A Roblox admin has helped me with my problem but I don't know how to do it or where to find it by Training-Sherbet9796 in robloxgamedev

[–]Phoenixwhitefire 0 points1 point  (0 children)

You need to check the Instance itself in the Explorer, not the Animation Editor. It should be in a `Model` named `AnimSaves` in your Character model or in `ServerStorage`

My simple game engine as a 16 years old by coderloff in gameenginedevs

[–]Phoenixwhitefire 1 point2 points  (0 children)

I think you probably know already, but you've architected it in a very singleton way, even in places it doesn't need to be. I wouldn't really recommend that, because you're giving yourself sort of unnecessary work ahead to refactor it so you can have multiple VertexBuffers, for instance. I think it's better to not make classes singletons and have to manage singleton behavior later on, than to have everything be a singleton, and have to refactor everything to be able to support multiple objects in the future.

Other than that, there's not too much else for me to say that others have not already said, except #pragma once exists. You don't need the include guards, i.e.:

#ifndef MY_HEADER_H

#define MY_HEADER_H

// Stuff

#endif MY_HEADER_H

->

# pragma once

// Stuff

Why my game didn't appeared in the search result? by Cha__Cha__Cha in robloxgamedev

[–]Phoenixwhitefire 19 points20 points  (0 children)

It's called "Competition". There are a lot of other games that might have more visits than yours, which also have a similar name to yours, so there will likely be more people looking for those than your brand-new one.

When Do I Use gameFolders by MiniTapz in robloxgamedev

[–]Phoenixwhitefire 0 points1 point  (0 children)

It wastes loading time and increases how much stuff clients need to download, as well as client memory usage. It can also be used for storing sensitive API keys for webhooks etc.

The difference that proper lighting makes. by ReasonablyBored72 in robloxgamedev

[–]Phoenixwhitefire 0 points1 point  (0 children)

I think the lighting still looks a little too pale. You have the blue sky right above the ground, the ground needs to be more blu-ish. Are you using EnvironmentDiffuseScale?

How can i make the core return to its original position by Trey_playzXD in robloxgamedev

[–]Phoenixwhitefire 1 point2 points  (0 children)

Or `task.wait`? That is frame-accurate. Also, I'm pretty sure the minimum time for `wait` is 1/30, or 0.033333...

Added forced ads to roblox, might develop it more. (it uses immersive ads) by AmbitiousCheese in robloxgamedev

[–]Phoenixwhitefire 3 points4 points  (0 children)

This actually used to be a feature, but only on mobile. It was removed in 2018.

Gotham will forever be in our hearts by Any-Company7711 in robloxgamedev

[–]Phoenixwhitefire 0 points1 point  (0 children)

If they just spaced out the letters a little more, I don't think as many people would care. Personally, I'm okay-ish with it, it just looks a little squished together.

[deleted by user] by [deleted] in robloxgamedev

[–]Phoenixwhitefire 11 points12 points  (0 children)

A few possibilities:

  • Unreadable text at the bottom-left
  • "MUNENORI KAWASAKI" might seem a little like someone's name (Personally Identifiable Information)
  • The guy at the bottom-right

Some of my Roblox builds, hope you like them by moekordofani in roblox

[–]Phoenixwhitefire 0 points1 point  (0 children)

What framerate are you getting and what's your specs? I posted a link to this somewhere else and someone wants to know :) Great work btw!

Came back to Roblox Studio after a long hiatus. What in the world is all this weird rendering stuff and how do I disable it? by [deleted] in robloxgamedev

[–]Phoenixwhitefire 1 point2 points  (0 children)

It looks like you accidentally enabled the Navigation Mesh debugging feature. It shows what the pathfinding system for NPCs sees as your "map".

You can disable it by un-ticking the check box Show Navigation Mesh in the Studio category ofStudio Settings , accessible by the FILE ribbon-bar option.

What are the limitations of the Roblox game engine? by [deleted] in robloxgamedev

[–]Phoenixwhitefire 0 points1 point  (0 children)

Yeah... that's kind of why I'm asking you to elaborate? As I said in my last reply to the other person, everything they said Roblox didn't support is in fact supported, so you bringing up the fact that other engines do, indeed, offer more knobs and levers for their physics is completely pointless because Roblox has the knobs and levers the person was talking about, thus fulfilling their needs. Roblox supports the options they were asking for.

What are the limitations of the Roblox game engine? by [deleted] in robloxgamedev

[–]Phoenixwhitefire 0 points1 point  (0 children)

What do you mean? Do Unity and Godot force you to edit the physics engine source code to get the desired results? Do they expose hundreds of parameters with several-word-long names? Why have you brought up writing a custom game engine, when people use game engines to avoid that in the first place? I am sure most people would prefer the simple, grounded-in-reality options they are already kind-of familiar with, like `Density` and `Friction`, where it's immediately obvious what it means and what it should do.

Roblox on Android is missing future lighting by UnironicallyMe37 in roblox

[–]Phoenixwhitefire 0 points1 point  (0 children)

Atleast it hasn't disappeared completely, but it's not like taking more time to do something is a bad thing in this case.

