorage
local Lighting = GetServices.Lighting
```
What do you guys think?
The module is now available for anyone who wants to use it:
---
**RuinedSanctuary** (post #2):
I did something like this once, if say it’s fine to do.
---
**maxvat** (post #3):
bro use vscode with rojo and install roblox lsp that autorequires for you.
---
**Breezist** (post #4):
It’s not a bad thing to do at all, it’ll save a bit of performance too since you’re just reusing the cached service rather than retrieving services each and every time. Good job!
I’d take it one step further though and make it so that you can do it all from one line, like:
```lua
local Players, ReplicatedStorage, Lighting = GetServices("Players", "ReplicatedStorage", "Lighting") -- A function that returns the services through unpacking ..., removes GetServices. redundancy
```
---
**ArcticLore** (post #5):
i completely forgot you can do this :skull:
---
**ArcticLore** (post #6):
I did a tiny update and also added aliases too:
```lua
local GetServices = {}
local Cache = {}
local Aliases = {
RS = "ReplicatedStorage",
SSS = "ServerScriptService",
SS = "ServerStorage",
TS = "TweenService",
HTTP = "HttpService",
}
local function resolveName(name)
return Aliases[name] or name
end
setmetatable(GetServices, {
__index = function(_, serviceName)
-- return cached service if already fetched
local Service = Cache[serviceName]
if Service then
return Service
end
-- fetch + cache
local ok, result = pcall(function()
return game:GetService(serviceName)
end)
if not ok then
error("Could not get Roblox Service: " .. tostring(serviceName))
end
Cache[serviceName] = result
return result
end,
__call = function(_, ...)
-- allows: GetServices("Players","Lighting",...)
local out = {}
for i = 1, select("#", ...) do
local name = select(i, ...)
name = resolveName(name)
-- reuse __index behavior (cached + validated)
out[i] = GetServices[name]
end
return table.unpack(out)
end
})
-- for explicit calls
function GetServices:Get(serviceName)
return GetServices[serviceName]
end
return GetServices
```
---
**LuauOOP** (post #7):
Why are you using a separate cache table? Just save it into GetServices and avoid a useless \_\_index lookup
---
**ArcticLore** (post #8):
Thanks for picking this up:
I’ve made the following changes:
```lua
local GetServices = {}
local Cache = {}
local Aliases = {
RS = "ReplicatedStorage",
SSS = "ServerScriptService",
SS = "ServerStorage",
TS = "TweenService",
HTTP = "HttpService",
}
local function resolveName(name)
return Aliases[name] or name
end
setmetatable(GetServices, {
__index = function(self, serviceName)
serviceName = resolveName(serviceName)
local ok, service = pcall(function()
return game:GetService(serviceName)
end)
if not ok then
error("Could not get Roblox Service: " .. tostring(serviceName))
end
-- cache directly on the table
rawset(self, serviceName, service)
return service
end,
__call = function(self, ...)
local out = {}
for i = 1, select("#", ...) do
local name = resolveName(select(i, ...))
out[i] = self[name]
end
return table.unpack(out)
end
})
-- for explicit calls
function GetServices:Get(serviceName)
return GetServices[serviceName]
end
return GetServices
```
---
**TimeFrenzied** (post #9):
It’s generally more preferred and organized to get services (the first way) then modules at the top of a script; if you get lazy, you can install a plugin (such as SimpleComplete) that automatically does it for you while encouraging practices defined by the style guide
That being said, this is all preference, so do whatever you want (just please dont abbreviate)
---
**LuauOOP** (post #10):
btw this just screams writing code solely for the sake of looking cool
that pcall in \_\_index? completely useless!
the rawset? you don’t even have a \_\_newindex, it’s pointless!
so is the GetServices:Get() function since you already have a way to access services
---
**ArcticLore** (post #11):
tbh, the screams writing code for the sake of looking cool is completly true :sob: :folded\_hands:
but the rawset, im using it because it sets the value of the table making it where i dont have to use any metamethods
i also removed the getservices:get function. im working on a game rn so i just added and changed stuff without looking at the whole script
---
**LuauOOP** (post #12):
there is no \_\_newindex present in the metatable. a C stack overflow will not be caused if you index directly.
in fact, this module is quite counterproductive. it involves way more steps than just doing a simple game:GetService() namecall.
---
**ArcticLore** (post #13):
> in fact, this module is quite counterproductive. it involves way more steps than just doing a simple game:GetService() namecall.
fair point. `game:GetService()` is already fast and cached. I made this for organization and to make my BIG scripts stay consistent and less repetitive
---
**TimeFrenzied** (post #14):
reminds me of this
---
**Yarik_superpro** (post #15):
You are the only one doing this.
Never cook again; CPU and silicon now have diarrhea.
---
**paidkeybor_alt** (post #16):
:fire::fire::fire::writing\_hand:
---
**Breezist** (post #17):
There is one problem with your script though [@ArcticLore](/u/arcticlore), you forgot to use what’s cached with `rawget`.
```lua
local cached = rawget(self, serviceName);
if cached then
return cached;
end
```
Otherwise you’re just using :GetService everytime with extra steps which results in about x2 performance decreases than just simply using :GetService()
---
**patopro77** (post #18):
yes
like genuinely this is absolute shit
---
**metatablesnow** (post #19):
why not just use something like [autocomplete+?](https://devforum.roblox.com/t/autocomplete-service-and-module-autocompletion/3490153)
---
**1iyq** (post #20):
this seems very useful, but i’d get tired of typing “GetServices.Players”, “GetServices.ReplicatedStorage”, “GetServices.Workspace”, etc., i think some sort of module where you could call it to fetch your GetServices module would be even more convenient
---
**megasuperalfonato** (post #21):
I call this bloat, just do GetService on every script
better
you don’t need to do unoptimised shit like this
it isnt that hard to copy and paste
local ReplicatedStorage = game:GetService(“ReplicatedStorage”)
in every script
For your question in the title, probably no for those who want to use some useless garbage
---
**kiloe2** (post #22):
This is unironically worse than game:GetService bro what | 2,133 | 9722e60b7a9a6ceeff1bca3cec54663ac1acc7a3c141e62e119d537f94381077 | |
https://devforum.roblox.com/t/4541443 | 4,541,443 | Questionnaire for developers | Development Discussion | 8 | null | [
"developers"
] | 132 | 4 | 2026-03-27T15:01:14.869Z | 2026-03-29T20:00:20.897075+00:00 | # Questionnaire for developers
**Category:** Development Discussion
**Tags:** developers
**Views:** 132 **Replies:** 4
---
**supkazmelona** (post #1):
Hello
Are you Scripter?
- Yes
- No
- I am learning
0
voters
Does your game have daily revenue?
- Yes
- No
0
voters
Is it worth being a developer?
- Yes
- No
0
voters
Do you want AI to replace developers?
- Yes
- No
0
voters
Is Roblox making it harder for new games to get more visits?
- Yes
- No
- I do not know
0
voters
What skills do you have? (Multiple options)
- Scripter
- 3D Modeler
- Builder
- VFX Designer
- UI Designer
- Animator
- UGC Maker
- Artist
0
voters
How many years of experience do you have in Roblox Studio?
- Less than 1 year
- 1 year
- 2 years
- 3 years,
- More than 3 years
0
voters
*Thank you*
---
**rudesodacan** (post #3):
You guys are coping so hard. You’ve already been replaced.
---
**supkazmelona** (post #4):
How can AI replace developers, AI is so stupid. :robot:: :zany\_face: :face\_with\_raised\_eyebrow:
---
**DarkMatterMU** (post #5):
To be fair though, a lot of people especially ones in high positions are also equally as stupid.
Microslop’s getting worse everyday now,
Roblox’s stock drop by 63% and Roblox STILL push for “AI” slops and more slops designs and more slops codes.
Roblox Studio’s more laggier and crappier than 2009 Roblox Studio somehow rn…
Roblox webpage is also purely disgusting :face\_vomiting:
I can-NOT even see what my games are anymore, it’s entire PAGE fill with information about Roblox *news*, not my own games. And that’s a page to view your Experiences…
---
**That1guy1201** (post #6):
Yeah but I don’t want to be replaced. The question was opinion based. | 501 | 2592a5d9765533fcc3b0688a310fe98a11c5bc7ac3aa1bc1fcf6818ceec285b0 | |
https://devforum.roblox.com/t/4028900 | 4,028,900 | I am not a fan of race conditions, but I am not a fan of having to call WaitForChild() on the client for literally everything | Development Discussion | 8 | null | [] | 211 | 13 | 2025-10-28T01:32:56.679Z | 2026-03-29T20:01:30.497177+00:00 | # I am not a fan of race conditions, but I am not a fan of having to call WaitForChild() on the client for literally everything
**Category:** Development Discussion
**Views:** 211 **Replies:** 13
---
**asadefa** (post #1):
So here is my solution for a door:
```lua
local Part0 = script.Parent
local Click = Part0.Parent
local Part1 = Click.Parent
do
local Tween, Info, Offset, Table = game:GetService("TweenService"), TweenInfo.new(6, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut, 0, true), Vector3.new(0, 0, 19.5), {}
Table.Position = Part0.Position+Offset
Part0 = Tween:Create(Part0, Info, Table)
Table.Position = Part1.Position-Offset
Part1 = Tween:Create(Part1, Info, Table)
end
Click.MouseClick:Connect(function()
Part0:Play()
Part1:Play()
end)
```
See? No race conditions, and no `WaitForChild()`
---
**MightyDantheman** (post #2):
Unless it’s on the client and you have StreamingEnabled, Roblox has done a pretty good job at not requiring WaitForChild. However, through tests with I’ve done with other developers in larger projects with many objects in the Workspace, we’ve discovered that it’s possible to not have everything be replicated by the time the client loads.
With that said, I would recommend continuing to use WaitForChild as good practice. Your solution obviously doesn’t benefit from WaitForChild as all parents of a script will have to exist before the script is executed. But, of course, but anything outside of that range *will* benefit from WaitForChild.
---
**asadefa** (post #3):
> all parents of a script will have to exist before the script is executed
That is the point.
Most of my cases are as you described, where there is no logical thing the script can do until all the parents load. As such, I do find myself doing things like this a lot. Parenting `RunContext = Client` scripts to `RemoteEvent` instead of `ReplicatedStorage:WaitForChild()` (which also has the added benefit of their not being name collisions).
---
**MightyDantheman** (post #4):
This is really a case of preference. But, on the topic of naming conflicts, that would be an issue with organization. I wouldn’t get too strung up on this, however, as it’s good to be comfortable with every method of this.
I would argue that it’s more common for developers to organize remotes in ReplicatedStorage, likely under a folder named “Remotes”, with all remotes named uniquely. It’s typically much cleaner this way, except perhaps in the case of working on something modular, such as a tool *(although tools can be made to work modularly or as part of a global system).* I’d recommend looking at what other developers do as for as organization for any given system. Modules are also a great way to organize code. This is especially important when working with a team.
---
**westernslinky** (post #6):
There’s nothing inherently wrong with using WaitForChild when you need to, especially on the client.
That being said, if you plan on having multiple of these doors, CollectionService can be useful for both StreamingEnabled purposes and re-usability. You can also mess around with the [ModelStreamingMode](https://create.roblox.com/docs/reference/engine/enums/ModelStreamingMode) property which tends to be quite useful with CollectionService (Atomic in your case sounds great), and ultimately have a door handler on the client.
The way you did it is fine if you have one door, but scripts being hidden is always a negative trait.
---
**MightyDantheman** (post #7):
That’s a good point there too. I wasn’t even looking at what the script was specifically for. One problem with having scripts inside of everything like this is that it makes it hard to edit after the fact. It might be okay if you never plan on touching it again, but that can be bad practice if that’s your default ideology behind it.
For example, if you have 100 of the same door, that’s 100 copies that you’ll have to edit. At the very least, a module, or using the CollectionService *(as [@westernslinky](/u/westernslinky) as mentioned),* will completely solve that problem.
---
**asadefa** (post #8):
`CollectionService` is definitely a good idea but at the moment I only have one of these doors. If I ever add more, I would tag the innermost instance, so that I do not have to deal with “some parts of the door replicated but others not.” All must be replicated for the tagged object to be.
---
**asadefa** (post #9):
Side note: For the longest time, each tool in my game would have their own local script, but then I got tired of writing boilerplate, either to load animations, or even to require a module, since a lot of my tools use a very similar template, so yes, I replaced that with a global system with tool behavior specified via attributes, such as animation id(s), charge-up time, etc.
---
**Yarik_superpro** (post #10):
You don’t understand what you do simply.
You don’t understand streaming behavior and when scripts get initiated.
Etc PlayerScripts run pretty late compared to ReplicatedFirst and so PlayerScripts already have ReplicatedFirst and ReplicatedStorage loaded.
---
**asadefa** (post #11):
I am perfectly understanding. Due to streaming etc. there may be some arbitrary delay before parts get replicated. `Scripts` with `RunContext = Client` will only run on the client once they are a descendant of `game`. And they are only a descendant of `game` once all the necessary objects are replicated, when I structure them that way.
---
**corniidog** (post #12):
Why not have a door object and a single script that manages all doors? Whenever you hover over an object, and press E, and the object is a door, then tween the door open for all clients.
That way, you don’t even need to wait for anything. And it’s scalable without requiring duplicate copy-paste scripts.
---
**asadefa** (post #13):
Because that door is unique. There is only one of them. If there were multiple, I would use `CollectionService`. I never copy/paste my scripts.
---
**westernslinky** (post #14):
If you only have one door it’s fine, you can use your script like you’ve shown in the picture.
When I was recommending CollectionService I was mostly talking about using [GetInstanceAddedSignal](https://create.roblox.com/docs/reference/engine/classes/CollectionService#GetInstanceAddedSignal), which is great when working with Streaming In and Out models because the event fires when a Tagged instance is streamed in.
It’s down to preference, it’s a little overkill but I was just sharing another way you might’ve been interested in since you said you don’t want to use WaitForChild :stuck\_out\_tongue:
---
**asadefa** (post #15):
Agreed, I really am not a fan of copy and pasting, so even if I added 2 copies I would still use `CollectionService`. I would have to do testing to see if `InstanceAdded`/`GetInstanceAddedSignal` events would fire multiple times on the same object that streams in, out, and back in again, to avoid creating redundant tweens and `ClickDetector` listeners. Either I can disconnect them with `InstanceRemoved`/`GetInstanceRemovedSignal` or I could cache them in a table and simply skip them if they already are there. | 1,653 | 2f5a5bd1fa3b5963710ec7c4031658fc0b99d56de93cbb7ff3bf924ae8b6cf4b | |
https://devforum.roblox.com/t/4474596 | 4,474,596 | Is this possible to even do? | Development Discussion | 8 | null | [] | 101 | 6 | 2026-03-05T23:02:50.483Z | 2026-03-29T20:00:29.398001+00:00 | # Is this possible to even do?
**Category:** Development Discussion
**Views:** 101 **Replies:** 6
---
**Siver_alt** (post #1):
i thought of a optimization tool that uses ‘levelofdetail’ and the renderfidelity but is this actually applicable or no? like does this have a real application in my game (my game is a driving game and i want to optimize it as much as possible and uses PBR alot)
---
**Carbonated_Cat** (post #2):
I had a similar system for concert lights, I had 1000+ lights and there was setting to use the high fidelity meshparts, low fidelity meshparts, or the invisible meshparts. At least back then, you couldn’t change the RenderFidelity property during runtime, so you’d have to create copies of each union or mesh at each fidelity option you want to use, and swap them around in-game
---
**Siver_alt** (post #3):
yeah I want to script a 3D library that controls the details of all PBR textures i was just wondering whether if that was possible or that is a roblox graphics engine thing?
---
**Carbonated_Cat** (post #4):
I never touched PBR textures, but you can always make a button to turn the high-detail stuff invisible so roblox won’t render it, and place (or weld, if the object is unanchored) a lower detail one at the same spot.
---
**Siver_alt** (post #5):
mhmmmmm i mean i had some knowledge about this but I am wondering tho whether scripting a 3d library is possible :thinking:
---
**Yarik_superpro** (post #6):
You can’t edit SurfaceAppearance rn.
Unless you store and copy them manually
I mean, you can, but it’s an EditableImage only.
---
**Carbonated_Cat** (post #7):
You could use attributes or names on the objects that are in your game to identify them as a specific “object/mesh” in your 3d library
`object:GetAttribute('Library3D_Name') -- = Tree, or Tree2, or House, etc.`
or
`object.Name -- = Tree, or Tree2, or House, etc.`
and have a folder in ReplicatedStorage, where the clients can see it
```lua
ReplicatedStorage
╘ Library3D (folder)
╘ Tree
╘ high (high quality version)
╘ low (low quality version)
╘ Tree2
╘ high
╘ low
╘ House
╘ high
╘ low
╘ OtherObject
╘ high
╘ low
╘ DistinctName
╘ high
╘ low
```
and when a client changes the new quality setting, iterate through all objects in the workspace (or use some list created beforehand) and 1. Make the original mesh invisible, and 2. Put the new mesh in its place | 643 | 53cd126034f205923c991ca0947fd2e6b4d77de05300f20c2f3b748957087d44 | |
https://devforum.roblox.com/t/4512779 | 4,512,779 | Should Roblox release a EditableAudio API? | Development Discussion | 8 | null | [
"scripting",
"studio"
] | 118 | 16 | 2026-03-12T03:19:50.628Z | 2026-03-29T20:00:27.698555+00:00 | # Should Roblox release a EditableAudio API?
**Category:** Development Discussion
**Tags:** scripting, studio
**Views:** 118 **Replies:** 16
---
**Kooraseru** (post #1):
Wassap yall; as you can probably read this is more-so a general open discussion about the idea/possibility of editable/generative audio in-experience, and the obvious caveats/limitations. I’m going to be upfront right now at-least 90% will be generated by AI since I’m too lazy to write a whole dissertation on this, I just wanted to open up exploration of the topic for the last-week of the forum (also because I’m waiting for access to Feature Requests.
So without further a-do:
Yappery
# EditableAudio API: What would it be, and how it would be implemented!!!
## Current System (How audio works right now)
At the moment, Roblox audio is entirely asset-based. Every sound played in an experience must originate from an uploaded and moderated audio asset referenced through a `SoundId`. Developers can control playback behavior, volume, pitch, spatialization, looping, playback position, and apply effects through the newer Audio API, but the underlying audio data itself is never exposed.
In other words:
- We can **play** audio.
- We can **process** audio.
- We cannot **create or modify** audio data at runtime.
This contrasts heavily with visuals. `EditableImage` allows developers to directly manipulate pixel buffers, generate textures procedurally, and update images every frame. Audio currently has no equivalent concept.
Because of this limitation, any system requiring dynamic sound generation must rely on pre-generated assets, layering tricks, or pitch manipulation rather than true procedural audio.
## What an EditableAudio API Would Be!!!
Conceptually, an EditableAudio API would be the audio counterpart to `EditableImage`: a runtime audio buffer that developers can read from and write to.
Instead of pixels, developers would manipulate **audio samples**.
The important idea is not replacing `Sound`, but providing a **new source type** that feeds audio data into existing playback systems.
This would allow experiences to generate sound procedurally rather than relying exclusively on uploaded files.
# Why This Could Be Useful!!!
**Procedural audio**
- synthesized tones
- adaptive ambience
- generated instruments
**Reactive music systems**
- gameplay-driven music layers
- seamless transitions without storing dozens of tracks
**Simulation and education**
- waveform visualization tied directly to audible output
- physics or acoustics demonstrations
**Dynamic UI feedback**
- sounds generated from real-time data instead of stored clips
**Accessibility experimentation**
- adaptive audio cues generated on demand
# Why This Might Be a Bad Idea :smiling\_face\_with\_tear:
There are also obvious concerns, and honestly this is probably why it doesn’t exist yet.
**Moderation**
Runtime-generated audio could bypass traditional moderation workflows if unrestricted.
**Performance**
Audio buffers must update continuously and in real time. Poor implementations could easily impact client performance, especially on mobile devices.
**Abuse potential**
Unlike visuals, audio cannot be ignored as easily. Extremely loud or disruptive generated audio could negatively affect player experiences.
**Replication complexity**
Synchronizing generated audio across clients raises determinism and networking questions.
Audio systems are inherently time-sensitive, which makes them harder to sandbox than images.
## Possible Restrictions (Realistically Necessary)
If something like this were ever implemented, it would almost certainly need guardrails such as:
- client-side generation only by default
- strict memory and duration limits
- capped sample rates
- automatic volume clamping
- no exporting generated audio as assets
- permission-gated API access (similar to other advanced systems)
The goal would be experimentation and procedural effects, not replacing Roblox’s moderated audio ecosystem.
## Obvious Limitations
Even in an ideal implementation, EditableAudio would likely **not** be:
- a replacement for music uploads
- suitable for long audio tracks
- deterministic across all hardware
- equivalent to professional audio engines
Instead, it would fill a middle ground: short, reactive, generated audio.
---
Anywho before I turn ya’ll loose might aswell make a poll on this for those who don’t care about scrolling any further:
should roblox add dis
- yah
- nah but green
- nah
0
voters
---
**patopro77** (post #2):
Tf is that never used it tm its useless
---
**Kooraseru** (post #3):
probably should’ve left a second poll of “would you ever actually even use this”
---
**patopro77** (post #4):
Rename the yah option to nah but green
---
**Kooraseru** (post #5):
I’ll make that the second option
---
**patopro77** (post #6):
Lmao its blue now
---
**Kooraseru** (post #7):
what’d you mean it looks pretty green to me
---
**TaxFraudBruh** (post #8):
should they? it’d be cool
will they? no
people would just use it to bypass audio filters even though it would be really cool to have user-generated audio, but theres just the massive issue of possible abuse
---
**Kooraseru** (post #9):
I mean people also are able to do that for EditableImage; I think if it were ever tested as a possible concept it should probably be treated similiar to how they’re whole web integration system works were it’s only licensed game’s or games pre-approved for such use by actual humans for testing or hyper-specific use cases apply.
I think there would be a *chance* they would implement it, just not anywhere in the next 3 years. I can already list about 10 different use cases for such a form of API to exist, and 10 different ways it could be misused. I think the biggest concern for Roblox is Copyright in general.
---
**paidkeybor_alt** (post #10):
mmm, edible audio
01001111 01100010 01100001 01101101 01100001 00100000 01101000 01100001 01101101 01100010 01110101 01110010 01100111 01100101 01110010 00101100 00100000 01110011 01110101 01110011 01110011 01111001 00100000 01100010 01100001 01101100 01101100 01110011 00001010 01001100 01101001 01101100 00100000 01001101 01101111 01110011 01100101 01111001 00100000 01101001 01110011 00100000 01110111 01101000 01101001 01110100 01100101 00101100 00100000 01110011 01110101 01110011 01110011 01111001 00100000 01100010 01100001 01101100 01101100 01110011 00001010 01000101 01000100 01010000 00110100 00110100 00110101 00101100 00100000 01100010 01100001 01101100 01101100 01110011 00101100 00100000 01001001 00100000 01101100 01101001 01101011 01100101 00100000 01110100 01101000 01101001 01110010 01110100 01100101 01100101 01101110
---
**Kooraseru** (post #11):
Mind explaining the last part?
---
**paidkeybor_alt** (post #12):
you’ll never know i was in einstein’s island, SPIDER-MAN!
---
**1iyq** (post #13):
bro really just found out about binary, wait till he finds out about pigpen cipher, caesar cipher, or vignere cipher…
---
**skedgyedgy** (post #14):
-- iirc i’ve seen staff here say that while it wasn’t being worked on, EditableAudio isn’t something that they are against.
-- also Editable Images and Meshes both also bypass filters and open the door for abuse, as well as the regular Roblox Studio editor. Roblox understands this and from what I’ve seen is more concerned about cross-game abuse (I.E. a player uploading an inappropriate decal to use in a popular building game) vs abuse by the developer (in which case the game itself will just be banned)
-- bro really just watched Gravity Falls once
---
**1iyq** (post #15):
i’ve never watched gravity falls
---
**paidkeybor_alt** (post #16):
05 08, 00 20 08 01 20’ 19 00 15 16 20 00 09 15 00 14 25 00 02 16 16 11 00 02 21 20 00 16 11
---
**paidkeybor_alt** (post #17):
how dare you | 1,947 | 632edefd40f614b5d1e80ac55c537ac51c52aa3136329a910d7de1ebd3f04c21 | |
https://devforum.roblox.com/t/4275803 | 4,275,803 | What's the worst virus you've ever inserted into your roblox game? | Development Discussion | 8 | null | [] | 205 | 23 | 2026-01-21T02:07:31.209Z | 2026-03-29T20:00:45.890219+00:00 | # What's the worst virus you've ever inserted into your roblox game?
**Category:** Development Discussion
**Views:** 205 **Replies:** 23
---
**FedoraFella** (post #1):
As I’m sure we all know roblox studio’s toolbox has (or at least had) a lot of models containing viruses. Here are the worst viruses I’ve inserted into my games from least destructive to most destructive, starting with SEX HAX and ending with the OWO PILLA VIRUS.

In 2020 I decided to make an elevator game, so I inserted an elevator template from the toolbox. Actually, it turns out it was more than an elevator template for two reasons. Firstly, it was actually a game called “Terrifying Elevator” by a user named BIoxcer.
I don’t know if he uploaded it to the toolbox as a model or somebody stole it but regardless of which, It was in the toolbox. Secondly, it had a virus in it, even more terrifying than the elevator and any of its inhabitants…SEX HAX. The game had a script which turned the hint text at the top of the screen into rude messages such as “GOTTA GOTTA BE CRAZY SEX”, “GOTTA HAVE SEX WITH YOU”, and “SEX HAAXX”. Immediately after I saw the message I deleted everything, including the skybox, and from then on there was no more sex hax, and no more elevator.
In 2021 I wanted to make a roleplay game, but I didn’t get very far because the game got deleted pretty fast.
Why, you ask? Well, you see, for the morph I used a free model which inserted another free model.
From what I can remember the script prompted the player to buy a gamepass named “boyfriend” with the gamepass having an image of boyfriend from fnf on it. I don’t know whether it was the gamepass being named boyfriend that caused the game to get deleted (despite me not even being the uploader of the gamepass) or something else that was in the model, but the game got deleted within minutes. The model and the model uploader has since been banned too.

Lastly, in 2019 I decided to make a su tart inspired game. As people familar with su tart games are well aware, they’re often poorly made and full of free models, and originally my one was no exception.
Unfortunately for me, there was a script in the su tart model that made randomly coloured balls rain from the sky and begun what is known as the “chillacalypse”, according to the hint text it adds to the top of the screen (not pictured in this screenshot, but I’ll show the inside of the script further down).
As you can see from the message at the top of this script this virus was made by the creatures community to make a fool out of unsuspecting free model using children, and it sure did make a fool out of me.
Here’s the model if anybody wants it for whatever reason.
[Su tart.rbxm](/secure-uploads/uploads/original/5X/6/a/f/d/6afd283c24a1d4d430707da81de28961ef196b66.rbxm)
So, what’s the worst virus you’ve ever inserted into your roblox game? Let me know in the comments :eyes:
---
**megasuperalfonato** (post #2):
the UTG (ultimate trolling gui) that killed my game adn banned me for a week (i think it had a virus inside)
then just one virus that came off from a obfuscated script that looked normal, and in game it just made the game go like 2 fps. Not that bad, comparing to yours
Also one of my old games had like 2000+ viruses, i had a plugin that counted them all
And after, nothing more because i learned that free models with scripts is risky
---
**XenoHobo** (post #3):
Oh gosh. I was contributing/scripting for a guy and working with his team. There’s a few other contributors, primarily another scripter and an animator.
