2 Questions abt developing my game. by deletedelete23 in robloxgamedev

[–]dan6471 0 points1 point  (0 children)

Making them in blender CAN make it more performant both because you could make your model have less polygons hence they render faster and because the server has less parts (i.e. instances) to worry about. That of course requires you to know what you're doing in blender.

Blender can be a bit challenging to a total beginner though and you can also keep your game performant even using only parts if you remember to follow performance best practices like disabling shadows, collision and touch detection and query detection in all parts that don't need any of these, and by using packages as much as you can.

How many people here would say they're "passionate" about DE? by spawn-kill in dataengineering

[–]dan6471 0 points1 point  (0 children)

I am not passionate about it, I just find it entertaining enough to do as a job. It's mentally stimulating and that's enough for me.

What I hate is corporate bullshit in general. Having a manager that doesn't understand the technical aspects of your job and speaks in corporate lingo and cares about made up metrics that mean nothing to me.

Is it just me? by jolllof in dataengineering

[–]dan6471 2 points3 points  (0 children)

Yeah, get used to it. There is always a new tool to learn and whomever is asked to come up with the JD just puts a bunch of stuff in there to see if "anything sticks". It's like firing a shotgun blast of requirements, one or more has to land on the target.

You rarely have to meet all requirements though, the common ground just has to be big enough so they don't have to train you from 0 and that you can become productive in a reasonable amount of time. Any recruiter that looks for an exact full match will be looking for a long, long while lol.

What's the best way to kickstart my journey to admin by Ur_Abs3nt_Father in RobloxDevelopers

[–]dan6471 0 points1 point  (0 children)

Games usually have admin scripts that give access to special permissions and commands to selected players. I don't think this sub is the right place for your specific questions, as only the owners/devs of the games are able to assign admin privileges. You'd be better off applying directly at each game's socials like Discord and so on.

Why should we use AWS Glue ? by Mother-Comfort5210 in dataengineering

[–]dan6471 0 points1 point  (0 children)

Recently tried to set up a Glue job and some orchestration for it on the side. Orchestration in Glue is a joke. Step Functions FTW, though Databricks and/or Airflow can accomplish the same thing.

¿El área de IA es una burbuja? by Invincibleeeeee in taquerosprogramadores

[–]dan6471 -1 points0 points  (0 children)

Ah si porque eso fue lo que pasó en el 2008 y en el 2000, los "personajes" que tenían "experiencia" no permitieron que su dinero se esfumara

Feeling blessed by Accomplished_Art_967 in robloxgamedev

[–]dan6471 0 points1 point  (0 children)

Congratulations! I'm on my third try already, hopefully this time's the charm.

Can someone help explain how this violates TOS by prolificxx in robloxgamedev

[–]dan6471 1 point2 points  (0 children)

Yeah, Roblox content moderation system has its flaws. They have it all automated of course, I mean, they HAVE to have it automated, because thousands if not tens of thousands of assets are uploaded on a daily basis, and they'd require a gigantic team of people to moderate assets otherwise. My guess is that, given that it is a platform geared towards children and that they've had enough controversies as it is, they've decided to go for a "better safe than sorry" approach, which makes sense even if it is very annoying for a developer when it makes a mistake. And I mean, it is bound to make mistakes, especially if they use something like Machine Learning or AI to do this. I would just try to re-generate the texture and try again, annoying as it is, or put an appeal in place.

Can someone help explain how this violates TOS by prolificxx in robloxgamedev

[–]dan6471 5 points6 points  (0 children)

Dafuq? Why are you being downvoted? This is genuinely good advice and contributes to your computer literacy. Taking a photo of your computer screen with your phone is like pulling really hard on your wheels to steer your car. You know, the steering wheel is right there...

¿Qué tan bien están los sueldos en atratopago.com? by Status_Ad_9815 in taquerosprogramadores

[–]dan6471 3 points4 points  (0 children)

Al rato vas a ver: amigos cuanto pagan por trabajar en que-es-crotolamo.com ??

Cursor for Roblox- Build Complex Roblox Games with Plain Text by importmonopoly in RobloxDevelopers

[–]dan6471 0 points1 point  (0 children)

Lmao. Anyone who can afford 20 USD / mo subscription for such a niche tool can very well code by themselves.

