Why Roblox Studio is Confusing For Beginners
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- Опубликовано: 6 май 2024
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wondered how to make a main menu in roblox studio? or how to create a shop which has working GUI? ive made lots of 2024 roblox scripting tutorials about all the different bits of roblox to give you some up-to-date information about all of its properties and events.
my goal is to simply give some insight on how to use the various features and instances roblox studio, and show you some fun stuff you can do with them. thanks for checking out this roblox scripting tutorial :) - Хобби
(thanks for the feedback and sorry for the misleading title, I’ll keep a high standard for videos from now on)
the ONLY product i sell:
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w
day 3 of asking byteblox to release an onlyfans
@@cozzy124why would u want that
@@eggflavouredegg02 why would u not
@@eggflavouredegg02 what he said
100% skill issue
Fax
KInda yeah, i personally had no issues learning server v client, but that might be from my previous experience with unreal engine
Fr
Should've known about corountines since birth
no more entertainment and learnings... i might save all of his vods, in case of lost media lmao
It seems most of these points are more directed at new developers rather than roblox studio being stupid. Here's me explaining each point.
Models:
If models automatically welded everything together, that would be extremely frustrating. The only time that would be useful is if you actually wanted the parts to weld together however even then, which parts will be welded to which parts? Imagine whenever you spawn in, your character parts just get randomly welded to each other. It would quite literally, break the character as all the animation would be messed up and you wouldn't be able to make things like character ragdolls.
Client -> Server Model:
It would be impossible to show the same thing on the client and the server. This is due to replication lag caused by ping. Whenever, the server wants to replicate something to the client, it needs to message the client in order for it to load in that information and vice versa except things on the client are only replicated to the server is the client has network ownership of that instance for example the player's character for obvious security reasons. Also, you not knowing what a server is as a scripter is just an INSANE skill issue.
Having to manually save data:
Firstly, you don't need leaderstats to save data. Most advanced scripters will store player data in tables or by using oop and create functions to display that data in the leaderstats whenever it is updated. Secondly, what if the player doesn't want the leaderstats to save? Lets say you're playing a fighting game and there is a 1v1 game mode. They give you a leaderstat called lives and it is set to 3. When lives hits 0 you die. If you leave the game and rejoin the ranked game mode, you dont want the lives to save. You want it to be at 3 when you join so if it saved, that would just be annoying to get around. Also please explain to me how roblox autosaving leaderstats would even work???
Brick Color and Color:
Brick color is faster to use. Color gives more accurate colours as you can give it hex codes or rgb values or hsv values. If you want to compare 2 colours, it may be easier just to make them brick colors and then compare the brick colors rather than storing rgb values for each color. Also for some historical context, brick color was a thing YEARS before color3 and used to have around 25 colours to choose from in 2009. If they removed this property, it would break a lot of games going back to around 2016.
Scripting is hard:
Yeah thats just a skill issue lol. Btw secret is used to store API keys for external HTTP requests.
Module scripts:
Im confused because you called them stupid and then explained why they aren't stupid. But yeah. Module scripts follow the D.R.Y method which stands for Dont Repeat Yourself. Instead of rewriting the same code multiple times, you can just require it from a module script. It reduces time taken and makes bug fixing 10x faster. It also removes incosinstencies in your code.
Players and Characters:
There's nothing really to say. Thats just a silly mistake made by new developers. Characters are loaded in multiple times. Player loads in once.
GUI:
Tbf, I too was once a victim of trying to access gui from starterGUI. That's why its important to actually understand what each service is doing rather than just assuming what they do. That's not really a problem with roblox studio. Viewport frames aren't complex at all btw. They require a camera and they will display any instance that is placed inside the viewport frame via the camera's perspective. Offset is the size of the gui in pixels, Scale is the size of the gui in reference to the size of the screen in pixels. Lets say scale is 0.5 along the x axis, it will take up half of the screen. UI layouts are just there to help developers. They make it easier to make different types of gui and the developer is not forced to use any of them.
This is kinda worrying Byteblox since you are selling a course when half the things you're saying are wrong. You should try learning studio fully before selling a course since no one needs to pay to learn how to make a variable and print "Hello world".
upvote this guy
all of these are true. even a moderate scripter could come up with all of this off the top of their head. pretty much every single point made in this video is either false or just stupid
as someone who used more engines than roblox studio, advanced coder and all but a beginner at roblox studio i can confirm roblox studio is just stupid and shouldnt be used as a main game engine, i agree with all the facts shown in the video
exactly, it's frustrating seeing this guy teach scripting when he doesn't even know what he's talking about 💀💀
@@senhorcrystal4610 although i do agree that roblox isn't an amazing game engine like unreal or godot, (i have made games in unreal in the past) it has its advantages. The things mentioned in the video make zero sense. This comment explains this why every statement he made was wrong. Please tell me what facts you think are correct because I really don't know what you're talking about...