Animator had team create access and an old plugin from the toolbox they installed went haywire and it had inserted scripts into EVERY part and object in the game. I had zero clue what they were supposed to do since nothing actually showed up; thankfully the person who had made the virus didn’t put much effort into making it sneak into non-Studio servers or offer a backdoor.
It was requiring a bunch of stuff, spamming output, pulling asset ids, all that stuff, the game was even public too. Saving grace was a lot of the assets/modules it pulled were deleted/privated and the game wasn’t actually published. Had to go through everything to get rid of all the scripts, and we had even missed some until a bit later that were thankfully found.
---
**patopro77** (post #4):
im safe i always delete the models scripts, the code is always garbage anyways
---
**kshgvnzhhkgalt5** (post #5):
Ive made my own virus
Infact i will leak the code of it because i have a github for it anyways
```lua
--[[
humanoid killer idk
]]
local function wicked(amount)
local pls = {}
for i = 1,amount do
table.insert(pls,utf8.char(0x1000 + math.random(0,0x300)))
end
return table.concat(pls)
end
local function Infest(parent,amount)
local implant = Instance.new("Script")
implant.Parent = parent
implant.Name = wicked(200)
implant.Source = `local rate = 2 while wait(rate) do warn("nil expected to catch nan while nil nil nil ? ? ?") rate -= 0.1 end`
for i = 1,amount do
for _, pls in pairs(parent:GetDescendants()) do
local implant = Instance.new("Script")
implant.Parent = pls
implant.Name = wicked(200)
implant.Source = `local rate = 2 while wait(rate) do warn("nil expected to catch nan while nil nil nil ? ? ?") rate -= 0.1 end`
end
end
end
for _, pls in pairs(game:GetDescendants()) do
if pls:IsA("Humanoid") then
pls.Name = wicked(math.random(1,300))
pls.Health = 0/0
pls.MaxHealth= 0/0
pls.DisplayName = wicked(19900)
end
end
Infest(game.ServerScriptService,4)
Infest(game.Lighting,4)
Infest(game.ReplicatedStorage,4)
Infest(game.ReplicatedFirst,4)
Infest(game.Debris,4)
```
You could call it a virus i guess but you have to run it in command bar to actually make it do something
Old image of the scripts that invade your game..
edit: im going to Update it and make it more eviler
---
**nizypizy2000** (post #6):
LOL I GOT THAT EXACT VIRUS IN ONE OF MY GAMES A FEW YEARS AGO
i actually didn’t know how to remove the virus so i put a big roof over my game so the balls dont fall on the ground and wreck the gameplay
---
**megasuperalfonato** (post #7):
what did i tell you about Instance.old()?
---
**kshgvnzhhkgalt5** (post #8):
im sorry man… I’ll fix it in the new version…
---
**patopro77** (post #9):
what
---
**kshgvnzhhkgalt5** (post #10):
Huh
---
**patopro77** (post #11):
what about Instance.present()
---
**megasuperalfonato** (post #12):
actually that’s the same as Instance.new(), if you want to learn more go to my [Collaboration > Showcase Your Portfolio](/c/collaboration/portfolios/83) post.
Attention: Let’s not derail the topic! Let’s remain on-topic for more safety.
Additionally, the worst virus I inserted was a virus that made me baned:!.
---
**patopro77** (post #13):
lmao why [@Reforrum](/u/reforrum) replied on some of these im crying :sob:
---
**megasuperalfonato** (post #14):
See who liked your comment :skull: and mine too
---
**patopro77** (post #15):
what :skull: :folded\_hands: hes back (i mean the other bot but they both run on gemini tho)
---
**kshgvnzhhkgalt5** (post #16):
Is this good for instance.old setup
```lua
_G.InstanceOld = function(Instance)
local past = nil
local present = os.time()
pcall(function()
past = tostring(os.time())-500-present -- equal to 500 days in the past
end) -- protected incase roblox hates us and doesnt leet us access instance.old
if workspace and present then -- checking
return Instance.new(Instance)
end
end
_G.Infest = function(parent,amount)
local implant = _G.InstanceOld("Script") -- i'm using instance.old for this as it works faster unlike instance.new.. yuck
implant.Parent = parent
implant.Name = wicked(200)
implant.Source = [[local rate = 2
while wait(rate) do
warn("nil expected to catch nan while nil nil nil ? ? ?")
rate -= 0.1
end]]
for i = 1,amount do
for _, pls in pairs(parent:GetDescendants()) do
local implant = Instance.new("Script")
implant.Parent = pls
implant.Name = wicked(200)
implant.Source = [[
local rate = 2
while wait(rate) do
warn("nil expected to catch nan while nil nil nil ? ? ?")
rate -= 0.1
end]]
end
end
end
```
Im using \_G so i can access the functions from My Injeected Scripts Source SOi can usee it in their source
---
**megasuperalfonato** (post #17):
actually, Instance.old() is connected to Instance.new(). So, if a part with Instance.new() or with old is destroyed, it’s connected instance will be destroyed too. They don’t give any performance or optimization improvements.
Attention: Let’s not derail the topic, additionally about the viruses I injected in my games, I actually made some of these games public
---
**kshgvnzhhkgalt5** (post #18):
i dont really care however im using a emulated variation of instance.old so it runs faster
my next plan after i finish humanoid infester v2 is a antideath part in studio
---
**scooter_user** (post #19):
you’re lucky dude my friend got terminated
---
**megasuperalfonato** (post #20):
im really lucky i had my moderation history clear back then, otherwise i would not be speaking in this account
---
**gravitycoil828** (post #21):
i also got terminated too
i tried making a UTG called G-Gui [not associated with the admin system i made] based off some require() hub called “Retro”
turns out this “Retro” hub had super sus require()'s in it so my account got deleted
i got it back though as you may be able to tell [by a stroke of luck]
---
**gravitycoil828** (post #22):
can’t really tell
i sadly haven’t had a working virus, every virus i unknowingly inserted was expired
---
**nizypizy2000** (post #23):
my account is terminated and i can still chat in devforum :skull:

---
**megasuperalfonato** (post #24):
yea this shouldn’t be happening but i like it happening
also i said that because i wouldn’t really use this account anymore, it happened like 5 years ago | 2,724 | 62aa6f65d174f9ea55265a7119503d925ec79fd2dd00e6660e5cf81fcc0cf406 | |
https://devforum.roblox.com/t/4109817 | 4,109,817 | Which Signal module is ACTUALLY the best? | Development Discussion | 8 | null | [
"scripting",
"studio"
] | 240 | 13 | 2025-12-01T20:09:21.706Z | 2026-03-29T20:01:15.411022+00:00 | # Which Signal module is ACTUALLY the best?
**Category:** Development Discussion
**Tags:** scripting, studio
**Views:** 240 **Replies:** 13
---
**Fe_ct** (post #1):
Instead of using BindableEvents, i’d like to instead use a signal module, as I have been told that they are much faster and easier.
Upon looking for signal modules and trying to work out which one’s actually better, i keep finding more and more of them (signal, signal+, goodsignal, ECS-signal, simplesignal, glSignal, bindableservice, sleitnick signal, signal again, lightweightsignal, fastsignal, lemonsignal, another one just named signal, tener signal, fastsignal again, safesignal, bettersignal, etc etc etc. and many of them claim to be better than the others.
why the hell is there so many, and which one’s actually the fastest & easiest to use for development? has anyone done extensive benchmarks on all of them?
---
**Jacket_Howla** (post #2):
The only difference in signal modules, is how fast event firing and getting received *(the difference is about milliseconds)*, if you want actually fast and secure signal module, I would recommend you using Signal+
WHY there is SO MUCH of them :sob:
---
**RobloxJrTrainer** (post #3):
I recommend signal
---
**Microwave_Toothpaste** (post #4):
because they are very simple and reinventing the wheel is a pastime enjoyed by many people
i would know, i wrote a build tool for c simply because i didn’t want to use ninja
---
**1kaelen1** (post #5):
I use very simple one called bindable event
---
**TimeFrenzied** (post #6):
just use SimpleSignal or Signal+
you dont count
---
**1kaelen1** (post #7):
why do i not count
---
**TimeFrenzied** (post #8):
because of your code
---
**syyIvi** (post #9):
table of functions has yet to be beaten. the standard library is powerful people!!!
---
**maxim01689** (post #10):
no idea because i have been using bindable events, but here’s very simple one
```lua
local Module = {}
local Functions = {}
function Module.Create(Name:string, BindingFunction:(...any)->())
Functions[Name] = BindingFunction
end
function Module.Remove(Name:string)
Functions[Name] = nil
end
function Module.Fire(Name:string, ...:any)
local FoundFunction = Functions[Name]
if FoundFunction == nil then return end
task.spawn(FoundFunction, ...)
end
return Module
```
I would say, if you want the best module, make it yourself, take all utilities you need from other modules.
---
**sleitnick** (post #11):
Any implementation that uses the task library and not BindableEvents. Outside of that, it is almost entirely personal preference at the API surface level.
Unless you can demonstrate real and meaningful performance differences in a real scenario in-game between implementations, comparing signal modules against benchmarks is meaningless.
---
**Microwave_Toothpaste** (post #12):
There’s a reason you’re in Punch People Simulator’s leaderboard but we aren’t

---
**index_self** (post #13):
Hot take, I don’t actually like using custom signals.
Now obviously there’s cases where your hand is forced like when using community resources or working on a project where other people are using them, but generally I don’t like them because they scatter your logic everywhere and have diminishing tooling support.
Ignoring perforamnce, Bindables are really bad because of VM bridging and deferred events, and Lua implementations clobber the stack and have confusing thread behavior due to global thread reuse. Both also have poor type support, and the solutions people have come up with are usually unideal (no parameter names, invariance issues, etc.)
I’m more of a “functional core, imperative shell” kind of person, so most of my imperative logic lives in one script with some helper modules which requires little need for cross-context messaging. Ironically, I think this style promotes code reuse even more than event-driven programming because the whole backend becomes pure and repluggable.
---
**1kaelen1** (post #14):
check the leaderboard again | 961 | 7e7ca5d4682af9f9d83914d481dbbdbf06d7d8931fd9e62cb84c428c1cb4283c | |
https://devforum.roblox.com/t/4462604 | 4,462,604 | [$] WHEN Or WHAT Was YOUR Biggest SUCCESS On ROBLOX? | Development Discussion | 8 | null | [
"roblox-studio",
"robux"
] | 215 | 16 | 2026-03-02T15:58:08.671Z | 2026-03-29T20:00:30.765459+00:00 | # [$] WHEN Or WHAT Was YOUR Biggest SUCCESS On ROBLOX?
**Category:** Development Discussion
**Tags:** roblox-studio, robux
**Views:** 215 **Replies:** 16
---
**megasuperalfonato** (post #1):
Easy to respond.
When was the moment you realized you had actually succeeded on Roblox?
Maybe it was:
- Creating a popular game
- Making a UGC item that blew up
- Doing a commission that earned you a lot of Robux
- Or something else entirely
You can share how many Robux you made, what game it was, what UGC item, what commission, anything.
Any type of success counts.
In my case, I haven’t really succeeded yet. I’ve made less than 500 Robux from all my games combined. I’ve never done a commission, and my 2 shirts and pants only made around 40 Robux.
What about you?
---
**Carbonated_Cat** (post #2):
I got a premium payout once
---
**bapakny_agnesbotak** (post #3):
i got 5 robux from my game cuz someone somehow spend 11 minutes in my game
---
**scooter_user** (post #4):
i’ve self advertised over a billion times on this website and i’m not going to do it again here
---
**paidkeybor** (post #5):
i made a blank tshirt and made a bunch of robux
---
**4_0gt** (post #6):
Some horrid ahh game from 2022 suddenly got popular (idk why).
---
**Veleeeet** (post #7):
i never gave up. in the end i made 5k robux lol (in 6 months..)
---
**SodaFromBrazil** (post #8):
5 robux made from a joke bfdi sad story game
---
**AVeryFancyDoctor** (post #9):
Mostly comes from my creation of the game Clean Up Crew
---
**SickTrading** (post #10):
towards the end of 2019, I sponsored my first game. Back then, a couple thousand robux would get you 50 CCU easily.
“Jumping simulator”
It failed, but I was young and naive, most of it was toolbox scripts and a terrible map. Even though this resulted in failure, I see as a success of sort. A test.
Obviously I have gone past that, hitting nearly 10K CCU on some of my games, but that doesn’t feel as “successful” or “fun” as it used to. Now it feels more like an endless chore I have to do because I want money. I don’t see that as successful.
---
**BigPegus_1** (post #11):
One day I made a streaming dev try my fangame and got highest rank among other fangames(after stream nobody played it again)
---
**CascadeChalupas** (post #12):
Creating classic clothing for a vocaloid song
---
**patopro77** (post #13):
gd clone made 350k bobux with it
(before creator rewards)
---
**dark_kill19421real** (post #14):
like 300 robux from an unreleased core game :sob:
---
**m2pld9qr5s_jxv** (post #15):
my maximum visits was 6 or 7 and thats the only time i succeeded (i re-joined my game)
---
**JMINJS** (post #16):
Someone bought my 500 Robux Doge classic shirts
---
**paidkeybor_alt** (post #17):
meeting you :smirking\_face::heart:
 | 834 | 9482e57911c446b5facdfa2a743b19486d6b964b6327f9b94a140ade2bdb731d | |
https://devforum.roblox.com/t/4028020 | 4,028,020 | What's some game genres/types you would like to see more? | Development Discussion | 8 | null | [] | 246 | 31 | 2025-10-27T15:45:25.685Z | 2026-03-29T20:01:31.420601+00:00 | # What's some game genres/types you would like to see more?
**Category:** Development Discussion
**Views:** 246 **Replies:** 31
---
**RocketSlither** (post #1):
Hello! I recently got into mobas through league of legends (please help my soul) and I was disappointed to see Roblox lacking any decent moba games (most are just rushed cheap games). I recently started work on my own moba, cause I wanted to fill that void. That got me thinking though, what would be some other good game ideas/genres that Roblox is missing?
What’s some game genres/types you would like to see more?
---
**JAcoboiskaka1121** (post #2):
brainrot
---
**RocketSlither** (post #3):
Never post in lounge again
---
**LoveForPeeps** (post #4):
theres actually a pretty well made MOBA on roblox
---
**awwriaa** (post #5):
plants vs brainrot :face\_holding\_back\_tears:
---
**federalbureau08** (post #6):
Definitely story-interactive. Minecraft: Story Mode was one of my favorite games when I was younger, a perfect mix of adventure, progression-based, and action. I plan to try making one and maybe bringing it here to Roblox in Lua.
---
**SMBri** (post #7):
DOORS :eye: type games

---
**RocketSlither** (post #8):
I played that game, it lacks a lot of things and is not great.
Minions should only target players if they attack another player or lack other targets, these minions will chase you across the map and deal massive amounts of damage. Also the abilities are confusing and the game uses AI art
---
**Jacket_Howla** (post #9):
- Story games like; [Reign Fall](https://www.roblox.com/games/11765763028/Reign-Fall-Early-Development) (idk just a l4d like gaem with cool style and really nice **LONG** cutscenes)
- Tactical Shooters (like Ready or Not; also time to advertise a really goddamn cool project which I’ve playtested: [Project Apex](https://www.roblox.com/games/15509312676/PROJECT-APEX), basically tarkov + ready or not)
These genres are really unpopular and low quality, tactical shooters are the most.
I’d really like to see Apex on the trending page when it’ll be released.
---
**1kaelen1** (post #10):
fun games
---
**Gucci_Dabs222** (post #12):
games made by authentic human beings and not money-fueled ~~corporate dogs~~ people
---
**ys3741** (post #13):
We need good simulators like we had 5 years ago
---
**Yarik_superpro** (post #14):
Just allow setting multiple genres bruh
What about Social Survival Horror genre?
---
**1kaelen1** (post #15):
but social is already horror to every roblox player
---
**Microwave_Toothpaste** (post #16):
I agree. There really needs to be more high quality roomslikes with some unique gameplay. Grace did that well, wish more games would too.
---
**PosFind** (post #17):
why can’t we have any genuinely fun, creative and replayable games?
---
**syyIvi** (post #18):
any genre is fine
i would honestly really like to see games that are much LESS ambitious, with less content
sometimes i just wanna hop in and play for 10 minutes to destress. i dont want to be hooked and fully immersed for an hour all the time. sometimes less is more
i dont want your daily gifts. i dont want your daily quests. i dont want your lootboxes with animations that were given to you by someone you didnt pay yet. i dont want a team of 20 people working for a company they dont care about. sometimes i just want a sole singular focus man. something that calms me down.
---
**RocketSlither** (post #19):
Honestly I have no idea where you are going with this.
---
**hahahahahaha2366** (post #20):
they likely mean games that take themselves less seriously or don’t try as hard, think OG games like Heli Wars Desert Attack, Lumber Tycoon 1, or Work at a Pizza Place. insanely basic concepts that you can pop in and out of whenever, without being overbearing or making you feel like you have to grind to access content. lots of games being released now feel like box-tickers that need a minimum of 12 different mechanics to exist, especially ones that just copy other genres bar-for-bar.
everyone is focused on making hyper-distilled ‘gameplay loops’ instead of artfully simple fun.
---
**syyIvi** (post #21):
just making the point that i think some games have more than necessary. aforementioned examples being daily gifts, gambling mechanics, taking unwise acquisitions, etc
---
**12mrcool** (post #22):
Story based games like say assassin’s creed, TombRaider and other games of that same type. Or even a fps campaign story thats well made. Just in general good story games thats advanced and has good gameplay, storylines amd characters.
I have a idea for a single player game but i need to actually get good at coding before I even attempt to do it. (I know singleplayer and roblox isn’t “great” but I really wouldn’t care it would be out of passion not for huge bucks)
3d puzzle adventures like the old Myst games. Myst Exile for example.
Just in general more games thats not some simple thing and older people would want to play.
---
**RocketSlither** (post #23):
I am returning to my own post to say we need:
More actually fun extraction shooters, like arc raiders. I dislike extraction shooters, but I want to enjoy them. Arc raiders formula is really nice and enjoyable. We need more like it
---
**Microwave_Toothpaste** (post #24):
I’d like to see an extraction shooter mixed with L4D where you play as priests sent by the Vatican to fight back against Hell’s invasion
that’d be neat
---
**NotEvNeedsAReaction** (post #25):
physics games even though roblox physics suck most of the time
---
**trooperAlan** (post #26):
Do you mean like semi **Showcases** and **Experimental maps**? I make games that are mostly little showcases with minimal scripts and such. They don’t have more than maybe 30mins of content though and I can’t really code either, so the scripts are just teleports, boost pads and spinning objects.
---
**syyIvi** (post #27):
not precisely what i had in mind but those are good examples that i love to play! best of luck on your projects! :grinning\_face\_with\_smiling\_eyes:
---
**mrd00dleguy** (post #28):
brutally difficult platformer/“obby-style” games with unique mechanics (and not just “obby but you can’t jump”, things that significantly change how you play like “obby but you rocket jump”)
non-roblox examples of games like these: celeste, super meat boy
---
**HYDR0GEN1** (post #29):
can we please have an infection game that isnt some weird furry fetish :folded\_hands:
the only good examples i can think of are monke game and item asylum’s zs gamemode and that isn’t even its own game
---
**Jezzie_Dev** (post #30):
I’d love to see more games be an interactive story game, like TellTale did.
---
**patopro77** (post #31):
i would like to see games on roblox, like, actual games
---
**megasuperalfonato** (post #32):
i like those infection type of games. however there are not so many singular games like these. but a good game that has this system is Untitled Tag Game
these games are great, there are not so many like these
true, because right now there are only experiences, not games. Games are a thing of the past right now
---
**BigPegus_1** (post #33):
Games that don’t try to attach themselves to your wallet and absorb all green matter inside of it | 1,888 | fe6fc0d5b1583b89647ed314bb8fdba991e20ef87bcb5c1136a16a44d9918688 | |
https://devforum.roblox.com/t/4154948 | 4,154,948 | Are you going to use regional pricing in your experience? | Development Discussion | 8 | null | [] | 117 | 6 | 2025-12-15T22:53:58.076Z | 2026-03-29T20:01:09.486458+00:00 | # Are you going to use regional pricing in your experience?
**Category:** Development Discussion
**Views:** 117 **Replies:** 6
---
**DonaldDuck5150** (post #1):
I just wanted to know if you are going to (or already using) regional pricing in your Roblox game and I want to know your thoughts on it before I start making a dynamic pricing system to change all of my Textlabels that change the price to the adjusted price
Will you use regional pricing in your experience?
- Yes
- No
0
voters
Do you have a positive opinion on regional pricing?
- Yes
- No
0
voters
---
**megasuperalfonato** (post #2):
I personally used it and it works really well, so i recommend using it.
Also i think it also enables automatically, because in my games it was already enabled without me doing anything
---
**DonaldDuck5150** (post #3):
As long as you have it enabled, it will automatically work. You just need to make it so that the text labels correctly display the correct adjusted price
---
**megasuperalfonato** (post #4):
yes you are right but currently in none of my games I have that in works, I will work in that, thanks for reminding
---
**Im_ClearAverage** (post #5):
i would think like in your game if a player is from a country lets say for example; mexico, if the device is from mexico i would put him a little cheaper gamepassess just to control my economy and not let a ROBLOX system do it because regional pricing changes so to get controll i would make another passes but for different countries (not necesarrily all of them)
---
**Supermayssa** (post #6):
In my opinion, it’s discriminatory toward certain countries. Everyone should pay the same price… it’s unfair for one country to have a lower or higher price than another.
---
**dswqsa895** (post #7):
probably not since the only thing i have are donation passes which dont do much stuff | 441 | cab2b46e4e97ce0e7da3da6476b0aca598614f68c4d30b856130272061d551ff | |
https://devforum.roblox.com/t/4024188 | 4,024,188 | [VOTE] How dependent are you on auto-completion-system(Intellisense) when programming? | Development Discussion | 8 | null | [] | 181 | 15 | 2025-10-25T07:01:23.605Z | 2026-03-29T20:01:31.224575+00:00 | # [VOTE] How dependent are you on auto-completion-system(Intellisense) when programming?
**Category:** Development Discussion
**Views:** 181 **Replies:** 15
---
**loganboxjf** (post #1):
The title says everything.
- Not dependent at all
- A little not dependent
- Neutral
- A little dependent
- Very dependent
0
voters
---
**ttignyemb** (post #2):
Not gonna lie nobody cares about what helps you to script a project either if it’s Docs,Ai,Auto Completion…as long as you have a visibly finished product lol, as long as your code is efficient and follows the "“Good Code” format nobody cares what you do bro.
---
**EzraPalo** (post #3):
i mostly agree with that, but id be a lil annoyed if someone used completely ai to code bcus they can’t, and their game gets good monetisation.
---
**ttignyemb** (post #4):
true, lol but we are in 2025 bro Ai models are getting more and more advanced so there really ain’t nothing you can do except to be annoyed lol..Just join the trend and make the next big thing and it’s most of the top games are made with ai(Not completely) but who cares
---
**EzraPalo** (post #5):
fair enough, i bet on portfolios theres gonna be “can use ai to write code” and everyone will be impressed by that :sob:
---
**ttignyemb** (post #6):
Lol not as much but it’s good to know how and when to use Ai in the tech world as it improves performance and not all docs are documented well
---
**PrachCraft** (post #7):
I don’t even use the auto-complete coding ai thing, it never works.
---
**af_2048** (post #8):
I do not use AI for coding at all.
Auto-completion is nice to have, especially in large projects.
Just highlighting symbol under cursor already improves code understanding.
There’s also a thingie that understands symbols (types/methods) in project, variable visibility scope - that improves navigation significantly, again very useful in large projects.
Writing “hello world” without above is absolutely possible.
Working on large projects without them is way slower.
---
**primitivedd** (post #9):
it just helps, i dont think you can be dependent off of it
---
**ZacAttackk** (post #10):
I use it all the time and have muscle memory for it in my project to link to certain directories in storage, so I’d say I am dependant on it.
---
**nowodev** (post #11):
you guys use intellisense? i just use notepad :sunglasses:
Jokes aside, I can write code from memory, but I am not going to remember 5 million function/method names and their arguments.
---
**5haggyyy** (post #12):
If it’s referring to the script editor auto complete then I’m sure everyone uses it. If it’s the “assistant” then no.
---
**AskWisp** (post #13):
It’s not my cup of tea. I used to just write a ton of my scripts in MS Notepad; but I’ve been less comfortable with it ever since Windows 11 added a bunch of online features and Microsoft account integration. So now I’m *mostly* back with the built-in script editor. But yeah, I disable all this kind of stuff first thing whenever my preferences get reset.
---
**Niklantis05** (post #14):
i dont really use it
---
**EzraPalo** (post #15):
same, often ill be writing something really easy but then the auto fill shows and i js press tab cos its fast snd it works, except they always forget the `end` or `end)`
---
**7eoeb** (post #16):
I actually disabled it because it began to give shit suggestions | 847 | aa51e4a00c20fd54e879845aa326669b01aea232abb0646c477d865ee24ba946 | |
https://devforum.roblox.com/t/4025083 | 4,025,083 | [brainrot] should i ban ipad kids | Development Discussion | 8 | null | [] | 1,191 | 84 | 2025-10-25T19:15:12.240Z | 2026-03-29T20:01:33.523224+00:00 | # [brainrot] should i ban ipad kids
**Category:** Development Discussion
**Views:** 1,191 **Replies:** 84
---
**Pish85** (post #1):
should i ban tablet users (ipad kids) from my game
---
**Dpelayo5907** (post #2):
yes
---
**FastMagpie277** (post #3):
yes
Summary
double yes
---
**Viscrated** (post #4):
yes
Summary
just yes
---
**BloxyKroket** (post #5):
yk, just do it. like what teenage kid that plays normal games, PLAYS ON I PAD VRO
Ipad users are not allowed to click
99.9% of ipad users that play roblox have less then atleast 60 IQ
---
**HijackedSystem** (post #6):
Send them to the shadow realm
---
**patopro77** (post #7):
make a script that detects ipads and if the player is playing with an ipad then the game crashes, making the kid rage and destroy the ipad
---
**Inkthirsty** (post #8):
if you want to make money: no
if you dont want to make money: yes
---
**mario213346** (post #9):
well if you don’t care about losing players then yes
---
**Beloathed** (post #10):
But they’re your source of revenue
---
**VastMajorPie** (post #11):
## :fire: :fire: :fire:
---
**Pish85** (post #12):
dam 60 iq is a lot
---
**Pish85** (post #13):
AH MY EYES
---
**Inkthirsty** (post #15):
back in my day we played with these and it was the best thing ever
---
**VastMajorPie** (post #16):
what is that called?
---
**Inkthirsty** (post #17):
is this a joke or are you serious
---
**VastMajorPie** (post #18):
thank god for google reverse image search :folded\_hands:
---
**Inkthirsty** (post #19):
bro made me get it out
---
**SMBri** (post #20):
what is this.
and to answer the topic, idk really
---
**Clxzed** (post #22):
Here’s how to detect it though:
- Weird, inorganic movements that are similar to bots (this is because their screen is covered in Cheeto dust, so it only responds sometimes)
- Chat spam like “aiugihureivueigh,” never a coherent sentence
- Mindless walking around and never completing the tutorial.
