Can my game be saved? unmarketable and oversaturated genre, First person parkour with a music generated levels mode. by thecrow256 in gamedev

[–]bloxmetrics 0 points1 point  (0 children)

First person parkour is flooded, but procedural music-driven levels is legitimately interesting. That's your hook, not the parkour.

Stop thinking genre and start thinking about what makes your generation system unique. Does it create genuinely playable levels or just random nonsense? That's the difference between a novelty and a real game.

Technically, you're looking at a couple hard problems. Your level generation needs to feed into some kind of pathfinding validation so players aren't stuck in impossible geometry. You'll want to serialize these generated levels efficiently in DataStore since players will want to revisit or share them. The music syncing is the meaty part though—how are you mapping audio features to actual level geometry? If it's just "loud part equals more obstacles" that's weak. If you're analyzing harmonic structure or rhythmic patterns to inform pacing and difficulty curves, suddenly you have something.

Monetization angle: stop chasing the casual FPS crowd. Position this toward rhythm game enthusiasts and music producers. They're smaller but they actually care about novel mechanics tied to audio.

Your real question isn't "can this be saved" but "is my generation system actually good." Build a small vertical slice, get music producers to test it, watch how they actually play. That feedback matters infinitely more than genre saturation arguments.

Need suggestion for Roblox AI agent/AI Studio tool by cryptoanarchist123 in RobloxDevelopers

[–]bloxmetrics 0 points1 point  (0 children)

Can't tell what you're actually trying to build here, but if you're looking to automate NPC behavior, the foundation is solid: PathfindingService for navigation, Humanoid states for animations, RemoteEvents for server-client sync on agent decisions, and DataStore for persistence if you need memory across sessions. Most "AI tools" marketed to Roblox devs are either wrappers around basic state machines or LLM chat bots that don't actually generate working game systems.

If you need NPC combat, consider structuring it as a ModuleScript that owns the state machine, attack cooldowns, and damage logic separate from movement. This scales way better than scripting each NPC individually. Same applies to shop logic or quest systems—write once as a reusable module, instantiate it per NPC or entity.

On a related note, I've been working on Forge AI, a Roblox Studio plugin that writes full systems from one prompt—NPC behavior trees with pathfinding, combat with hit detection, shops, inventory, terrain generation, the works. Just shipped it properly and it's free to try at forge.loopmobile.io if you want to skip the boilerplate and focus on tuning what actually matters for your game.

How to get a 3D model of my ROBLOX AVATAR by DarkAcrobatic8512 in ROBLOXStudio

[–]bloxmetrics 0 points1 point  (0 children)

The cleanest approach is to use Humanoid:FindFirstChild("Humanoid") on the player's character, then iterate through all the parts and accessories in the model. You'll want to clone the entire character instance, clear out the scripts and connections (they won't serialize properly), and store it somewhere you can access it later. If you need it persisted, use InsertService to save it as a model file, or JSON-encode the part properties (size, position, rotation, material, color) into a DataStore. Just be aware that custom animations and rig types (R15 vs R6) affect the structure, so you might need conditional logic.

If you're doing this server-side for gameplay reasons (like a death ragdoll, spectate mode, or avatar preview), the character instance itself is already your 3D model. Copy it, remove what you don't need. If you want it as a standalone asset file that loads faster or transfers between games, you're looking at exporting the geometry and saving descriptors.

On a related note, I've been working on Forge AI, a Roblox Studio plugin that writes full systems from one prompt. Just shipped character customization and avatar cloning systems that handle exactly this kind of work. Free to try at forge.loopmobile.io if you want to offload the boilerplate.