Module scripts are CRUCIALLLL to organising massive games RAAAAAAAAA, THIS VIDEO HURTS TO WATCH
Im just convinced at this point that byteblox is just ragebaiting all of us at this point and doesnt even care
Back in the Day I used modules that contained scripts (and integral stuff for the game to run) And stored them on the "cloud" as a Asset. It had an Asset ID that could be called into the game when it ran and it would assemble all the code together and run just fine. although it took 20 Seconds to Build from there, It gave the benefit of Obscuring Important code from prying eyes. Since the Assets we're all stored in our dev group only us could read the code and edit it. This was 4 Years ago and I've moved onto other Engines. Not sure if it'd still work.
@@dr_mafarioyt4313 Def ragebaiting, I'm pretty much screaming at every second of this video lmao
Actually Module scripts are NOT CRUCIAL its just more practical to use them
I never learnt what module scripts are, and now I'm too scared to ask. Are they really that important?
personally as a builder, i think that having both brickcolor and color 3 is useful, since when im quickly coloring stuff, i can just use brickcolor and not think about it that much. And if i need some more specific shades, i can use color3 to fine-tune it
I agree. Not to mention for me, as a scripter, I need to sometimes convert color3 into brickcolor to achieve certain conditions.
also not to mention the fact that brickcolor also exists for old game compatibility, which he fails to mention in this video and says brickcolor exists for no reason
Not to mention having a million different shades of colors for vertex colors can likely increase drawcalls/complexity
hi there
@@rpgsinwalmart9402 hi buddy
skill issue honestly, working with game engines is all about working with the weird quirks
Skill issue having to submit to the quirks of a haphazardly designed game engine, when you could instead code one from scratch in C++ and have everything work like it should.
@@locinolacolino1302 nah make a engine from asm
then you have true control
@@cypherphoenix2665 actually make your own hardware and then make an engine on that
then you have true control
@@WhiteOut_RBLXno first you must remake the universe
@@LineOfThy no first you should remake yourself and then make it do all work instead of you
I cant belive people are joining a roblox development course runned by this guy.
Me neither, man, I almost exploded in anger seeing this mans videos
I've watched some of his videos and he definitely seems like a beginner, maybe intermediate but either way, this guy selling an "advanced" course is certainly a scam
believe* run/ran*
This is why learning with Roblox Create Documentations and Roblox Create Forums is the best choice overall.
Ngl this is obvious ragebait, these takes are so shitty except for the brick color thing, that it's hard to be serious about them
every roblox developer can unite together to say: this guy is stupid
As a developer, i confirm 😂
yeah
fr
stupid? no. misleading? hell yeah
yes
of all the things you could have pointed out you chose the dumbest parts that nobody has a problem with lol.
I've grown to appreciate Roblox studio as I've developed using it, even moreso now that I've seen Fortnite/Epic's version of it... Which is just a glorified cutdown version of UE with a terrible output window, close to no debugging info, and a convoluted language made specifically for that editor for some reason, which they call "Verse" which just seems like a cutdown version of C#.
Also what are you even talking about with the module script??? the fact that you don't even know how people use it suggests to me that you aren't even in a place to criticize Roblox studio to begin with and have likely never actually coded something outside of Roblox, its essentially a library.
You define functions that you may need/want to use serverside/clientside (which you can do if you place the modulescript in replicated storage, this is incredibly powerful), as well as defining variables so that you don't need to define the same variable 20 times in separate scripts.
Brickcolor also reduces the complexity of vertex colors (the colorwheel is 255x255x255, meaning there can be a total variation of 16 million color variations, compare that to a total of 208 brickcolors), using a more simplified number of colors can help reduce drawcalls/improve batching, not to mention such color palettes are the standard in every creative application...
The player character conundrum is another nonissue, Separating the player from the character is incredibly useful for what should be very obvious reasons. Any beginner will immediately grasp the difference and accommodate them in the future very easily, or at least they should.
The weld part is just dumb, if you are going to be making any sort of game featuring welds and leveraging the built in physics engine of roblox, you should at least know how to make a simple weld function, tag models using the tagservice, and iterate over those models using this function and the collectionservice. And voila, you have your welds. Granted, Studio should probably have some sort of autoweld feature so that you don't have to do it programmatically, but still, its a trivial issue.
for someone who's tagline is "Fully explaining every bite-sized feature of Roblox Studio," you sure are heavily underqualified to do so.