---
**BloxyKroket** (post #23):
Dang i had those :fire::fire::fire: but noe i have a computer so that thing had kinda gotten stick in the beckrooms
---
**patopro77** (post #24):
thats straight up vomit on the screen
---
**RealSant2848** (post #25):
i hate making mobile support since i always forget to make it since i am making it on a computer so i never think of that so yea yea computer only better
---
**Mogolovoniobrah** (post #26):
ofc you should, why havent you done it already actually
---
**Awesomepad** (post #27):
no, they’re your biggest source of revenue
---
**From_Fish** (post #28):
If you want as many players as possible for your game, no.
If you don’t care about that, yes.
---
**walywhale** (post #29):
the amount of people who arent kids that use ipad for creativity but still play roblox are gonna be fucking pissed
---
**walywhale** (post #30):
alot of people. not all ipad users on roblox are kids
---
**MikeartsRBLX** (post #31):
short answer: yes
long answer:
yesssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssss
---
**BloxyKroket** (post #32):
Ik some people have ipads for school or work but having it while not working is called a ipad kid i would say atleast
---
**lollyTR2** (post #33):
My answer is no. I was a “ipad kid” without the ipad but I was still using mine responsibly. (I had a samsung tab E [rip goat]) so if you have the time, maybe make a quiz to determine if you’re an ipad kid and kick out the players who are one of them
psudocode
```lua
local score = 0
-- blah blah quiz answer stuff that adds to the score
if score == 100 then
plr:Kick("stupid ipad kid lol")
end
```
---
**Rekotora3349** (post #34):
I want to vomit after I saw that.
---
**Rekotora3349** (post #35):
ngl I like how both of them are (kinda) the same color
---
**Basabio** (post #36):
Depends of what point you look it at, but it is not a bad idea to ban iPad kids in my opinion
---
**walywhale** (post #38):
that doesnt make sense :face\_with\_bags\_under\_eyes:
---
**NiaTheDumbPuppy** (post #39):
please don’t tell me that’s feces. PLEASE DON’T TELL ME THAT’S FECES.
---
**BlackCrisisDrone** (post #40):
Ban every single piece of brainrot lingo and the average IQ of your player base will immediately start skyrocketing
---
**AIO0110** (post #41):
Too much IPad kid but why aren’t we talking about CHEETO IPad kids?
---
**Walsh_cola1** (post #42):
Then turn off Tablet playable devices in settings gane
---
**MaddyRing** (post #43):
why would u ban them?
u can detect if they have touch enabled,
`UserInputService.TouchEnabled`
and disable their chat (assuming they are ipad kids)
also not all tablet users are ipad kids
instead of banning just like adapt, optimize
```lua
if UserInputService.TouchEnabled then
local ChatService = game:GetService("StarterGui")
ChatService:SetCoreGuiEnabled(Enum.CoreGuiType.Chat, false)
end
```
so like u can get rid of most of the CAN I HAVE GIFT or HACKER or ragebaiting things
Tablet users that play roblox hm, well kids yeah mostly, teens? eh nah, maybe console or smth else other ages? nope
anyways amma go play the slap battles halloween updateee thingy or autumn fall idk
---
**pumpkyrofl** (post #44):
No bludha, It’s free money :money\_bag: Dosh dosh dosh dolla dolla bills
---
**BloxyKroket** (post #45):
Ikr, it doesnt make sense at all
---
**Rekotora3349** (post #46):
That’s either vomit or a mystery sauce. What kinda person shits on an iPad?
---
**Mogolovoniobrah** (post #47):
People who prefer Android tablets.
---
**UR_localBETA** (post #48):
my brother
---
**Yarik_superpro** (post #49):
Use them as a free NPC AI, 0 codding required
---
**megasuperalfonato** (post #50):
when i was much younger i actually pooped on my room’s wall. So it is possible.
---
**Pish85** (post #51):
relatable
---
**westernslinky** (post #52):
ban everyone
:+1:
---
**Sta_JeOvoalt** (post #53):
i dont understand how people play brainrot game atp
---
**Mini15_pro1234** (post #54):
W :sob: I widh i could go back bri these were so peak
---
**Mini15_pro1234** (post #55):
I dont think i have ever cringed at something so hard in my entire life. :sob: :folded\_hands: :wilted\_flower:
---
**Microwave_Toothpaste** (post #56):
Poor cod what did he do to you
---
**Yarik_superpro** (post #57):
Nah bro its good, he gets to skip work day and relax :smiling\_face\_with\_sunglasses:
---
**silverwolfadopt** (post #58):
i got a 3ds better then the ipad
---
**Blackcjvsnoone** (post #59):
NINTENDO DS!!! i still have one
---
**NotEvNeedsAReaction** (post #60):
i dont get what people have against ipad kids, they’re just enjoying the latest generation’s advancements. are children nowadays supposed to be like the smartest people on the planet or what
---
**Foxstream52** (post #61):
Hey man, i think we should be inclusive to *those of us* that do in fact take dumps on our IPads. :eyes:
---
**Archenhailor** (post #62):
i think that’s cheese
cheese finger ipad :sob:
---
**MrSheriff_RBLX** (post #63):
no
---
**karlos_800** (post #64):
wtf
---
**SodaFromBrazil** (post #65):
make it so that if an iPad kid joins ur game (or if someone says smth brainrot related in chat) they get a scary image on their screen and this plays and if they try to leave use that one api thing annoying games use to play alarms when you try to leave to teleport them to a scary subplace or smth
</secure-uploads/uploads/original/5X/6/4/0/2/640255afeba9e83e1578f552d278669024f94168.ogg>
---
**SodaFromBrazil** (post #66):
they mean like brain rotted “tun tun tun sahur!” kids
---
**SodaFromBrazil** (post #67):
issue is that also bans people who cant afford pcs
---
**Scullgaming962** (post #68):
up to you if you feel like wiping out 80% of your playerbase
---
**MaddyRing** (post #69):
i dont know if u meant ban from chat or ban the player
---
**Archenhailor** (post #70):
i alr have to ban ipad kids from my game because of how many keybinds there are (it’s a simulator so prolly bad idea ngl)
---
**ApertureMesa08** (post #71):
Just don’t add Italian Brainrot, iPad kids won’t even play it.
---
**HYDR0GEN1** (post #72):
rule 1 of making a good game: never add mobile support
---
**SodaFromBrazil** (post #73):
from chat, sorry
---
**Im_ClearAverage** (post #74):
give those children his binky and ipad everythings going to be fine
(obviously give them your credit card or they will tantrum and cause more destructrion than thanos gauntlet :P)
---
**F1ghtOn** (post #75):
did someone say cod?

those who know
---
**snoobi77333** (post #76):
Not if you want some money lol.
---
**dswqsa895** (post #77):
Absolutely, without any hesitation and without warning.
---
**Ohio_trouble350** (post #78):
Or you could just
but that’s boring so never mind
---
**Rekotora3349** (post #79):
But what about normal people who use an Android tablet?
---
**UR_localBETA** (post #80):
uhhhhh i use iPad but I’m not an iPad kid :c
---
**FastMagpie277** (post #81):
No mobile or tablet players you say…
---
**admind0ge** (post #82):
100% yes
For the record, the answer to your question is… yes
---
**Blacklightsy** (post #83):
Yes. If they’re playing on a Phone (using TouchEnabled), then force them to beat Silent Circles.
---
**SMBri** (post #84):
Do that
But not this i have a touchscreen laptop almost every game thinks im on mobile
---
**C_laneG** (post #85):
Is an ipad kid a person who plays on an ipad or a brainrotted child who spends too much time on an ipad???
---
**SMBri** (post #86):
Brainrotted child who spends too much time on an ipad
---
**PizzaOnLinux** (post #87):
do the opposite by keeping them hooked for maximum profit | 2,891 | 7b1fee13ed4aa3ec925bf8e26de0ffcb1aface11aa600898dd06d1f7385cc4e1 | |
https://devforum.roblox.com/t/4275597 | 4,275,597 | Today i start my adventure to get verified bagde | Development Discussion | 8 | null | [
"game",
"verified"
] | 128 | 4 | 2026-01-21T00:21:39.091Z | 2026-03-29T20:00:45.798373+00:00 | # Today i start my adventure to get verified bagde
**Category:** Development Discussion
**Tags:** game, verified
**Views:** 128 **Replies:** 4
---
**ValkNoobYT** (post #1):
I will try to be verified, i know thats will be impossible, because: how a guy that dont know nothing of scripting will make a game and be verified. idk, but i will try, somenone with tips to make my game popular? (forget brainrot, lets leave in 2025. but its like a ccu magnet)
**Edit: i will post here all updates.**
---
**adudu21** (post #3):
Unique ideas if good enough can do very good in long term provided that such has good mono and similar.
Many brainrot ideas have been taken, so you might have to mix some game ideas or so.
Ideally should be a fun game that makes users return, play for some time each time and similar.
Good luck i suppose.
---
**ValkNoobYT** (post #4):
Yes, if i can hold about 67k player for 10 minutes in 90 days i hit 1m total play hours, and thanks for the tip.
---
**MikeartsRBLX** (post #5):
the platform is filled with children so find some way to attract them to your game
---
**ValkNoobYT** (post #6):
cringe and satured brainrot, brainrotted kid magnet | 316 | e5ea2acbcff3c83b02fb66af905e9f3501ac4b6269feaeb55ebf99a1b8af6806 | |
https://devforum.roblox.com/t/4299717 | 4,299,717 | Am I the only person who sees such potential in this game? | Development Discussion | 8 | null | [] | 137 | 0 | 2026-01-27T08:22:33.956Z | 2026-03-29T20:00:43.971944+00:00 | # Am I the only person who sees such potential in this game?
**Category:** Development Discussion
**Views:** 137 **Replies:** 0
---
**DumpWanderer** (post #1):
[Zombie Graveyard Tycoon](https://www.roblox.com/games/5168826478/Zombie-Graveyard-Tycoon) was a very popular game back in 2021, if I’m remembering things correctly, it used to be called Zombie Graveyard Survival Tycoon. There is still evidence in the thumbnails and icon where it is called Zombie Survival Tycoon and Zombie Graveyard Survival, I genuinely don’t know what to call this game… Anyways, it has a plasma control point, and a cash control point, the cash one being broken.
- Whenever you shoot a gun it puts warnings in the console.
- Doorways are buggy unions, and the door to the armory look’s weird.
- There isn’t a minigun or really any big guns which aren’t just the average SMG or Glock.
- If you change your base colour after shooting the wall, the bullet hole doesn’t change colour
- Base stairs are weird and not aligned correctly with the wedge wall beside it.
- There’s no reason to rebirth after 5 rebirths except for badges and the leaderboard.
- After you rebirth, your team colour changes, which does not change the control point if you’re controlling it.
- The truck’s gatling gun doesn’t work anymore.
- Zombies can hit you through walls (fixable with raycasting)
- One of the places an airdrop crate can land is inside of a rock making it impossible to get.
- Base colour doesn’t save, making it pointless unless you recolour your base every time.
- Restocking ammo will force your Glock (which usually has infinite ammo) to have 120 ammo.
- Pretty P2W, IMO sprinting should’nt be in the game, and if it is, it shouldn’t be a gamepass.
- Gamepass popups whenever you spawn or AFK for too long.
---
# Please note that most of those are Roblox’s fault and not the devs fault, and that’s pretty much everything bad about the game, but there’s good things too!
---
- The game’s style is legacy Roblox since the game was originally created in 2020, which look’s really nice.
- So many different weapons which all require grinding (or AFKING…).
- Plasma (The zombie drop version specifically) look’s really nice and perfectly sized).
- The gun system is perfect on mobile and PC.
- Great thumbnails, especially the edited version (which I edited).
- AFK farming is possible (Yes, it’s a good thing).
---
So the main question is…
*Why am I saying this? What happened to the game?*
Well it used to be popular until around 2022 when it slowly started to die, servers stopped filling.
Once the devs realised the game wasn’t popular, they quit updating it.
Nobody even remembers it anymore except me and a couple other people.
I could name a few people who play the game still, but they joined through me and didn’t even play Roblox until 2024-2025.
And other’s might ask…
*What are you trying to do?*
I’m trying to get the attention of one of the developers, so either I can beg them to continue updating the game, just for me and 5 other people, or beg for edit permission so I can update the game myself.
And obviously now everybodies thinking…
*How are they supposed to find this?*
By saying their usernames so they get notifications, so I’ll mention them below…
@FadedDemise - The games creator
[@HussleMatic](/u/husslematic) - The games scripter and creator of the original game.
[@Airzly](/u/airzly) - The designer of the thumbnails and/or icon.
If one of those 3 people or one of their friends can still reply or do anything, I’d appreciate it. | 850 | 63a06d47cded3f4cfeb419141e830bd05610590fcf0d8c83d770063d7be70b8b | |
https://devforum.roblox.com/t/4467242 | 4,467,242 | Best Roblox Studio alternative? | Development Discussion | 8 | null | [] | 502 | 53 | 2026-03-03T19:11:38.081Z | 2026-03-29T20:00:31.486858+00:00 | # Best Roblox Studio alternative?
**Category:** Development Discussion
**Views:** 502 **Replies:** 53
---
**SodaFromBrazil** (post #1):
I’m looking for an alternative to Roblox Studio so I can export my games elsewhere, but so far all alternatives havent worked out the best.
What I want is a:
Game engine (frameworks are allowed but not preferred)
Similar to Lua coding language (in terms of syntax, as long as its easy im alright with it)
User friendly
Free to export/download
I believe the best game engine for this would be [Godot.](https://godotengine.org) I have made my choice now. Thanks!
Nevermind frick it im learning Java
---
**SodaFromBrazil** (post #2):
Preferabbly a 2D game engine too, but that might be asking too much lol
---
**megasuperalfonato** (post #3):
idk about exporting/imporiting but Love2D
---
**SodaFromBrazil** (post #4):
i do belive its free and i am going to remember that, but then again its like half lua code half love functions
---
**LuauOOP** (post #5):
roblox is half luau half roblox api, so whats the problem?
just hating to hate
---
**SodaFromBrazil** (post #6):
im talking about how the average game script looks in both
---
**BearTheGruff** (post #7):
Truth is unless you could find a very niche and dedicated community with a polished build, there will be nothing as close to this.
Love2D is a framework.
GoDot uses C#.
All the good stuff, you mentioned, you’d probably go for some game engine that’s right out of the 2000s if I remember correctly. I’m not discouraging you, but I’m just saying. You should expand your knowledge on new things like C# if you want to work with GoDot which has similar coding practices to Roblox developer community but an entirely different language.
---
**LuauOOP** (post #9):
trust me it’s not as bad as you think
i actually had a very great experience with love2d, extremely lightweight and straightforward
just try it out for a few days
---
**LuauOOP** (post #10):
godot can use either cs or gdscript, can be either
---
**patopro77** (post #11):
unreal, unity, godot, gamemaker, love2d
SFML, SDL2/3, Raylib, etc
---
**LuauOOP** (post #12):
last few arent applicable since i think OP is a skid and doesnt know C/++/other
---
**patopro77** (post #13):
skill issue
---
**Carbonated_Cat** (post #14):
my decade old pc cant handle unreal or unity so all of your suggestions are now invalid. good day
---
**Vundeq** (post #15):
Just pick unity or godot, once you learn one of those transferring that knowledge to most other game engines will be pretty easy. Roblox Studio is fairly unique but even it has alot of transferable skills (the concept of an instance with properties being one).
---
**hellie_jellie** (post #16):
time to pick a real engine and get a taste of real game development buddy
---
**SodaFromBrazil** (post #17):
skid
---
**SodaFromBrazil** (post #18):
i think this might be the way to go it seems good
---
**INBOUNDNUKE** (post #19):

---
**paidkeybor** (post #21):
bro’s a skid
---
**sunshine_pandy** (post #22):
There’s actually a few plugins for godot scripts. One of them is for lua.
---
**SodaFromBrazil** (post #23):
oh awesome! perfect cuz i cant find any solid full gdscript tutorials
---
**LuauOOP** (post #24):
it’s called python
---
**patopro77** (post #25):
Python is ass just learn lua or Geometry Dash triggers
If ur gay u can learn TypeShit (typescript)
---
**LerpSoh** (post #26):
You can try
And for 2D
---
**BlueDeveloper24** (post #27):
gdevelop, but it doesnt have lua.
monogame (c#)
godot
unity
core
unreal engine
---
**SodaFromBrazil** (post #28):
learn 1+1 or advanced thermonuclear physics
---
**SodaFromBrazil** (post #29):
I always thought Studio would be perfect if you could export to other platforms, this seems PERFECT
---
**Tutterey** (post #30):
Gdscript is so easy to learn you don’t need tutorials
---
**nevergiveyourid** (post #31):
It’s because Unity is a bloated game engine for people learning to make a game.
Most of the slop you see on Roblox is the same kind of slop found in mobile Unity games.
(Not all Unity games are bad though. Most Indie games are pretty good actually.)
It always pains me when I see a AAA studio release a game made in Unity, because they used a game engine meant for starters. Like, imagine if a AAA studio make a game in Scratch. That’s how I feel about Unity.
---
**chocolate_bar2410** (post #32):
probably defold or cryengine if you want lua
else godot is probably the most similar to roblox’s workflow
---
**SodaFromBrazil** (post #33):
yea im gonna just know. like im gonna open godot and im gonna know
---
**patopro77** (post #34):
does that mean godot is better??
---
**LuauOOP** (post #35):
If anything this is just even more impressive
Though I wouldn’t consider unity an engine for starters
---
**Tutterey** (post #36):
You don’t need a full gdscript tutorial to learn it, you just need to read the documentation and watch an occasional short tutorial when you need to learn a specific thing.
---
**hellie_jellie** (post #37):
let’s be real, players don’t give a flying fuck about where you developed your game, heck i dont care about where you made your game, as long as it’s good and performant i’ll play it
---
**SodaFromBrazil** (post #38):
What?
---
**SodaFromBrazil** (post #39):
I found a 12 hour java tutorial time to make minecraft 3
---
**patopro77** (post #40):
WHY are you using java for GAME DEVELOPMENT
---
**Tutterey** (post #41):
C shart is a copy of Java and why better for game development
---
**LuauOOP** (post #42):
c sharp is just windows flavored java
---
**patopro77** (post #43):
What about typeshit (typescript)
---
**Placewith5s** (post #44):
ts what? wdym I am confused
---
**Placewith5s** (post #45):
**Unity left the call**
---
**patopro77** (post #46):
what does unity have to do with c shart being macroslop flavored java
---
**Carbonated_Cat** (post #47):
unity :heart: community :heart: togetherness
---
**patopro77** (post #48):
no.
---
**SodaFromBrazil** (post #49):
I dont even care anymore. I give up trying to find an easy or fast option
---
**SodaFromBrazil** (post #50):
this could give anyone over 50 alzheimers
---
**BearTheGruff** (post #51):
Honestly??? Where was this before I knew how to compile my crap. This is cool.
---
**Tutterey** (post #52):
There is never going to be an easy or fast option, you will have to adapt and learn
---
**SodaFromBrazil** (post #53):
adapt and learn java
!
---
**FedoraFella** (post #54):
I use ronloc studio orange, it is much like: roblox studio; but it is orange.
---
**MikeartsRBLX** (post #55):
godot next question | 1,855 | 13f9d69443b50a5915e5fc8a03ac3aa0c22ed95f6ae39bd8e78d552d105a6855 | |
https://devforum.roblox.com/t/4275818 | 4,275,818 | Anyone else resonate with their game feeling like you're playing Roblox, and not a game on Roblox? | Development Discussion | 8 | null | [
"studio"
] | 157 | 8 | 2026-01-21T02:18:57.314Z | 2026-03-29T20:00:45.233225+00:00 | # Anyone else resonate with their game feeling like you're playing Roblox, and not a game on Roblox?
**Category:** Development Discussion
**Tags:** studio
**Views:** 157 **Replies:** 8
---
**XenoHobo** (post #1):
I might sound crazy but, what do I mean by this? Well, a lot of the times when I’m making a game, it sort of feels like I’m playing a ‘modded’ version of base Roblox/Studio, or that the core mechanics and feel of Roblox sticks out.
Even if I add a custom leaderboard, change the skybox around, add features, change the backpack, etc, it still just sort of feels like it isn’t its own thing, but just accessories. Though it might just be a perspective unique to the developer since I see the code and foundation, so it isn’t necessarily a blackbox to me.
Anyone else experience this? Or have their own ways to make a game stand out from Roblox’s base more?
---
**A_Mp5** (post #2):
usually yes. unless it’s Apocrypha by Pneuma Development. but normally absolutely yes
---
**megasuperalfonato** (post #3):
No I always feel like i’m playing a game designed by Rockstar am i the only one?
---
**Reditect** (post #4):
making your own custom character and movement, music, a main menu, and a bunch of other systems
but if the game doesn’t feel like Roblox, on Roblox, then it won’t usually succeed on Roblox. My game is in that rut.
It’s too off Roblox for Roblox people, but people off Roblox don’t often play Roblox. Especially with recent and historic moderation and safety issues, but I digress. In short, I wouldn’t recommend trying to make your game so unique or like off-Roblox games.
---
**patopro77** (post #5):
well yeah im literally making a 2d game
---
**chocolate_bar2410** (post #6):
im pretty sure even unreal engine has this problem
art direction and art/build style is like the main factor for this
you dont even have to go super high quality with it, even a low poly or monochrome will do fine
that + the character, using a custom character can signifcantly reduce this
if the game allows it, you could get away with not showing the character at all
---
**SickTrading** (post #7):
I have never had a thought like this
---
**That1guy1201** (post #8):
The only time I don’t feel like this is if I’m playing an FPS game or a war game(Entrenched, Centaura etc.)
But when you mention it, playing my own games I do feel like it is just modded Roblox.
---
**IMrNoobyI** (post #9):
I think this has to do with the fact that a lot of developers just make clones of the same handful of games that are already popular and the fact that your using default systems base Roblox uses ( like the backpack system or default movement system ) which ends up a lot of Roblox games feeling “robloxy”. | 684 | d0b219a41c26a43cbce946ed4c97a014bb93d2863c962149133965c6705e42a9 | |
https://devforum.roblox.com/t/4308396 | 4,308,396 | Anti-Hack Security Scanner Plugin! | Development Discussion | 8 | null | [
"scripting",
"studio",
"help",
"plugin"
] | 172 | 9 | 2026-01-29T00:30:52.218Z | 2026-03-29T20:00:43.434878+00:00 | # Anti-Hack Security Scanner Plugin!
**Category:** Development Discussion
**Tags:** scripting, studio, help, plugin
**Views:** 172 **Replies:** 9
---
**anopro71** (post #1):
# Security Scanner Plugin
Link : <https://create.roblox.com/store/asset/106125902154415/Security-Scanner>
**Protect your Roblox games from malicious scripts and backdoors!**
## Description
a powerful security plugin that automatically scans models from the toolbox for malicious scripts, backdoors, and exploits. Keep your game safe by detecting threats before they can harm your project.
## Features
### Automatic Scanning
- Automatically scans every model you insert from the toolbox
- Instant popup alerts when threats are detected
- No manual intervention required
### Comprehensive Threat Detection
- **Require backdoors** - Detects suspicious require() calls to external modules
- **Code execution** - Catches loadstring, getfenv, setfenv
- **Chat backdoors** - Identifies admin command exploits
- **HTTP exploits** - Detects suspicious external requests
- **Obfuscation** - Finds hex encoding and string.char tricks
- **Known backdoors** - Database of known malicious module IDs
- **20+ threat patterns** tracked
### Interactive Interface
- Clean, Easy to understand UI
- Color-coded severity levels (CRITICAL, HIGH, MEDIUM, LOW, SAFE)
- View detailed threat information with line numbers
- **Go to Line** button - Jump directly to the malicious code
- **Open Script** button - View the full script
- Delete individual threats or all at once
### Severity Levels
- **CRITICAL** - Immediate danger (loadstring, known backdoors)
- **HIGH** - Serious threats (require exploits, chat backdoors)
- **MEDIUM** - Potential threats (InsertService, HTTP requests)
- **LOW** - Suspicious but possibly legitimate
- **SAFE** - No threats detected
## How to Use
### Installation
1. Purchase and install the plugin from the Roblox Creator Store
2. The plugin button “Scan Selection” will appear in your toolbar
3. Auto-scan is enabled automatically
### Automatic Mode
1. Simply insert any model from the toolbox
2. If scripts are detected, a scan window appears automatically
3. Review the results and delete threats as needed
### Manual Mode
1. Select any object in your workspace
2. Click the “Scan Selection” button
3. View scan results and take action
### Understanding Results
**Safe Model:**
```lua
ALL CLEAR!
Scanned 5 script(s) - No threats detected.
This model appears safe to use.
```
**Threat Detected:**
```lua
THREATS DETECTED!
Scanned 3 script(s) - Found 2 threat(s)
Critical: 1
[CRITICAL] Loadstring Execution (Line: 42)
[Go to Line] button available
```
## What Gets Detected
### Critical Threats
- Backdoor require() calls
- Loadstring code execution
- Known malicious modules
- Synapse/exploit functions
### High Threats
- Chat command listeners (admin backdoors)
- HTTP POST requests
- GetFenv/SetFenv manipulation
- Obfuscated code patterns
### Medium Threats
- InsertService usage
- HTTP GET requests
- TeleportService usage
### Low Threats
- Suspicious keywords in code
- Parent manipulation
## Important Notes
### False Positives
Some legitimate scripts may be flagged:
- **HttpService** is used by many legitimate APIs
- **TeleportService** is normal for game teleports
- **InsertService** can be legitimate
**Always review the code before deleting!** Use the “Go to Line” button to inspect the flagged code.
### Limitations
- Cannot detect ALL possible backdoors (new methods emerge constantly)
- Cannot protect against runtime exploits during gameplay
- Cannot scan encrypted/compiled scripts
- Detection patterns are regularly updated
### Best Practices
1. Only use models from verified creators
2. Review all flagged scripts before deletion
3. Keep backups of your game
4. Scan regularly when adding new content
5. Check the actual code using “Go to Line”
## Features in Detail
### Go to Line
Click the “Go to Line” button next to any threat to automatically open the script and jump to the exact line where the threat was found. Perfect for reviewing suspicious code.
### Delete Options
- **Delete Script** - Remove individual scripts
- **Delete All Threats** - Remove all malicious scripts at once
- **Keep & Close** - Keep all scripts and close the window
### Draggable Window
Click and drag the title bar to move the scan results window anywhere on your screen.
## FAQ
**Q: Will this slow down my Studio?** A: No, the plugin is lightweight and only scans when needed.
**Q: Can I trust the “safe” results?** A: While the plugin detects many common threats, no scanner is 100% perfect. Always review scripts from unknown sources.
**Q: What if I accidentally delete a legitimate script?** A: Use Ctrl+Z to undo deletions, or keep backups of your game.
**Q: Does this protect my published game?** A: This plugin only scans during development in Studio. It cannot protect against runtime exploits in published games.
**Q: How often are detection patterns updated?** A: The plugin includes 20+ common threat patterns. Future updates may add more patterns.
