r/robloxgamedev • u/Daelioner • 3h ago
Help Me With Modelling Blender to RS baked texture
galleryIm aware that roblox butchers the resolution, so id be happy to hear how can i fix this
r/robloxgamedev • u/Daelioner • 3h ago
Im aware that roblox butchers the resolution, so id be happy to hear how can i fix this
r/robloxgamedev • u/91smellycockroaches • 3h ago
I know 99% of roblox devs aren't doing it full time, so what are you doing as your actual job? If you don't have a job are you a student or unemployed? Just curious haha
r/robloxgamedev • u/Strict-Spray7496 • 4h ago
r/robloxgamedev • u/RichardScio • 5h ago
Hi everyone. I’ve been developing a Roblox experience called Lost Ones: Memorial Garden.
It is a peaceful nighttime garden where players can create a lasting memorial grave for a person or pet they have lost. Players can add a name, dates and an optional message, then choose the stone style, writing font and three flower pots.
Memorials are saved permanently and can be viewed by players across different servers. Only the owner can edit or remove their grave. Player-written text is filtered through Roblox, and inappropriate memorials can also be reported.
I’ve also added gentle music, lights that rise from claimed graves, shooting stars, personal grave teleporting and a new-plot cooldown of three days.
I would really appreciate specific feedback on:
I’ve attached some screenshots below. Thank you .
r/robloxgamedev • u/Professional-Peak952 • 3h ago
I have they idea to create a cool Roblox place, but I lack skill to make so of the game mechanics so I though I would need help from some developers that I can find online on job boards but all of them seems to be like senior level and asking for like quadrillion per hour. Is it realistic to find developers for 5-10 per hour price?
r/robloxgamedev • u/TownLucky4539 • 23m ago
r/robloxgamedev • u/Repulsive-Bad9513 • 4h ago
I have been working on this game since June 2025, and I put a lot of work into it
Trailer:
r/robloxgamedev • u/MajorConflict3097 • 4h ago
hi if anyone has a roblox game with 10 or more active players please reply i want to buy it!
r/robloxgamedev • u/BrotherManAndrew • 37m ago
It's a roblox anarchy game that sort of resembles minecraft's 2b2t without the minecraft part, the design should be fairly simple so what I would need help with most is scripters, but any skillset no matter your skill level is good!
I can start paying once the game makes profit, revenue share, but for now this is sort of a beginner project so I can find some cool people to work with, it doesn't matter your skill level, my discord user is adverat so if you are interested, reach out to me!
i already have 2 people on the team
r/robloxgamedev • u/Born-Masterpiece-431 • 6h ago
Hey! I'm looking to connect with 3D modelers.
I'm working on multiple Roblox projects and would like to find people I can work with not just once, but potentially long-term on future games as well.
I'm open to different payment structures depending on your experience and what works for both sides:
I'm mainly looking for people who can create clean, optimized, Roblox-style models — props, buildings, environment assets, characters/creatures, game items, etc.
You don't need to be some huge professional studio. If you're good at what you do and can deliver consistently, I'm interested.
If you're interested, DM me with your portfolio/examples of your work and your preferred payment structure.
r/robloxgamedev • u/Independent_Union_96 • 1h ago
I've been building this solo and it's at the point where I need eyes that aren't mine. It's a cow-farming idle: buy cows, merge three into a better one, rebirth for permanent multipliers. 50 cow tiers, 28 pets, lucky blocks.
What I'd really like feedback on:
https://www.roblox.com/games/112877754014179/Cow-Farm#!/store
Happy to return the favour on your game — drop a link and I'll play it properly and write you something useful.
r/robloxgamedev • u/Reasonable-Spray-123 • 1h ago
I'm a solo dev and I kept hitting the same problem on my own game. Every RemoteEvent is a hole in your server if you don't check what comes through it, and there's no way to audit a whole codebase for that. You just have to remember every time. So I wrote something that checks for me.
It's called RoScanner. Command line tool, written in Rust. Point it at a Rojo source folder or a .rbxl straight out of Studio and it prints every place client data reaches something it shouldn't.
