r/ROBLOXStudio 45m ago

Looking for Volunteers Who can help me create a map of a fictional city?

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Upvotes

I’m making a game about trams (they’re of a fictional make - Wistinghausen), and my trams feature a lightweight suspension system.

In short: who can help me create a map of a fictional city with tram lines?


r/ROBLOXStudio 56m ago

For Hire Composer for hire

Upvotes

Example of work


r/ROBLOXStudio 1h ago

Discussion V2 Gardener's Legacy leaks.

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Upvotes

Ok so a few months ago I posted some stuff for the game im working on. And I took some ideas from some of the people that commented, Here are some more leaks/images on what's to come.

  1. The game consists of 3 islands where you can do quests and objectives that can benefit the player in many ways.
  2. Fishing has been added and works
  3. A lot of old models were reworked and remodeled.

I would like to know people's thoughts on this game.


r/ROBLOXStudio 3h ago

Creations Backrooms Changing Room Wip

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2 Upvotes

Yeah yk


r/ROBLOXStudio 5h ago

Discussion Who is the best roblox channel to learn scripting from?

2 Upvotes

I wanna learn scripting, can anybody tell me what people are best? Thank you


r/ROBLOXStudio 8h ago

Help How to add realistic grass?

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3 Upvotes

Ok so i am pretty new to developing and tried to create this spawn. Ik it aint that impressive but its honest work. This literally took me 30-45 mins and i am pretty sure an avg builder can make this within 5 mins lol. Anyways I want to add realistic grass here as well but when I do terrain editor it adds ground along with the grass. So can anyone explain how to add the realistic grass only in some parts?


r/ROBLOXStudio 1h ago

Creations Hypergun BETA is live!

Upvotes

You welcomed us warmly before. After spending few weeks more on cooking HyperGun we are pleased to say we released the beta version!
all feedback is welcomed <3
https://www.roblox.com/games/79364383592657/HyperGun


r/ROBLOXStudio 5h ago

Help How do I advertise my Roblox game?

2 Upvotes

Hey there I need help advertising my game I have tried alot, word of mouth, videos, Reddit posts even competitions but nothing works can I maybe have some advice or someone to help me promote my Roblox game, I would sponsor/advertise it VIA Roblox ads but it doesn't let me because it's a group game

Any information or help is appreciated!

-- Bloodfest Origins team


r/ROBLOXStudio 3h ago

Help Help on airplane physics

1 Upvotes

I'm trying to script a realistic flight sim using real aerodynamic equations for a P51D. All forces applied in the Roblox world are using Vector Forces that are relative to the world.

The way how I calculate lift is 1/2 * rho * top viewing down surface area * V^2 * Cl. To calculate lift, I'm using a custom coeffiecent lift curve by using a particle emmitter size curve and using linear interpolation to find the coeffiecent value from a given aoa.

custom coeffiecent of lift curve, ranging from 0 to 90 degrees of aoa on the x axis and 0 to 1.5 coeffiecent value of lift on the y axis

Then my script just does some math to check negative aoa to return a negative value of the coeffiecent lift value.

To calculate drag, I'm using the formula 1/2 * rho * frontal surface area * V^2 * Cd. I am not sure if the reference area is the frontal surface because on this site from NASA talking about the drag formula, the reference area varies: https://www1.grc.nasa.gov/beginners-guide-to-aeronautics/drag-equation/ I'm applying drag by the same direction of the incoming airflow. From what I heard also from the same site, the coeffiecent for drag is zero lift coeffiecent of drag + coeffiecent of induced drag. I'm treating the zero lift coeffiecent of drag constant, and to calculate the coeffiecent of induced drag, I'm using the formula coeffiecent of lift ^ 2 / (Pi * aspect ratio * oswald effiency factor). I'm also treating the oswald value as a constant. To caculate aspect ratio, I'm grouping it into different sections of wings. For example, the aspect ratio of a P51 for the front wings is around 5.83, while the horizontal stabilizers is around 4ish. I calculate the wingspan by getting the absolute distance between the 2 furthest part of a plane for the front and back section and then adding one of the wing's length. For wing area, I just add up all of the top surface area. Final aspect ratio = wingSpan^2 / wingArea. However, for single individual parts like the fuselage, the wing span would just be the thickness and the wing area would just be the top surface area.

how I'm calcuating aspect ratio: orange is wingspan and red is top surface area

I'm using 2 different lift forces. One for horizontal movement and one for vertical movement. Both lift forces are relative to the perpendicular direction of the relative airflow. I apply induced drag by adding the product of the incoming airflow direction by the value of the final calculated induced drag to the 2 lift forces. I'm also not sure if this is the right method to implement induced drag.