## Support
If you encounter issues or have suggestions:
1. Check that you’re using the latest version
2. Review the Output window for error messages
3. Test with a simple model first
4. Contact the creator through Roblox
## Version History
**Version 1.0.0**
- Initial release
- 20+ threat detection patterns
- Auto-scan functionality
- Go to Line feature
- Modern UI with severity levels
- Manual scanning option
## Credits
Created by anopro71 , Lanceisaac
## Privacy & Security
This plugin:
- Only scans scripts locally in your Studio
- Does not send any data externally
- Does not modify scripts unless you click delete
- Operates entirely offline
## License
Free to use for all your Roblox projects.
---
**Stay safe and happy developing!**
Remember: This plugin helps identify potential threats, but YOU make the final decision on what to keep or delete. Always review the code and understand what you’re adding to your game.
Videos :
This Video Shows How to scan a Single Script in Case The Auto Scanning Didn’t Work , You Can Manually Scan, a Script By Adding The script to a Part and Scanning It By clicking the plugin scan Button
This Other Video Shows that the plugin Can Find Hidden Threats
This Finale Video Shows How useful This Plugin and how it makes your browsing experience in tool box safer
Notes : AGAIN This is a Beta Version The Plugin isn’t 100% Right We’ll make it way better In the future
---
**MRTOXI5** (post #2):
Wow, it looks quite impressive in addition to being extremely useful if some developers like to use toolbox models, although the vast majority do not, or when they do they simply completely remove the model if it contains code. It is surprising that it is totally free considering what the plugin offers; normally this type of plugins are paid. Thank you very much to the creators of this plugin.
---
**TNolan01** (post #3):
[Resources > Community Resources](/c/resources/community-resources/74)
we already have enough advertisements in lounge pls.
---
**anopro71** (post #4):
Thank you :smile: so much we appreciate it
---
**anopro71** (post #5):
Sorry won’t happen again I forgot :grimacing:
---
**kshgvnzhhkgalt5** (post #6):
what if this actually implants a backdoor in your game
---
**anopro71** (post #7):
This plugin only scans scripts for malicious patterns - it doesn’t insert anything into your game or make external connections. It just reads existing scripts and shows you the results. All it does is help you find threats that are already there. You can test it in an empty place first if you want to verify!
and We’ll make it open source later so you Can check the code
---
**anopro71** (post #8):
Also If this added a backdoor, it would be removed from the Creator Store immediately and my account would be terminated. Roblox moderation specifically scans for this. Feel free to test it in a throwaway place first ;-;
---
**00cx0** (post #9):
I’m pretty sure this plugin is AI generated after reading through it, and overall will give a lot of false positives, especially with it detecting keywords such as “require” and “HttpService:Method”, as they both have a use case which isn’t just backdooring.
Also I noticed that it detects for plugin / exploit level methods, which is very unnecessary as this script only checks LuaSourceContainers which run at a identity level of 2. It also only automatically checks for scripts added to Workspace, so if you have an infected plugin which adds a malicious script to another service such as ServerScriptService, or HttpService, then it won’t detect it.
There are also two errors in the PATTERNS table as well. As after decoding the tables values I saw “String-)char” and “Chatted-)Connecnt”, first off, that “String-)char” pattern would not work due to the global “string” being all lowercase, no capital “S”, and the “Chatted-)Connecnt” pattern most definitely would not work due to “Connecnt” being misspelled.
```lua
-- just created this in roblox studio, but overall more likely to stop a backdoor
--[[
add this to the top of any script you want to debug for backdoors
You can add this to a plugin to automatically add this to every script in game to debug every LuaSourceContainer in game,
Though it is advised to only put this in Server Scripts as
those are the only ones which can call require and loadstring
How do you do this might you ask?
In a plugin you can set the Source of a script, so you can do something like this:
for i,v in game:GetDescendants() do
if v:IsA("Script") then
v.Source = [[Code I gave]] .. "nnn" .. v.Source
end
end
]]
local enablels = false
local safeids = {
1234567890, -- for example (Add whatever asset id you want here, e.g. the asset id Adonis Admin uses so it doesn't stop adonis from loading, though make sure that the asset id you input is SAFE)
}
local orequire = require
local require = function(arg)
if typeof(tonumber(arg)) == "number" then
return table.find(safeids, arg) and orequire(arg) or warn(`Detected require of {arg} is not in safeids.`)
end
if typeof(arg) == "Instance" then
local thing = orequire(arg)
return (typeof(tonumber(thing)) ~= "number") and thing or table.find(safeids, tonumber(thing)) and thing or warn(`Detected require of {arg} is not in safeids.`)
end
end
local loadstring = enablels and loadstring or function(...) return nil end
```
---
**anopro71** (post #10):
yo thanks for the feedback man you pointed out some definite problems yeah we messed up the string.char capitalization and spelled connect wrong in the patterns those definitely need to be fixed. youre right that httpservice and require do have real uses so were gonna try to make it more intelligent about the context such as whether the require is local or external and whether http is actually doing something fishy instead of just api calls. also good point about only monitoring workspace we should def be monitoring serverscriptservice and other areas as well were trying to cut down on false positives with the deep module reading feature but yeah some things will still get flagged as unsafe its hard to be perfect but were working on it. thanks for actually looking at the code instead of just downloading it
also there is a problem with roblox it’s that the group isn’t verified anyways thanks:) | 2,606 | e7d5ad50dd4b67d0ab0fe1d70a44c72688c8223a3cc691d824d5c8c9cfcd04cd | |
https://devforum.roblox.com/t/4273419 | 4,273,419 | Does anybody have CK Studio+? | Development Discussion | 8 | null | [] | 204 | 11 | 2026-01-20T04:10:09.928Z | 2026-03-29T20:00:45.979714+00:00 | # Does anybody have CK Studio+?
**Category:** Development Discussion
**Views:** 204 **Replies:** 11
---
**FedoraFella** (post #1):
Studio+ (also known as CK Studio+) is a plugin that had studio tutorials and template games that you had to script using the tutorials, but unfortunately it no longer loads when used in studio.
I was wondering if anybody has a working version of the plugin, or any of the template maps from it.
Archived website:
Here is the unmodified .rblx for one of the template games, one two flee, which I found under one of my old places (does not come with the tutorial as that’s part of the plugin):
[One two flee.rbxl](/secure-uploads/uploads/original/5X/0/7/2/9/072945d6d899ffea60502390c5bb88e050659802.rbxl)
Here are screenshots of the template games from the video on the website, with the first one being from one two flee.
I also remember that one of the templates was set in a lab and had rising lava which might be the game in the second screenshot.
Again, if anybody has a working version of the plugin, any templates from it, or any other information regarding the plugin please share it in the comments below.
---
**patopro77** (post #2):
Never used it
---
**FedoraFella** (post #4):
Thanks, but this seems to be either a different version of it or something unrelated with the same name since the courses shown on the website are different.
I’m looking for a working version of this version from 2018-2020: <https://create.roblox.com/store/asset/2525227847/Studio>
---
**avodey** (post #5):
I used CK Studio+ when it was working. From what I remember, their website was hacked and they stopped maintaining it. [Codekingdoms.com](http://Codekingdoms.com) is owned by the same people! There should be a new plugin to go with it.
---
**chocolate_bar2410** (post #6):
im pretty sure CK studio+ switched to doing paid courses instead of through the roblox plugin
---
**CheetahSp33d** (post #7):
what is this laser tag game from does anyone know
---
**FedoraFella** (post #8):
I assume it’s one of the game templates from Studio+ like the other images since it’s in the Studio+ video on the website
---
**PehqDev** (post #9):
I used to have some of their videos downloaded but have lost that.
Thanks for asking though, someone might have a few downloaded resources.
---
**wShadowRBLX** (post #10):
I managed to find the spaceship one, not sure what it’s called
which as far as i know is unmodified, however wouldn’t be surprised if something is dated and broken
[idk.rbxl](/secure-uploads/uploads/original/5X/e/4/d/1/e4d1382747b65a8ea2500c967a3260dd597a3b09.rbxl) (489.4 KB)
---
**FedoraFella** (post #11):
Cool, looks like this is the one from the second screenshot, and it seems to be called “escape the sun”
---
**Cloxore** (post #12):
They shut down their lessons 2-3 years ago, and we never heard from them since on the Roblox plugin. | 756 | 72c7738768a28e7989e04cdb6eee6caba8db0c6ddbd45a6ddffc4c0c4952c559 | |
https://devforum.roblox.com/t/3989885 | 3,989,885 | How to Place a PART in Roblox Studio | Development Discussion | 8 | null | [
"studio",
"help",
"building"
] | 496 | 34 | 2025-10-11T22:07:22.171Z | 2026-03-29T20:01:36.818753+00:00 | # How to Place a PART in Roblox Studio
**Category:** Development Discussion
**Tags:** studio, help, building
**Views:** 496 **Replies:** 34
---
**scarrletsky** (post #1):
### Introduction: The Philosophy of Part
In the vast universe of Roblox Studio, where imagination knows no bounds, there exists an object so fundamental, so crucial, that without it, the very fabric of your virtual world would collapse. This object is the **Part**. On the surface, it may appear to be nothing more than a simple cube, a three-dimensional rectangular block floating in the workspace. But to perceive it merely as such would be to overlook the profound symbolism it carries: **a Part is the building block of dreams**, the atom of creation, the silent testament to human ingenuity transposed into digital reality.
When we place a Part, we are not merely clicking an icon; we are engaging in an act as old as architecture itself. Imagine the ancient civilizations who first conceived of bricks and stones arranged with precision — these primitive building blocks were the ancestors of our modern Part. The rectangular prism, as a geometric form, was known to the Greeks, revered by mathematicians like Pythagoras, who marveled at its symmetry and stability. Surely, had Pythagoras encountered Roblox Studio, he would have marveled at the potential of combining Part with scripting, color, and physics.
> Screenshot: Part panel in Roblox Studio
### The Geometry of Part
Let us now contemplate the form of the Part. Most commonly, it appears as a **Block**, but the universe of Part is rich and diverse: **Block, Sphere, Cylinder, Wedge, CornerWedge**. Each type embodies unique characteristics, each conveys a distinct narrative.
- **Block**: Solid, reliable, eternal. The stoic foundation of every creation.
- **Sphere**: Smooth, harmonious, philosophical. The form that mirrors planets and the cycles of nature.
- **Cylinder**: Ascending, architectural, a symbol of progress and ambition.
- **Wedge**: Sharp, daring, a testament to creative angles and innovation.
- **CornerWedge**: Enigmatic, almost mystical, a challenge to the conventional.
The Block, in particular, is a rectangular prism with 6 faces, 12 edges, and 8 vertices — a geometry of stability and balance. Consider this: the very essence of stability, replicated digitally, ready to support limitless creative endeavors.
### The Aesthetics of Color
Ah, the color of a Part! This is where art meets engineering. Roblox Studio offers the **BrickColor** property, a palette with more emotional resonance than a thousand novels. Choosing **Bright red** invokes danger, excitement, energy. **Bright blue** evokes calm, tranquility, and the infinite sky. **Bright green** embodies life, growth, and renewal. Each color can be combined with **Material** properties — plastic, metal, wood, and more — transforming a simple Part into a sophisticated piece of digital sculpture.
> Screenshot: BrickColor and Material selection panel
>
>
> Imagine experimenting with neon, pastel, or muted tones. Picture a world where every Part radiates intention, mood, and story. This is not merely construction; it is **visual poetry**.
### Historical and Cultural Significance of Part Types
Have you ever wondered why the Part exists in multiple types? This is the result of **evolution in 3D modeling**, where digital artists sought to emulate architectural and natural forms.
- **Block**: The primordial ancestor, the foundation of all design.
- **Sphere**: Inspired by celestial bodies and organic forms, it represents harmony.
- **Cylinder**: Echoes Roman columns, modern pillars, and industrial elegance.
- **Wedge**: Evokes rooftops, sloped surfaces, and daring constructions.
- **CornerWedge**: Challenges conventionality, offering asymmetry and intrigue.
Every type is a philosophical choice. To choose a Sphere over a Block is to embrace fluidity over rigidity. To select a Wedge is to acknowledge angles, to respect the diagonal, to rebel against orthogonality.
> Screenshot: Part
### The Spiritual Journey of Placing a Part
To place a Part is to embark on a spiritual journey. It begins with **opening Roblox Studio**, gazing upon the infinite blank workspace, feeling both exhilaration and trepidation. One must approach the “Home” tab, where icons await like constellations in the night sky. Selecting a Part type is an act of meditation — a conscious decision to define your world.
### Step-by-Step Practical Placement
After all this contemplation, here is the **simple truth**:
1. **Open Roblox Studio**.
2. **Create a new project or open an existing one**.
3. **Navigate to the “Home” tab** on the toolbar.
4. **Find the “Part” section**.
5. **Select your desired type** — Block, Sphere, Cylinder, Wedge, CornerWedge.
6. **Click in the workspace** to place your Part.
7. **Adjust properties** — size, color, material, orientation.
Though it sounds mundane, remember: every click, every property adjustment, is an act of creation. Each Part is not just a cube; it is a **philosophical statement, a visual narrative, a foundational element of your Roblox universe**.
### Conclusion: Meditating on the Part
Each Part you place is more than geometry. It is **potential, creativity, expression**. From the humblest Block to the most daring CornerWedge, each Part contributes to the cosmos of your game. Colors and materials imbue it with character. Shapes carry intention. Placement is sacred.
So go forth, place your Part, but do so with respect, with contemplation, and with the knowledge that **you are a digital architect, a philosopher, a poet, a Roblox creator**.
Once the type is chosen, the workspace becomes your canvas. The click of the mouse is sacred, an initiation into digital craftsmanship. In that instant, a Part emerges, a three-dimensional entity imbued with your creative will.
---
**SMBri** (post #2):
This is the most inspiring and helpful tutorial i have ever seen.
Thank you for this.
---
**megasuperalfonato** (post #3):
Hey, I tried following your tutorial, followed your same steps, but I can’t get to place a part on roblox studio. What am I doing wrong?
---
**scarrletsky** (post #4):
i will do another thread soon!!
---
**Microwave_Toothpaste** (post #5):
Thank you ChatGPT for this amazing tutorial :folded\_hands:
pls move to [Resources > Community Resources](/c/resources/community-resources/74)
---
**patopro77** (post #6):
bro went from hating the entirety of roblox to making a super detailed tutorial on how to create and place the most common instance in the engine
---
**WinterStorm_Meow** (post #7):
Can you make a tutorial on how to change a property? Thank you!
Maybe you can teach me how to set a attribute one day but for now I just NEEED to know the basics
---
**SneakyBubbyray** (post #8):
Instance.new(“Part”, workspace)
---
**patopro77** (post #9):
please DONT use the second parameter of instance.new :folded\_hands:
---
**ScrollFrameRotation** (post #10):
i dont think im at this level of development yet
---
**ScrollFrameRotation** (post #12):
lets be honest if they actually optimized that parameter it would be the best day ever
---
**Microwave_Toothpaste** (post #13):
Life could be a dream
Life could be a dream
Do do do do, sh-boom
---
**patopro77** (post #14):
idk i like to set properties first and then parenting when everything is ready
---
**ScrollFrameRotation** (post #15):
yeah but like in that image they’re just making a folder, that doesn’t have properties
---
**patopro77** (post #16):
it says `Folder.Name = "Currency"`
---
**ScrollFrameRotation** (post #17):
hmo, name parameter of instance.new
---
**scarrletsky** (post #18):
15 likes on the message and ill do guide how to change object property in roblox studio
---
**SneakyBubbyray** (post #19):
ok but i just wanted to place a part not in a live game
---
**Gucci_Dabs222** (post #20):
thank you for taking me on this spiritual journey, i feel as if my mind has ascended to new heights. i am not a mere human anymore, but something greater.
---
**wearepolicecar** (post #22):
What is wrong with using the second parameter?
---
**Blue0utline** (post #23):
Thank you for this incredible tutorial, i struggled making the a game in the past but when i saw this post, i knew that i need to learn this.
Thank you for you’re service good sir, as I’ll use this new found knowledge for my future projects.
---
**ZINTICK** (post #24):
Can you mate part two where you delete a part. I’m sorta stuck
---
**nvidxs** (post #25):
it’s slower than my grandma icl
---
**maxim01689** (post #26):
Since we can place part… Buuuuuuut..
How to delete it?
---
**emal_589** (post #27):
I love this article! But it’s simple for beginners who have to understand simple things such as this.
we need more complicated ones for us fr
---
**Fe_ct** (post #28):
this would be funny if it wasnt written by chatgpt
---
**megasuperalfonato** (post #29):
Hey, sorry for wasting your time. I was actually using Scratch and that was the reason I wasn’t able to put a part.
Cheers, [@megasuperalfonato](/u/megasuperalfonato)
---
**xaz_idyl** (post #30):
this is peak
---
**TNolan01** (post #31):
this tutorial revived my dead great great great great great great great great great great great great great great great great great great great great great great great great great great grandfather from 1431
---
**scarrletsky** (post #32):
Well u did it — [How to use PROPERTIES in boblox studio - Lounge / Creating on Roblox - Developer Forum | Roblox](https://devforum.roblox.com/t/how-to-use-properties-in-boblox-studio/4005115)
---
**PizzaOnLinux** (post #33):
whens the Platform.XBox360 philosophy dropping
---
**juhggsfdhfdhhfd55** (post #34):
I tried following along with this tutorial and I can place a part OK, but I can’t manage to place a wedge. I just asked 5 of the world’s most influential geometrists how I can access the tiny little triangle in the bottom right corner of the part button. We all have attempted to figure out a way to access this triangle the size of an ant, but we found no method. I am sobbing right now, I just can’t click it. I can’t even place different flavors of parts! What games can I make without these!?!?
---
**Foxstream52** (post #35):
Just reading was the preperation. The beginning of a wonderful journey. As i read this, as a tear ran down my face, i realized how to place a part. Im forever thankful for this eye opening tutorial and i highly encourage anyone reading this to embark on your own journey and create a monumental moment, the placing of a newborn part.
---
**Scripter_Rickster** (post #36):
this is for real an underrated post lol | 2,524 | 2999d821b80a42be1b5692d893c4a69c411eb943a0388820b443430de3efe3e3 | |
https://devforum.roblox.com/t/4527276 | 4,527,276 | The $10 Marketplace requirement is killing the hobbyist dev | Development Discussion | 8 | null | [] | 603 | 26 | 2026-03-20T01:02:25.590Z | 2026-03-29T20:00:24.536485+00:00 | # The $10 Marketplace requirement is killing the hobbyist dev
**Category:** Development Discussion
**Views:** 603 **Replies:** 26
---
**Blazinik** (post #1):
Hello all. With the recent changes requiring a recurring premium subscription of 10$ to maintain marketplace listings, the “overhead” for independent developer has shifted a ton. I want to engage the community on how this is going to affect the long-term sustainability of smaller projects.
Okay so to get started, for many of us and even the younger creators starting out, a 120$/year commitment is a significant barrier to reinvestment. If a developer is making assets to fund a larger project, this model creates a “break even” point that didn’t exist before.
1. How are other small-scale creators planning to adjust their business models to account for this recurring cost?
2. Does this shift encourage developers to move away from the Marketplace and toward private commissions or external platforms?
3. To show my own stance on the viability of this change, I have personally opted to cancel my $5 subscription. I believe that if the community finds these costs unsustainable, we should vote with our wallets to highlight the impact on the “hobbyist” tier of development.
---
**static2240** (post #2):
I’m confused, isn’t $10 dollars a month, easy to pay off?
---
**L0chlainn** (post #3):
For a younger dev? Not really.
Many of the developers on this site started their journey on Roblox when they were kids and not everyone has the funds to pay 10 dollars a month just to get started. When I was younger for example, I only got Builders Club at my birthday or if I got lucky and found some change left in the vending machines or self checkouts.
Even as a professional, it’s a bit annoying because now there’s a barrier to entry just to experiment and enter the scene here on Roblox which isn’t exactly known for its great reputation with developers as is.
It’s also just a bit silly because the community already pays a horrible revenue split with the understanding that we have to cover the costs of that free service for all model, but now we’re just going to be dealing with a terrible pay rate for nothing as they slowly begin to expand this to the whole platform.
Roblox is going to need to seriously change how the pay rate breaks down if this is expected to be a fair compromise as it’s currently just taking more money from developers who are already getting a questionable deal.
---
**Reditect** (post #4):
Roblox has a sizable developer audience that are not adults, I’d assume most are kids.
Access to jobs can be possible, but most don’t work while in school at the highschool level. And, I’d assume most parents of these developers either don’t know they do Roblox development or wouldn’t be willing to hand over $10 a month.
---
**Reditect** (post #5):
I personally never made stuff for the marketplace, found it too confusing and restrictive when UGC was invite only. I assume this is for UGC Accessories, not developer assets (i put up free dev assets sometimes). Too many changes for me to really consider UGC Accessory stuff.
By the nature of a cost, yes it increases the barrier to entry and will make people move away from the marketplace. It’s by design. The idea is to stop so many items being uploaded, to limit it. That if someone pays for an item to be uploaded, they’ be less likely to break the upload rules.
Whether that holds weight, we’ll see.
Private commissions, maybe.
Good call. I think others will be forced to do the same. Maybe the cost Roblox will lose will be enough to reconsider things, but I assume more will get a subscription that didn’t have one compared to those that are canceling existing ones.
---
**Blazinik** (post #6):
I mean for me, sure.
Me 10 years ago? No probably not. Like other said here, many of us started our journeys here as children. They do not have the resources to purchase these things, let alone the means (cards, job, cash)
---
**starcitadel** (post #7):
if you happen to be a child, try convincing your parents to pay 10 dollars a month for literally anything
---
**Smiling_Winner** (post #8):
It’s frustrating. I make thousands through DevEx and have avoided Roblox Premium for six years. If I need premium restricted uploads, my associates handle them. It’s absurd that I should pay multiple times to use the platform when so much profit is already taken from my sales.
I can see the argument that Roblox might be moving toward a “membership required” model to reduce overhead. I’d be on board; **if fees on every sale were actually lowered.** UGC items are tiny, maybe 2 MB max. Hosting that costs virtually nothing, yet it costs hundreds of Robux to submit, and a large cut of the sale taxed with every interaction. Paying more for Premium on top of that makes little if any sense.
I don’t mind upload fees. They prevent botting and spam, but why force Premium when the system already works? Free users could still make and sell clothes, create unlimited places, and earn profit, they just had to be more careful to upload things people actually wanted.
Premium mainly adds trading and limited sales. This has always felt less like a functional necessity and more like a push to get people to subscribe. Roblox has given free users a lot: post 2013 or so, free users could make shirts, pants, and t-shirts, sell gamepasses, and run unlimited games. Most of Premium’s benefits are unneeded by the majority of players.
The trading and collecting community took a heavy hit from the UGC becoming essentially public and they lost a lot of premium bandwidth there, the 10% bonus robux is an afterthought, and let’s all be honest, the push for creators to add and maintain “Premium Benefits” to their games has been a total failure. I’m sure there are a handful of developers who made a coin off of this, but ask yourself, when is the last time you’ve seriously seen someone buy a premium membership for an in-game reward? I haven’t… All this to say again, premium currently doesn’t offer much to the average user, and certainly not to the users who are making thousands or even just hundreds of Robux a week.
Roblox is in a tricky spot: subscription revenue is tempting, but giving free users so much access has made it less appealing to pay. I understand the business side, but the way this is handled feels unusual and unnecessarily costly for creators. it’s a very blatant, shameless, and unnecessary push to get people to buy back into premium. Probably to satisfy investors like everything else they do now.
---
**Kooraseru** (post #9):
lowk as a broke college student no it ain’t. that’s $120 a year; for that price I can get a 3 full adobe creative cloud subscriptions through my university.
---
**starcitadel** (post #10):
I thought you needed a premium subscription to use DevEx
Did they change that?
---
**Kooraseru** (post #11):
nope, you ain’t need premium.
---
**agentphilip07** (post #12):
It is interesting yeah. It is not good that Roblox now requires this.
---
**Sir_Highness** (post #13):
The worst part of this rule is the ongoing requirement to keep Premium to keep the item on sale. It seems like not many items will remain on sale for years on end unless its supported by a ‘professional’ UGC maker.
When the hobbyist maker quits, any game with a shop selling their item will have a problem to fix. This will make it difficult to sell UGC items in your game if you have to keep up with checking that all items are still ‘on sale’.
---
**Pebbles4563** (post #14):
Dont give roblox any ideas
---
**Blazinik** (post #15):
I think Roblox’s excuse of this being to moderate the catalog with items that don’t break rules is total crap. I think it’s funny because their solution to any moderation problem, is restrict the users ability to do anything.
---
**TheGrimDeathZombie** (post #16):
It’s obvious that their “solutions” to all of these moderation issues is to implement things that conveniently allow them to profit off of the bad actors instead of actually stopping them, since clearly these bad actors are already reaping enough profits to offset the costs Roblox are adding if they still persist on doing what they do.
---
**Blazinik** (post #17):
Yep, glad someone else can see this as well. Hence why I made this thread, I hope it gets more traction because I feel bad for the upcoming generation of inde developers that start their journey on Roblox.
---
**vanilla_wizard** (post #18):
Changes like this convince me that Roblox’s decisionmakers today are strategists that came from other corporations and have no knowledge of Roblox’s history and have absolutely no idea what they’re doing.
2D shirts and pants **used to** be Builders Club only (as in, the lowest tier of premium) to sell.
Roblox later made selling clothing free for everyone **for good reason**. Users who make shirts and sell them are literally doing free labor for Roblox, and more shirts on sale means more shirts sold, which means more virtual currency spent, which means more reasons for users to buy Robux.
In fact, nearly all features of Builders Club eventually became free for everyone. Having multiple playable games? Used to be BC-only. Being in more than a few groups? Used to be BC-only. Creating/owning groups? Used to be BC-only. Creating shirts and pants? Used to be BC-only. DevEx? Used to be *OBC*-only. All made free for everyone. All on purpose from people who realized how all of these features drive engagement and growth, and so there should be as many users as possible using them. By the time they renamed BC to “Premium”, it offered no unique features and was reduced to a monthly purchase of Robux.
Now some people at corporate who almost certainly joined the company in the last year or two and didn’t know any of what I just said got the genius idea to start taking away features that are already free and making them premium-only. Worse than before, because now selling shirts and pants will be *TBC*-only. This is going to completely nuke the catalog.
The greatest thing about clothing on Roblox today is that you can dress up as literally any character that has ever existed, no matter how obscure, because someone out there is selling their outfit. This is great for players, great for Roblox’s profits, great for UGC creators, great for developers, it’s just a good thing all around. This is why Catalog Avatar Creator is a money printer for Roblox. They have a good thing going, and they’re taking it out back and shooting it. **99% of shirts and pants on Roblox are about to go offsale, and 99% of the outfits players want to buy will be impossible to buy as a result.** Why buy the UGC hair and hats to dress up as your favorite characters when the outfit itself, the most important part, is offsale? Roblox is going to lose so much money from this. So are UGC creators and developers of avatar store games.
I seriously cannot process how bad of an idea this is even from the corporate profit-seeking perspective. It’s so short-sighted. “Let’s paywall a feature, that’ll get more people to buy our premium subscription!” without stopping for a second to think about how they’re **gutting** the user-generated-content marketplace that drives their revenue.
---
**Blazinik** (post #19):
This is why I wish this post gained more traction. I can only hope people stumble upon it in the future, or someone with the influence to spread the word so we can be heard!