Secrets are very well known in apis, i.e tokens for access and whatnot. you're blabbering about things you could educate yourself on, then teach beginners, which is the entire point of your channel (AND DOCUMENTATION EXISTS FOR THIS REASON).
this is awful dude
true, but still ive never seen the secret thing before like wtf
@@nilconstant it's relatively new, so it's undocumented, but you can check the devforum announcement on it
I kept waiting for him to name real problems, like ROBLOX constantly breaking existing experiences. The only semi-valid point is the lack of documentation around UI scale an offset, but playing around with it tells you pretty much all you need to know.
This is either a late April fools joke or someone who doesn't know a single thing about roblox studio
Correct, this video is explained from the POV of a new developer who doesn't know a single thing about roblox studio. ByteBlox however knows a lot about roblox studio.
I am a new developer, most of the questions here are either self explanatory or can be answered with a quick google search. This guy should not be selling a course if even I know the answer to these.@rallvegd
Horrible takes, please try again. Seems like its just a whole advertisement for your course...
I forgot this guy even has a course. It seems in most of his videos, he doesnt even know what hes talking about
fr
@@dr_mafarioyt4313 yeah after looking through some of these he just doesn’t know anything lol
I agree
either hes dumb or hes a ragebait
You are late to april fools
OOOOOO
@@vascosantos-cy6iuvasco santos
This has to be the most frustrating form of Rage Bait I have ever seen.
This guy should seriously try to learn code-only engines.
You missed the point of the video.
@@rallvegd no?
@@quillzarlationyes? The video is explained from the POV of a beginner, not his own POV.
@@rallvegd Should've made it clearer instead of having a clickbait title and thumbnail
@@quillzarlationRe-read it. Think propperly. Yall gotta take a nap with all of this over thinking and letting every single point fly right over your head.
the BrickColor is a remnant of of Roblox's older versions, where it used to be the only colour up until 2017 where they added Color3
It's also just easier to work with lol
oh, so it's for compatibility? that makes sense
i think my favorite part about models is that they have like 2 different functions to move them, and one way is objectively better than the other
CFrame vs Vector3?
@@pythonfan3447 CFrame is used for position and rotation (combined), Vector3 is used for position, magnitude, or rays/look vectors
@@pythonfan3447 CFrame: x, y, z, R00, R01, R02, R10, R11, R12, R20, R21, R22
x, y, z represent the position, R00-R22 represent the rotation
Vector3: x, y, z
x, y, z are the offset/magnitude/vector in 3d space
@@pythonfan3447 :MoveTo vs :PivotTo (moveto just moves the position while pivotto moves the whole cframe, which is position and orientation)
@@pythonfan3447 On a more practical reason:
Changing Position can't be used to move a model, and moving a model's primary part this way only moves the part, not the model.
Changing its CFrame moves the entire model, but is more complex to work around. CFrames can be used to move a part wherever it is facing. Basically Part CFrame * CFrame.new(0, 0, -Distance)
OP was I believe referring to SetPrimaryPartCFrame and PivotTo, though, where one moves the primary part and only works if a primary part is present, and the other moves the entire model and doesn't need a primary part. The pivot also can be changed and will update to match the primary part's pivot if you apply one.
BrickColor is just a depreciated version of Color. Back in the old days, we only had that. A lot of older games still rely on it to run.
Someone got an error they can't fix in their studio so they start raging about how bad the studio is 💀💀
literally skill issue, just pure skill issue this engine is pretty good
He’s chatting. He’s doing everything in a tedious way. You could just union the three parts so they act as one instead of falling individually.
unions 🤮🤮🤮
Ew. Do not use unions for that. This is not what unions were intended for.
blud said unions
unions are laaaag inducing
@@StarLink149 are you devly challenged?
alternate title: "why i have no idea what i am doing"
Quite litterally a skill issue. No matter what engine you use, your first time using it will be painful as you need knowledge to know how to use it.
Try learning unity, blender, ect and the same issues will occur.
Bro roblox studio is so fucking easy
This is a MASSIVE Skill Issue
edit: Oh nevermind he changed the title, now its better :)
if u get used to it then sure
@@JeLeff. have you ever used other game engines?? They're way more complex, just try unity and compare it to roblox studio
@@ElonMuskBrother I wasn't saying it's hard
bro, when you delete part IN YOUR CLIENT it doesn't delete it from SERVER CLIENT. isn't that obvious?
this guy is right about saying "server client" for all the wrong reasons
@@ExoticCheeseDev i might be wrong about their names but u got the idea
do NOT cook again lil bro
saying differentiated client and server ran scripts are stupid is a very not nice thing to say to a dev audience
My man got roasted by every single Roblox developer
am i smelling clickbait
?