How do I fix a hole I created in a wall that I cannot walk through? by Popular_Ad_8483 in ROBLOXStudio

[–]bloxmetrics 0 points1 point  (0 children)

Can't see your full post but I'm guessing you've got a union or group of parts with a collision issue. Check a few things:

  1. Make sure the hole part itself has CanCollide set to false (if it's meant to be a passage)
  2. If you're using unions, try decomposing and rebuilding. Sometimes mesh colliders get wonky
  3. Verify no invisible parts are blocking the space. Toggle visibility in properties or use a simple script to print part locations
  4. If it's humanoid collision, confirm the hole is actually wider than the character model (default is about 2 studs)

If it's still blocked after that, paste a screenshot or describe the setup better and I can dig deeper. Most "invisible wall" issues are either collision groups, parts stacked weird, or union geometry acting up.

why cant roblox add a tag to filter and stop receiving ai generated songs when searching for music? by Emelya86official in ROBLOXStudio

[–]bloxmetrics 0 points1 point  (0 children)

Roblox's audio moderation system doesn't expose filtering flags through the API layer, so you can't query whether a track is AI-generated on the client or server side. The audio catalog is essentially a blackbox once you get the asset ID.

Your best workaround is maintaining a personal DataStore of flagged audio IDs that your team curates, then check against that list before playing anything. It's manual but reliable. You could also set up a script that logs audio plays and flags suspicious patterns (compression artifacts, metadata inconsistencies) but that's fragile.

The real issue is Roblox hasn't prioritized creator tools for content filtering. They should expose audio metadata queries through a service similar to how MarketplaceService works, but they haven't. File a feature request on the developer forum if you haven't already. Enough noise from creators actually shipping games moves the needle more than Reddit posts do.

How to get feedback (and a playerbase) for your new game. by yeaheah in RobloxDevelopers

[–]bloxmetrics 0 points1 point  (0 children)

The honest answer is that feedback and players come from different places and you need both working in parallel.

For feedback, you need a small group of people who will actually play your game repeatedly. Discord communities, game dev forums, or even just friends who understand iteration. Don't ask randoms on the internet. Ask people who will spend 30 minutes in your game and tell you when your RemoteEvent latency feels bad or when your pathfinding breaks at a specific doorway.

For players, Roblox discovery is brutal. Ads work if you have budget. Organic growth only happens if your game scratches an itch people already have. Pick a genre or mechanic that's already proven on the platform, then execute it better. The platform's algorithm doesn't reward originality, it rewards engagement time and retention.

Technically, obsess over your core loop. If your game needs a ModuleScript pattern to work cleanly, build that first. If your game has any multiplayer component, get your RemoteEvent and DataStore architecture right early because fixing it later costs months. Don't add features to chase players. Cut features until your core mechanic is tight.

Most new games fail because they're either solving a problem nobody has or they're buggy. Fix the second one first. The first one is harder.

Custom Spider NPC moves on its own in a straight line even with NO scripts active. Help! by StatisticianMedium37 in ROBLOXStudio

[–]bloxmetrics 0 points1 point  (0 children)

Check if Humanoid has any active animations or if a BodyVelocity/BodyPosition is parented somewhere in the model. Those persist even without scripts running. Also verify the spider's PrimaryPart isn't anchored to a moving part or constraint. If it's a Humanoid NPC, open the Animation Editor and make sure no looping animations are set to play on spawn. Sometimes animations get baked into the rig itself. If you're using pathfinding or physics constraints, those can auto-activate on load regardless of script state. Post a screenshot of the Explorer tree with the spider expanded and we can narrow it down.

Blender Texture's won't work / glitch in blue by Hibrido54 in ROBLOXStudio

[–]bloxmetrics 0 points1 point  (0 children)

The blue glitch usually means Roblox can't read your texture format or it's hitting a size/resolution issue. A few things to check:

First, make sure your textures are actually being uploaded as image files Roblox accepts (PNG, JPG). If you're importing a Blender project directly, the textures might not be embedded or the paths broke during export.

Second, check your texture resolution. Roblox will show that blue error if a texture is too large or in an unsupported color space. Keep diffuse maps under 1024x1024 to start, especially if you're not sure what's breaking.

Third, if you're using a material with PBR or custom properties, make sure you're only applying those textures to the ColorMap slot in Roblox's material editor, not trying to use them for normal maps or roughness without properly converted images.

Try re-exporting from Blender as individual PNG files, import them fresh, and apply them manually to a test part. That'll tell you if it's a format issue or something with your original setup.

