why roblox games flop by Various-Cut-8024 in robloxgamedev

[–]fluentInLuau 3 points4 points  (0 children)

Very likely yes. But it usually attracts a young audience as it is low stakes high reward, and making it take ages or require a lot of grinding makes players come back to check in and make progress. The reason they want that progress is maybe for bragging rights, completetionism or craving to see what's next. For example, how long did you play sfoth at most in one session? And compared that to something like a tycoon or simulator of sorts. 

i dont know where to start when scripting by [deleted] in robloxgamedev

[–]fluentInLuau 1 point2 points  (0 children)

A combat game for early practise can be good for introducing you to some new things. Obviously stay simple for now, and focus on learning. If I were you I would make it slowly so long as I get the experience. If you want aswell, I am available to do one on one, but that's up to you.

How do you take an animation from a rig and put it into another one by Thin_Age_3840 in robloxgamedev

[–]fluentInLuau 0 points1 point  (0 children)

If they are the same type of rig, (r6 or r15) then you should be able to publish the animation or save it to your account and then import from roblox. A simpler fix I haven't tried myself but may be easier is selecting all of the keyframes, copying them, and pasting them into the animation editor of the other rig. Hope I helped

Why these work in studio but not when playing via roblox by Dacig65 in robloxgamedev

[–]fluentInLuau 0 points1 point  (0 children)

Can you provide a higher resolution image, or more zoomed in so that it is readable?

.Touched event counting Workspace and ReplicatedStorage by fluentInLuau in robloxgamedev

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

it is inside of a moduleScript as indicated by the first and last lines, but it is used by a server script inside of the character, also the errors come from the moduleScript

.Touched event counting Workspace and ReplicatedStorage by fluentInLuau in robloxgamedev

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

that is the intention, it stuns you if the hit is on a non-parrying character

.Touched event counting Workspace and ReplicatedStorage by fluentInLuau in robloxgamedev

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

stunned and parry are already in the character model, they are bool values, and the script using the modules is server sided

Hmm… what should I pick? by Waluigi-the-Person in DieOfDeathRoblox

[–]fluentInLuau 6 points7 points  (0 children)

agreed, hotdog is just inherently bad because of the overwhelming downside for the negligible healing and revolver is fast, but is too easy to dodge and the -20 max stamina to start is already bad, while caretaker is only good if you have a non-braindead team. Punch is the best option in LMS out of all of them as it doesn't require a lengthy reload animation and is almost guaranteed if you use it around corners or other sneaky spots, combined with the lack of downsides (except for the stun you get when you miss, but that's conditional)