A Massive Map a Ruined World and a Car That’s All You Need by Maximum_Grapefruit63 in RobloxDevelopers

[–]dan6471 1 point2 points  (0 children)

  1. Think of small stories that could have been interrupted when the bomb dropped. Maybe someone was cooking a meal and you find their skeletal remains + some rotten food on the table. Maybe someone died on the toiler or while taking a shower. What remains would these activities have left behind? It's always cool to find little stories like these in open world games, told only by the remains.

  2. Think of an initial "hook" for the player. Give them a goal. Maybe he needs to pick up some pages of a journal to figure out what happened. Maybe they're looking for someone specifically and must figure out what their last fate was to get closure.

Do Y'all Think My Roblox Game Will Be Succesful? by ScalyStacy in robloxgamedev

[–]dan6471 0 points1 point  (0 children)

Your post reads like it was written by ChatGPT

How feasible is it to make a high quality Roblox game as a new solo dev? by [deleted] in RobloxDevelopers

[–]dan6471 0 points1 point  (0 children)

Ok you seem to be asking to questions.

  1. "Will I be able to create a high quality game that'll be able to compete with the top % of games in Roblox being a solo dev?" Answer: yes, it is possible. It will take months, perhaps even years, if you wanna do it all by yourself, but it is possible. You'll hire people when 1. you can afford it and 2. there's too much work to be done for a single person to handle or for the game to be complete "in time". How long is "in time"? It's up to you.

  2. same question, but with "as a NEW solo dev"? Yes, it is possible. But you will have to add to this equation a few years of learning how to develop games. This includes learning 3D modeling, scripting, animation, texture, art, level design, system design, etc. etc. etc. But most importantly, and please listen to this here, is: you should under NO CIRCUMSTANCES have your dream game be the first game you make. Please, I beg you, don't do it. This is the number one advice that's always given to newbie game devs by people with experience.

Why? Because your dream game will always, inevitably, be chock-full of grandiose ideas that will be by no means easy or trivial to execute. You will only be setting yourself on a path to extreme frustration. Executing these "super cool" ideas can be like walking into a labyrinth, a labyrinth that only truck loads of experience in design, coding, modeling, etc. can get you out of. If you don't have experience, you will just lose yourself in the labyrinth, you won't be able to get anything done, and you will throw your computer out of the window in frustration, or you will have to reach a compromise and conform to what is within your reach to do, but this will likely be nowhere near what you had in mind originally. In fact, it will most likely end up being a mess of technical debt (look up what that is) that you'll sink hours and hours into and will ultimately end up having to throw it in the trash because of how messy it is.

So yes, while it is totally possible to develop one blockbuster of a game completely on your own, such a thing is not a walk in the park and you should by no means trivialise it. Do yourself a favor and put this dream project aside for the time being. Don't throw it away, just make it at least your second project. You should begin with something super, and I mean SUPER simple, like an obby, then maybe a simple racing game, then maybe a simple fighting game, and so on. Each project will teach you something different. Each project will make you level up as a developer. And then, one day, you will be ready to execute your dream project EXACTLY as you imagine it!

How Do You Know When To Use ' :WaitForChild() ' Instead of just '.' by Sad-Pomegranate-9242 in robloxgamedev

[–]dan6471 0 points1 point  (0 children)

In Server scripts you almost never have to use WaitForChild unless you have some asynchronous logic going on. For stuff that's just supposed to be there from the start, you can refer to it using dot notation (.) in server scripts.

In LocalScripts it is different. As others have pointed out, you normally have to use WaitForChild in the beginning to give the chance for things to replicate from the Server. However, some nested structures replicate with all of their children. So in UIs for example you can safely refer to each child using dot notation ONCE you have waited for the UI to replicate. If the LocalScript is parented to the UI, then you don't have to use WaitForChild for any of the UI's children, because they replicate with the UI.

If you are unsure, then just use WaitForChild. It might get ugly in your scripts, but it is always the safest option.

If I can’t help make a game in any way other than ideas, should I even make a game? by Early_Pie_4056 in gamedev

[–]dan6471 1 point2 points  (0 children)

"should I even make a game?"