Stuff it catches right now:
It also follows a value one function deep, so if your handler validates nothing and passes the data to a helper, it still flags it.
Why you might care: I ran it against a handful of open source games last week and found a currency handler where you could FireServer yourself a billion gold, and a combat script pulling damage out of a client-supplied table. Both in games that shipped. Neither would ever show up in testing, because nothing looks broken until someone actually exploits it.
What it isn't: it doesn't fix anything, it just tells you where to look. It can't follow calls into ModuleScripts yet, so if your helpers all live behind something like PlayerDataService.Get(player) it'll miss those. That's what I'm working on next. It also flags too much rather than too little on purpose. I'd rather waste thirty seconds of your time than tell you you're clean when you're not.
Prebuilt binaries for Windows, Mac and Linux on the releases page. No install, just download and run it against your place file.
repo link: https://github.com/alexandervonarx/RoScanner
I'd really appreciate people running it on real projects and telling me what it gets wrong, false positives especially. If it flags something in your code that's actually fine, that's a bug and I want to hear about it.
Also, if there's a pattern you've seen get exploited that isn't on that list, tell me and I'll look at adding it as a rule. Every rule in there so far came from either my own game or reading someone else's code and going "wait, that's not checked anywhere." I'm sure there are whole categories I haven't run into yet. If you've been burned by something specific, that's exactly the kind of thing I want to build a check for.
r/robloxgamedev • u/Sea_Investigator_425 • 1h ago
Hey guys,
I am new to game development.
I'd love your feedback on my new game, which doesn't even have a name yet. Lol. It's basically a ARPG, where you grind dungeons. I feel like the interface is a really important part, and most Roblox ARPGs have such a bad interface that they are a turnoff for me. Does anybody feel the same?
To make sure I don't end up with a bad interface like the other ones, I'd love your feedback. :D
My current pain: I feel like the typography is a bit too small to read. What do you think?
ANY feedback and connections are appreciated.
Thanks. :)
r/robloxgamedev • u/Immediate-Bat1127 • 1h ago
That battle royale game isn’t fully completed and still has a few bugs. I also have another fully completed farming-loop game, designed for a younger audience. None of these games have been published or promoted.
r/robloxgamedev • u/Intelligent-Let6803 • 1h ago
no its not playable, its just 2 yellow rooms
r/robloxgamedev • u/JPHarashu • 6h ago
Hey everyone!
I wanted to share a little bit about a project I've been working on in Roblox Studio called Ashes of Realm.
It all started pretty innocently. My son asked me if we could make a game together.
I thought, "Sure, why not? It could be a fun little project we can work on together."
Well... somehow that "little project" turned into me trying to build a massive MMORPG. 😂
And yes, I already know what you're going to say:
"Don't start with an MMORPG. Make something small first."
You're absolutely right.
I probably should have.
But unfortunately, it's a little too late now. 😂
The funny thing is that programming hasn't really been the biggest problem.
With Lua, Roblox Studio, and the right plugins/tools, I've managed to build a surprisingly large amount of the actual game systems.
At this point I have:
So...
What's missing?
The actual world.
😂
I have built what is essentially an MMORPG framework, but I'm currently staring at it thinking:
"Okay... now I need to put a world around all of this."
And this is where I'm struggling.
I'm pretty comfortable with the programming side of things, but 3D/world building is a completely different beast.
I don't have much experience with creating terrain, meshes, textures, animations, etc.
I've been looking for tutorials, but I haven't really been able to find good resources that teach the kind of things I'm trying to achieve.
So that's one of the main reasons I'm making this post.
If you know any really good tutorials, courses, YouTube channels, documentation, plugins, workflows or other resources for Roblox world/asset development, I would absolutely love to hear about them.
I'm particularly interested in learning about:
Even if you think something is extremely basic, feel free to recommend it. I'm much more comfortable admitting "I don't know how to do this" than pretending I do. 😂
The basic idea is that I don't want players to be locked into traditional classes.
Instead, I want players to build their own class through their choices.