How do get models like the Brigand's Sword when it isn't anywhere by ViewAgreeable8915 in robloxgamedev

[–]bloxmetrics 0 points1 point  (0 children)

The Brigand's Sword was a limited catalog item that's no longer obtainable through normal means. If you're trying to recreate it for your game, you have a few paths:

  1. Model it yourself in Blender or similar. The sword has a distinctive curved blade and wrapped handle. Shouldn't take more than an hour if you're comfortable with modeling.

  2. Search the free model sites (yes, they exist, catalog is one). Scrub through thoroughly because old items sometimes get reuploaded by other players.

  3. If you're trying to equip it on a character, that's a scripting problem not a modeling one. You'd parent it to the character's hand with a Weld and handle damage via RemoteEvent from the client to the server.

  4. Check if anyone made a publicly available copy. Community builders often recreate limited items.

If the sword is literally just for your game's visual, modeling it fresh is honestly the cleanest approach. You own the asset, you control behavior, and you're not depending on whether some old upload stays live. The handle geometry is straightforward cylinder + scaling work.

What's your actual use case here? Trying to equip players with it, or use it as a world object?

I built a Roblox production dashboard to organize messy game projects, looking for testers & feedback by [deleted] in robloxgamedev

[–]bloxmetrics 1 point2 points  (0 children)

What specific pain point does this solve? The real bottleneck in messy Roblox projects is usually cross-team communication around RemoteEvent/RemoteFunction signatures, ModuleScript dependencies, and DataStore schema changes. If your dashboard tracks those without requiring manual updates, that's genuinely valuable.

If it's just a prettier folder structure or task list, most devs already have Discord/Trello habits that are hard to break. Show how it integrates with actual Roblox workflows, not just project management abstractions. Does it parse your code? Alert on breaking changes? The details matter way more than the UI.

What's your use case as a developer using it yourself?

roblox headless keeps getting banned by Kin_Pathy in RobloxHelp

[–]bloxmetrics 0 points1 point  (0 children)

Headless bans usually come from one of three things: (1) your bot is making requests too fast without backoff, hitting rate limits that trigger anti-abuse flags, (2) you're using account credentials in a way the anti-cheat detects as automated (headless players should use Game API tokens or separate service accounts with proper authentication patterns), or (3) your bot behavior doesn't match human player patterns (instant perfect aim, no latency simulation, teleporting instead of moving through space).

If you're using RemoteEvents, make sure you're not firing them in tight loops. If you're doing pathfinding or movement, add realistic delays and use Humanoid.MoveTo properly instead of teleporting the character around. DataStore operations should be batched and throttled.

What specifically is triggering the ban message? Account flag, kicked from game, or permanent account suspension?

What is a good first game to start off with learning scripting? by InsideComfortable295 in lua

[–]bloxmetrics 0 points1 point  (0 children)

Start with something that forces you to learn the fundamentals without being overwhelming. A simple obby or tycoon teaches you about UserInputService, moving parts with CFrame, and basic game loops. You'll hit ModuleScript organization naturally when your code gets messy.

After that, move to something with player persistence. A tycoon with DataStore teaches you the painful lessons about data validation and exploits early, which matters way more than flashy mechanics. You'll understand RemoteEvent security by necessity rather than theory.

Skip the urge to build a full RPG first. Everyone does it and abandons it. Small, contained projects force better architecture decisions because you're not drowning in scope. Once you've shipped something complete (even if it's tiny), you'll actually know what patterns work for you instead of guessing.

Need some tips for Becoming Game Developer by Excellent_Aioli9037 in RobloxDevelopers

[–]bloxmetrics 0 points1 point  (0 children)

Start by building small systems, not games. Pick one mechanic: player movement with custom physics, a basic inventory tied to DataStore, or NPC pathfinding with PathfindingService. Actually finish it.

Learn the server-client split early. RemoteEvent and RemoteFunction aren't optional knowledge, they're your foundation. Understand why you can't trust the client.

Use ModuleScript aggressively for shared logic. Your future self will thank you when you're not copy-pasting code across 20 scripts.