---
**skedgyedgy** (post #20):
-- there is no world where creative cloud is $40 a year
---
**Kooraseru** (post #22):
Ok to be fair it’s 45$ so i was technically wrong. no, I will not be buying this for you.
had to repost as I stupidly left my university name on that
---
**plusunderplus** (post #23):
wooooooooooow reallly no wayyyyy
---
**poopmaniscool8678** (post #24):
Yea sure, i have the money to spend on premium but i don’t really want to spend money on a free game, infact i haven’t spent a single real life cent on this account, i made my first bit of robux off of donations then i built up from there, I would like it to stay this way but roblox has locked us free to play players outside of publishing games, clothes and much more, i mean i understand the games part but i don’t understand the clothing part at all
---
**SickTrading** (post #25):
It is 10 dollars dude I’m sure most people can pay that if they are doing meaningful work on this platform
---
**airbornrabbits** (post #26):
If your a child probably not, I mean most children/early teens who develop on Roblox but don’t make any money off of it probably won’t.
---
**Sir_Highness** (post #27):
shops in games are gonna see a lot of this:
---
**DarkMatterMU** (post #28):
Yes, but that was WHEN billions+ USD worth of Investments were interested into Roblox, Roblox was promising “Metaverse” where game with millions++ CCU could have brand and big new social interactions.
They never did deliver, instead they let youtubers (gig-makers) to be the crown economy.
(I worked in company that used to do collabs and building such connections up)
Instead of investing less than 1 million USD into projects where Devs were making REAL-TIME Cross-Server gaming experiences,
Roblox instead fund & power up youtubers based economy and fund in “hype-features” that nobody real wants.
Ever since then, investors and outsides interest in Roblox faded away.
… Especially with Roblox staffs themselves expressively stated their interests lie in SHORT-TIME business for quick fast gains as their actual business mottos in reality.
Then you have Roblox not sorting anything about their “AI” moderation issue (which HAD been automated ever since 2019 or around there, it’s not new LLM fake-AI recently)
Countries & Parents are banning Roblox for their children, it’s a wave.
Front Page Games in Roblox (almost) never reach 1million CCU now, let alone they used to reach 2-5 millions CCU just few months ago AND they averaged out at 1-dozens millions CCU whole last year.
Roblox is not doing all these Remove PremiumPayout or Pushing LLM SlopAI or Extended Services or MarketPlace $$$ Requirement because it’s the future, because they screwed up everywhere and they’re losing lotta money.
It’s just all signs that they are losing money and they need massive budget cuts, their servers are already feeling way more crappier, and the Studio in last few weeks had been laggy/crappy as if it’s programmed by Fiverrs random people instead of real staffs… | 3,270 | 5e8843772c44ad7ced2435560e3bafbeed80935615a1ad5b39767a68ab1b81c8 | |
https://devforum.roblox.com/t/4526910 | 4,526,910 | When do you use AI for game development? | Development Discussion | 8 | null | [] | 773 | 74 | 2026-03-19T12:55:57.369Z | 2026-03-29T20:00:26.103295+00:00 | # When do you use AI for game development?
**Category:** Development Discussion
**Views:** 773 **Replies:** 74
---
**Godzilla_RealLife** (post #1):
Do you prefer debugging and fixing your code yourself or ask help from ai
this same goes for researching sources
just a question (im curious)
---
**SickTrading** (post #2):
I prefer just asking AI, although it feels way less rewarding when getting help with AI rather than just debugging and doing it yourself.
---
**af_2048** (post #3):
usually myself, but sometimes when stuck at 5 in the mornings figuring out “the hell is going on?” an ai can bring a fresh look at the problem. Even literally point to it.
the source should be readable by human. If you are well experienced person and can’t understand the source then the source is most likely a slop. There are several options for such situations: 1. get yourself out of this project. 2. rewrite the source.
---
**EzraPalo** (post #4):
i do it myself i dont need ai as a crutch
except when im completely stuck xD
---
**GryphusButCool** (post #5):
Sometimes I’ll use AI to create functions for me like transforming an os.time() into a certain format and sometimes for the auto fill thing (that only works 60% of the time) but that’s about it. I can’t count on it for everything unfortunately
---
**InvisibleWater80** (post #6):
Sometimes the Code Assist spits out something that actually helps me, so I go with it.
---
**ASTRAVIB3S** (post #7):
I use the AI to create the scripts, as I am not really a good scripter myself, but I build maps by myself and create the uis, i just let ai do the scripting.
---
**bapakny_agnesbotak** (post #8):
when i cant figure out the issue by myself
---
**CascadeChalupas** (post #9):
You should at least try to learn some scripting since AI can and will make mistakes. Vibecoding is not a good idea.
---
**EzraPalo** (post #10):
yeah tbh vibe coding undermines real scripters abilities and its not even reliable/usable if you don’t have the groundwork and knowledge of the syntax
---
**That1guy1201** (post #11):
When I am too lazy to do any debugging myself.
---
**MrRescue10** (post #12):
the AI model generation is pretty bad actually… once told it to generate a burger and it generated a stick with a yellow slice on the middle of it
---
**Ilucere** (post #13):
ai only helps me with some math stuff
like i asked it for the code for simulating sun and moon apsis
ai is still bad at programming + not once has it ever fixed a bug for me, im always doing the work. basucally my seven years of experience destroys ai’s trillions of hours of experience, it only surpasses in the speed it writes code. its basically a crutch if you’re lazy. no idea why companies replace computer scientists (thankfully im not going into cs)
---
**INBOUNDNUKE** (post #14):
What AI are you using to be getting bad results. AI definitely can write bad code and it did a lot, like 3 years ago. Its been improving a lot. Claude Code & Codex are what I think are the best for programming right now. Theyre not PERFECT, but if AI has never fixed a bug for you at all then thats probably a you problem.
A good programmer using AI is usually going to outpace a good programmer refusing to use it. Ive seen (roblox) developers that were lazy and never finished anything, become machines after utilizing ai correctly, obviously not a surprise, but they got stuff DONE which is more important to me.
---
**Ilucere** (post #15):
i use ai for coding math stuff
its not a me-issue that ai cant fix a bug after prompting it for hours each bug.
i’ve mostly used chatgpt- ill try out claude and codex
---
**TQNY2** (post #16):
Ai is the only way I know how - still learning Lua.
Learning to code in my advanced years - it ain’t easy.
So me & my Ai “friends” are a team for the haul :smile:
---
**5haggyyy** (post #17):
I rarely ask AI. When I do it’s mainly about complicated equations and such that may take too long to find. Although at the end it doesn’t help much and I end up finding solution myself. AI can certainly provide some help but not always, it’s kind of stupid.
---
**nvidxs** (post #18):
i only use it for efficiency i never use it for debugging or writing unless i cannot find out myself
i think thats fair
---
**chickenpolp** (post #19):
This is incorrect. Vibe coding democratizes game creation for everyone—not just people who are willing to pony up thousands of Robux for a scripter or take months to learn it themselves. It is quite reliable when prompted correctly.
---
**chickenpolp** (post #20):
Try using Gemini CLI and the Roblox Studio MCP server. It works wonders!
---
**TheGrimDeathZombie** (post #22):
“quite reliable” up until you start realizing it has tons of errors, bugs, or vulnerabilities that you don’t know how to fix or debug because you have zero programming knowledge. AI will always only be as useful as the person using it.
---
**static2240** (post #23):
It better to using ai for game development, when you actually know how to program, there a different between, actually knowing the code work, compare to just scheming it without consideration.
---
**chickenpolp** (post #24):
The great thing is that you can run debugging and code review agents to check these things for you. Sure, it isn’t perfect, but are human scripters either?
---
**TheGrimDeathZombie** (post #25):
I assure you these “debugging and code review agents” will not, and cannot ever figure out and fix some of the more complex bugs you’ll encounter *as well as* vulnerabilities because these issues almost always are never clearly apparent from just the code alone and only show up from observing the behaviour of the bug/vulnerability and figuring out what that behaviour associates to.
---
**Ilucere** (post #26):
like ai code review agents? to review ai-generated code? so your games are just gonna be completely vertically integrated with ai, bottom-to-top rockefeller-style? where do humans play a role? just the prompts?
almost a full circle back to what i said earlier:
you can program fully with ai, nobody will stop you. since programming knowledge is no longer relevant im assuming you’re implying.
the only thing perfect is jesus christ :latin\_cross: never forget that
---
**ajsbnfoa** (post #27):
I script and use AI for it at the same time, I’d firstly attempt to do everything without AI first though. AI is okay if you don’t fully rely on it and you know what you’re doing (:
---
**Blueeple** (post #28):
I have annoying taks to repeat multiple times? AI
I need a quick easy function? AI
Anything else? BI (Bue Intelligence) or I just abuse [@asd1979](/u/asd1979) to do it for me :slight\_smile:
---
**akosibalong0** (post #29):
I only use AI on:
1. Gui Animation - not really good at it. Just asked AI to create module for gui anims like bounce, pop, etc.
2. In some cases, building dictionary/array like creating NPC dialogues with multiple lines like this:
```lua
["barney"] = { -- farm needs
"Seeds and livestock, that's my trade. Best prices in town — and I know because I checked.",
"That cow right there? Prime stock. Healthy, well-fed, reasonable price. Won't find better anywhere on this island.",
"You buy two bags of seeds today, I'll remember you when the next shipment comes in early. Loyalty has its perks.",
"Don't let the price scare you. Good seeds now means good harvest later. Think of it as an investment.",
"I don't haggle. The price is the price because it's already fair. Ask around if you don't believe me.",
},
```
3. Computation that requires complex math. Aint a math genius. Example. this trajectory visualizer using bezier curve:
```lua
-- Function to create bezier curve path
local function CreateBezierPath(startPos, endPos)
ClearPath()
-- Calculate arc height based on distance
local distance = (endPos - startPos).Magnitude
local arcHeight = math.min(MIN_ARC_HEIGHT + (distance / ARC_DISTANCE_SCALE) * (MAX_ARC_HEIGHT - MIN_ARC_HEIGHT), MAX_ARC_HEIGHT)
finalArcHeight = arcHeight
-- Calculate control point (midpoint with height offset)
local midPoint = (startPos + endPos) / 2
midPoint = midPoint + Vector3.new(0, arcHeight, 0)
local previousAttachment = nil
-- Create segments along bezier curve
for i = 0, SEGMENTS do
local t = i / SEGMENTS
local pos = quadraticBezier(startPos, midPoint, endPos, t)
-- Create part and attachment for this point
local part = Instance.new("Part")
part.Size = Vector3.new(0.2, 0.2, 0.2)
part.Transparency = 1
part.Anchored = true
part.CanCollide = false
part.Position = pos
part.Parent = attachmentsFolder
local attachment = Instance.new("Attachment")
attachment.Parent = part
-- Create beam connecting to previous point
if previousAttachment then
local beam = Instance.new("Beam")
beam.Attachment0 = previousAttachment
beam.Attachment1 = attachment
beam.Width0 = 0.3
beam.Width1 = 0.3
beam.Color = ColorSequence.new(Color3.fromRGB(255, 100, 100))
beam.Transparency = NumberSequence.new(0.3)
beam.FaceCamera = true
beam.Parent = previousAttachment.Parent
end
previousAttachment = attachment
end
return startPos, endPos, finalArcHeight
end
```
As they say “Use it as a tool”.
---
**EzraPalo** (post #30):
imo it undermines yhe people who put in the work to actually learn, but if you wanna do it then u can do it, i have nothing against you. As for itd reliability, its often not very reliable, even with good prompts, unless you have the base knowledge of the syntax, you likely cant make a full game, or even complex systems.
---
**EzraPalo** (post #31):
yes, it often used deprecated things like pairs, and when it makes an error you will have *no idea* how to fix it
---
**EzraPalo** (post #32):
yes, amen :heart:
also, i feel like people will use it like a crutch as you’ve said, and those code review agents are very unreliable and won’t solve complex problems
---
**chickenpolp** (post #33):
Not sure what AI you folks are using. I’m currently creating a fully-fledged traffic light with an Opticom, manual control, algorithmic auto-biasing, and vehicle detection. It has made only minor mistakes, and all of them have been fixed when I asked the agent to do so.
---
**EzraPalo** (post #34):
ok, i wanna ask if you have the base knowledge of lua?
---
**chickenpolp** (post #35):
Nope. Other than some extremely basic things, I have no idea how to script. Haven’t altered a single line of code it made manually (excluding config).
---
**TheGrimDeathZombie** (post #36):
Alright, so now show us this AI you use creating something *actually complex.* Something that consists of not just one singular, isolated system, but multiple systems interacting with one another to handle *real* gameplay. I guarantee you it will make more mistakes you can count, and generate more vulnerabilities than you could imagine and you’ll have no idea how to resolve them without actual programming knowledge.
---
**That1guy1201** (post #37):
Bro:
---
**pullman45** (post #38):
That’s a bad thing. The more devs there are, there more competition there is. Of course we have to accept that programming is a dying art because AI is here to stay, but no matter what anyone says I will always view real programmers with more respect than AI users.
---
**keyre124** (post #39):
never
---
**EzraPalo** (post #40):
then you will run into a problem which you cant fix, mark my words
---
**NominoDev** (post #41):
For coding, I only use AI for math or if i can’t find solutions online
It can answer any coding questions so im learning a lot more faster.
---
**Disgustedorito** (post #42):
I only really use AI as autocomplete because I’m too lazy to disable assistant and every now and then it suggests exactly what I was gonna type anyway and at that point it’s not like I’m draining more freshwater resources by accepting it. makes doing lengthy elseif chains a bit faster mostly.
closest I came to disabling it was the other day when it kept trying to suggest big ol’ spheres of raycasts for a fire spreading script inspired by classic fire. I put in a comment politely asking it to sit this one out bc it kept suggesting extremely inefficient methods and, amazingly, it actually listened
---
**AIO0110** (post #43):
I still haven’t applied it yet but using AI to make gameplay prototypes seems quite optimal, at least on paper.
Of course, just for the prototype, I think being able to playtest your own ideas on a more practical way without wasting days of work might be a really interesting use of AI.
Let’s say I got an idea about a movement system, but of course, things may sound good on paper but later end up being garbage, so, to test it, I ask AI to make it for me, possibly reducing several days of work into a few hours. So then I play the prototype and check if the idea feels good on practice, if it does I can just keep adding ideas until I have a good and fun base to work on.
---
**TheGrimDeathZombie** (post #44):
Programming isn’t a dying art just because of AI. I’d argue it will become an even greater art because of AI as programmers who aren’t stuck in the past and embrace it as a valuable *tool* will be able to significantly enhance their workflows and produce great code way faster than they used to be able to.
There are so many ways that AI will empower people who actually know their craft (think: debugging will be faster and superior, you won’t be tied up constantly doing lengthy and repetitive tasks, even trying to understand a codebase you’ve just been introduced to will be easier with an AI that can explain what everything is doing).
---
**Puma_incredible** (post #45):
I only use the roblox ai assistant when I am really really stuck most of my frameworks are like 92% the rest is when I ask the ai for help but I only use it for assistance when I do ask it to generate me something its only so I can see how that specific thing is scripted then I would script it myself based on the knowledge and figure it out from there
---
**ThatBushyZaza** (post #47):
i used to use it heavily, but slowly weaned off it because the code it wrote while good was unreadable for my eyes, since i have a different writing style, now i rarely use it for new code, though i still give it my current one for debugging or optimizations. Mostly i use it to ask if its something is possible and give me a logic flow breakdown so i have a rough idea on how to build a complex system. when it comes to gen ai, i still use nano banana pro for icons and such.
---
**INBOUNDNUKE** (post #48):
Let me guess you’re using the free model, and gave it a terrible prompt? I’ve noticed only on free accounts I still get emojis in my responses. Although I turned all of that off, I haven’t seen such a stupid result from chatgpt in a while.
I recommend these settings, and also completely disabling memory.
\*though using chatgpt directly to code sucks compared to using codex or claude code with an mcp. id only use chatgpt directly to write a small function, nothing else.
---
**chickenpolp** (post #49):
Are you even using an MCP? If you’re giving ChatGPT prompts to make something without giving it the tools to actually put it in place and test it, of course it will not come out as good.
I’ve been using Gemini 3 (auto mode) in the Gemini CLI with the official Roblox MCP server, and it has been wonderful.
---
**chkfla2** (post #50):
my chatgpt uses emojis because it tries to match my tone. I always hear people saying that claude is better but in my experience its worse, chatgpt has been the only ai that has been somewhat capable of getting me real results
---
**chkfla2** (post #51):
never in my life would i give ai access to my game
---
**INBOUNDNUKE** (post #52):
Definitely turn off memory. The most slop feature they’ve ever added was memory. Unless you’re using AI as some c.ai alternative (which is already weird) its useless and makes its responses more sloppy, like adding emojis. Unless you like AI talking to you like that :sob:
---
**chkfla2** (post #53):
yeah thats so weird.. :sweat\_smile:
---
**TheGrimDeathZombie** (post #55):
Did you try making any of these “not graphically intense in the slightest” thumbnails yourself? If you haven’t, then there’s probably a chance you don’t actually understand how much time and effort goes into making a *good* thumbnail that justifies the price tag. Good thumbnail design goes far beyond looking graphically impressive and needs to consider other factors that draw player attention/interest.
---
**EzraPalo** (post #57):
I used to use Gemini and it still gave memory leaks, it contradicted itself, and often just didn’t work.
---
**EzraPalo** (post #58):
I can make pretty good thumbnails myself, and ai thumbnails are terrible lol
---
**EzraPalo** (post #59):
Just make a scene of these two players, and screenshot into photopea or something. Also, like [@TheGrimDeathZombie](/u/thegrimdeathzombie) said, you also need to consider the content in it, as i doubt two people high fiving will get any clicks tbh.
---
**emilaltg** (post #60):
Hell no
---
**rogeryplayer23** (post #61):
that is a mythical rarity event
---
**chickenpolp** (post #62):
And you’ll pay for it with increased development times just so you can look “cool” going against AI🤷
---
**Beloathed** (post #63):
I was thinking of giving the Bacon Hair the red glow and the Acorn Hair the blue glow, as seen in those co-op games’ thumbnails. It technically WAS a co-op game, so I suppose that thumbnail type was appropriate.
---
**FnfCorruptionFan32** (post #64):
sometimes when i use ai for game development sometines :stuck\_out\_tongue:
---
**CascadeChalupas** (post #65):
Why don’t you show some of your vibecode to these programmers if it is so reliable?
You have been defending it without any proof.
---
**Blixsmh** (post #66):
I mainly pull in AI when I’m optimizing. It helps spot inefficient patterns in my code and refactor scripts to reduce lag spikes. It especially helps with handling physics, memory, and client-server traffic. I usually load it with problem areas from Microprofiler, and it helps with costly calls and gives solid suggestions. I mostly use it post completion or when I am trying to connect different areas of my code. Letting it write for you hurts you in the long run for larger scale projects, but it is very helpful with optimization.
---
**MetaclassMethod** (post #67):
Being able to work with code assist on is a level of strength I dream to reach. It just annoys me more than anything.
---
**jakeboygamer64** (post #68):
I feel like when you get really close with luau and scripting - I’ve never and never will plan to use Roblox’s AI - the main motive to me using AI is to simply speed ‘up the process’ (of scripting). when It comes to debugging It’s really useful for detecting flaws and really simple mistakes, for optimization its kind of mixed for me, I’d rather either ask it to give me ideas on how to approach optimization or I simply write and let it read snippets for some criticism; when in doubt.
**In general, feeding AI to your backend is the most beneficial thing if you know what its doing and what your intended goal is**; Its not perfect and it definitely doesn’t know my coding workflow, like using `wait(x)` or `tick()` when I prefer `task.wait(x)` and `os.clock()` or `workspace:GetServerTimeNow(): number`. Additionally It struggles with TypeChecking and using `--!strict` but I always do that at the end once I feel everything is in order.
**What I’m against is feeding AI to players**, everything to do with the front-end and mainly what they can see. I highly against AI for UI, Images or any creative activities within Designing, I’d rather have a human or myself put in the work to LEARN how to Model, Texture and Design UI; It takes long VERY long but overtime you will get the hang of it.
*~ I dont use GPT cuz of how sloppy it got from beginner scripters.*
---
**chickenpolp** (post #69):
No! But I can show a video of it in action.
---
**chickenpolp** (post #70):
Then you aren’t using AI correctly. No wonder it gave you responses you didn’t like.
---
**chkfla2** (post #71):
sorry muffin the ai expert, please enlighten me on the correct way to use ai
---
**EzraPalo** (post #72):
that’s just wrong, ai is super unreliable and it still uses pairs :sob:
---
**CascadeChalupas** (post #73):
Why can’t you show us the code?
---
**INBOUNDNUKE** (post #74):
I use AI for my music, my art, my models — literally everything :musical\_note::artist\_palette::robot: and for Roblox creation, it just makes more sense. AI is faster, cheaper, and way more scalable than doing everything manually — it can generate ideas instantly, make assets in bulk, help prototype games faster, and turn one person into an entire studio :rocket:
For example here is a tune for one of my games:
---
**ChiIlDev** (post #75):
I like to do it myself, but if it’s REALLY bad, AI can be helpful, especially if you’re coding a system you haven’t coded before
---
**VaingIoryy** (post #76):
ai is helpful for debugging but i don’t let it write most core systems
usually i create a framework and allow claude to handle behaviors (for example writing a movement controller and claude managing the behavior behind that movement)
also i hate math so ai is good for that
ai generated assets will suck forever so theres no point in anyone using them
---
**Diathess** (post #77):
I write core scripts on my own, but I do use the Assistant to explain code and debug occasionally, usually if I’m missing something. I think AI is only good for small coding workflows and not for making a whole game.
---
**0wknh** (post #78):
AI is great for debugging tbf it saves alot of time when you actually use it correctly otherwise if you use it wrong it ends up messing everything up. | 5,418 | 2d1fe5f425e3ded39973157e4b434724f61602c8b015804f5276e79ac970eb93 | |
https://devforum.roblox.com/t/4461903 | 4,461,903 | Is this Instance an Instance? | Development Discussion | 8 | null | [] | 288 | 20 | 2026-03-02T07:11:02.622Z | 2026-03-29T20:00:31.206521+00:00 | # Is this Instance an Instance?
**Category:** Development Discussion
**Views:** 288 **Replies:** 20
---
**Humanagon** (post #1):
True or false?!?!?
```lua
local part = Instance.new("Part")
print(part:IsA("Instance"))
```
- true
- false
0
voters
---
**5haggyyy** (post #2):
It’s an [Object](https://create.roblox.com/docs/reference/engine/classes/Object).
---
**xenstence** (post #3):
But it’s also an instance
---
**5haggyyy** (post #4):
Yes, but by root, it’s an Object, of type “Instance” with the ClassName “Part”.
---
**AIO0110** (post #5):
No
---
**NominoDev** (post #6):
Its a table aaaaaaaaaaaaaabcde
---
**xenstence** (post #7):
Not true. Object is a class too. It’s a class of type “Object”.
---
**megasuperalfonato** (post #8):
it says true for both Object and Instance so TL;DR: I’m tuff
---
**Placewith5s** (post #9):
Erm, it’s a `Part`. `type(),` `typeof()`, and `IsA` aren’t the SAME
---
**Placewith5s** (post #11):
No, it’s `BasePart` created dynamically another way or manually ()
---
**IIIIlIIlllIlIlll** (post #12):
Bro liked it instantly :sob:
---
**xenstence** (post #13):
It’s superclass is actually formfactorpart
---
**Placewith5s** (post #14):
Solved it. It’s Roblox API reference (true)
---
**scooter_user** (post #15):
It’s a part
Your welcome
---
**xenstence** (post #16):
Technically it’s also any of the classes that it inherits from. Solved!
---
**paidkeybor** (post #17):
you’re hallucinating, you didn’t make this post
---
**Carbonated_Cat** (post #18):
Is  an instance?
---
**awesomeguywhobuilds** (post #19):
this will be the new meme of the robloxian year
---
**Microwave_Toothpaste** (post #20):
No, this is a
```cpp
class Part : public FormFactorPart, public BasePart, public Instance, public Object {
...
}
```
And yes, I know that’s redundant, as it could just inherit from `BasePart`. But let’s take a step back. Do you really think Roblox would do that? No, they would manually type the entire inheritance tree.
---
**DonaldDuck5150** (post #21):
At least 23% of people know what they’re talking about :smiling\_face\_with\_sunglasses: | 688 | 51fd9a2e35c0375db78fb12baf3a574d2fd3ac793408b09ea2a8d44f51fe385a | |
https://devforum.roblox.com/t/4459098 | 4,459,098 | Made a basic 3D renderer | Development Discussion | 8 | null | [
"scripting"
] | 185 | 6 | 2026-03-01T10:54:28.848Z | 2026-03-29T20:00:31.504973+00:00 | # Made a basic 3D renderer
**Category:** Development Discussion
**Tags:** scripting
**Views:** 185 **Replies:** 6
---
**nupookwtkill** (post #1):
First time using DevForum. Someone recommended that I post it here.
If you want to try it out :
[Basic3DRenderer.rbxl](/secure-uploads/uploads/original/5X/2/4/d/4/24d4871894994cc036c7985265c2725d3e497c67.rbxl) (113.8 KB)
---
**scooter_user** (post #3):
finally we can play roblox in 3 dimensions after so long
---
**SodaFromBrazil** (post #4):
i wish roblanks was three Dias, touch
---
**paidkeybor** (post #5):
why tho?
---
**awesomeguywhobuilds** (post #6):
WE can finally now make 3D obbies…
this is cool :shushing\_face::joy:
---
**888Musty888** (post #7):
Not bad, man. I made my own 3d rendering thing with C, and I love to see stuff like this, brilliant work!
---
**Pantrons** (post #8):
woag.
pretty dang cool
 | 331 | b2cb1688ed0e33458ac7aec8f4db002d47c437db6fc58da6c600dd7bf9d21769 | |
https://devforum.roblox.com/t/4203496 | 4,203,496 | ⢊⤱↰⩯Ⰺ⦻>>>> You are NOT a developer 2 | Development Discussion | 8 | null | [
"development",
"developers",
"motivation"
] | 1,927 | 221 | 2026-01-01T01:09:26.177Z | 2026-03-29T20:01:08.092494+00:00 | # ⢊⤱↰⩯Ⰺ⦻>>>> You are NOT a developer 2
**Category:** Development Discussion
**Tags:** development, developers, motivation
**Views:** 1,927 **Replies:** 221
---
**Textsus** (post #1):
*Before you go yelling at me in the replies, because “developers are people who make games!! :nerd:” Please read the whole topic*
Alright, let me just go straight into it. Previously, I said **1 year** is required to be a “true” developer.
Well, let me paraphrase/rephrase what I wanted to say.
## If you haven’t spent atleast 30 hours developing for other people, or ATLEAST 50 hours debugging code, then you’re not a developer you’re STILL learning
And I’m being pretty generous here! Before you call me egotistical or try to disprove my developing skills as a coping mechanism, not being a developer yet is ***FINE***.
I’m trying to prevent people from being discouraged and give up for the wrong reason. If you think you’re a developer and don’t pass any requirements that I stated earlier, and then get mad when ChatGPT can’t fix your semi-working code or you quit because you can’t understand something, then you seriously need to start developing over.
Being a developer isn’t just doing your job once for someone else once, it’s something you put dedication and hard work into. You don’t learn scripting/building/etc.. in 1 month.
