I feel like you're the only dev that posts helpful videos for people that are a little more advanced. Usually, the videos I see are for beginners and the extremely advanced with a few exceptions. Keep it up my guy
I have been waiting for something like this for ages, event driven OOP is the best and is what Roblox is built for I always thought it was a shame Roblox didn’t provide players with a built in system to create their own events, I suppose it has always been possible but having it easy and built in would get new devs used to it from the get go. Good video.!
I love the way the code is layed out. Nice, easy to read and organised. Im still learning about modules so I dont really fully understand what can be done with this module
event based code can be done with it. very easily. say you want something to happen when something else happens, like when a player does an action you want to run a bunch of functions. the first thing you can do is use a bindable event but it makes an instance, uses memory for the :Connect(), and is overall a little messy. this module lets you make a table full of functions and then when :Fire() is called, it just runs all the functions.
I always just made my own event class utilizing bindable events. It works almost exactly the same as this except i imagine this is slightly faster, cant wait to try this out!
I want to note that this will not work across VMs so if you are trying to use this through out different scripts under different Actors it will not work
thanks this may come in handy :) also I'm interested in that auto complete plugin, but you did not link it in the description like you said. just checked again, turns out its a youtube link, I expected to see a roblox link, apologies, I cant see. its $5, seriously?! this update is outrageous!
isnt this the same thing as bindable events? I'm wondering in terms of performance which is better. The DisconnectAll method looks cool but I feel like it will only be useful for begginer programmers who might create memory leaks
@@loghtsy8057 it pretty much works the same as a bindable but roblox's bindables are really slow for some reason. You can search up " Lua Signal Class Comparison & Optimal `GoodSignal` Class" to see the performance difference
@@crusherfire1 they only have risks of memory leaks if you are an idiot scripter (creating them in loops/forgetting to disconnect). I guess this module could be useful for the underdeveloped side of roblox devs
@@waterysystem if you look to the link in the description, it gives a detailed explanation as to why alternatives are better compared to bindable events
the discord is public, join here:
discord.com/invite/dwb74M57th
Thanks for bringing this up to me!
OG developers like loleris and stravant do be showing us why roblox made toys of them
I feel like you're the only dev that posts helpful videos for people that are a little more advanced.
Usually, the videos I see are for beginners and the extremely advanced with a few exceptions. Keep it up my guy
thanks broski
queekertom, Stewiepfing, and Solepsus all do the same
i've been warned against byteblox so take anything he says with a grain of salt
I have been waiting for something like this for ages, event driven OOP is the best and is what Roblox is built for I always thought it was a shame Roblox didn’t provide players with a built in system to create their own events, I suppose it has always been possible but having it easy and built in would get new devs used to it from the get go. Good video.!
I love the way the code is layed out. Nice, easy to read and organised. Im still learning about modules so I dont really fully understand what can be done with this module
event based code can be done with it. very easily. say you want something to happen when something else happens, like when a player does an action you want to run a bunch of functions. the first thing you can do is use a bindable event but it makes an instance, uses memory for the :Connect(), and is overall a little messy. this module lets you make a table full of functions and then when :Fire() is called, it just runs all the functions.
@leya8996 Ooooooohhhhh. I feel so stupid for not realising 😅
bro this is EXACTLY what i needed, custom events
this is actually awesome, no more while loops for functions that only need to be executed when a variable changes!
I legit found out about this module yesterday, crazy coincidence you make a video on it! Glad to see some examples on utilization
I always just made my own event class utilizing bindable events. It works almost exactly the same as this except i imagine this is slightly faster, cant wait to try this out!
bro is literally byteblox 2.0
the second coming
byteblox but cuts the yap out
Byteblox 2.0 but actually teaches something and cuts yapping.
byteblox does not teach anything useful
@@Assumptionistto beginners he does
It's such a simple yet effective module, NO MORE CUSTOM SIGNALS!!
Please make more videos where you show us useful modules
You always post the most useful, amazing tools. Thank you.
I didnt realize the differences between Signal and GoodSignal thanks!
is that Kash the king 👀
Im a fan bro when next video 😍😍
Yo nice i would have never known without this video thanks. 👍
I already did this like 2 months ago as a scripting challenge cause that's when i was super into modules 😭
This is a really good tool, but i dont see any reason to not use bindable events, specially because i like connect paralel
real ones know the gear in the thumbnail from those old gear wall games
Another great vid (still just clicked on the video)
I want to note that this will not work across VMs so if you are trying to use this through out different scripts under different Actors it will not work
Hi, can you make a video about idiomatic object oriented programing ?
Did you know? Bindable events
Very valid criticism, although it can often be useful to have the ability to create and fire events without them needing to be instances.
This is litterally my networking module I have been working on…😭😭😭
thanks this may come in handy :)
also I'm interested in that auto complete plugin, but you did not link it in the description like you said.
just checked again, turns out its a youtube link, I expected to see a roblox link, apologies, I cant see.
its $5, seriously?! this update is outrageous!
Thank you very much, I understood how to use it and can use it in my projects!
Did the my commentary give you the idea for this video?
yessir!
isnt this the same thing as bindable events? I'm wondering in terms of performance which is better. The DisconnectAll method looks cool but I feel like it will only be useful for begginer programmers who might create memory leaks
Yeah I was thinking about it too,lol
its way faster than bindables
@@windy6191 how does it work?
@@loghtsy8057 it pretty much works the same as a bindable but roblox's bindables are really slow for some reason. You can search up "
Lua Signal Class Comparison & Optimal `GoodSignal` Class" to see the performance difference
@@loghtsy8057 you use it the exact same way but roblox events are slow for some reason
Or just use a bindable event rather than some useless fancy bloated module that has like 5 other bloated modules as requirements
Bindable events come with the risks of memory leaks.
This module has no other dependencies and is 180 lines long. It's pure Lua & coroutines.
@@crusherfire1 they only have risks of memory leaks if you are an idiot scripter (creating them in loops/forgetting to disconnect). I guess this module could be useful for the underdeveloped side of roblox devs
@@waterysystem if you look to the link in the description, it gives a detailed explanation as to why alternatives are better compared to bindable events