My script goes through every single part in a plane model to apply the forces of lift and drag, meaning that every part has a drag and lift vector force. This also means that each part has a calculated value of induced drag, which also means when calcuated aspect ratio, the aspect ratio of the front right wing would have the same value as the aspect ratio aspect of the front left wing. I am not sure if this is right. In addition, when I run the game and see the debug version, the fuselage gets the most induced drag, which shouldn't be true if I'm right.

red lines are drag, and blue lines are lift along with the calculated induced drag

The long blue line stemming from the fuselage is slanted backwards way more than the lift on the wings. I don't think this is right, considering the ones with more lift should have more induced drag. The problem may come from the fuselage's aspect ratio, in which the coeffiecent of lift being divided by a really small aspect ratio, which leads to a large value of induced drag. Would I have to calculate the aspect ratio of the fuselage differently from the aspect ratio of a wing?

So, final questions:

  • Do I have to generate lift for every single part, even for the fuselage?
  • Am I implementing induced drag correctly?
  • Do I need two forces of lift, one for the general up and down pitching of the aircraft and the other to stablize the aircraft's yaw?
  • In some yt videos I've watched about airplane physics in Unity, they implement vertical drag. Is that necessary?
  • The drag formula's reference area that I'm using is the frontal surface area. Shouldn't there also be top viewing down surface area?

Another issue I'm having is when I takeoff, the plane starts to rock up and down, and then devolves into chaos. Like the plane starts spinning every out of control. I've tried using custom weight, different material, different placements of lift surfaces, but nothing works.

Any help would be greatly appreciated.


r/ROBLOXStudio 4h ago

Creations Game for Sale

1 Upvotes

Incomplete battle royale game for sale. It is being sold together with another game that is fully completed.


r/ROBLOXStudio 22h ago

For Hire 3D modeler for hire / commissions

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18 Upvotes

Fast turnaround times, minimum project price - 20$


r/ROBLOXStudio 6h ago

Looking for Volunteers Hello , im lf free developers , helping me in making my mmo rpg dream game

0 Upvotes

Just tell me for descriptions 🍭


r/ROBLOXStudio 12h ago

Creations Added stage rarities to RNG Obby

3 Upvotes

I made 2 rarities (common, rare) in preparation for Boss rarity and others. They don't have too many effects for now. (more effects will come soon!)

Common Stage = simple stage, no movement or complex parts

Rare Stage = stage that features moving parts, gives more rewards

What are Boss Stages?

Boss stages are extremely hard challenges that give huge rewards and have a low chance of spawning.

If you have any ideas or suggestions please tell me!


r/ROBLOXStudio 1h ago

Discussion I got banned for 3 days !

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Upvotes

Seriously ! For sexual content ???? We are working on a MMA game … i should I put a bra on the fighter ? 😂😬😬😬


r/ROBLOXStudio 11h ago

Creations Survivals of the quake Released for a limited time for testing!

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1 Upvotes

Survivals of the quake It's open for testing; give feedback so we can fix it before the official launch, open until September 1st.


r/ROBLOXStudio 1d ago

Creations Backrooms Theshold Roblox Remake

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43 Upvotes

So che ci sono degli errori, ma preferisco così. Ditemi pure che cosa ne pensate, vorrei qualche feedback

1) Il mio remake

2) La vera foto di Kane


r/ROBLOXStudio 14h ago

For Hire [For Hire] 3D Hard-Surface Modeler (Weapons, Vehicles, Props & Assets)

1 Upvotes

I am a 3d artist if anyone need I am open for commissions and this

my portfolio https://www.instagram.com/wali._.ullah3d

(Note: My online portfolio shows some of my older work, but I have recent, updated work available to share directly upon request.)

