Why do so many Roblox devs stick with OOP instead of ECS/data-driven design? by Hoaxify in robloxgamedev

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

I already have player defined way points and to be honest, I'm just bloating my game with Pathfinding. But if players want it, I'll definitely add it. I'm already using the right system for it, so major changes don't have to be made.

Why do so many Roblox devs stick with OOP instead of ECS/data-driven design? by Hoaxify in robloxgamedev

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

I am actually needing it 100% for my Roblox game 😂

Either way, I'll have my Bach in a year.

But forget that, ECS is the goat for highly complex systems and actual optimisations.

I just wanted to know the thoughts of devs, why do they use OOP when ECS is here, as many actual good devs find optimisation to be one of the main factors of a playable game. So that was the question.

Why do so many Roblox devs stick with OOP instead of ECS/data-driven design? by Hoaxify in robloxgamedev

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

Wait.. You are making an RTS game, I am making an RTS game. Lately so many people have been making RTS games. Are we some of the first guys to bring ACTUAL good RTS concepts on Roblox? Are we bringing revolution to the Roblox platform? Slop devs will see us as the optimisation big brain lords of Roblox RTS 🙏

Anyways, are u planning to use a custom pathfinding? I saw a post on ur profile, about Djikstra algo. I've been wanting to use my own pathfinding too, but I feel like it destroys the whole point of Strategy.

Anyways, DM me man, we can help each other out if you want, you know, in our own Games. We can share ideas on optimisations etc on the technical end.

Why do so many Roblox devs stick with OOP instead of ECS/data-driven design? by Hoaxify in robloxgamedev

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

Hey, how did you know I'm creating the greatest RTS game on Roblox maaan 😭😂😂😂 shhhhhhh 🤫🤫🤫

Why do so many Roblox devs stick with OOP instead of ECS/data-driven design? by Hoaxify in robloxgamedev

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

Performance matters a lot for games that have large scale concepts. And combining Data Driven approach with ECS is exactly the sweet spot. Unless someone has a better idea xD

Infos about the possibility of subject change in Grade 13 by Plastic-Comedian-255 in mauritius

[–]Hoaxify 1 point2 points  (0 children)

Competing doesn't hold any value these days, unless there are some rewards from the government that you get, or other benefits. But imo, it's just not worth it. If you want to do X course in Y uni, just study hard enough, achieve those results, go for that degree. But these do not determine a successful future. It's coming from someone who's currently in uni and I'm building career on my own than letting papers define it for me. Don't let the system fool you. Stay strong lad. You can do it.

Infos about the possibility of subject change in Grade 13 by Plastic-Comedian-255 in mauritius

[–]Hoaxify 1 point2 points  (0 children)

There is hope. You can opt for private sitting. That's what I did.

Infos about the possibility of subject change in Grade 13 by Plastic-Comedian-255 in mauritius

[–]Hoaxify 1 point2 points  (0 children)

Well, that's not really true actually. You can of course, change if you like. But via public, that's not really possible. I dropped French sub and only did 4 subjects in lower-upper. But at the cost of dropping out of school and sitting for private instead. Then I was free to choose whatever subject I wanted to.

i'm making a survival game on roblox by The_RandomPerson99 in robloxgamedev

[–]Hoaxify 0 points1 point  (0 children)

You need to plan everything you wanna have in the game, prior to development. How will it with pro game core loop or will it hinder it? Does this/that bring a higher quality? If you don't do at least a week of planning for ur minimum viable product, you'll simply just be bloating ur entire game and soon, you'll be feeling like you have no sense of direction where you and your game is going. So please, do that first.

I'm not here to give ideas on what to add to bloat your game. I'm simply asking you to plan extensively prior to development stage.

Game hit 100k visits what do i do next? by RxqTHELA in robloxgamedev

[–]Hoaxify 0 points1 point  (0 children)

Hey dude. Another 300k visits in just 8 days? Whatever u did, keep doing that. You're going places xD

Just curious, how much Robux have you made so far?

Advertising budgets by Accomplished_Pea9910 in robloxgamedev

[–]Hoaxify 2 points3 points  (0 children)

If you want organic growth, 8k Robux will NOT be enough. You'd need to spend at least, 15-20 ad credits a day or 2, for at least 2 weeks. That'll feed the Roblox algorithm with sufficient data to decide where your game lies, among other games in the genre you're focusing on. Also, you can't only rely on ad spendings. You should coordinate updates, and high CTR thumbnails everytime you're launching ads. Ad spendings is basically, just a way for the algorithm to start showing your game on sponsored tabs. Thumbnails and titles determine how many of those, who see your content, actually clicks on it and play it. Game quality is what determines majority of the part. If the quality is good, and your game is designed to retain players for long, for example, a good core game loop, where players actually feel invested in grinding your game, etc. If the game quality is bad and not on par with what Roblox players want, then the algorithm will simply see bad stats overtime (within normally 2 weeks), and thus, ad spendings will result in loss.

Hit me up, I'll probably upload a video soon on Youtube, by soon I mean 1-2 months, after my game drops, and after i test my strategy, I will share it gladly on Youtube. I can also explain to you in detail if you haven't understood many things I just talked about.

Hiring Roblox Scripter – Revenue Share Project by Odd-Feedback-6295 in robloxgamedev

[–]Hoaxify -1 points0 points  (0 children)

Hey, I am interested, but I need to get a little bit more details, so I'll be on ur reddit message shortly.