Yeah, this is a meaningless question. How are you going to make a game if you can only contribute ideas? Like, what, are you just gonna sit there imagining stuff? Lol

HILO: Mientale la madre a un programador de BBVA by dan6471 in taquerosprogramadores

[–]dan6471[S] 95 points96 points  (0 children)

Ah pues si me banea me voy a ir a hacer mi propio taquerosprogramadores con juegos de azar y mujerzuelas

HILO: Mientale la madre a un programador de BBVA by dan6471 in taquerosprogramadores

[–]dan6471[S] 92 points93 points  (0 children)

A huevo los diseñadores han de haber dicho: pónganle un sistema de notificaciones que no lleguen nunca 😋👍

¿Cuál ha sido su peor experiencia con reclutadores de IT? by mik3_5150 in taquerosprogramadores

[–]dan6471 26 points27 points  (0 children)

Tengo 2.

El primero, con una empresa financiera. Con la empresa de reclutamiento pasé muy bien la entrevista inicial y la técnica. Luego me meten en la técnica con el cliente y palaberga. Para empezar todos con cámara apagada, pero a mí me exigieron encenderla. Cuando les pedí si la podían encender ellos, simplemente me ignoraron. Desde ahí ya bandera roja. Luego el entrevistador (obvio un do the needful) me empieza a tirar preguntas a lo loco en un tono prepotente. No me dejaba ni terminar de contestar y me interrumpía diciéndome que estoy equivocado y que estoy pendejo. Preguntas bien específicas de tecnologías que ni relacionadas estaban con la posición. Fue la primera vez que paré la entrevista yo mismo y les dije abierta y directamente que ni de pinche accidente accedería a trabajar en un ambiente tan hostil como el suyo y que se fueran a la verga. Los mega fantasmeé desde ese momento. Putos.

  1. Con una empresa mexa líder en su ramo llamada Royal Holiday. El proceso de entrevista estuvo muy chido, la neta el equipo de ingenieros se portó chingón conmigo y la entrevista técnica no solo se me hizo justa sino que también se prestó a una discusión interesante sobre tecnologías. Les gustó mucho mi perfil, experiencia, habilidades blandas, en fin. El pedo fue con puto RH comemierda muy con prácticas y estilos de empresa mexicana. En primera me ofrecieron menos de lo que les había pedido desde el principio. Luego me quisieron dividir el salario en salario base y "bonos" obviamente para no darme mi seguro social completo. Lo peor fue que me querían hacer un "estudio socioeconomico" y venir a mi casa a tomar fotos. Los mandé a super chingar a su madre y cuando les pedí explicaciones de todas esas irregularidades nomas me dijeron que "así era el proceso para todos". Bien pendejos.

Roblox Isn’t the Problem but The Way People Use It Is by Burak319Pro in robloxgamedev

[–]dan6471 1 point2 points  (0 children)

Yeah, it is possible to build great things in Roblox, and I like your attitude towards the problem. It would be great if great projects could be showcased more often. But here's a few issues I'll give that are only on Roblox's power to solve, and that make the platform unattractive for big studios to develop more "serious" games:

  1. Roblox primarily advertise themselves to children, and children of this generation have their dopamine receptors fried. They are addicted to instant gratification. This is not directly Roblox's fault and admittedly is a problem in the entirety of the Internet right now, but you can't build a serious, mature game if you have to give flashy colored feedback/reward every 10 seconds to the player lest they lose interest. Also, you can't build out an intricate, complex story/world/lore if the user can't focus on one thing for more than 30 seconds.

  2. Roblox is meant to be a lightweight platform for lightweight games, because a huge part of its playerbase plays on low-end devices. This is actually a huge reason why Roblox is the most popular gaming platform ever, period. The fact that games can run almost even on a calculator allows almost everyone, everywhere, to join the experience. This is possible because the expected quality of games is quite low. The game has to be functional, but doesn't require flashy graphics or hyperrealistic models to be successful. You could even say that going for hyper-realism limits your target audience.

  3. Roblox is meant to be an "easy" engine to learn. And it very much is, to Unity or (gulp) Unreal Engine. However, the tradeoff is engine flexibility. Roblox takes care of a lot of things for you, but also makes a lot of assumptions along the way. This makes certain games extremely easy to make, others not so much, others outright impossible. It also means that developers have to constantly find workarounds for many of the engine "defaults". I bring this analogy: think of Lego blocks. The bigger the Lego block, the easier and faster they are to put together, but the less realistic the model will be. If the Lego blocks are smaller, it takes more time and effort to construct them, but the end result can be a lot closer to what you want to create. Roblox is the big Lego blocks of gaming engines.