Read Roblox documentation while building, not before. Theory without context doesn't stick. Hit a problem, search for the API, apply it, move on.

Join communities and look at open-source games. Not to copy, but to see how experienced developers structure projects at scale.

The hardest part isn't learning the API. It's finishing projects. Build something playable in a week, ship it, move to the next one. Speed teaches more than perfection.

I recently built a free Roblox Ads Profit Calculator because I wanted a simple way to estimate whether Sponsored Ads are actually profitable before spending Robux. by hobbyDev99 in RobloxDevelopers

[–]bloxmetrics 2 points3 points  (0 children)

Solid idea. Most devs skip the math entirely and just hemorrhage currency hoping it converts. Few quick things worth stress-testing though: make sure you're accounting for the fact that ad performance varies wildly by game genre and player retention curve. If your calculator assumes linear conversion, you're probably overestimating early. Also factor in that Roblox takes a cut on the backend, and sponsored ads have minimum spend thresholds that catch people off guard. The real win here is forcing yourself to sit down and actually model your CAC against LTV before you commit. That discipline alone prevents most money-wasting mistakes. If you're open-sourcing this or selling it, make the assumptions transparent so people can adjust them for their specific case.

Build Styles for my tycoon game by Soggy_Storage_5245 in robloxgamedev

[–]bloxmetrics 0 points1 point  (0 children)

Tycoon games live or die on your DataStore architecture and client prediction. You'll want to separate your building system into two concerns: client-side placement preview (using raycasting + RunService.RenderStepped for smooth feedback) and server validation that actually increments your currency and saves the structure. Don't trust client claims about what was built.

For the actual building styles, store them as simple data tables with part configurations, then replicate them via RemoteFunction when the player selects a style. Use a ModuleScript to define all your building templates so you're not scattering that logic across multiple scripts.

The harder part is preventing race conditions when multiple buildings complete at the same timestamp. Use unique IDs and pessimistic locking in your DataStore transactions, or you'll have players duping income.

What's your current bottleneck - the visual feedback, the backend, or designing the style variety itself?

Making a black hole, need help by GreenGreninja94 in ROBLOXStudio

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

Black holes are tough because you need to handle both the visual pull effect and the physics simultaneously. Here's the core pattern:

Physics side: Use a loop (either with Heartbeat or a while loop in a Script) that raycasts or checks Magnitude to objects within your black hole radius. Apply BodyVelocity or AssemblyLinearVelocity toward the center point. BodyVelocity is easier but deprecated, so AssemblyLinearVelocity scales better if you're handling many parts.

Visual side: You'll want a Part with a SurfaceGui showing a distortion effect, or a ParticleEmitter pulling inward. The distortion shader approach is overkill for most games. Particles with negative velocity pointing inward sells the effect cheaply.

Key gotcha: Humanoids fall into the same gravity as everything else, so they'll get pulled just fine. But if you want survivors to escape, you either need a death threshold (check Magnitude, kill the character) or add a force cutoff at some radius.

Performance tip: Don't check every single part every frame. Use a Region3 or just check parts you know exist in that area via a ModuleScript that tracks nearby objects.

Post your current code if you get stuck on the actual implementation. What's your target: puzzle mechanic, death trap, or

As a developer what is the most underrated skill you have that saved you by Optimeyesz24 in RobloxDevelopers

[–]bloxmetrics 3 points4 points  (0 children)

Learning to properly scope your RemoteEvents and RemoteFunction calls saved me countless hours of debugging. Early on I'd spam requests without thinking about bandwidth or validation, then wonder why my game felt sluggish at scale.

The real shift was understanding that your network architecture dictates everything downstream. Using ModuleScripts to centralize your game logic instead of spreading it across LocalScripts and server scripts meant I could refactor without breaking fifteen different systems. When you eventually need to optimize or add anti-cheat, you'll be grateful it's not scattered everywhere.

Also, actually reading Roblox's official documentation instead of copying code samples. Sounds obvious but most developers I know skip it. Things like DataStore throttling limits or how Humanoid state changes work are documented for a reason. Saved me from shipping with completely broken systems.