@@FregeDaFroge This video seems to be mostly incorrect and a skill issue
no, you are smelling ragebait
none of what you guys are saying is true
Folders are just to like organize the stuff in the explorer tab, nothing else, while models allow you to select the entire thing. You can also select folders entirely but its more complicated, you can also select stuff in models aswell but its also kinda complicated. You can attach/weld the parts to make them fall together, aswell as anchoring them to not fall.
Also if you're mad about models existing just don't use them, you don't have to use them dawg. IF YOU HATE MODELS STOP USING THEM, THEY ARENT NEEDED!!
ALSO TO MAKE MODELS GO INTO MODELS HAVE YOU TRIED ENABLING CANCOLLIDE?
ALSO THE SERVER ISNT JUST A OVERVIEW, THE SERVER AFFECTS THE ENTIRE SERVER WHILE THE CLIENT ONLY AFFECT 1 PLAYER. BOTH OF THOSE DONT SHOW THE EXACT INFORMATION? THATS WHY THEY ARE USED, FOR EXAMPLE THERE ARE MULTIPLAYER GAMES WHERE THERES LIKE A PART WHERE YOU HAVE TO FOR EXAMPLE BREAK DOWN A DOOR, NOW YOU COULD ONLY WANT EACH PLAYER TO DO IT THEMSELVES, SO WHEN YOU DO IT ON YOUR CLIENT YOU DID IT BUT YOU DIDNT DO IT FOR OTHERS, STOP COMPLAINING. REMOTE EVENTS (and other events) EXIST FOR A REASON! "YOU HAVE TO MANUALLY SAVE PLAYER'S DATA" BECAUSE YEAH, YOU MIGHT NOT WANT TO SAVE SOME THINGS DAWG! CONFUSING? YEAH, ALL GAME ENGINES ARE CONFUSING FOR NEWBIES DAWG!
ByteBlox: Try not to make clickbait ragebait instead of informative roblox videos challenge 💀
my thoughts on this video
4:48 if client was replicated to every other client, exploits would become even worse. on client you can modify practically anything, but on server you cant. so if you change a value on client ,it wont replicate to server. another choice is that each client can modify the game for every player, basically every client is a server. that can sometimes work but not here.
but it's pretty weird how roblox handles clients what are out of sync from server...
8:20 this is due to brickcolor being a legacy thing. if roblox removes it, a lot of old games will break. that's why there are a lot of feature which, today, seem pointless and weird, but in reality it's there just to support older games, like Welds or other things. that's actually one of the problems with roblox: outdated features.
when roblox actually removes these legacy features, people go wild, but when roblox doesnt remove them, people still complain.
10:32 yeah i agree with this. all scripts should be like module scripts, where you can export things and import them elsewhere (roblox actually has export keyword but it's only used for types lol). most modern programming languages do that, where each file is basically its own module. but again, if roblox decides to remake scripts, it's gonna be really influential, and possibly break a lot of games, so they probably wont do that. the scripts were introduced a long time ago, and not changed since, so it's obvious that the implementation is gonna be outdated...
12:20 i mean it's a bit confusing but it's the best way to make it: character as physical player and player as the actual player. character holds world data, player holds player data. i dont have much to say here, it's already pretty obvious how they are both tied. and these people who dont differentiate between them, should just read the official roblox guides like cmon..
13:55 yeah ui is a bit wierd, but it's kinda fine for roblox. the scale and offset thing is done a bit poorly, CSS does it way better with length units, like if you wanna make something 50% of the width of container, just set it to that. roblox already kinda has that but it's not explained in the best way, like when you drag a ui across screen, it sets the offset instead of scale, so you should basically rewrite everything with scales instead of offsets. HTML and CSS doesn't have that problem because you cannot "design" ui like in roblox, you write tags manually and give them position, so you hold a picture of the interface in your head, and make the scale accordingly. it is much harder to master than just dragging elements, but if you did master it, it will be much easier to use later on, then do the same but with draggable elements.
so yeah roblox studio sometimes is good, sometimes is bad. most influential thing, which causes almost all problems, is the LEGACY of roblox. it has been up for over a decade, but old things cannot be changed, it will remain the same as it was in 2009. if roblox would want to make the editor a lot more usable, the only thing left to do would be just to REWRITE IT. like remove unnecesary things, make properties less confusing (make it more like unity's components), and overall improve on it. (although even unity has it's own issues with ui, that's pretty funny)
Byteblox I’ll oil you up any day of the week, but your points are mid.