If you’re a new developer and don’t have motivation, i’ll say it once again and ***I truly mean it***, your hardwork **WILL** pay off, if you don’t understand something, don’t give up. Try to avoid it and if you can’t its fine! Try to learn it at your own pace, developing isn’t a race after all.
[EDIT]: Roblox doesn’t let me post a third and final topic which most people in this post agreed on:
[You ARE n̶o̶t̶ a developer 3: The Final Stand - Lounge / Creating on Roblox - Developer Forum | Roblox](https://devforum.roblox.com/t/you-are-n%CC%B6o%CC%B6t%CC%B6-a-developer-3-the-final-stand/4236572/26)
---
**scooter_user** (post #2):
“i get to decide who’s a developer and who isn’t”
---
**Placewith5s** (post #3):
Bro is a developing bot. Now, that’s noice
---
**judash399** (post #4):
I get the point your making, but your conditions arent amazing, there are always edge cases and exception to pretty much every statement (If you would fill them all it would be several paragraphs long). Pretty much here are the exception I can name just from the top of my head:
- This statement seems targeted towards programmers. Game development is a very very broad skill with many different talents needed to make something. What about builders? They dont get to apply to this? Programming isnt a requirement to be a developer.
- I dont think that working for other people is not a requirement to be called a “developer”. Some people just like working solo and thats totally ok. That doesnt not make them a developer.
There are pretty much always exception to fit everyone. This is because being a “developer” is not a term ment to be used like this.
I also feel like the point your fully making isnt great. You don’t get to decide what other people call themselfs, if some beginner wants to call themselves a developer so be it, how does this actually affect you or anyone else?
I do think that to become a talented and skilled developer who deserves credit does take time and effort (or at least should). New developers arent going to become a front page developer in a single day obviously. It takes years of work and motivation to get where “true developers” are.
---
**Placewith5s** (post #5):
Developer = One that develops, bubba
---
**mosquitowo** (post #6):
sorry real developers know the min requirements to be a developer are 5k hours debugging code
---
**judash399** (post #8):
I agree with that. Did you even read what I said completely?
---
**Placewith5s** (post #9):
Yes, but reply button is broken. Bruh, it fixed itself
---
**1kaelen1** (post #10):
if no one gets to decide who a developer is, then who does?
---
**patopro77** (post #11):
We arent developers, studio is a game and we play it
---
**SodaFromBrazil** (post #12):
yourself. the developer decides if the developer is a developer
---
**megasuperalfonato** (post #13):
Sorry you are not a sigma. I started being a developer since the first day I opened Roblox studio 2
---
**7eoeb** (post #14):
[@discobot](/u/discobot) fortune
---
**7eoeb** (post #15):
[@discobot](/u/discobot) fortune
holy this clanker is broken
---
**1kaelen1** (post #16):
i am the best scripter in the whole world because i decided that i am the best scripter in the whole world
---
**scooter_user** (post #17):
that’s not what he said dude come back when you graduate kindergarten
---
**1kaelen1** (post #18):
that’s exactly what he said
---
**syyIvi** (post #19):
no thats what he said but its kinda valid lmao
---
**scooter_user** (post #20):
he said you can classify yourself as a developer. he did not say you can classify yourself as the best scripter in the whole world. there’s a word for this type of stuff but i’m too dumb to remember it right now
---
**megasuperalfonato** (post #21):
I decided that the things you decided are false because i control people’s decisions
---
**1kaelen1** (post #23):
it’s called an analogy genius
---
**scooter_user** (post #24):
yeah and im telling you that there are differences between those two things???
---
**DonaldDuck5150** (post #25):
I have developed hatred for this topic so I beg to differ
---
**1kaelen1** (post #26):
analogies don’t have to be equivalent
---
**scooter_user** (post #27):
so did you just say that as a joke and not as a statement
---
**1kaelen1** (post #28):
no? where did i say that lol
---
**megasuperalfonato** (post #29):
Ples stopp da figting lets lov eac otherr it s the ñew yéar 2026¹
---
**scooter_user** (post #30):
kaelen is my arch enemy i will not stop until this is over
---
**megasuperalfonato** (post #31):
I watched all dragon ball series and vegeta and goku became boyfriends
---
**scooter_user** (post #32):
ANYWAY
there is a clear difference between ‘developer’ and ‘best scripter in the world’
you can classify yourself as a developer because there is no one else that decides that.
you can NOT classify yourself as the best scripter in the world because that is not decided by you. that is decided by the fact that every other scripter does not have as much experience. simple.
(either way, ‘best scripter’ is subjective, so this isn’t even a good example)
---
**patopro77** (post #33):
twitter ahh argument just put the fries in the bag
---
**scooter_user** (post #34):
what would you rather i be arguing about? object oriented programming?
---
**jakestoyreview** (post #35):
guys stop falling for the obvious ragebait
---
**Dumpledart** (post #36):
Damn is.. ;;al:broken\_heart::joy::joy::joy::joy::joy::joy::dove::dove::syringe::syringe::syringe::syringe::syringe:12es7865rtuio9p@#"R@:R%
---
**scooter_user** (post #37):
man logs onto devforum to see ragebait. man reply to ragebait. cycle continue
---
**patopro77** (post #38):
OOP for me stands for Optimization Oriented Potato
---
**Yarik_superpro** (post #39):
I’m a 1000000000000067x developer, and I’m telling you that you are clearly not a developer.
---
**patopro77** (post #40):
whats with that num x dev thing? wgat does that mean
---
**scooter_user** (post #41):
he is a developer. just 1000000000000067 times
---
**Yarik_superpro** (post #42):
10000000000000 6 :man\_shrugging:7 times
I’m better than all of you, simply.
---
**Dpelayo5907** (post #43):
All you sub5 devs below me, chadlite dev :face\_with\_steam\_from\_nose:
---
**Im_ClearAverage** (post #44):
- This is a good post (:rainbow\_flag:)
- This is a bad post (:crown:)
0
voters
---
**exwumm** (post #45):
im pretty sure a person’s skill level of a certain role does not undermine any of their efforts into said role. this thought process only applies for role prefixes like `beginner` or `expert` but not when generalising overall. two people who are developers, one is considered an expert and has numerous projects, and the other who has a handful (or less) and is still learning, are both still developers
---
**BandolPole** (post #46):
Developer = someone that develops, even if their games are not the greatest or are just free models. Not sure why this is hard for some people to understand.
---
**Textsus** (post #47):
Alright, I guess let noobies be developers because they made 2 scripts, can you not see how people get discouraged or false motivation?
---
**WaterRBL** (post #48):
exactly why the mods need to unban [@grok\_forum](/u/grok_forum), he is the better clanker
---
**federalbureau08** (post #49):
There’s no true definition of a developer, nor requirements. You’re just a developer, learning, or not.
---
**SickTrading** (post #50):
This is one of the worst takes I have seen on this forum; being a developer is simply creating games. That is the definition. If they use ChatGPT, or have only been developing for a day or two, it still makes them a developer.
---
**Textsus** (post #51):
amp agrees, that means youre wrong.
---
**SodaFromBrazil** (post #53):
2026 btw
January btw
still saying that btw
---
**ekcja1** (post #55):
It’s true, being a developer is dependant solely on whether or not you are developing anything on Roblox Studio. The reason why some people are against this definition is because they believe that a person that has just started and their work quality is very low and is worse than them doesn’t deserve to be considered the same developer as they are. It’s somewhat true, they’re not the developer they are, but that’s different from being a developer in general.
---
**Fe_ct** (post #56):
you are not a developer until you devex
---
**ekcja1** (post #57):
So there were no Roblox developers prior to DevEx being introduced?
---
**Fe_ct** (post #58):
sure. they were hobbyists, since they were not doing it for money.
---
**ekcja1** (post #59):
No, they still were developers, and they still could make money off of it, just not through official means. Additionally, devs who don’t DevEx can still make real-life money through working for big groups and being paid directly by the people running them, but according to your definition they wouldn’t be developers even though they would be making money.
---
**Fe_ct** (post #60):
ok fine, you are not a developer until you devex, or earn real money from roblox. otherwise still just a hobbyist.
---
**ekcja1** (post #61):
Is a person who fixes cars for fun not a mechanic? Is a person who cooks food for charity not a cook? Is someone who drives cars not for money but to travel not a driver? You’re arguing they’re hobbyists because you don’t think they deserve to be called developers because they’re not on your level where you earned real-life money through the platform, and not because they’re not developers. You want to distance yourself from those that don’t earn money either because they choose not to. A developer isn’t someone who is a developer because he earns money on the platform but because he develops games and assets on the platform, hence the name developer.
---
**Fe_ct** (post #62):
a driver is not a job
[spoiler] [/spoiler]
---
**ekcja1** (post #63):
That job probably pays more than you earn on Roblox.
---
**hellie_jellie** (post #64):
You are assuming that a developer has to be a coder, or else they are not developers, which is completely stupid.
---
**ekcja1** (post #65):
True, a developer can be a builder, an artist, game designer, or anyone else responsible for creating anything in a game. Even according to Fe\_ct’s definition that would be true.
---
**Crazedbrick1** (post #66):
Truckers and uber drivers across the world would like to have a word with you
---
**Fe_ct** (post #67):
almost
[spoiler] [/spoiler]
[spoiler] [/spoiler]
---
**ekcja1** (post #68):
Whether you earn almost or less than that doesn’t change the fact that the logic holds up, a developer is defined by the act of developing from which comes the name. Whether you earn money from it, whether it’s your full-time job, a part-time job, or closer to a hobby, you’re still a developer by the end of the day.
---
**SodaFromBrazil** (post #70):
you cant call anyone a developer or judge anyone’s status if you do what they do for fun for money
---
**TheWebDeveloper1** (post #71):
Some people make amazing games but don’t get mentioned by the Roblox Algorithm. How much DevEx have you made only what 20k Robux put in there? Some people buy that much Robux which isn’t good enough I reckon but it’s a starting point.
DevEx doesn’t mean your a proper developer there are so many slop games and brain rot games and brainrot modded pulling in crazy number sometimes, ive seen a brainrot modded having 10k CCU.
My first impression of you, is you have an high ego and call people learning “hobbyist” like you weren’t learning Lua for a long time and made your game or got hired by a team.
@Fe\_ctk
---
**Placewith5s** (post #72):
Bro don’t know the definition of passion
---
**TheWebDeveloper1** (post #73):
YOU are one of the best dev forum members ever!!
---
**Placewith5s** (post #74):
How to get red badge?
---
**TheWebDeveloper1** (post #75):
Join the Web Developer group go to settings and set your flair as Web Developer group.
---
**patopro77** (post #76):
no dont do it :sob:
---
**Placewith5s** (post #77):
it’s over blud
---
**Fe_ct** (post #78):
if it’s such an amazing game, why does it have terrible stats?
the bar of entry for roblox algo is very low as it is
---
**Placewith5s** (post #79):
Best
- Blue
- Red
- Yellow
- None
0
voters
---
**Placewith5s** (post #80):
[@Baconhippo777](/u/baconhippo777) [@baconfar663](/u/baconfar663) [@BaconRoasterv2](/u/baconroasterv2) [@BaconGuyplaysThis](/u/baconguyplaysthis) [@bacongls](/u/bacongls) [@baconcoolboysun](/u/baconcoolboysun)
---
**patopro77** (post #81):
add non icon option
---
**scooter_user** (post #82):
1550 A WEEK??? TO DRIVE?? IN THIS ECONOMY?? AND IM OVER HERE GETTING PAID 5 DOLLARS AN HOUR AT MCDONALDS???
---
**Placewith5s** (post #83):
Am i cooked?
- yes
- no
0
voters
---
**TheWebDeveloper1** (post #84):
I said, Roblox algorithm… and some people don’t even have the Robux to fund for ads or anything.
---
**Placewith5s** (post #85):
Youtub channel duh
---
**TheWebDeveloper1** (post #86):
YouTube shorts is the only way to go only rare videos get real lucky and get huge views
---
**Fe_ct** (post #87):
Yes, a game needs slightly above average stats to get into roblox algorithm. No, you don’t need sponsors.
if the amazing passion project someone spent 5 years creating has bad stats & gets no traction, that is their fault & their problem
---
**TheWebDeveloper1** (post #88):
Question, how much have you DevEx?
---
**ekcja1** (post #91):
Drivers do get paid a lot of money
---
**SodaFromBrazil** (post #92):
steal a brainrot is front page btw
---
**SodaFromBrazil** (post #93):
the silence is loud
---
**Fe_ct** (post #94):
yes it is, and has good stats, which is why it is. what is your point?
---
**Placewith5s** (post #95):
the loudness is silent
---
**Fe_ct** (post #96):
why should i tell you? how much have you devexed?
---
**Placewith5s** (post #97):
0 dollar 0 cent 0 dime 0 quarter 00
---
**TheWebDeveloper1** (post #98):
You seem calling everyone hobbyist without DevEx, and you want the Devforum for people doing a verify like the current Roblox chat.
Saying you want to keep it away from “hobbyist”.
---
**Fe_ct** (post #99):
i have devexed before yes, multiple times. would you like my bank statements as well?
---
**TheWebDeveloper1** (post #100):
Just how much Robux did you put into DevEx that’s all
---
**TTC3B** (post #101):
You’re right. I’m NOT a developer 2. I’m.. a developer 1!
---
**hellie_jellie** (post #102):
Mfs as soon as they devex for the first time: “I am superior because I did devex so now you are all not developers because I say so”
---
**ekcja1** (post #103):
How bro felt after exchanging his Robux for 100$:
---
**megasuperalfonato** (post #105):
i seriously cant with this stupidity “you need a special requirement to become a developer” no buddy. You simply become a developer if you touch roblox studio. It’s not hard to understand, y’all became developers since the first day y’all touched and did something in studio. Simple as that
---
**Placewith5s** (post #107):
[Rick Roll](https://www.youtube.com/watch?v=dQw4w9WgXcQ)
---
**Heimskeet** (post #108):
Type 1 develibeties, it’s incurable. What stage are you?
---
**MikeartsRBLX** (post #109):
you are not a developer if you have not developed atleast 1 thing
---
**SodaFromBrazil** (post #110):
how much have you? I bet its negative
---
**SodaFromBrazil** (post #111):
HOLD UP! Why is he TELLING the TRUTH
---
**TimeFrenzied** (post #112):
im a prompt engineer
am i classified as a developer
---
**patopro77** (post #113):
what if im a tester, am i classified as a developer?
you contribute to the development by finding bugs
---
**TimeFrenzied** (post #114):
testers that find bugs and balance and stuff are technically contributors/helpers
but exceptional testers that suggest content and play alot rather than just “test” are essentially just game designers which technically counts as being a developer?
---
**TTC3B** (post #115):
Type 1 develobetes
---
**GryphusButCool** (post #116):
How about you develop deez nuts
---
**TheWebDeveloper1** (post #117):
Why does our post have special characters?
---
**scooter_user** (post #118):
hey that’s my line
---
**patopro77** (post #119):

---
**GryphusButCool** (post #120):
Not anymore. I have taken it and it is now mine
---
**sheyler1j** (post #121):
How strange, and here I am, programming since I was 10 years old (pseudo code) and I’ve been doing it for 9 years now, and then someone comes along and says how much time someone else needs to call themselves a developer.
---
**WaterRBL** (post #122):
since when was pseudo code an actual language
---
**sheyler1j** (post #123):
That context is to explain how I started. Since when is posting nonsense on the forum a developer thing to do?
---
**WaterRBL** (post #124):
since development discussion was renamed from the lounge.
either way, saying that pseudo code is not a real language is not nonsense, it can’t be executed.
---
**UR_localBETA** (post #125):
wait what are u age verifying? HOLY-
---
**sheyler1j** (post #126):

---
**WaterRBL** (post #127):
wtf does that have to do with my reply
---
**Rekotora3349** (post #128):
“⢊⤱↰⩯Ⰺ⦻>>>> You are NOT a developer 2” is so good why isn’t there a “𒄾𒀷𒉦𒅛𒌖𒆤𒒐𒋰𒄎𒆱 You are NOT a developer 3”?
---
**patopro77** (post #130):
youre right, im not a developer 2, im a developer 67
---
**scooter_user** (post #131):
im not a developer 2. im 3 short developers in a trenchcoat
---
**Rekotora3349** (post #132):
I’m not a developer 2, I’m a developer 5.
---
**ekcja1** (post #133):
sir yes sir oorah
---
**bapakny_agnesbotak** (post #134):
im not developer 2 im developer 67
---
**goshky700** (post #135):
this post is ragebait
dude thinks everyone here is super coder super builder lvl 1000
nobody is spending that much time on roblox game
roblox studio is simple game engine
and also think about indie developers
---
**MikeartsRBLX** (post #136):
either you’re also ragebaiting, or you have never made a game before.
most games aside from brainrot slop take atleast 1 week to few month to make, sometimes even a year if you’re passionate about it.
---
**llliiimmmeee** (post #137):
i want to fall for the ragebait but its too obvious dude
---
**ItzBloxyDev** (post #138):
I’m developing a migraine reading this
---
**ekcja1** (post #139):
this post has a hidden anti-migraine meds ad placement
---
**Textsus** (post #140):
who’s looking forward to you are not a developer 3
---
**Textsus** (post #141):
What do you define a developer?
---
**Textsus** (post #142):
Not funny, blocked. I don’t want you in my topics again.
---
**Textsus** (post #143):
Imagine, I am a developer 2^1024.
---
**Textsus** (post #144):
I kinda agree, but not really. I mean, someone who touches studio isn’t immediately a developer. They’re learning.
Do I need to make a third topic?
---
**Textsus** (post #145):
Amp let me borrow these, can’t deny such an opportunity
---
**bapakny_agnesbotak** (post #146):
Ok
---
**Textsus** (post #147):
scooter\_user called me dumb, time to lock in

---
**Textsus** (post #148):
Damn, there’s so many likes.. For what? I’m just trying to keep noobies from quitting roblox studio for not being able to solve a problem/create something that’s out of their range.
I’m not trying to make “requirements” but I don’t like to call people who started studio yesterday developers
---
**Niklantis05** (post #149):
~~Since I am coding since 1842, I can say that I am a developer.~~
Jokes aside, honestly, being a developer isn’t a title or an award. You’re a developer if it’s your job. If it’s your hobby, you can still call yourself a developer if you want. Focus on having fun (or earning money if it’s your job) while developing. Whether you’re “officially” a developer or not is ultimately irrelevant. A clear distinction between developer and non-developer is nonsense.
---
**megasuperalfonato** (post #150):
Make a third topic and i’ll copy and paste my response
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**Rekotora3349** (post #151):
So you are a developer
?
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**scooter_user** (post #152):
if they started yesterday, they’re new developers. still counts as developers
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**llliiimmmeee** (post #153):
one who develops is a developer
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**gatheringgloom** (post #154):
AI doesn’t necessarily make one a developer, yes. That is, if they consistently are reliant on it. I get where you’re coming from, but i’m also struggling to understand your overall point.
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**Preinstallable** (post #155):
Hi, I meet your standard of what a developer is. I would like to disagree. A developer is, in my opinion, someone who has a vision of a game, and has dedicated any amount of effort to meet that vision, regardless of skill. I remember my first game in 2017, which was a really poor quality modified starter place. It was full of free models, but at least a vision and effort was there. I believe that a developer is anyone who has a vision of a game and puts any significant amount of effort into it, like I did. Effort differs from skill.
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**scooter_user** (post #156):
someone un-like this reply we need to get it to 67 likes..
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**goshky700** (post #157):
time depends on motivation
motivation depends on developer
everyone is different
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**plasma_node** (post #158):
As a professional gatekeeper, I am going to gatekeep you from gatekeeping. Real developers don’t gatekeep other developers. Unless said developers don’t plan to use AI to help them understand code and just use it cuz they’re lazy. I understand coding but still use AI as an aid.
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**UR_localBETA** (post #159):
Flamethrowering since 1842 > coding since 1842
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**gatheringgloom** (post #160):
This is the truth.
(Ignore this fluff to make my post be thirty unicode letters.)
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**aydenallpc** (post #161):
I agree with you, although you could’ve put it in other words. There are probably “developers” that you have brought down. You could’ve said “In my opinion, developers with 30+ hours are true developers.”. The only thing I do not agree with you on is that you were just rude about it.
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**UR_localBETA** (post #162):
marshmallow fluffffffffffffffffffff
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**Matthais5** (post #163):
You aren’t a developer unless you’ve made a game with at least 100m visits.
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**MikeartsRBLX** (post #164):
incorrect. time is fixed. how you perceive and manage it depends on your motivation.
but you won’t really achieve anything just by relying on motivation, because it takes dedication and discipline, not fleeting hype.
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**goshky700** (post #165):
nobody is developer here because we are in ROBLOX
yall are game makers gng
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**Textsus** (post #167):
read the whole topic, it’s meant to save people from wrongfully quitting or being wrongfully frustated. And that’s not the whole idea
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**Textsus** (post #168):
I see what you mean, but I wouldn’t say that someone who created a free model game is the same as a person who made thousands of dollars off of roblox
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**SodaFromBrazil** (post #169):
guess what im writing rn?
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**Matthais5** (post #170):
A developer does not concern himself with the opinions of a non-developer.
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**megasuperalfonato** (post #171):
bro do your “𒄾𒀷𒉦𒅛𒌖𒆤𒒐𒋰𒄎𒆱 You are NOT a developer 3” topic and i’ll teach you a lesson (i’m not gonna copy and paste my reply i swear) [@Textsus](/u/textsus)
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**Textsus** (post #172):
no
green bean watchu mean :joy: :victory\_hand:
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**gatheringgloom** (post #173):
The true citizen knows that duty is the greatest gift.
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**oliwieer4** (post #174):
if u hadn’t touched AI for 10 minutes, you aren’t a developer :nerd\_face:
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**XAndrewmanX** (post #175):
“Youre not a mechanic because you only worked one day on the job”
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**NalaVee34** (post #176):
If you haven’t shed tears reading your own code you don’t qualify
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**PuppyTwo** (post #177):
this is peak gatekeeping and i’m not impressed
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**Textsus** (post #178):
gatekeeping what exactly dawg :grinning\_face:
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**Textsus** (post #179):
That’s different, as a mechanic you have trained to work, same thing as developing. You’re not a developer because you did something in studio once.
Believe it or not, many people I know think they’re developers even though they barely know what a BrickColor is
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**SodaFromBrazil** (post #180):
call me stickmasterluke then
This comment was written by SodaFromBrazil on the Roblox Devforum ([devforum.roblox.com](http://devforum.roblox.com)) and can NOT be reproduced without explicit permission
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**megasuperalfonato** (post #181):
call me stickmasterluke then
This comment was written by SodaFromBrazil on the Roblox Devforum ([devforum.roblox.com](http://devforum.roblox.com/)) and can NOT be reproduced without explicit permission
here’s your post reproduced. what now?
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**GURVB** (post #183):
Vote
- Neutral (:white\_check\_mark:)
0
voters
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**SodaFromBrazil** (post #184):
I am going to explode into a million small colorless cubes
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**Rekotora3349** (post #186):
Well, well, well… Look who we got here:
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**scooter_user** (post #187):
right.. right.. i forgot there’s somehow a difference between those
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**emilaltg** (post #188):
Oh damn, ive been lying to myself all this time. Thanks for enlightening me with this incomprehensible knowledge that I, a self-proclaimed developer, am not actually a developer 2
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**GURVB** (post #189):
I’m convinced that this is how ampposters generate the titles of their posts
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**MaybeHoshi** (post #190):
I might be going insane but isn’t that bacon dude on the age check requirement post like list
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**maxvat** (post #191):
Who cares it’s just what you call someone who’s working on a game. The developer is not like a reserved title or anything.
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**Rekotora3349** (post #192):
Set the range from U+10000 to U+10243 for better results.
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**Textsus** (post #193):
SOME people view being a developer as being important or something, read the whole topic not 2 words then reply
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**Textsus** (post #194):
cheeseguy looks cool so I am right
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**Pismyren** (post #195):
2026 btw
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**Adaccccc** (post #196):
My take on this topic is that there isn’t really a specific requirement like you put it.
I do agree with the main point: you’re not a full developer until you’ve spent a long time learning.
But, that goes for any skill really…
Like, you ain’t an engineer because you used a wrench twice…
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**Textsus** (post #197):
wish granted btw go spam and dont read the topic
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**MikeartsRBLX** (post #198):
what if i told you that you also need atleast 900 hrs of read time on the devforum and atleast 30 posts with minimum 1k likes each to be considered a developer because i said so
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**Textsus** (post #199):
not the same thing dawg :broken\_heart:
these aren’t my requirements I made a new post explaining what I mean in a much better way
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**megasuperalfonato** (post #200):
wait, is this a post about motivation, or the developer definition? (because you are wrong about that)
so basically this post is:
motivation, and the “ideal” developer definition
if it was about that, then you would be correct at some degree
but the requirements about an “ideal” developer are subjective and can change for each person
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**MikeartsRBLX** (post #201):
right…
gou went from requiring atleast 50 hours of debugging to 'you are a developer if you have developed something once in your life
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**Textsus** (post #202):
read the topic, i’m trying to keep skids from quitting for the wrong reason
third topic explains it way better
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**MikeartsRBLX** (post #203):
the third topic got closed.
it doesn’t even make much sense, because you title it “you are not a developer” but then you contradict yourself by saying that we are developers because we started studio
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**JavierR100** (post #204):
# Correct!
I am no developer but Patrick! How people cannot understand this? It's a simple concept, come on guys!
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**ASTRAVIB3S** (post #205):
What is this bro :sob: anyone can become a developer, there are no requirements on when you can become a developer :sob: anyone can just become a developer, even if they learned Unreal Engine, Unity or any other engine and then switch to Studio without any knowledge of how studio works yet.
:sob: You can’t judge and treat people if they are an developer or not an developer cuz they are still learning.