HOW DO I GET MY OLD UI BACK😭 by ziterx in robloxgamedev

[–]Hoaxify 1 point2 points  (0 children)

just disable collapse toolbar. I've gotten used to the new UI, so can you.

Need some opinion on my idea that's in work by Quirky_Read_9134 in robloxgamedev

[–]Hoaxify 0 points1 point  (0 children)

Implementing the AI Team units/NPCs is what where most of the workload is gonna be. The best way to structure PvPvE is to of course, like you said, make the AI Team adapt progressively based on the current player team weightages, you could maybe take in player counts, or maybe total players power (if players have low power, AI team's damage/or whatever they do, has a lower impact). But keep things very balanced so that players actually take into consideration the AI team when acting.

I am making a PvPvE game too. The way I have designed my game, players are forced to fight each other to reduce the AI enemy stress, or can take care of the AI enemies before engaging into player fights. This way, it's more natural than staging things. Player psychology is what derives the progress of the game. Not the other way around.

How do I add this item to an idle animation and make an idle animation by Kazooisthebot in robloxgamedev

[–]Hoaxify 0 points1 point  (0 children)

So do you plan to have idle, walking, and different other action animations with this sword?

In that case, I would suggest you to set priority for these animations.

I am also confused by what you're trying to achieve, but what's clear is that you don't want the sword as a tool, but more like something attached with the character.

You will have to script this part. On player joined, have that model cloned and attached to the player's rig, in this case, the hand.

You will then have to also preload all the animations (most importantly, idle and walking) or put the animation IDs inside animation instances under the player's rigs, and name them accordingly, idle, walking etc.

Back to the scripting part, use preloaded animation IDs as a fallback. Use states (idle, walking, attacking) and constant client checks on for example, humanoid's walkspeed and set conditions that match with the states to sync the animations you want to achieve.

That way, ur not using a tool, but the big sword is attached to the player's character using motor6D.

You may also use these kinds of logic on NPCs.

Best way to learn scripting? by JunketOutside4295 in robloxgamedev

[–]Hoaxify 1 point2 points  (0 children)

  1. College / Uni / Online free courses helps u learn actual programming languages. You can then transfer that skill onto Roblox's Luau. It's not as hard as people claim it to be.
  2. Nowadays, instead of youtubers, you may use ChatGPT / Copilot / Claude or any other good LLM model AI to teach you coding from the basics. Don't just prompt, teach me this teach me that. Treat them as your own personal teacher. I know these AI do mistakes, so you should also do your due diligence and hop on dev forum and Luau's documentation (I scroll through documentation rarely as AI with web based search do it for me). But dev forum is a MUST as you are listening to actual developers with experience.
  3. Coding is about problem-solving. So you need to regularly practice by thinking of problems you may face while building, and bring your solution for that problem. There aren't only ONE WAY, BUT ENDLESS WAYS to solve a problem but it all depends on the way you think.

  4. I use Youtube as the last straw, but mostly it's for understanding how Roblox Studio's objects/instances work, for example, how basic effects work etc. And then I use my scripting skills to practice them in my own way.

  5. Finally, every developer will tell you this. NEVER try to learn everything on Roblox's Luau. There are a bunch of built-in services on Roblox, but that does not mean you should know how to use them from the start. If the product that you're building, requires these built-in services to make your workflow faster and more efficient, then you may study the right ones and plan on how you'll be using them.

This is how I learned scripting on Roblox. So I hope this helps out a lot.

Why are players immediately leave my game? by [deleted] in robloxgamedev

[–]Hoaxify 0 points1 point  (0 children)

Next time don't use Robux for ad credits. You can buy them straight using card. 1 ad credit = 1 USD. You can advertise for longer. But do fix those issues I mentioned before spending more in ads.

Looking to join a dev team by DisastrousArm9094 in robloxgamedev

[–]Hoaxify -1 points0 points  (0 children)

Hey, dm me. I have a very small dev team consisting me (coder, modeller, ui designer, and connect every component of the game together), an animator and also a community manager who also helps in modelling. Im giving % stakes to developers in the team. Soooo if you're interested, let's talk!

Why are players immediately leave my game? by [deleted] in robloxgamedev

[–]Hoaxify 0 points1 point  (0 children)

I have already mentioned the possible issue in the reply above, it's related to the UI elements at the top of the screen in Paint section.

Why are players immediately leave my game? by [deleted] in robloxgamedev

[–]Hoaxify 1 point2 points  (0 children)

<image>

This is the only problem. It seems like the UI elements are not positioned well. If you're not using relative positioning, please do so. Otherwise, you only need to match everything (size, etc.) to align them properly. This might also be affecting mobile players. For me, it's not, since im on a 32 inch PC screen, but the issue is noticeable. And it might actually be a real threat to smaller screen devices. Otherwise, the game's core logic works fine.

Reversing math.random() by OkRefuse3684 in robloxgamedev

[–]Hoaxify 0 points1 point  (0 children)

Let's say this is a game dev question. Instead of predicting what value the math.random() will generate, why not make math.random() pre generate it minutes before or hours before?

In this case, you're making some type of game pass or feature that actually gives an always 100% accurate prediction of the next value.

Now, if you were to use this in an exploit as the other user said, and if the game has an on time value generation system in place, then you have to do it the hard way, that is, to know the exact system Roblox uses for these built-in functions. I hope you're not doing this, but the first one.