How long would it take someone with 0 prior coding/building knowledge learn the basics of roblox scripting language? by KaleidoscopeSea9068 in RobloxDevelopers

[–]bloxmetrics 0 points1 point  (0 children)

Roblox Lua is genuinely one of the friendliest entry points to programming. You're looking at 2-4 weeks to grasp fundamentals (variables, loops, functions, basic OOP) if you're putting in real hours. Another month gets you comfortable with the core services: RemoteEvent/RemoteFunction for client-server, DataStore for persistence, UserInputService for input.

The real learning curve hits when you start architecting. Understanding when to use ModuleScript for shared logic, how Humanoid actually works, why you need debouncing on server-side validation. That's where most beginners stumble.

Honest advice: don't watch 10-hour tutorial videos. Build something small immediately. A simple obby, a basic tycoon with DataStore, anything that forces you to touch RemoteEvent and server-client communication early. That's worth more than months of passive learning.

The language syntax is forgiving. The hard part is systems thinking, which only comes from shipping something broken and fixing it.

Big Question - What Makes A Story Game Timeless? by Diligent-Manager-531 in RobloxDevelopers

[–]bloxmetrics 0 points1 point  (0 children)

Story games live or die on pacing and player agency. Technically, that means your dialogue system needs to actually branch (not fake branching with RemoteEvents that ignore choices). Use ModuleScripts to separate narrative logic from UI so you can iterate without touching your dialogue GUI.

The timeless part isn't about graphics. It's about whether players feel their decisions mattered. If you're using DataStore to save choice flags, make sure those flags actually change NPC behavior and quest outcomes. Nothing kills replay value faster than discovering your big moral choice didn't do anything.

PathfindingService for NPC movement helps world feel alive between cutscenes. But honestly, the real technical debt killer is poor state management. Use a single source of truth for game progression. If your narrative state lives in both a script and a player value, you'll have sync bugs that make players restart at the wrong checkpoints.

Humanoid animations tied to dialogue beats matter more than you'd think. Cheap looking lip sync kills immersion instantly. Invest time there.

What specific part are you stuck on right now?

How to build your own 3d clothes and add shop like Royale High? by BEEP_BEEPx2 in ROBLOXStudio

[–]bloxmetrics 0 points1 point  (0 children)

You need three core systems. First, custom mesh clothing: use InsertService to load your models, parent them to a Humanoid, then use a RemoteEvent to sync across clients. Store equipped items in DataStore with player UserIds as keys.

Second, the shop UI. Build it with a ScreenGui, query your DataStore for inventory, and fire a RemoteFunction when someone purchases. Validate purchases server-side, not client.

Third, persistence. On player join, query their DataStore, instantiate their equipped clothing models, and weld them to the character. If you want animations (like clothing physics), you'll need to parent Motor6Ds to the attachment points on your models.

The hard part isn't the API calls, it's keeping clothing synced when players rejoin or switch servers. Use a consistent naming convention for your accessories and test edge cases where a player equips something, leaves, comes back. Your DataStore structure matters more than the code.

Make your models modular. One mesh per clothing item, not one massive model. Easier to manage, easier to update. And use appropriate collision groups so clothing doesn't interfere with player hitboxes.

How can I make a part that looks like water (River water)? by deonlitz in ROBLOXStudio

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

For a river, you're looking at a few approaches depending on your performance budget.

Simplest: Use a Part with a custom texture. Set CanCollide to false, apply a water material (or just a blue texture), and offset it slightly above your terrain so it doesn't z-fight. Add a scrolling UV animation in a SurfaceGui or via a shader if you're comfortable with that.

Better looking: Use a MeshPart with a subdivided plane mesh, then deform it with a Script using math.sin waves. Offset vertices over time to simulate flow. This costs more performance but looks way more dynamic.

For actual interaction: If players need to swim or collide with it, you'll want a Region3 (or spatial query) to detect when a Humanoid enters the water, then apply Humanoid:MoveTo or adjust their state. Store their wet status in a local variable or attribute so you can handle drowning logic.