Sunwalk vs Skibidi Toilet
RUclips: "roblox is f***ed"
Discord: "are you 9?"
i recreated this model from thunbnial
took me far less than 2 hours
This video is just him coping bc he dosent understand roblox studio💀
My guy, you missed the entire point of the video. He's pretending to be a new developer who doesn't understand roblox studio in order to highlight several issues that new developers will encounter because roblox doesn't want to make an intuitive engine.
@@rallvegdroblox’s engine is intuitive
@@windy6191several aspects aren't, especially for new developers who might not have used any other game engine.
@@rallvegd list them
@@windy6191 sure, they're listed in the video that you're commenting on, enjoy
and here when I was a kid I thought they just drew every single possible frames for us to play
You can unionize the 3 parts if you really want them to be together :/ 👎
.....
......
.....
brother.
if u want to merge 3 parts, you might just...
*U N I O N*
select, rightclick, click union, bam. or if ur better u use the shortcut for unioning
a model is a *group* of parts not a *union* of parts. its literally just another kind of folder.
new folks find this out early most of the time by just experimenting.
although meshes are a diff topic since u cant union those
unsure abt this part but-
6:30 also im sure this is because roblox is just picky with names in their scripts, the model you had deleted was actually Model, so finding it is "Workspace.Model"
the other model is called "TheOiriginalLamp"
so its path is "workspace.TheOriginalLamp"
but that will actually be hard for beginners to find out im sure.
this is all i had to say, though.
edit: personally, i import stuff i make in blender to roblox which can still be a pain
the thing though is that unions can't have more than one material, and you can't change any individual contained (union'd?) brick's colors via scripting. WeldConstraints are just more convenient all around if you're doing anything more complex than a simple physics sandbox
Unions are broken, if you union two cubes that have 12 triangles it will turn it into 100 triangles for absolutely no reason. Unions are really laggy
@@garbageyoutubechannel310 thats fair
@@garbageyoutubechannel310 that is a fair point i guess
Unions honestly just suck
Everyone is just shitting on this guy and im here for it lmao
Models do have a scripting functionality: Scaling, LoD, as you mentioned changing the Pivot, collective properties, etc. and are nowhere as similar to a folder, which is a container with absolutely no specific-to-class properties/events/etc. They both have their own use
Your second point about Models also makes no sense, server versus client is not a confusing topic and it is easy to understand the difference between the two environments. In Roblox studio, the server and client are ran by the same device
"you have to manually save peoples data" - Roblox already makes saving data a piece of cake, except lacking Local data saving. I do not see why one would prefer it being auto-saved vs freedom of saving.
While BrickColor presents no much good use, you cannot remember the exact RGB/HEX/etc values except for the basic colors, which is where BrickColor would prevail with its predefined enum.
"i do not even know what xpcall is" - provides a custom error handler, "Secret" - API keys.
For the rest, i cannot be arsed to continue, thanks.
*Ahem* Skill Issue
Exactly
Why didn’t you just union the parts together? Tsk, tsk, tsk…
so why would the thumbnail take 2 hours?
Ahh I get it
You can select all parts you want to weld and click weld in the Model Tab...
Welding is annoying you need to make sure you weld all the pieces and sometimes you don't know where is the welds
It would be easy to put all the parts in one model and have them become one physical part
@@ahmedmo4727 But sometimes you want a model to work as a group of objects with pivot point, not necessarily that you want them welded, but that is definitely something you could already do with plug-ins and built-in features of the studio.
I mean, even the player character doesn't have welds everywhere, it has Motor6Ds, which are kind of like welds, but you and ByteBlox are more expecting welds as in WeldConstraints and (I believe is deprecated in favor of the former?) Welds. If everything was automatically welded together, it would make working with models so much more annoying and it might even cause some optimization issues in some use cases.
Think about it like this: A website is asking you to sign up, and when you do, it automatically sets you up for the newsletter and to stop getting e-mails from their newsletter you have to use their poorly-made form to opt-out. Wouldn't it have been better if the newsletter is an opt-in? If that was confusing, I'm saying that it's better if a feature is an opt-in system, rather than an opt-out system if applicable. The fact that Roblox does "not work" from the beginning is not a sign of a bad engine, it just means that you have more control of what happens in your game world.