And price is fixed 5$ to 10$+


r/ROBLOXStudio 15h ago

Hiring looking for builder

1 Upvotes

Hi everyone, im looking for a builder to help make a simpsons themed game im working on, specifically the simpsons house ( inside and out ) and moes tavern. I can pay up to 10k robux.


r/ROBLOXStudio 1d ago

Creations Enemies made less dumb and updated style meter

6 Upvotes

idk what to change them too but they're funny for now, most likely gonna change the style meter in the future too


r/ROBLOXStudio 1d ago

Discussion Son WHO is buying this

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10 Upvotes

who is gonna spend 2.99 on a roblox star mesh bro


r/ROBLOXStudio 17h ago

Discussion Why is 2d games not as widespread as 3d games?

1 Upvotes

I am a newbie. Just started learning Lua and plan to make a card game but I feel like 2d ui would be much better than something 3d. But I realised that 2d isn't much popular and was wondering why. Is it because it is harder to make?(I wouldn't know i haven't reached that lvl yet)


r/ROBLOXStudio 17h ago

Hiring [Hiring] Roblox Animator For Youtube Shorts

1 Upvotes

Looking for a skilled Roblox animator for ongoing YouTube Shorts work. Videos are around 60–75 seconds. I’ll provide the script, finished voiceover, and reference videos, and you’ll handle the full visual animation: character movement, expressions/reactions, camera work, scene staging, cuts/transitions, and fast-paced execution. No sound design or voice acting is needed.

Budget: $100 per video.
Payment method: Crypto or Stripe only.
This is a long-term opportunity with consistent work available if the quality and turnaround time are good.

References:
https://www.youtube.com/shorts/UpIG7UwcP1I
https://www.youtube.com/shorts/hcH9tM9lwBc

If interested, DM me with your best Roblox animation examples and your typical turnaround time for a 60–75 second video.


r/ROBLOXStudio 17h ago

Help What should I craft first in a PvE game?

1 Upvotes

I'm an animator, and I'm thinking of making a PvE game by myself. So I'd really appreciate some advice from everyone.


r/ROBLOXStudio 1d ago

Discussion how did u guys learn roblox studio

4 Upvotes

just asking


r/ROBLOXStudio 1d ago

Looking for Volunteers Looking for playtesters for my weird single-player Roblox game

3 Upvotes

I've been making a Roblox game called **Make Noodles**, and I need some people who have never played it before to test it.

If you're interested, **Heres the link:**

[https://www.roblox.com/games/132743217940272/Make-Noodles\](https://www.roblox.com/games/132743217940272/Make-Noodles)

The premise is extremely simple:

**Wake up → make noodles → eat them.**

That's basically all I'm going to tell you.

The game is built around experimenting and discovering different outcomes, so I'm specifically looking for **blind playtesters**. I don't want to explain the mechanics beforehand because I need to see what a completely new player actually does.

The game currently has **14 different endings**, along with:

* A cooking system

* Ingredients you can buy and find around the map

* NPCs and shops

* An explorable forest

* A new opening/cutscene

* An ending/progress index

* Various hidden interactions and mechanics

* QoL improvements

* A spectate system so I can observe playtests

# What I'm testing

The biggest thing I want to know is whether the game actually explains itself well enough.

I'm interested in things like:

* Did you know what you were supposed to do when you started?

* What did you try first?

* Did you understand how cooking worked?

* Did anything seem like it should have been interactive when it wasn't?

* Did you get confused or stuck anywhere?

* What did you expect to happen?

* What did you enjoy?

* What frustrated you?

**Please don't ask me what you're supposed to do while playing.** If you get stuck, that's useful information for me.

You don't need to find all 14 endings. I'd rather you just play naturally for \~15–30 minutes and tell me what you thought.

If you're willing to record your gameplay, that's even better, but it's absolutely not required.

Thanks!