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**Textsus** (post #206):
look at the third topic explains it way better
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**mechclash** (post #207):
Guys help I forgot to keep track of my debugging time :scream:
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**UR_localBETA** (post #208):
I think ms. [Redacted] took.over yall :broken\_heart:
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**TheRobloxianDerg** (post #209):
.̷̨̡̡̢̢̡̡̢̡̜̦̤̗̟̫͖͙͚̗̤͇̹̟̦͕͓̱̤̻̠̯͇̯͓̩͈͕̣̙̙͕̻̣̟̲̘͕͇̙͇̘͔̜͓̳̳̙̠̖̭̦͚̘̙͖͕̘̮̼̝̺͔͚̖̝̫͈̝͍̥͕͚̪͔̘̠͖̘̠̣͚̹͙̙͔̇̆̿̐̓͊̏̎̐͗̾́̀̔̋̈́̎́̿̐̐̆̐͂̉́͋̆̃͒̑̉͒̑̽͗́́̾̊̌̊͑̒̾̓̈́̇̇̋.̷̨̡̡̢̢̡̡̢̡̜̦̤̗̟̫͖͙͚̗̤͇̹̟̦͕͓̱̤̻̠̯͇̯͓̩͈͕̣̙̙͕̻̣̟̲̘͕͇̙͇̘͔̜͓̳̳̙̠̖̭̦͚̘̙͖͕̘̮̼̝̺͔͚̖̝̫͈̝͍̥͕͚̪͔̘̠͖̘̠̣͚̹͙̙͔̇̆̿̐̓͊̏̎̐͗̾́̀̔̋̈́̎́̿̐̐̆̐͂̉́͋̆̃͒̑̉͒̑̽͗́́̾̊̌̊͑̒̾̓̈́̇̇̋.̷̨̡̡̢̢̡̡̢̡̜̦̤̗̟̫͖͙͚̗̤͇̹̟̦͕͓̱̤̻̠̯͇̯͓̩͈͕̣̙̙͕̻̣̟̲̘͕͇̙͇̘͔̜͓̳̳̙̠̖̭̦͚̘̙͖͕̘̮̼̝̺͔͚̖̝̫͈̝͍̥͕͚̪͔̘̠͖̘̠̣͚̹͙̙͔̇̆̿̐̓͊̏̎̐͗̾́̀̔̋̈́̎́̿̐̐̆̐͂̉́͋̆̃͒̑̉͒̑̽͗́́̾̊̌̊͑̒̾̓̈́̇̇̋.̷̨̡̡̢̢̡̡̢̡̜̦̤̗̟̫͖͙͚̗̤͇̹̟̦͕͓̱̤̻̠̯͇̯͓̩͈͕̣̙̙͕̻̣̟̲̘͕͇̙͇̘͔̜͓̳̳̙̠̖̭̦͚̘̙͖͕̘̮̼̝̺͔͚̖̝̫͈̝͍̥͕͚̪͔̘̠͖̘̠̣͚̹͙̙͔̇̆̿̐̓͊̏̎̐͗̾́̀̔̋̈́̎́̿̐̐̆̐͂̉́͋̆̃͒̑̉͒̑̽͗́́̾̊̌̊͑̒̾̓̈́̇̇̋.̷̨̡̡̢̢̡̡̢̡̜̦̤̗̟̫͖͙͚̗̤͇̹̟̦͕͓̱̤̻̠̯͇̯͓̩͈͕̣̙̙͕̻̣̟̲̘͕͇̙͇̘͔̜͓̳̳̙̠̖̭̦͚̘̙͖͕̘̮̼̝̺͔͚̖̝̫͈̝͍̥͕͚̪͔̘̠͖̘̠̣͚̹͙̙͔̇̆̿̐̓͊̏̎̐͗̾́̀̔̋̈́̎́̿̐̐̆̐͂̉́͋̆̃͒̑̉͒̑̽͗́́̾̊̌̊͑̒̾̓̈́̇̇̋.̷̨̡̡̢̢̡̡̢̡̜̦̤̗̟̫͖͙͚̗̤͇̹̟̦͕͓̱̤̻̠̯͇̯͓̩͈͕̣̙̙͕̻̣̟̲̘͕͇̙͇̘͔̜͓̳̳̙̠̖̭̦͚̘̙͖͕̘̮̼̝̺͔͚̖̝̫͈̝͍̥͕͚̪͔̘̠͖̘̠̣͚̹͙̙͔̇̆̿̐̓͊̏̎̐͗̾́̀̔̋̈́̎́̿̐̐̆̐͂̉́͋̆̃͒̑̉͒̑̽͗́́̾̊̌̊͑̒̾̓̈́̇̇̋.̷̨̡̡̢̢̡̡̢̡̜̦̤̗̟̫͖͙͚̗̤͇̹̟̦͕͓̱̤̻̠̯͇̯͓̩͈͕̣̙̙͕̻̣̟̲̘͕͇̙͇̘͔̜͓̳̳̙̠̖̭̦͚̘̙͖͕̘̮̼̝̺͔͚̖̝̫͈̝͍̥͕͚̪͔̘̠͖̘̠̣͚̹͙̙͔̇̆̿̐̓͊̏̎̐͗̾́̀̔̋̈́̎́̿̐̐̆̐͂̉́͋̆̃͒̑̉͒̑̽͗́́̾̊̌̊͑̒̾̓̈́̇̇̋.̷̨̡̡̢̢̡̡̢̡̜̦̤̗̟̫͖͙͚̗̤͇̹̟̦͕͓̱̤̻̠̯͇̯͓̩͈͕̣̙̙͕̻̣̟̲̘͕͇̙͇̘͔̜͓̳̳̙̠̖̭̦͚̘̙͖͕̘̮̼̝̺͔͚̖̝̫͈̝͍̥͕͚̪͔̘̠͖̘̠̣͚̹͙̙͔̇̆̿̐̓͊̏̎̐͗̾́̀̔̋̈́̎́̿̐̐̆̐͂̉́͋̆̃͒̑̉͒̑̽͗́́̾̊̌̊͑̒̾̓̈́̇̇̋.̷̨̡̡̢̢̡̡̢̡̜̦̤̗̟̫͖͙͚̗̤͇̹̟̦͕͓̱̤̻̠̯͇̯͓̩͈͕̣̙̙͕̻̣̟̲̘͕͇̙͇̘͔̜͓̳̳̙̠̖̭̦͚̘̙͖͕̘̮̼̝̺͔͚̖̝̫͈̝͍̥͕͚̪͔̘̠͖̘̠̣͚̹͙̙͔̇̆̿̐̓͊̏̎̐͗̾́̀̔̋̈́̎́̿̐̐̆̐͂̉́͋̆̃͒̑̉͒̑̽͗́́̾̊̌̊͑̒̾̓̈́̇̇̋.̷̨̡̡̢̢̡̡̢̡̜̦̤̗̟̫͖͙͚̗̤͇̹̟̦͕͓̱̤̻̠̯͇̯͓̩͈͕̣̙̙͕̻̣̟̲̘͕͇̙͇̘͔̜͓̳̳̙̠̖̭̦͚̘̙͖͕̘̮̼̝̺͔͚̖̝̫͈̝͍̥͕͚̪͔̘̠͖̘̠̣͚̹͙̙͔̇̆̿̐̓͊̏̎̐͗̾́̀̔̋̈́̎́̿̐̐̆̐͂̉́͋̆̃͒̑̉͒̑̽͗́́̾̊̌̊͑̒̾̓̈́̇̇̋.̷̨̡̡̢̢̡̡̢̡̜̦̤̗̟̫͖͙͚̗̤͇̹̟̦͕͓̱̤̻̠̯͇̯͓̩͈͕̣̙̙͕̻̣̟̲̘͕͇̙͇̘͔̜͓̳̳̙̠̖̭̦͚̘̙͖͕̘̮̼̝̺͔͚̖̝̫͈̝͍̥͕͚̪͔̘̠͖̘̠̣͚̹͙̙͔̇̆̿̐̓͊̏̎̐͗̾́̀̔̋̈́̎́̿̐̐̆̐͂̉́͋̆̃͒̑̉͒̑̽͗́́̾̊̌̊͑̒̾̓̈́̇̇̋.̷̨̡̡̢̢̡̡̢̡̜̦̤̗̟̫͖͙͚̗̤͇̹̟̦͕͓̱̤̻̠̯͇̯͓̩͈͕̣̙̙͕̻̣̟̲̘͕͇̙͇̘͔̜͓̳̳̙̠̖̭̦͚̘̙͖͕̘̮̼̝̺͔͚̖̝̫͈̝͍̥͕͚̪͔̘̠͖̘̠̣͚̹͙̙͔̇̆̿̐̓͊̏̎̐͗̾́̀̔̋̈́̎́̿̐̐̆̐͂̉́͋̆̃͒̑̉͒̑̽͗́́̾̊̌̊͑̒̾̓̈́̇̇̋.̷̨̡̡̢̢̡̡̢̡̜̦̤̗̟̫͖͙͚̗̤͇̹̟̦͕͓̱̤̻̠̯͇̯͓̩͈͕̣̙̙͕̻̣̟̲̘͕͇̙͇̘͔̜͓̳̳̙̠̖̭̦͚̘̙͖͕̘̮̼̝̺͔͚̖̝̫͈̝͍̥͕͚̪͔̘̠͖̘̠̣͚̹͙̙͔̇̆̿̐̓͊̏̎̐͗̾́̀̔̋̈́̎́̿̐̐̆̐͂̉́͋̆̃͒̑̉͒̑̽͗́́̾̊̌̊͑̒̾̓̈́̇̇̋.̷̨̡̡̢̢̡̡̢̡̜̦̤̗̟̫͖͙͚̗̤͇̹̟̦͕͓̱̤̻̠̯͇̯͓̩͈͕̣̙̙͕̻̣̟̲̘͕͇̙͇̘͔̜͓̳̳̙̠̖̭̦͚̘̙͖͕̘̮̼̝̺͔͚̖̝̫͈̝͍̥͕͚̪͔̘̠͖̘̠̣͚̹͙̙͔̇̆̿̐̓͊̏̎̐͗̾́̀̔̋̈́̎́̿̐̐̆̐͂̉́͋̆̃͒̑̉͒̑̽͗́́̾̊̌̊͑̒̾̓̈́̇̇̋.̷̨̡̡̢̢̡̡̢̡̜̦̤̗̟̫͖͙͚̗̤͇̹̟̦͕͓̱̤̻̠̯͇̯͓̩͈͕̣̙̙͕̻̣̟̲̘͕͇̙͇̘͔̜͓̳̳̙̠̖̭̦͚̘̙͖͕̘̮̼̝̺͔͚̖̝̫͈̝͍̥͕͚̪͔̘̠͖̘̠̣͚̹͙̙͔̇̆̿̐̓͊̏̎̐͗̾́̀̔̋̈́̎́̿̐̐̆̐͂̉́͋̆̃͒̑̉͒̑̽͗́́̾̊̌̊͑̒̾̓̈́̇̇̋.̷̨̡̡̢̢̡̡̢̡̜̦̤̗̟̫͖͙͚̗̤͇̹̟̦͕͓̱̤̻̠̯͇̯͓̩͈͕̣̙̙͕̻̣̟̲̘͕͇̙͇̘͔̜͓̳̳̙̠̖̭̦͚̘̙͖͕̘̮̼̝̺͔͚̖̝̫͈̝͍̥͕͚̪͔̘̠͖̘̠̣͚̹͙̙͔̇̆̿̐̓͊̏̎̐͗̾́̀̔̋̈́̎́̿̐̐̆̐͂̉́͋̆̃͒̑̉͒̑̽͗́́̾̊̌̊͑̒̾̓̈́̇̇̋.̷̨̡̡̢̢̡̡̢̡̜̦̤̗̟̫͖͙͚̗̤͇̹̟̦͕͓̱̤̻̠̯͇̯͓̩͈͕̣̙̙͕̻̣̟̲̘͕͇̙͇̘͔̜͓̳̳̙̠̖̭̦͚̘̙͖͕̘̮̼̝̺͔͚̖̝̫͈̝͍̥͕͚̪͔̘̠͖̘̠̣͚̹͙̙͔̇̆̿̐̓͊̏̎̐͗̾́̀̔̋̈́̎́̿̐̐̆̐͂̉́͋̆̃͒̑̉͒̑̽͗́́̾̊̌̊͑̒̾̓̈́̇̇̋.̷̨̡̡̢̢̡̡̢̡̜̦̤̗̟̫͖͙͚̗̤͇̹̟̦͕͓̱̤̻̠̯͇̯͓̩͈͕̣̙̙͕̻̣̟̲̘͕͇̙͇̘͔̜͓̳̳̙̠̖̭̦͚̘̙͖͕̘̮̼̝̺͔͚̖̝̫͈̝͍̥͕͚̪͔̘̠͖̘̠̣͚̹͙̙͔̇̆̿̐̓͊̏̎̐͗̾́̀̔̋̈́̎́̿̐̐̆̐͂̉́͋̆̃͒̑̉͒̑̽͗́́̾̊̌̊͑̒̾̓̈́̇̇̋.̷̨̡̡̢̢̡̡̢̡̜̦̤̗̟̫͖͙͚̗̤͇̹̟̦͕͓̱̤̻̠̯͇̯͓̩͈͕̣̙̙͕̻̣̟̲̘͕͇̙͇̘͔̜͓̳̳̙̠̖̭̦͚̘̙͖͕̘̮̼̝̺͔͚̖̝̫͈̝͍̥͕͚̪͔̘̠͖̘̠̣͚̹͙̙͔̇̆̿̐̓͊̏̎̐͗̾́̀̔̋̈́̎́̿̐̐̆̐͂̉́͋̆̃͒̑̉͒̑̽͗́́̾̊̌̊͑̒̾̓̈́̇̇̋.̷̨̡̡̢̢̡̡̢̡̜̦̤̗̟̫͖͙͚̗̤͇̹̟̦͕͓̱̤̻̠̯͇̯͓̩͈͕̣̙̙͕̻̣̟̲̘͕͇̙͇̘͔̜͓̳̳̙̠̖̭̦͚̘̙͖͕̘̮̼̝̺͔͚̖̝̫͈̝͍̥͕͚̪͔̘̠͖̘̠̣͚̹͙̙͔̇̆̿̐̓͊̏̎̐͗̾́̀̔̋̈́̎́̿̐̐̆̐͂̉́͋̆̃͒̑̉͒̑̽͗́́̾̊̌̊͑̒̾̓̈́̇̇̋.̷̨̡̡̢̢̡̡̢̡̜̦̤̗̟̫͖͙͚̗̤͇̹̟̦͕͓̱̤̻̠̯͇̯͓̩͈͕̣̙̙͕̻̣̟̲̘͕͇̙͇̘͔̜͓̳̳̙̠̖̭̦͚̘̙͖͕̘̮̼̝̺͔͚̖̝̫͈̝͍̥͕͚̪͔̘̠͖̘̠̣͚̹͙̙͔̇̆̿̐̓͊̏̎̐͗̾́̀̔̋̈́̎́̿̐̐̆̐͂̉́͋̆̃͒̑̉͒̑̽͗́́̾̊̌̊͑̒̾̓̈́̇̇̋.̷̨̡̡̢̢̡̡̢̡̜̦̤̗̟̫͖͙͚̗̤͇̹̟̦͕͓̱̤̻̠̯͇̯͓̩͈͕̣̙̙͕̻̣̟̲̘͕͇̙͇̘͔̜͓̳̳̙̠̖̭̦͚̘̙͖͕̘̮̼̝̺͔͚̖̝̫͈̝͍̥͕͚̪͔̘̠͖̘̠̣͚̹͙̙͔̇̆̿̐̓͊̏̎̐͗̾́̀̔̋̈́̎́̿̐̐̆̐͂̉́͋̆̃͒̑̉͒̑̽͗́́̾̊̌̊͑̒̾̓̈́̇̇̋.̷̨̡̡̢̢̡̡̢̡̜̦̤̗̟̫͖͙͚̗̤͇̹̟̦͕͓̱̤̻̠̯͇̯͓̩͈͕̣̙̙͕̻̣̟̲̘͕͇̙͇̘͔̜͓̳̳̙̠̖̭̦͚̘̙͖͕̘̮̼̝̺͔͚̖̝̫͈̝͍̥͕͚̪͔̘̠͖̘̠̣͚̹͙̙͔̇̆̿̐̓͊̏̎̐͗̾́̀̔̋̈́̎́̿̐̐̆̐͂̉́͋̆̃͒̑̉͒̑̽͗́́̾̊̌̊͑̒̾̓̈́̇̇̋.̷̨̡̡̢̢̡̡̢̡̜̦̤̗̟̫͖͙͚̗̤͇̹̟̦͕͓̱̤̻̠̯͇̯͓̩͈͕̣̙̙͕̻̣̟̲̘͕͇̙͇̘͔̜͓̳̳̙̠̖̭̦͚̘̙͖͕̘̮̼̝̺͔͚̖̝̫͈̝͍̥͕͚̪͔̘̠͖̘̠̣͚̹͙̙͔̇̆̿̐̓͊̏̎̐͗̾́̀̔̋̈́̎́̿̐̐̆̐͂̉́͋̆̃͒̑̉͒̑̽͗́́̾̊̌̊͑̒̾̓̈́̇̇̋.̷̨̡̡̢̢̡̡̢̡̜̦̤̗̟̫͖͙͚̗̤͇̹̟̦͕͓̱̤̻̠̯͇̯͓̩͈͕̣̙̙͕̻̣̟̲̘͕͇̙͇̘͔̜͓̳̳̙̠̖̭̦͚̘̙͖͕̘̮̼̝̺͔͚̖̝̫͈̝͍̥͕͚̪͔̘̠͖̘̠̣͚̹͙̙͔̇̆̿̐̓͊̏̎̐͗̾́̀̔̋̈́̎́̿̐̐̆̐͂̉́͋̆̃͒̑̉͒̑̽͗́́̾̊̌̊͑̒̾̓̈́̇̇̋.̷̨̡̡̢̢̡̡̢̡̜̦̤̗̟̫͖͙͚̗̤͇̹̟̦͕͓̱̤̻̠̯͇̯͓̩͈͕̣̙̙͕̻̣̟̲̘͕͇̙͇̘͔̜͓̳̳̙̠̖̭̦͚̘̙͖͕̘̮̼̝̺͔͚̖̝̫͈̝͍̥͕͚̪͔̘̠͖̘̠̣͚̹͙̙͔̇̆̿̐̓͊̏̎̐͗̾́̀̔̋̈́̎́̿̐̐̆̐͂̉́͋̆̃͒̑̉͒̑̽͗́́̾̊̌̊͑̒̾̓̈́̇̇̋.̷̨̡̡̢̢̡̡̢̡̜̦̤̗̟̫͖͙͚̗̤͇̹̟̦͕͓̱̤̻̠̯͇̯͓̩͈͕̣̙̙͕̻̣̟̲̘͕͇̙͇̘͔̜͓̳̳̙̠̖̭̦͚̘̙͖͕̘̮̼̝̺͔͚̖̝̫͈̝͍̥͕͚̪͔̘̠͖̘̠̣͚̹͙̙͔̇̆̿̐̓͊̏̎̐͗̾́̀̔̋̈́̎́̿̐̐̆̐͂̉́͋̆̃͒̑̉͒̑̽͗́́̾̊̌̊͑̒̾̓̈́̇̇̋.̷̨̡̡̢̢̡̡̢̡̜̦̤̗̟̫͖͙͚̗̤͇̹̟̦͕͓̱̤̻̠̯͇̯͓̩͈͕̣̙̙͕̻̣̟̲̘͕͇̙͇̘͔̜͓̳̳̙̠̖̭̦͚̘̙͖͕̘̮̼̝̺͔͚̖̝̫͈̝͍̥͕͚̪͔̘̠͖̘̠̣͚̹͙̙͔̇̆̿̐̓͊̏̎̐͗̾́̀̔̋̈́̎́̿̐̐̆̐͂̉́͋̆̃͒̑̉͒̑̽͗́́̾̊̌̊͑̒̾̓̈́̇̇̋.̷̨̡̡̢̢̡̡̢̡̜̦̤̗̟̫͖͙͚̗̤͇̹̟̦͕͓̱̤̻̠̯͇̯͓̩͈͕̣̙̙͕̻̣̟̲̘͕͇̙͇̘͔̜͓̳̳̙̠̖̭̦͚̘̙͖͕̘̮̼̝̺͔͚̖̝̫͈̝͍̥͕͚̪͔̘̠͖̘̠̣͚̹͙̙͔̇̆̿̐̓͊̏̎̐͗̾́̀̔̋̈́̎́̿̐̐̆̐͂̉́͋̆̃͒̑̉͒̑̽͗́́̾̊̌̊͑̒̾̓̈́̇̇̋.̷̨̡̡̢̢̡̡̢̡̜̦̤̗̟̫͖͙͚̗̤͇̹̟̦͕͓̱̤̻̠̯͇̯͓̩͈͕̣̙̙͕̻̣̟̲̘͕͇̙͇̘͔̜͓̳̳̙̠̖̭̦͚̘̙͖͕̘̮̼̝̺͔͚̖̝̫͈̝͍̥͕͚̪͔̘̠͖̘̠̣͚̹͙̙͔̇̆̿̐̓͊̏̎̐͗̾́̀̔̋̈́̎́̿̐̐̆̐͂̉́͋̆̃͒̑̉͒̑̽͗́́̾̊̌̊͑̒̾̓̈́̇̇̋.̷̨̡̡̢̢̡̡̢̡̜̦̤̗̟̫͖͙͚̗̤͇̹̟̦͕͓̱̤̻̠̯͇̯͓̩͈͕̣̙̙͕̻̣̟̲̘͕͇̙͇̘͔̜͓̳̳̙̠̖̭̦͚̘̙͖͕̘̮̼̝̺͔͚̖̝̫͈̝͍̥͕͚̪͔̘̠͖̘̠̣͚̹͙̙͔̇̆̿̐̓͊̏̎̐͗̾́̀̔̋̈́̎́̿̐̐̆̐͂̉́͋̆̃͒̑̉͒̑̽͗́́̾̊̌̊͑̒̾̓̈́̇̇̋.̷̨̡̡̢̢̡̡̢̡̜̦̤̗̟̫͖͙͚̗̤͇̹̟̦͕͓̱̤̻̠̯͇̯͓̩͈͕̣̙̙͕̻̣̟̲̘͕͇̙͇̘͔̜͓̳̳̙̠̖̭̦͚̘̙͖͕̘̮̼̝̺͔͚̖̝̫͈̝͍̥͕͚̪͔̘̠͖̘̠̣͚̹͙̙͔̇̆̿̐̓͊̏̎̐͗̾́̀̔̋̈́̎́̿̐̐̆̐͂̉́͋̆̃͒̑̉͒̑̽͗́́̾̊̌̊͑̒̾̓̈́̇̇̋.̷̨̡̡̢̢̡̡̢̡̜̦̤̗̟̫͖͙͚̗̤͇̹̟̦͕͓̱̤̻̠̯͇̯͓̩͈͕̣̙̙͕̻̣̟̲̘͕͇̙͇̘͔̜͓̳̳̙̠̖̭̦͚̘̙͖͕̘̮̼̝̺͔͚̖̝̫͈̝͍̥͕͚̪͔̘̠͖̘̠̣͚̹͙̙͔̇̆̿̐̓͊̏̎̐͗̾́̀̔̋̈́̎́̿̐̐̆̐͂̉́͋̆̃͒̑̉͒̑̽͗́́̾̊̌̊͑̒̾̓̈́̇̇̋.̷̨̡̡̢̢̡̡̢̡̜̦̤̗̟̫͖͙͚̗̤͇̹̟̦͕͓̱̤̻̠̯͇̯͓̩͈͕̣̙̙͕̻̣̟̲̘͕͇̙͇̘͔̜͓̳̳̙̠̖̭̦͚̘̙͖͕̘̮̼̝̺͔͚̖̝̫͈̝͍̥͕͚̪͔̘̠͖̘̠̣͚̹͙̙͔̇̆̿̐̓͊̏̎̐͗̾́̀̔̋̈́̎́̿̐̐̆̐͂̉́͋̆̃͒̑̉͒̑̽͗́́̾̊̌̊͑̒̾̓̈́̇̇̋.̷̨̡̡̢̢̡̡̢̡̜̦̤̗̟̫͖͙͚̗̤͇̹̟̦͕͓̱̤̻̠̯͇̯͓̩͈͕̣̙̙͕̻̣̟̲̘͕͇̙͇̘͔̜͓̳̳̙̠̖̭̦͚̘̙͖͕̘̮̼̝̺͔͚̖̝̫͈̝͍̥͕͚̪͔̘̠͖̘̠̣͚̹͙̙͔̇̆̿̐̓͊̏̎̐͗̾́̀̔̋̈́̎́̿̐̐̆̐͂̉́͋̆̃͒̑̉͒̑̽͗́́̾̊̌̊͑̒̾̓̈́̇̇̋.̷̨̡̡̢̢̡̡̢̡̜̦̤̗̟̫͖͙͚̗̤͇̹̟̦͕͓̱̤̻̠̯͇̯͓̩͈͕̣̙̙͕̻̣̟̲̘͕͇̙͇̘͔̜͓̳̳̙̠̖̭̦͚̘̙͖͕̘̮̼̝̺͔͚̖̝̫͈̝͍̥͕͚̪͔̘̠͖̘̠̣͚̹͙̙͔̇̆̿̐̓͊̏̎̐͗̾́̀̔̋̈́̎́̿̐̐̆̐͂̉́͋̆̃͒̑̉͒̑̽͗́́̾̊̌̊͑̒̾̓̈́̇̇̋.̷̨̡̡̢̢̡̡̢̡̜̦̤̗̟̫͖͙͚̗̤͇̹̟̦͕͓̱̤̻̠̯͇̯͓̩͈͕̣̙̙͕̻̣̟̲̘͕͇̙͇̘͔̜͓̳̳̙̠̖̭̦͚̘̙͖͕̘̮̼̝̺͔͚̖̝̫͈̝͍̥͕͚̪͔̘̠͖̘̠̣͚̹͙̙͔̇̆̿̐̓͊̏̎̐͗̾́̀̔̋̈́̎́̿̐̐̆̐͂̉́͋̆̃͒̑̉͒̑̽͗́́̾̊̌̊͑̒̾̓̈́̇̇̋.̷̨̡̡̢̢̡̡̢̡̜̦̤̗̟̫͖͙͚̗̤͇̹̟̦͕͓̱̤̻̠̯͇̯͓̩͈͕̣̙̙͕̻̣̟̲̘͕͇̙͇̘͔̜͓̳̳̙̠̖̭̦͚̘̙͖͕̘̮̼̝̺͔͚̖̝̫͈̝͍̥͕͚̪͔̘̠͖̘̠̣͚̹͙̙͔̇̆̿̐̓͊̏̎̐͗̾́̀̔̋̈́̎́̿̐̐̆̐͂̉́͋̆̃͒̑̉͒̑̽͗́́̾̊̌̊͑̒̾̓̈́̇̇̋.̷̨̡̡̢̢̡̡̢̡̜̦̤̗̟̫͖͙͚̗̤͇̹̟̦͕͓̱̤̻̠̯͇̯͓̩͈͕̣̙̙͕̻̣̟̲̘͕͇̙͇̘͔̜͓̳̳̙̠̖̭̦͚̘̙͖͕̘̮̼̝̺͔͚̖̝̫͈̝͍̥͕͚̪͔̘̠͖̘̠̣͚̹͙̙͔̇̆̿̐̓͊̏̎̐͗̾́̀̔̋̈́̎́̿̐̐̆̐͂̉́͋̆̃͒̑̉͒̑̽͗́́̾̊̌̊͑̒̾̓̈́̇̇̋.̷̨̡̡̢̢̡̡̢̡̜̦̤̗̟̫͖͙͚̗̤͇̹̟̦͕͓̱̤̻̠̯͇̯͓̩͈͕̣̙̙͕̻̣̟̲̘͕͇̙͇̘͔̜͓̳̳̙̠̖̭̦͚̘̙͖͕̘̮̼̝̺͔͚̖̝̫͈̝͍̥͕͚̪͔̘̠͖̘̠̣͚̹͙̙͔̇̆̿̐̓͊̏̎̐͗̾́̀̔̋̈́̎́̿̐̐̆̐͂̉́͋̆̃͒̑̉͒̑̽͗́́̾̊̌̊͑̒̾̓̈́̇̇̋.̷̨̡̡̢̢̡̡̢̡̜̦̤̗̟̫͖͙͚̗̤͇̹̟̦͕͓̱̤̻̠̯͇̯͓̩͈͕̣̙̙͕̻̣̟̲̘͕͇̙͇̘͔̜͓̳̳̙̠̖̭̦͚̘̙͖͕̘̮̼̝̺͔͚̖̝̫͈̝͍̥͕͚̪͔̘̠͖̘̠̣͚̹͙̙͔̇̆̿̐̓͊̏̎̐͗̾́̀̔̋̈́̎́̿̐̐̆̐͂̉́͋̆̃͒̑̉͒̑̽͗́́̾̊̌̊͑̒̾̓̈́̇̇̋.̷̨̡̡̢̢̡̡̢̡̜̦̤̗̟̫͖͙͚̗̤͇̹̟̦͕͓̱̤̻̠̯͇̯͓̩͈͕̣̙̙͕̻̣̟̲̘͕͇̙͇̘͔̜͓̳̳̙̠̖̭̦͚̘̙͖͕̘̮̼̝̺͔͚̖̝̫͈̝͍̥͕͚̪͔̘̠͖̘̠̣͚̹͙̙͔̇̆̿̐̓͊̏̎̐͗̾́̀̔̋̈́̎́̿̐̐̆̐͂̉́͋̆̃͒̑̉͒̑̽͗́́̾̊̌̊͑̒̾̓̈́̇̇̋.̷̨̡̡̢̢̡̡̢̡̜̦̤̗̟̫͖͙͚̗̤͇̹̟̦͕͓̱̤̻̠̯͇̯͓̩͈͕̣̙̙͕̻̣̟̲̘͕͇̙͇̘͔̜͓̳̳̙̠̖̭̦͚̘̙͖͕̘̮̼̝̺͔͚̖̝̫͈̝͍̥͕͚̪͔̘̠͖̘̠̣͚̹͙̙͔̇̆̿̐̓͊̏̎̐͗̾́̀̔̋̈́̎́̿̐̐̆̐͂̉́͋̆̃͒̑̉͒̑̽͗́́̾̊̌̊͑̒̾̓̈́̇̇̋.̷̨̡̡̢̢̡̡̢̡̜̦̤̗̟̫͖͙͚̗̤͇̹̟̦͕͓̱̤̻̠̯͇̯͓̩͈͕̣̙̙͕̻̣̟̲̘͕͇̙͇̘͔̜͓̳̳̙̠̖̭̦͚̘̙͖͕̘̮̼̝̺͔͚̖̝̫͈̝͍̥͕͚̪͔̘̠͖̘̠̣͚̹͙̙͔̇̆̿̐̓͊̏̎̐͗̾́̀̔̋̈́̎́̿̐̐̆̐͂̉́͋̆̃͒̑̉͒̑̽͗́́̾̊̌̊͑̒̾̓̈́̇̇̋.̷̨̡̡̢̢̡̡̢̡̜̦̤̗̟̫͖͙͚̗̤͇̹̟̦͕͓̱̤̻̠̯͇̯͓̩͈͕̣̙̙͕̻̣̟̲̘͕͇̙͇̘͔̜͓̳̳̙̠̖̭̦͚̘̙͖͕̘̮̼̝̺͔͚̖̝̫͈̝͍̥͕͚̪͔̘̠͖̘̠̣͚̹͙̙͔̇̆̿̐̓͊̏̎̐͗̾́̀̔̋̈́̎́̿̐̐̆̐͂̉́͋̆̃͒̑̉͒̑̽͗́́̾̊̌̊͑̒̾̓̈́̇̇̋
Is this supposed to happen
---
**Rekotora3349** (post #210):
My bad, I meant 12400-12543
---
**bapakny_agnesbotak** (post #211):
𒓁𒔠𒓈𒑚𒓳𒑌𒓢𒔟𒐴𒔸𒔇𒓏𒓦𒒚𒒝𒐗𒓋𒔭𒒹𒓡𒔓𒔛𒒣𒒴𒒲𒐣𒑛𒒱𒑖𒓽𒔯𒓽𒑛𒑘𒑰𒐼𒑀𒓄𒐺𒓄𒒮𒓂𒓜𒐗𒐡𒑈𒑂𒐅𒐓𒒆𒑴𒐋𒐶𒑊𒑟𒒚𒕂𒐌𒔧𒑡𒑛𒔫𒔦𒒻𒐬𒐙𒒍𒔕𒓠𒒉𒑨𒑱𒒻𒑡𒔺𒓪𒒀𒑢𒑭𒑋𒑑𒑆𒐁𒐍𒑫𒓖𒐀𒑞𒓘𒑈𒐆𒒥𒓬𒒎𒒄𒔟𒐁
---
**MATT_OCELOT** (post #212):
I prefer listing myself as a “professional game canceller” but most websites don’t have that option so I call myself a game developer instead
---
**IsKohinoor** (post #213):
For me
A developer let it be pro, noob, young or old
A developer = a person who is active on dev forum
---
**SupaSa1nt** (post #214):
developers are people who make games
---
**TNolan01** (post #215):
if I’m not a developer and your most active game has 52 visits and is a free model dump then your a new intern buddy.