@@ahmedmo4727 A programmer can handle every part in a model as one with ease, most of the time without welding. And that is the point, this isn't something a builder has to worry about. It is a scripter's issue, and the current system works fine for people who know what they are doing.
@@ahmedmo4727 This could ruin a lot of models.
@@ahmedmo4727 he was talking about unions
reason why folders are superior to models > you can select each object individually
reason why models are superior to folders > you can use pivots and streaming
hold alt to select each object individually in a model
@@Assumptionist WAIT THAT'S A FEATURE? I'VE BEEN USING STUDIO SINCE 2014 AND I NEVER KNEW THAT TYSM
@@Inkthirsty lol noob
@@StarLink149 nope ur the noob
@@Inkthirsty theres no way you didn't know that lmaoooo
why are you complaining about stuff that you are using wrong lol
Because he's pretending to be a new developer?? Did you miss the entire point of the video?
@@rallvegd i didn't know he was pretending
@@Inkthirsty It's okay, now you know :)
Enums are present in every language... yes roblox enums are weird but you gotta live with it.... also an emum is just a name for a number
u gotta be baiting bro 😭😭
You missed the point of the video.
if you dont know something…. just look it up or learn it yourself
if you're a beginner just stop being one
Anchor has left the chat*
uhhh just move the model's primary part to the location and the welded children will move with it, only if the main part is anchored and the others aren't though! also models were created for making characters originally, thats why the moveto property moves it to an empty space in the world closest to that coordinate, also brick color is just preset colors, and color is for more precise values!!!
On the scripting side of things, roblox provides users with documentation links inside of your script! just click the learn more button on a line of code, and it'll give you an in-depth description of it
I'm assuming that BrickColor and Color are two different things because in the early days of roblox they didn't know how to make the color accept both an array of three ints and a string, so they just made those two different things that will be roughly equal to each other. then they just didn't change it because "eh, if it works it works"
Not the case actually.
The real reason for BrickColor is that BrickColor referred to a group of similar colors originally. This would give bricks with the same BrickColor some slight color variance from one and other to give something built out of bricks more visual interest.
ByteBlox, you should do your research before making a video yapping about things you obviously don't seem to know and making it seem like "oh it's hard for beginners". Nah man, it's obvious you claim that just because it's hard for YOU, but you make it seem like no one is able to understand that, just because you can't, and you have yet to make a valid point. There's better ways to get views and comments, you know?
Please, stop making false claims, and it's not hard to understand why, for example, module scripts are ACTUALLY useful in projects, and why leaderstats should NOT save automatically.
hi leo
@@Camsquid hi cam
byteblox Roblox studio is an unique game engine and taught me a lot whenever I encounter a problem I program or find a plugin I dont see the problem
the thing about models and the color thing i do understand and roblox does have a lot of dumb bs but client and serverside is very important for a variety of features and is the only way to prevent cheats plus if you know how to work with it its really easy. things like cframes and module scripts can be anoying but the ease at which you can implement multiplayer interactions and control server and client is so powerful and honestly such a blessing
There is a way to disable the AI code assist: FILE > Studio Settings > Script Editor > Code Assist > Enable Code-Assist
The first one sounds kinda nonsense, since if folders were not a thing then you'd had to store values, scripts, etc a in model, but model is more like a storage for parts since you can move them, put a humanoid in there (probably wouldn't work with a folder) and other cool features
it doesnt work with a folder, so yeah models are insanely useful. a folder is just made to organize parts, a model is to, well, group parts together, like the description says
Me wondering what happened to unions
"Models" are basically like folders in Roblox Studio except if you select it, it will move the stuff that's inside it along with it. It has a pivot by itself. Not to mention you need to ANCHOR the parts if they keep falling.
I find brickcolour is useful bcs it's sometimes difficult too get nice colours out using just the rgb selector, especially when u don't want something super bright.
Naw dramatization for all of the things you mentioned in the video. Why are you complaining about the Brick Color property ?
Because it's not intuitive to have two separate properties that accomplish literally the exact same thing, especially when one of them is objectively worse than the other.