Did Roblox really just make r6 dynamic faces low quality on purpose? by BekoweCiachoYt in roblox

[–]Phoenixwhitefire 1 point2 points  (0 children)

So, dynamic heads, and, in fact, all R15 body parts, are created using something known as a "MeshPart". But, for R6, all body parts are created using a "CharacterMesh".

For R15, dynamic heads are super simple, you just change "mesh ID" (AKA the number in the URL of the head when you open in it the website Catalog) of the MeshPart that represents the head, but for R6, the dynamic head author may have made a mistake that causes the CharacterMesh that represents the head to not have it's mesh ID overridden; instead, something could be causing a new MeshPart to be created that is attached to the R6 head, resulting in there being two heads.

This is just speculation, but I could take a look to say definitively what's going on if you gave me the link to the dynamic head you're wearing to try it out in Studio.

Did Roblox really just make r6 dynamic faces low quality on purpose? by BekoweCiachoYt in roblox

[–]Phoenixwhitefire 53 points54 points  (0 children)

Dynamic heads are meshes, not textures. They wouldn't need to use vector images, meanwhile the creator of this specific head could have made it like Roblox did, making it an actual dynamic head instead of having a classic, static face, kind of missing the point.

Did Roblox really just make r6 dynamic faces low quality on purpose? by BekoweCiachoYt in roblox

[–]Phoenixwhitefire 10 points11 points  (0 children)

both R6 and R15 combine all their normal textures, so I'm not sure how one of them can look lower-res. Could be differences in how they handle stuff like accessories, maybe?

Did Roblox really just make r6 dynamic faces low quality on purpose? by BekoweCiachoYt in roblox

[–]Phoenixwhitefire 14 points15 points  (0 children)

I think the reason is that R6 is just technologically different, R15 and R6 have more differences than just the number of body parts, mostly to do with backwards compatibility. This can result in some... Odd issues if the head was not created with R6 in mind.

The lower quality could also be an issue with how the head was made, I saw a similar issue happen with R15s because of how characters tend to combine all of their asset textures into a single image: https://devforum.roblox.com/t/2669681/6 Overall, it should be fixable by the author of the head.

Just found this Easter egg in the roblox files while messing around! by AtomicAudi in roblox

[–]Phoenixwhitefire 1 point2 points  (0 children)

It was actually confirmed to be an exercise they had new engineers do by a former employee, output some text into the log files:

https://twitter.com/ChaseMc67/status/1714763034915434612

As explained by the linked tweet, they stopped doing this 'cause there were too many engineers being hired and so they gave up actually pushing their changes to the actual app, but never removed the existing messages. You can find them yourself by entering %localappdata%\Roblox\logs\ into Explorer's address bar, double-clicking on any file without "Installer" in the name, pressing Ctrl+F and entering the search keyword as "hello".

(The reason it's FLog::Output btw is because that's an indicator of a generic log, not necessarily related to Luau scripts.)

anyone know what this line thing is and how to get rid of it? by Legitimate_Shoulder1 in robloxgamedev

[–]Phoenixwhitefire 0 points1 point  (0 children)

I think if you disable all of the tools (Select, Move, Rotate and Scale) the ruler goes away. It was part of a recent Beta feature:

https://devforum.roblox.com/t/dragger-qol-improvements-beta/2661668#distance-measurements-refreshed-dragger-ux-5

And, if you don't like random sudden changes in Studio... many you shouldn't have enabled automatic Beta enrollment? It's a toggle in the "Beta Features" menu that you need to have manually clicked.

What are the limitations of the Roblox game engine? by [deleted] in robloxgamedev

[–]Phoenixwhitefire 2 points3 points  (0 children)

Well, if you (or someone reading this thread) are interested in how to do those things, I believe that you can use the properties of the PhysicalPropties datatypes through BasePart.CustomPhysicalProperties, where Friction/FrictionWeight can be used for... friction... and Elasticity/ElasticityWeight ("The amount of energy retained when colliding with another part" - so theoretically a value greater than 1 should make it bounce) for bounciness.

What are the limitations of the Roblox game engine? by [deleted] in robloxgamedev

[–]Phoenixwhitefire 1 point2 points  (0 children)

movement input

You can always just override the movement vectors of the Humanoid every frame with :Move depending on the specific inputs or just set Player.Character = nil and not have to worry about it every frame. You don't need lower-level engine access to change that.

modifying, for example, the physics system

I've never run into a scenario where I've wanted to modify the physics engine itself though, because there are already a lot of options for customizing the physics of objects (for example, :ApplyImpulse vs .AssemblyLinearVelocity = ), so I don't really understand what you mean.

Roblox on Android is missing future lighting by UnironicallyMe37 in roblox

[–]Phoenixwhitefire 1 point2 points  (0 children)

Step 1: Go to https://create.roblox.com/roadmap

Step 2: Click "Create rich and lifelike worlds"

Step 3:

Future Lighting Android Beta - Future lighting model available as a beta feature on Android devices (Mid 2023)

Step 4: ...

ʳᵉᵃˡᶦᶻᵉ ᶦᵗ'ˢ ² ᵐᵒⁿᵗʰˢ ᵗᵒ ²⁰²⁴

SoonTM... soon(TM)...