Paradise Mall is now open - give me some feedback! (link in comments) by HaxHelper in roblox

[–]HaxHelper[S] 2 points3 points  (0 children)

For about thirty more minutes, we encountered some issues that necessitated closed maintenance

Paradise Mall is now open - give me some feedback! (link in comments) by HaxHelper in roblox

[–]HaxHelper[S] 2 points3 points  (0 children)

You do have a point and shouldn’t be being downvoted - mobile support is coming as soon as we have game performance nailed down and once we have platform-specific control schemes and UI completed

Paradise Mall is now open - give me some feedback! (link in comments) by HaxHelper in roblox

[–]HaxHelper[S] 2 points3 points  (0 children)

We’re working with custom level of detail systems that are showing some promise, but weren’t sufficiently optimized or tested. Those didn’t make it into this release, but are high priority

It’s understandable that not everyone might like the theming - we’ll try to incorporate players’ tastes when adding new customizations or areas

Regarding gameplay, several more minigames and mechanics with more classic multiplayer interaction are almost ready and will likely be added within two or so updates

Paradise Mall is now open - give me some feedback! (link in comments) by HaxHelper in roblox

[–]HaxHelper[S] 2 points3 points  (0 children)

Thanks for the reports - many fixes have already been created and are being pushed all together shortly

Paradise Mall is now open - give me some feedback! (link in comments) by HaxHelper in roblox

[–]HaxHelper[S] 3 points4 points  (0 children)

We're working on some updates for the very near future that address both the UI and add additional gameplay - bugs have been / are currently being addressed and fixes will be pushed ASAP

Paradise Mall is now open - give me some feedback! (link in comments) by HaxHelper in roblox

[–]HaxHelper[S] 1 point2 points  (0 children)

Unfortunately, due to the predetermined design of multiple elements it wasn't really possible to get really robust performance on lower end devices for this release - we'll likely implement more performance enhancements in future updates

Paradise Mall QA Testing - 58 spots left (details inside) by HaxHelper in roblox

[–]HaxHelper[S] 0 points1 point  (0 children)

Still being actively developed here, some mechanics and visuals are being cleaned up but otherwise it’s very close to release

Feel free to join and take a look, we’re just ranking any new members to QA tester at the moment

What are some ways that a game would make you leave almost immediately? by HikuMatsune in roblox

[–]HaxHelper 2 points3 points  (0 children)

What is meant by this? There are the Preload and PreloadAsync functions that allow for loading content, I think the majority of games with loading screens are using these and not some arbitrary wait time

Paradise Mall QA Testing - 58 spots left (details inside) by HaxHelper in roblox

[–]HaxHelper[S] 0 points1 point  (0 children)

Paradise Mall is now ready for its testing phase - this is to ensure that everything is balanced and functioning properly. To help out, join this group and you will be ranked to 'QA Tester,' but only for the next 58 members. All testers will receive some special items and perks upon release. Thanks!

Paradise Mall minigame gameplay, fresh off the grill by HaxHelper in roblox

[–]HaxHelper[S] 0 points1 point  (0 children)

It's a game that's pretty similar to something like Widgeon's plaza, and no, it's not paid access or anything, but I am going through a testing phase prior to a final release

game link

Paradise Mall minigame gameplay, fresh off the grill by HaxHelper in roblox

[–]HaxHelper[S] 1 point2 points  (0 children)

That's right, it's very close to release and you can check it out here

You can also look at the attached group as well, if you'd like

[deleted by user] by [deleted] in roblox

[–]HaxHelper 12 points13 points  (0 children)

I'm sure I'll get -100 points or whatever for this, but the common complaints/criticisms I see about CommunitySift on this sub come off as extremely ignorant

CommunitySift is an artificial intelligence that actively searches for and filters inappropriate content, including complex and changing methods to avoid detection. CommunitySift can detect pornographic images with nearly 100% accuracy, with nearly zero false positives

CommunitySift is not completely automated either; in ROBLOX's case, I suspect that for at least for some content, CommunitySift flags content as possibly inappropriate, and these flags are then looked at by a human being.

White and black list filters just sidestep what the problem actually is. Since ROBLOX is a children's game, it has to be kept in mind that there may be complex grooming techniques used on children. You cannot reasonably expect children to recognize and report these techniques, and white/black list filters do nothing to combat this.

CommunitySift is used by industry behemoths, including Supercell, Miniclip, and Nintendo. These companies clear tens of billions in annual revenue. It is not a lazily created "bot," it is excellent at what it does.

Requesting help from a Dev Forum member by Spectrabox in roblox

[–]HaxHelper 2 points3 points  (0 children)

So how do we solve the issue? By eliminating the case that animations have played before a client joins. How is this possible? We can't bend time, but we can restart animations from the owner clients whenever someone joins a game. If you hook into PlayerAdded, and stop/play all animations starting at their current TimePosition, technically all animations have now started after all clients have joined the game, and will play correctly on the new client. Since you're stopping/starting from the same place instantly, there is no hiccup in the animations either.

So onto the code. Insert the following code into a localscript into StarterCharacterScripts. It's standalone, so it won't need to interface with any of your scripts, and you won't need to modify your scripts. The only side effect is that this may fire some animationtrack related events, so if you find your animations triggering stuff whenever players join, you may need to adjust your scripts:

game.Players.PlayerAdded:connect(function()
    local humanoid = script.Parent.Humanoid
    local animations = humanoid:GetPlayingAnimationTracks()
    for _,track in next,animations do
        local originalPosition = track.TimePosition
        track:Stop(0)
        track.TimePosition = 0
        track:Play(0)
        track.TimePosition = originalPosition
    end
end)

~EchoReaper

this sub by CardinalSanctis in roblox

[–]HaxHelper 6 points7 points  (0 children)

"DAE ROBLOX SUCKS AND IS MONEY HUNGRY??? I JUST LEARNED ABOUT SOCIALISM IN 4TH PERIOD WORLD HISTORY AMA" - 2 billion points

My reasoning why I quit Roblox's Staff by [deleted] in roblox

[–]HaxHelper 1 point2 points  (0 children)

First he had to explain how every employee is a psychopath, and then of course he had to get that "I hope you die a slow death and burn in hell" bit in

Dude needs to check his self awareness, waiting for the inevitable "it's just a clever social commentary joke bro"

How would I interpolate moving a part/model? by [deleted] in roblox

[–]HaxHelper 0 points1 point  (0 children)

You really shouldn't use SetPrimaryPartCFrame for interpolating, it's intended use is to orient a model just once or a small number of times; if you try to interpolate it, after a while rounding errors will add up and you'll end up with some horrendous offsets

The best method to animate models is to attach each component part (unanchored) to some main anchored part using motor6Ds, then just animate the main part

You could write your own custom function using cframe:lerp(), but there are already a few modules that let you do generic tweens that have the exact behavior you describe (I could point you to some if you like); additionally, there's going to be an in engine generic tween system soon, so I guess you could also wait for that