@@rallvegd There are multiple uses for brick colour
4:04 you realize that :pivotTo() exist right? like, moveTo() fits it where ever it can with out colliding, pivotTo() will place it exactly in there
He knows that. New devs likely don't. This video is explained from the POV of a new dev.
for the first part (falling blocks): you can just rig the parts together. its very easy takes less than a minute (optional but i use it)
for the second part (parts not being were you scripted them to be): you can turn off CanCollide and it (might) work. sometimes it is annoying but im sure there are other better solutions which i dont know for, maybe try turning off CanQuery, CanTouch and etc.
for the third part (server/client based): you selected the client view, right? that works the same as the client/player scripts, which means that whatever happens just to a single player wont transfer to the entire server. but lets say you delete a part from the server view, then whenever a new player joins the game, that (would) be how the game would look, but changes made on client view/play only affects the client.
for the fourth part (data saving): i'm not 100% sure since i dont know much about data saving and stuff, but from what ive seen, it is very annoying.
for the fifth part (colors): it is actually a good idea. if you want basic colors, you use BrickColor, but if you want complex colors, you use Color. It can definitely mess up newer people, but overall its a good idea.
for the sixth part (messy scripts): i agree, they are mostly useless. But in some rare occasions you might need some of them.
everything else: im way to dumb to understand. i know you are skilled with roblox studio, way more than me but i just wanted give my opinion on some stuff :)
I am a Godot developer, and have used Unity for a while
this is just basic game engine behavior.
There is also the problem where animations look different on server and on client
TimePosition and Looped properties don't always replicate to the server for some reason 🗿
You should never play animations on the server anyway. Always treat the server as an entity that manages the game, and most of the game's visual should update on the client
@@arcanine_enjoyer Yeah but if you want to sync animations across all players, then you got a problem.
All players get different TimePosition for the same AnimationTrack
@@Twennieh If you want to sync player animations, then it's a very niche thing that is a little harder to work with. But generally, that's the only time I can ever see why you need to use the server to play animations. Otherwise, the server is just a governing entity.
@@arcanine_enjoyerthe characters are replicated on the client, so it kind of works opposite. if you do something to that character, all other players will see it. you dont need to replicate that on the server because its already replicated locally
@@arcanine_enjoyer it's better to replicate animations via playing them on the server if you're working with melee systems (like deepwoken), or other things that rely on keyframe events - generally synchronized animations aswell. the server does not render animations whatsoever, it just replicates information from the animation to the clients, plus there's likely some overhead from client animation replication since it's replicating from one client, to the server, and finally to the rest of the clients.
I think Module Script is just for a matter of organisation.
That is basically it. It lets you develop APIs and more organized indexs/dicts.
I use it to automatically weld all my models
they are also INSANELY useful when used with the tag system!
models not automatically welding is extremely important, and you do not need to manually add welds you're supposed to use a plugin which makes it a breeze
models not welding everything is kinda need for roblox animatronics that run off physics. like, i dont want everying welded at the same time, and putting everything in a folder doesnt really allow me to save it.
you can just union parts..
if you need to move parts separately?
@@jstarandomdude seperate
@@FertersWorld cool, lets see you separate those parts in game with a script and move them individually.
Would it work if I wanted to make a sword consisting of four parts, each part having a different color and mesh?
it appears ive made a fool of myself
The ratio here is brutal
1:21 question: the options "Collisions" and "Join Surfaces" aren't enabled by default anymore? It's not like I'm buying a new pc just to answer that
now, the reason as to why you need to use a module script and cant just access the script's contents while playing is just as clear as Secret's description:
Pov: you gave up on a game
SKILLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL ISSUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUE
I agree that roblox is a stupid engine but this is in no world why-
you did not just weld constraint parts one by one instead of unioning, did you.
1:29 krill issue, a very fishy video indeed
what a gigantic waste of my time
not a waste of my time, love going through the comments and seeing people (reasonably) shit on this dude
@@BONFIREanims wdym reasonably? the entire vid is about what beginners find confusing lmao dumbass
@@byteblox100 ahhh
@@byteblox100 dumbass really tried changing the title to get himself out of drama
Hey i was wondering this is your second time mentioning a beginner tutorial with coroutines in it, could you send the tutorial that you were watching
The server side and client side thing is actually pretty useful, it makes it so that exploiters can't do match to break the game itself because lets say they got btools, when they delete something or move something, it only moves it on client side so it only effects them so they can't do things like destroy the map.
gogo gaga
Literally skill issue
If you don't like roblox studio then dont use it
he needs money
@@Dojaesd
Everyone needs money, but is this really a good way to get it?
@@dr_mafarioyt4313 better than being an amatuer dev on steam
your first point about models, your entire complaint, thats what unions are for (the model tab of the workspace)
edit: i'm aware that they're more for making complex shapes but also, that's what they're for too? it's simpler than using weld constraints and provides a very similar (if not the same) result. (Don't take my word for it though, I'm not a very experienced studio user)
Fun fact: Your point on the client server model is actually how roblox used to work. Those were dark days. Filtering enabled roblox from just being a meme hacker platform.
skill issue brudda. Aint nothing wrong with this engine. Nuance is a good thing
its just that its annoying to work with, compared to some game engines that doing the same thing takes less than 2 minutes compared to roblox
@@jstarandomdude Then use those game engines.