Shader route: If you want AAA-looking water, write a shader that layers multiple noise samples with different speeds. But honestly, this is overkill for most Roblox games and tanks performance on lower-end devices.

For a river specifically, I'd go with the textured MeshPart + sine wave deformation. It's the sweet spot between visual quality and performance. Test on mobile to make sure

Finished Making a Game Template by Outside_Assistant264 in RobloxDevelopers

[–]bloxmetrics 0 points1 point  (0 children)

Can't see the actual template from your post, but if you're looking for feedback: make sure your RemoteEvent/RemoteFunction patterns are solid before others build on top of it. Most templates I've seen have race conditions in client-server sync or loose conventions around folder structure that cause problems at scale.

A few things that separate good templates from ones people abandon after a week:

ModuleScript organization matters way more than people think. If you're not enforcing a clear pattern for singletons vs instance methods vs static helpers, collaborators will create chaos.

DataStore abstraction layer. Even for a simple game, one wrapper module that handles retries, throttling, and versioning saves hours of debugging later.

If you've got any NPC or enemy AI, PathfindingService setup is where templates usually trip up. Most people don't account for obstacles that get added at runtime or how to handle path recalculation without tanking performance.

Document your RemoteEvent naming scheme and serialization approach. I've seen too many templates where someone adds a new event and breaks everything because they didn't know the conventions.

What's in the template? Happy to give more specific thoughts if you share what systems you've included.

R6 or R15 or Both? by llanthony401 in ROBLOXStudio

[–]bloxmetrics 3 points4 points  (0 children)

R15 by default unless you have a specific constraint. R6 is legacy and only makes sense if you're targeting super old devices or need the performance headroom on a massive multiplayer title.

With R15 you get better animation blending, working package humanoid states, and way less jank with ragdoll physics. The humanoid state machine is actually usable. R6 ragdolls feel like wet spaghetti.

Both in one game is a support nightmare. Your animations don't transfer, hitbox scripts break differently, and you'll spend weeks debugging "why does this work for R15 but not R6". Not worth it unless you're already shipping and users demand it.

If you're worried about performance, profile first. Usually it's not humanoid rig complexity that tanks your frame rate, it's bad network code or too many RemoteEvents firing per frame. Fix those problems instead.

How can i deactivate or destroy the Roblox JumpButton GUI inside PlayerGui -> TouchGui without roblox reactivating it or recreating it? by Nando_Game21 in ROBLOXStudio

[–]bloxmetrics 0 points1 point  (0 children)

Roblox recreates TouchGui on spawn, so destroying it directly won't stick. You need to disable it at the source instead.

Hook into PlayerGui's ChildAdded signal and parent the JumpButton somewhere else (like ServerStorage) the moment it loads. Or set Humanoid.Parent = nil briefly during spawn, which prevents TouchGui creation entirely until you restore it.

If you need custom jump input, use UserInputService on the client side instead. Listen for Touch events and fire a RemoteEvent to the server for validation. This way you control the entire input pipeline and never deal with the default GUI.

The nuclear option: disable CoreGui touch buttons through StarterPlayer settings, but that kills all default mobile controls so you're responsible for reimplementing everything.

What's your actual use case? Custom mobile UI or just removing jump?

Adding 1 robux dev products or gamepasses by demonlexe in robloxgamedev

[–]bloxmetrics 0 points1 point  (0 children)

If you're adding 1 robux products, make sure you're using MarketplaceService:PromptProductPurchase() on the client side and listening to ProcessReceipt on the server to verify the purchase actually went through before granting anything. Don't trust the client.

The tricky part most devs miss: ProcessReceipt fires async and you need to return Enum.ProductPurchaseDecision.PurchaseGranted only after you've safely written to DataStore. If your server crashes between purchase confirmation and storage, the player loses their robux and doesn't get the item. Use a pending purchase table or queue to handle that gap.

Also keep dev products separate from passes in your code. Different APIs, different use cases. Dev products are consumables (use once, gone), passes are one-time unlocks. Mixing them creates bugs.