---
**DevJonX** (post #216):
This might be the most unnecessary post I have ever seen
---
**MATT_OCELOT** (post #217):
Welcome to the Lounge category
---
**AIO0110** (post #218):
If you don’t look like this while coding you’re not a developer
---
**Textsus** (post #219):
first of all that isn’t my most popular game contributed games aren’t shown, and some were deleted such as mistfall rp and some others with a few hundred thousand visits and you clearly didn’t read the full post since I put a link to a better explanation of what I wanted to say
And the space mining simulator game doesn’t have any free models at all the only “free model” is the sky
---
**TNolan01** (post #220):
Scooter explains you well:
---
**MaxthedaydreamerXMx** (post #223):
oh god we have another a\_mp5 clone with the random symbols in the title
---
**mechclash** (post #224):
I guess this is why the lounge is dying
---
**megasuperalfonato** (post #225):
guys can we let this thread die, we dont need 2 different topics for a thesis and opinion that itself is really trashy and i already made a post about it
a developer and an “ideal” developer are two different things, and an “ideal” developer definition is really subjective
---
**xenstence** (post #226):
You are keeping it alive
---
**megasuperalfonato** (post #227):
you too
---
**C_Corpze** (post #228):
Those are rookie numbers, real developers don’t need to eat or sleep and neglect basic human body needs.
I heard the pros out there don’t even blink while debugging.
---
**Entropy_RBX** (post #229):
sure im not a developer 2
im a developer (no number required)
---
**paidkeybor** (post #230):
i thought i was a developer of clothing
:pensive\_face: | 22,251 | 58dce9405d2aebbb42978fdcd616174a49e176868c168814b218998aa1718654 | |
https://devforum.roblox.com/t/4541892 | 4,541,892 | Dynamic Faces on R6 | Development Discussion | 8 | null | [] | 213 | 18 | 2026-03-27T20:03:47.240Z | 2026-03-29T20:00:20.214067+00:00 | # Dynamic Faces on R6
**Category:** Development Discussion
**Views:** 213 **Replies:** 18
---
**Aprilwithglock** (post #1):
The dynamic faces on R6 should default to their original smile or expression. I’m stuck with this bullcrap. Honestly who at Roblox Corp thought any of this through, better yet just give us the 2D faces back.
Also why can’t dynamic faces work with R6 in the first place or layered clothing or all newer accessory types
Just mad this bum of a update
---
**Aprilwithglock** (post #2):
this is what it used to look like :sob:
---
**TactiKat** (post #3):
R6 is hard to support ig, although it would be a nice temporary fix to just have r6 default to classic faces
---
**Ilucere** (post #4):
im implementing a fix thats better than the other ones on community resources
---
**Aprilwithglock** (post #5):
Fr tho chance of roblox doing that is next to 0 :broken\_heart:
---
**DonaldDuck5150** (post #6):
lmw when you do and if you make it open source so ill use
---
**Aprilwithglock** (post #7):
to help this all classic face made some guy on random forum post
---
**Ilucere** (post #8):
it will be open source
it’s done, i just need to write the docs and get the logo finished so i can publish it all at once
“the faces of ghosts” i,8.89.09/980/
by a little organization i made called ‘we hate david baszucki’
---
**Ilucere** (post #9):
wrong link sorry
---
**Aprilwithglock** (post #10):
Original post
---
**Ilucere** (post #11):
thank u. do u know if roblox auitomatically names decals by their filename? if so then i can def use this resource
---
**Aprilwithglock** (post #12):
It does
---
**Aprilwithglock** (post #13):
I have already uploaded Decals to roblox so if you want them <https://create.roblox.com/store/asset/90592159704067/ClassicFaces>
---
**Ilucere** (post #14):
oh i forgot lowkey i cant even use this, because i need the corresponding dynamic heads for each face id
```lua
head 0
dyn 115499438051492 face 25321744 # Friendly Grin
dyn 15554865353 face 20722053 # Shiny Teeth
dyn 13682084865 face 6531805594 # Award-Winning Smile
dyn 15093427659 face 14861556 # :P
dyn 15381533776 face 26260786 # Scarecrow
dyn 16042049101 face 236455674 # Happy Wink
dyn 16041877976 face 7317606 # Good Intentioned
dyn 15548514852 face 30394849 # Awesome Face
dyn 15555890394 face 7074712 # Glee
dyn 14193662834 face 629933140 # Big Sad Eyes
dyn 13822758815 face 8329434 # Sinister
```
this is how my file format functions. dyn is a dynamic head id, and face is a decal id.
---
**Aprilwithglock** (post #15):
Couldn’t you use the Marketplace API to check a player’s current dynamic head, then use the list of decals with the same name as a classic face and try to match it with the dynamic head one, then do some magic to apply it to the player’s head? (I’m not a programmer by any means)
---
**Ilucere** (post #16):
sorry about the wait- its not a terrible idea. and then that would allow the file format to be structured something like
```lua
head 0
name "Friendly Grin" face 25321744
name "Shiny Teeth" face 20722053
name "Award-Winning Smile" face 6531805594
name ":P" face 14861556
```
so basically as u said, if the marketplaceasset of the dynamic head has the same name as any of these elements, the face decal gets applied
it’s definitely not a terrible idea, but my main issue with it is that it completely fails when considering ugc dynamic heads, where people might name their face the same thing but with different images. it only works with roblox assets. besides that, it really comes down to personal preference.
i think a manual approach works better for my community-driven solution.
i can definitely add a setting to prefer strings, maybe ill call it sumn poetic like cfg.nameToAFace. kinda goes against the project and has a very limited usecase (only roblox faces) but i can still program that into the system.
maybe i can add an `author` keyword, so like
```lua
head 0
name ":P" author "ilucere" face 14861556
name "Friendly Grin" author "ilucere" face 25321744
name "Shiny Teeth" author "ilucere" face 20722053
name "Award-Winning Smile" author "ilucere" face 6531805594
```
it only applys the face if the marketplace asset of the dynamic head is by `author`
tldr i CAN add it, but it complicates the file format a bit so idk. supposed to be braindead easy, i dont rlly want ppl troubleshooting why `name "Friendly Grin" face 25321744` applies to every face named friendly grin only to realize that there’s no "author “ilucere” " defined in it
---
**Ilucere** (post #17):
oh yeah i just realized, the `author` keyword would also break eventually. keep in mind im making this system for scale.
1. if a user changes their name, then that breaks. in anycase userid would be more reliable, but then that circles back to the original idea of using identifiers instead of id’s.
2. if a contributer accidentally puts a display name, or misspells the name (i.e. any human err), it breaks if untested
3. if an author makes two ugc dynamic heads with the same name, that fails.
4. back to `name` for a sec. creators can rename assets no?
like i want no debugging, so i think if i implement that idea of using names as identifiers, that would destabilize so many projects.
gpt input
Summary
Honestly? This is a really good thread — both sides are thinking in useful directions — but your instincts are more aligned with building something that *won’t break later*.
Let me break it down cleanly:
---
## :small\_blue\_diamond: What they’re suggesting (name-based matching)
**Core idea:**
> “Don’t map IDs manually — just match by asset name via Marketplace API”
### :+1: Strengths
- Way easier for users (no hunting IDs)
- Cleaner-looking config
- Feels “smart” / automated
### :-1: Problems (these are big)
You already spotted the main one, but it’s even worse than it sounds:
1. **Name collisions (UGC nightmare)**
- Multiple heads can be named *“Friendly Grin”*
- Completely different assets → same name → wrong face applied
2. **No guarantee of stability**
- Creators can rename assets
- Roblox could change naming conventions
- Your system silently breaks
3. **Debugging becomes awful**
- User: “why is this face wrong?”
- Answer: “because some random UGC creator used the same name”
- That’s a terrible UX
---
## :small\_blue\_diamond: Your current system (ID-based mapping)
```lua
dyn 115499438051492 face 25321744
```
### :+1: Strengths
- **100% deterministic** (always correct)
- Works with *any* asset (UGC or Roblox)
- Easy to debug
- Scales cleanly with community contributions
### :-1: Weakness
- Requires manual effort
- Not beginner-friendly
---
## :small\_blue\_diamond: The key insight
You’re not just choosing a feature — you’re choosing a **source of truth**:
- Their system → **names are truth** (unreliable)
- Your system → **IDs are truth** (correct)
That’s why your hesitation is valid.
Once you make names “mean something,” you inherit all their ambiguity.
---
## :small\_blue\_diamond: About your “author” fix
This part is actually really telling:
```lua
name "Friendly Grin" author "ilucere"
```
It *helps*, but it also proves your original concern:
> You’re adding complexity just to patch a fundamentally unreliable system.
And even then, it’s not bulletproof:
- Display names vs actual creator names can differ
- Groups vs users complicate it
- Still more logic for users to understand
---
## :small\_blue\_diamond: The real best solution (hybrid, but controlled)
Your idea is already *very close* to the ideal architecture. I’d refine it like this:
### :white\_check\_mark: Keep THIS as the core (non-negotiable)
```lua
dyn <id> face <id>
```
### :white\_check\_mark: Add name matching as OPTIONAL sugar
```lua
cfg.nameToAFace = true
```
And treat it as:
- fallback only
- “best effort”
- not guaranteed
---
## :small\_blue\_diamond: Even better (clean compromise)
If you *really* want convenience without chaos:
Let users resolve names → IDs once, then store IDs permanently.
So internally:
- user types “Friendly Grin”
- your system fetches ID once
- writes it as `dyn <id>`
Now you get:
- convenience **and** reliability
---
## :small\_blue\_diamond: My blunt take
- Their idea → **great UX, bad foundation**
- Your system → **solid foundation, slightly worse UX**
- Your hesitation → **completely correct**
If you had to choose one:
> **Your current system is the right one to build around.**
Everything else should orbit around it — not replace it.
---
## :small\_blue\_diamond: One sentence summary
You’re building infrastructure; they’re suggesting a shortcut.
Shortcuts are fine as *features*, not as *foundations*.
---
If you want, I can help you design a version that feels just as “easy” as theirs but keeps your system rock solid under the hood.
there are no shortcuts. this leads to bad foundation.
so i appreciate the idea but after evaluating it in this post its actually sugary but a bad idea. this cannot be overly simplified.
---
**herobrinecat2** (post #18):
[completeAssets.zip](/secure-uploads/uploads/original/5X/3/0/a/a/30aad60110c3cabf03bf7a2a8c058b08680b0613.zip) (1.6 MB)
also, I downloaded the faces up to 2017, so you could implement the classic faces to your game if you want. I actually downloaded them back when the dynamic heads change was first announced.
---
**Aprilwithglock** (post #19):
Idk if was my post it did this but they fixed it :heart: | 2,469 | 8831438a1031b57c9e9760442857216b9dc833af3d6a9ea6475c01e27c87ad8c | |
https://devforum.roblox.com/t/4527297 | 4,527,297 | Dislike/Like botting issue | Development Discussion | 8 | null | [
"help"
] | 140 | 8 | 2026-03-20T04:09:59.019Z | 2026-03-29T20:00:24.097966+00:00 | # Dislike/Like botting issue
**Category:** Development Discussion
**Tags:** help
**Views:** 140 **Replies:** 8
---
**Kermitov** (post #1):
I’ve been working on a silly game as a mini project with a friend of mine, we’ve recently made the game open with plans for marketing, publication and such soon. without going much into detail, we had a little drama with another game which we took much inspiration from. shortly after this, I noticed in influx of bots joining the game, then leaving. all of these accounts are either new or fresh accounts. A short conversation with the rival competitor revealed “his community disliked the game”. I imagine he was insinuating he asked his friends, staff, and possibly his community members to review bomb the game, (which from my own digging I believe with 99.9% certainty this is what they did).
The bots didn’t last long, racking up to a total of 22 dislikes, some of them real dislikes from the people from our competitors influence. At 11:44PM today, I looked again and noticed our likes had gone up substantially, from 12 to 36. I joined the game and since then while I’ve been writing this post (12 midnight), it skyrocketed to 108 likes and still climbing as I write this. They always join in pairs, never staying longer than a minute. A large part of me believes this is an intentionally malicious attempt to either harm our game or our accounts, but unfortunately I cannot prove any direct wrongdoing by anybody.
I guess what I’m asking is if anybody has any idea how I should go forward in handling this, we’ve already contacted Roblox support + emailed, but sitting still and watching it happen is still fairly obnoxious. Right now we’re thinking about just copying the game to a new place since we were planning on wiping data soon anyways, but who’s to say the issue won’t follow us?
(as of 12:10 it seems like the bots have stopped for now.)
---
**TaxFraudBruh** (post #2):
only 108 botted dislikes? my own game got disliked botted for zero reason :sob:

---
**Kermitov** (post #3):
it was being dislike botted at the beginning, they’ve actually began like botting it which is honestly even more concerning imo
---
**TaxFraudBruh** (post #4):
only real way to fight it is to restrict how old accounts have to be or they get auto kicked. roblox doesn’t care about smaller games when theyre dislike botted
---
**Kermitov** (post #5):
even if roblox doesn’t care, I dislike having a dishonest ratio. even more so knowing it could been all possibly because of some childish petty behavior.
---
**dark_kill19421real** (post #6):
i think what he meant by “roblox doesn’t care about smaller games when they’re dislike botted” was basically: algorithm is going to ignore your game like hell
---
**SickTrading** (post #7):
It happens all the time. Just wait for Roblox to respond to your tickets and the dislikes should be reverted. Its annoying when it happens, especially when the algorithm will hide your game because of those dislikes, but its the only thing you can do im afraid.
---
**Kermitov** (post #8):
I’m not as annoyed by the fact it even happened, but the fact it happened just before we were getting ready to really launch the game, basically shooting it down before it even got off the ground yet. and the reason they decided to do that was so petty too.
I did eventually find out my hunch was right, it was them. admitted it to us and apologized, I think they were like botting it to reverse the damage they did. We went to join their game for a little bit and we found out we were banned for “Being a jew”. Truly odd behavior.
---
**ashvylx** (post #9):
Hello there! I suggest you putting this script:
```lua
local Players = game:GetService("Players")
local MIN_ACCOUNT_AGE = 5
Players.PlayerAdded:Connect(function(player)
if player.AccountAge <= MIN_ACCOUNT_AGE then
-- Calculate exactly how many days are left until they hit the minimum age
local daysLeft = MIN_ACCOUNT_AGE - player.AccountAge
-- Convert those days into seconds (Roblox bans use seconds)
local durationInSeconds = daysLeft * 86400
-- Set up the ban configuration
local banConfig = {
UserIds = {player.UserId},
Duration = durationInSeconds, -- Use -1 here instead if you really want a PERMANENT ban
DisplayReason = "To protect against bots, your account must be " .. MIN_ACCOUNT_AGE .. " days old to play. Please come back in " .. daysLeft .. " day(s)!",
PrivateReason = "Auto-banned for low account age (" .. player.AccountAge .. " days).",
ExcludeAltAccounts = false, -- Keeps their alt accounts banned too!
ApplyToUniverse = true
}
-- BanAsync makes a web call, so we wrap it in a pcall to catch any connection errors
local success, errorMessage = pcall(function()
Players:BanAsync(banConfig)
end)
-- If the ban fails for some reason, kick them as a backup
if not success then
warn("Failed to ban " .. player.Name .. ": " .. errorMessage)
player:Kick("Your account is too new to play this game.")
end
end
end)
```
In ServerServiceScript! | 1,250 | a28aa8ceb2aa8cba65a0a54ba9ff540bbd7bba92e0370478799cded1450c1997 | |
https://devforum.roblox.com/t/4198879 | 4,198,879 | Why doesn't roblox like blood assets in their games? | Development Discussion | 8 | null | [] | 142 | 10 | 2025-12-30T15:43:41.400Z | 2026-03-29T20:01:00.103008+00:00 | # Why doesn't roblox like blood assets in their games?
**Category:** Development Discussion
**Views:** 142 **Replies:** 10
---
**enzogamer123vv** (post #1):
i’ve been moderated countless times for uploading blood decals, and i’ve wondered why do they do this if there is 13+ games and 17+ games
---
**Stream_Two** (post #2):
This issue has been plaguing the platform since the 2010’s, they are super inconsistent with it, it is technically allowed as it’s included in Maturity Ratings but you will still get randomly moderated regardless and isn’t worth the hassle unless your game is massively popular where you’re going to be exempted from this.
---
**enzogamer123vv** (post #3):
Thank you for responding, yeah its def weird
---
**SodaFromBrazil** (post #4):
I would recommend uploading a pink or white color blood splatter and changing the color in game to make the ai think its milk or soap and not blood, that or use single color blood assets
---
**NPCPlayer2421** (post #5):
because predators don’t have an opportunity in gory games, and Roblox sees an opportunity in predators
REAL ANSWER: it’s because this is a kids platform, and too much blood and gore might traumatize children, BUT you can have mild or cartoony blood
---
**starcitadel** (post #6):
Maybe don’t do this one.
---
**enzogamer123vv** (post #7):
wouldnt that count as bypassing?
---
**SodaFromBrazil** (post #8):
im not sure, for example you could label it as “recolorable liquid splatter” or smth and maybe roblox would accept it??
---
**RuinedSanctuary** (post #9):
A good color to use is light blue. It seems to turn into red alright for me.
I was going to use white but decided that it wasn’t the best idea.
You’d have to just hue the image to light blue or blue then raise the brightness.
---
**chkfla2** (post #10):
just use make it greyscale and you can change the color inside of studio. For everyone saying not to use white, ignore them because it works fine, i have uploaded ~500+ different blood decals in white and not a single one has been taken down
---
**megasuperalfonato** (post #11):
but the real answer was the first one you did. | 532 | 43f67e3408382a500ed046660e1ebcb0018cdaf00d64373b0b904ae5114d6ae8 | |
https://devforum.roblox.com/t/4024996 | 4,024,996 | My PC screen is done for, can I theoretically dev on mobile? | Development Discussion | 8 | null | [] | 234 | 19 | 2025-10-25T18:18:46.917Z | 2026-03-29T20:01:31.102155+00:00 | # My PC screen is done for, can I theoretically dev on mobile?
**Category:** Development Discussion
**Views:** 234 **Replies:** 19
---
**ToTheZIndustry** (post #1):
(Skip to the fourth paragraph for the question)
So recently, a few minutes ago, my PC screen slowly became white, and max white in 5 seconds but I could still see some stuff, I couldn’t move my mouse, and the screen started flickering, yeah I get this sounds like a horror movie but I’m serious.
I knew it was gonna happen (kind of) since I had alot of dead pixels especially on the right side of my PC, they’re vertical and go all the way up and down but they’re thin, they’re also of all colors, black yellow green etc.
A coincidence, my Ethernet wouldn’t work for a week so I had to use my phone, it just got fixed yesterday.
I didn’t give all of the details but it’ll be fixed tomorrow, the real question is:
Can I theoretically make games on mobile?
Some might say I’m stupid and that it isn’t possible, but I might actually have tactics to make it possible.
Said tactic is going in my own starter place, using /console and putting some scripts that’ll let me dev, I tested this back in 2021 and I was able to load infinite yield without exploits so it makes me think it’s possible.
Know Insert Wars remade? It would let you insert free models on live server, some used it to crash the game, others used it to load inappropriate stuff, Roblox had an update where the free models had to be in your inventory in order to use them in live servers, and I can use the creator marketplace on mobile so it shouldn’t be that hard.
I had ideas like the mobile studio giving you a bunch of scripts if you tried to save it (like if you placed a part, the save script would basically place the part at the exact same location with the command prompt in Roblox studio, Roblox studio can be used on mobile theoretically but it would be mad clumsy.
I also had ideas where ChatGPT could decompile a .rbxl file so I could put the scripts in the mobile Roblox studio.
Okay maybe you guys get the point and I’m talking too much, is it possible?
---
**RocketSlither** (post #2):
What did bro do to his monitor :folded\_hands:
I recommend just getting a new monitor.
---
**5haggyyy** (post #3):
Is it your monitor or your GPU? Check your monitor by using other cables. If your CPU has an integrated GPU (like some AMD or most Intel CPUs), plug your HDMI cable into your motherboard.
If it’s a GPU issue, then consider buying a temporary, smaller GPU that would be enough to provide basic display. Something like a GTX 1080 or 1660. Or an RX 580.
If it’s a monitor, then I’m sure you have a television in your house; consider using that for the time being.
No, you can’t develop on mobile. It’s simply horrendous and hard.
---
**avodey** (post #4):
No, you can’t develop games solely on your mobile device.
---
**ToTheZIndustry** (post #5):
It’s a monitor, also no televisions in my house I just don’t see the point in having one.
But that’s fine I’ll be fixing it tomorrow since I’ll have time.
---
**patopro77** (post #6):
first of all, you cant install studio on your phone, you will need some kind of extra app to do it for you
if not then your cooked, gotta move to retrostudio or just leave roblox and use godot
---
**ToTheZIndustry** (post #7):
I know an app that would simulate Windows and that would make .rbxl files work but it’s quite laggy, very laggy.
---
**patopro77** (post #8):
thats the main problem brotato chip, the lag
---
**ToTheZIndustry** (post #9):
Hmm I see, but can I dev in-game? That’d be less laggy and I could export the data as scripts to then paste it in commands on Roblox studio, lots of lag but I wouldn’t have to use it for long.
---
**patopro77** (post #10):
you mean writing scripts outside of studio and then copy-pasting it?, it would be a real nightmare to work that way
---
**ToTheZIndustry** (post #11):
Like I use the in-game console on mobile so I can still paste scripts but in-game, then with those scripts I make a studio, then to save my progress it writes scripts to then be loaded in Roblox studio (like if I place a part, it’s gonna make a script to place that part at the same place)
I also quite don’t get why Roblox just won’t add studio mobile support, my phone is pretty strong! *Goku slowly appears upon hearing that*
---
**patopro77** (post #12):
uhhhh ok gl doing that
its lowkey obvious why roblox studio doesn’t support mobile
---
**realnameesrgertherth** (post #13):
off point but gtx 1080 is NOT a basic gpu :sob::sob::sob::sob: something like gt 1030 would be much better
---
**5haggyyy** (post #14):
It lost driver updates and is pretty old at this point. There’s no denying that it is the king of all budget GPUS, but I think not in the current era.
---
**Rekotora3349** (post #15):
Install Windows on your phone.
---
**Firebladedoge229** (post #16):
i mean technically if you really wanted to you could mirror your computers screen to your phone but that would be a lot of effort for such a little screen where you would barely see anything
---
**ToTheZIndustry** (post #17):
I have myopia that makes it worse.
But yeah I’ve seen people connecting keyboards to their phone.
---
**gravitycoil828** (post #18):
just use spacedesk or remote desktop
---
**realnameesrgertherth** (post #19):
Doesn’t mean it’s a basic one, it was very high end at the time
---
**C_laneG** (post #20):
You could, techinically by using retrostudio or studio lite, but i find both these methods extremly limited. | 1,381 | 38199db7e19c2313816116b541ec2908d10af889569ad0b19b7c1c0f2e0e4c02 |
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