@@jstarandomdudeWith way less capability at the same time
@@cypherphoenix2665 i am. im just making a roblox game rn so i dont see a way to make a roblox game in unity.
@@jstarandomdude simple=limited.
If u browsed for 1 hour you would know more than just yapping
what is the background music you use at the start
edit: the one at 0:15
To be fair I can see how these things would be confusing to a newcomer. I have tried to convince new people that studio is extremely easy to use and learn. Since the first day I got on to roblox 14 years ago I was in studio, so everything seemed like second nature fairly fast. if you experience a lot of roblox without ever being in studio, you're bound to be pretty overwhelmed unfortunately. I also was there every day to witness it change so the weird inconsistencies just make sense to me. Lol I remember the very day they added part.Color.
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pros of 2008 studio:
-simpler interface
-more intuitive
-less tech nerd jank (ie. doesnt use jank like "AssemblyLinearVelocity". like wtf does that even mean)
-has surfaces
-no AI
-only uses BrickColor
-better shadows
crazy yappage
you yappin right now right?
cons: less features
also assemblylinearvelocity is just a replacement for the velocity property which i think was unnecessary
just ignore the stability issues
Don't forget the lack of scripting tools and services that made modern Roblox 10000x better than old Roblox!
as someone who loves using roblox studio, i dont get what’s so hard about
I see what you mean at 4:20
For anyone wondering why you can't just delete parts on the client and it replicate is because of a game property named FilteringEnabled. This was made a thing only because exploiters would take advantage of the client to server replication. There are some exceptions to FE (such as modifying the speed and/or moving your own character), but other than that most things are controlled by it.
This also has broken many games in the past, esp very old games that rely on client-server replication.
It also can be really confusing to developers who don't have a good knowledge of fe, as stated in the video.
you can go into MODEL tab then add constraint, click the arrow, select weld and then select 2 parts you want to be welded. It's way easier
You can move everything in the model with out selecting all the parts in it, only selecting the model it self
secrets is just a table that allows for adding api keys for http requests, cant be printed and can only be used in http requests
indie dev and previously a roblox dev here
awful takes, skill issue, ratio, never cook again. ^^
these points are actually so awful it feels like I'm being lobotomized trying to understand your non-points
please try to adapt and overcome instead of complaining about miniscule problems, its making the actual issues with the engine blush in second-hand embarrassment.
Edit: Love the fact you changed the title and are now going after people and saying it's not a genuine critique. Remember how it was " Why Roblox Studio is a Stupid Game Engine" previously ? Womp wooomp the projection is showing
bro went through all 19 stages of grref
models are basically objects to organize stuff better so you can find objects faster
I'm not a roblox developer, I'm going by your dercriptions:
Module: is a way to place object for scenario design. You want to take a bunch of stuff and perhaps duplicate them toghether and then drag and drop the duplicate somewhere else - which I bet are can't do with a folder, I bet a folder does not have a position in the world - and when you drop the module, you don't want it to be intercepting anything, do you? - They just happen to expose this to scripting.
Client/Server: Many engines have tried to make it seem easy, but it is hiding a lot of complexity, which comes to bite when things do not work... Now, Roblox is built under the idea that you are making multiplayer ga- experiences, and it seem to handle networking well. The only thing that perhaps could be improved is the error message. Aside from that, it seems to be fine.
Saving score, what are coroutines, player vs character, and module scripts: These seems evident to me, having used other engines. The issue you say in the video might come from the community: If one guy shows how to use it and refuses to explain it (they might even not know it well enough to explain it) then a lot of people who learned from them would not know how it works. I hope there are official tutorials on these topics.
The colors seems to be that they saved the trouble of making a color object that you can construct with a string or a vector. If they had done that, you could have a single color property, but then you would be asking why do you have to create a new color object to set it from code. It seems it takes a second to see they change toghether, so it is no big deal.
GUI: I would expect that you can set anchors or margins when you are not using layouts. What is scale and offset? I bet you can find out in a second by trying them out. This is my guess: offset is to move a pivot/anchor point, and scale is a scaling factor. And yes, virtually every non-microsoft widget solution has some kind of containers/layouts, so that is not a surprise.
Enjoy your engagement.
Clarification for offset and scale, offset is how offset the frame is from the scale this occupies bigger or smaller parts of the screen depending on the size while scale stays on one part of the screen and is scaled depending on the device so it looks like its always the same size in every device.