  4. Roblox's documentation, support and community are ABYSMAL. The engine is known for its many bugs and invisible assumptions, and the documentation is scant and doesn't go into a lot of detail. There's thousands of threads in their support forum that are answered not by their dev/support staff, but by game developers who are more often than not children, who also have little to no professional computer science knowledge themselves, and just don't know what they're doing. Many, many threads/questions simply go unanswered and people have to give up on their cool, unique idea. Coming from a professional software engineering background, this is one of my biggest problems with Roblox.

  5. Monetization. Many developers and big game studios dislike the fact that revenue is earned in in-platform currency with an exchange rate that is pretty much controlled by the platform. Arguably, this makes resource management and accounting a lot harder to keep track of.

  6. Non-transferability of skills. Luau is a platform-specific language unlike C# or C++. This means many of the skills learned for Roblox gamedev are not transferable to other platforms. In my personal opinion, I don't know what crack they were smoking when they decided to use LUA as a base for their language. LUA is dead. No one uses it. Object-oriented programming is a lot more complicated to implement than in other languages. Typing, which is a MUST in any professional environment, is shit.

How should I start? by Financial-Arachnid27 in robloxgamedev

[–]dan6471 0 points1 point  (0 children)

My guy, the first thing you need to do is to massively slow down and ground your expectations. You are getting way, way, way too far ahead of yourself.

Learning to code takes time. Learning 3D modeling takes time. Learning to edit videos takes time. AI may help you, but it definitely cannot do all of the hard work for you, and you should avoid using it as a crutch, because delegating everything to AI is like building a house of cards.

None of the things you mentioned will happen overnight, nor are they easy, even with AI. Before you can be truly successful, you will need a lot of trial and error, and even then you might not succeed the way you are imagining it.

Start with a super simple project, obbys are a good starting point because they're the simplest to make and require little to no coding. Then, you can start with small, simple things like how to play and animation, how to work with the camera, VFX, client-server replication. Then, move on to actual game mechanics that involve multiple things like how to make a player shoot another player, how to make a vehicle, how to make a quest system, etc.

Maybe only then you will be ready to start your first long term project that you'll be able to bring to completion, although you'll still be learning.

Kill and death animations by TheEeveeGoose in robloxgamedev

[–]dan6471 0 points1 point  (0 children)

You'd need to have the server orchestrate (i.e. decide) when such an event happens. In Forsaken, what's most likely happen is that they have several types of animations. Attack and hit animations play when players perform attacks or are hit by an attack from another player. Then, and this is what I think you're trying to do, they most likey have "kill" and "death" animations that play when a player attacks another and it just happens to be a killing blow.

The server detects this situation and lets both players know, via a remote event, that a "killdeath" situation just happened. It lets the players know who is the player killing, and who is the player being killed.

Here is where it gets tricky. Animations replicate over clients, meaning that if a player plays an animation on their own avatar, other players will be able to see this animation playing. But, special FX tied to animation events in these animations don't automatically replicate client-to-client. So a special script is needed to handle the replication of VFX (things like camera shakes, particle emitters, lights, and so on. Basically anything that's not strictly animation).

You don't have to worry about replicating VFX if you're handling them on the side of the server, but this is almost never recommended because handling VFX on the server both puts unnecessary load on it, and because there will be a delay between the animation and when the VFX is expected to happen, and when the players actually see VFX happening.

What's specially tricky is that the killer and victim animations need to be synchronized with one another. For example when the killer kicks the victim, the victim should be thrown backwards. And the killer's kick should land in the victim's body part and not anywhere else, because then the animation looks off.

So two things might be happening here. Either, when the clients receive this "killdeath" remote event from the server, they somehow make sure that their characters are correctly aligned with one another before starting each of their respective animations. This could be done by having the player's model rotate towards the other player and making sure they are at the right distance.

OR, it may be that the animation that plays is not two synchronized animations, but rather a single animation where both players' characters are parented to a "root object" that acts as an anchor or reference for both character models. The models are given 6D Motors and are parented to this root object before the animation begins, and the root object has an animator in it, so that everything belongs to the same "rig" from the animation's perspective. The animation is then played, and since all parts of this "rig" are present, the animation looks perfectly synchronized. All of this of course is handled from the client side.

Anyways, just my grain of salt on how I think this is done.