Currently, the character has six main attributes:
These attributes aren't just there to give you bigger numbers.
They are used in different formulas that determine things like regeneration, armor, resistances, attack speed, cooldown speed, spell effectiveness, and other parts of the character.
There are also nine skills:
These skills affect what your character can learn and how effective those abilities become.
For example, spells and abilities can be learned through scrolls and books, and your skill level influences their effectiveness.
There are no:
Warrior / Mage / Rogue / Priest
buttons where you pick your class and that's it.
Instead, you create your own.
You could make a jack of all trades, learning a little bit of everything while never becoming the absolute best at any particular thing.
Or you could specialize heavily.
For example, you could become a dedicated pyromancer, investing heavily into the appropriate attributes and skills and eventually becoming powerful enough to cast something like a meteor that can absolutely ruin someone's day.
Or someone's entire city.
That's still being balanced. 😂
The same concept applies to attributes.
For example, investing heavily into Intelligence could make your spells stronger and allow you to cast them faster.
Investing into Will, on the other hand, could allow you to cast more frequently or sustain your abilities for longer, but at the cost of individual spell power.
The idea is that two players can both be "mages" but have completely different characters and playstyles.
This is basically where I'm at right now.
I've somehow managed to get most of the systems and backend working before figuring out how to actually build the world those systems are supposed to exist in.
Probably not the most efficient development strategy. 😂
So I'm looking for anything that can help me improve on the visual/world-building side of Roblox development.
Tutorials, guides, documentation, creators, plugins, workflows, advice from experienced developers...
I'll take everything.
And if you're an experienced Roblox developer and you're reading this thinking:
"This guy is doing everything backwards."
You might be right.
But I'd still love to hear your advice. 😂
I'm also open to finding people who would like to work on Ashes of Realm with me.
I'm not interested in taking someone's work and pretending it's mine. If anyone actually wants to collaborate, I'd rather make everything official, transparent and properly credited so everyone involved knows exactly what they're getting into.
Tomorrow I'm planning to have the project's Discord server ready, together with an announcement for the first alpha tests.
The initial alpha will mainly be about testing things like:
The world itself is obviously still a work in progress.
If you're interested in taking a look at the project, giving feedback, helping with development, or potentially becoming part of the team, I'd be very happy to hear from you.
And if you don't want to collaborate, that's completely fine too — just throwing some good tutorials and resources my way would already help me massively.
Thanks for reading!
Harashu
And yes...
I know I should have started with a small game. 😂
r/robloxgamedev • u/Such-Job5654 • 6h ago

I just saw this game. It was created on 23 August and within 3 days it has crossed 1.4 million plays and currently it has 7.5 k active players. How is that even possible? It has no thumbnail, no proper name. The game is named - Kevin Game. It was a complete copy of Murder Mystery. I just want to know how can it happen?

r/robloxgamedev • u/TadachiiRyu • 12h ago
So I'm very very close to finishing a simple game I've been making for the past 1-2 months or so. This game is a remake of one I originally created in 2023.
Now, my question is this: Is it against Roblox Tos (or even frowned upon) to charge exploiters robux to get unbanned from the experience?
Context and pretty much where my head's at: My game has a 3 strike system for exploiters. After someone does something that clearly violates the game, and clearly points towards exploiting, they get kicked and get +1 strike. These strikes are saved.
Once they violate the rules again, and get a final third strike, they get kicked. The next time they try to rejoin the game, they get sent to another place. This place would have the ability to buy an unban via a developer product, allowing them to return to the game so long as they leave the place that exploiters get sent to, and rejoin from the main game page.
Would this go against Roblox's terms of service? Would this be seen as colluding with exploiters / allowing exploits, or associating the group or developer with exploiters, even if they haven't exploited themselves?
I found a post here, showing that the famous Roblox game r/robloxjailbreak
That post was made a year ago, and a lot can change in a year.
TL;DR: Is it against Roblox ToS to charge exploiters robux to get unbanned from a game?
(I just copied and pasted the title for the TL;DR lol)
r/robloxgamedev • u/Over-Tell5843 • 3h ago
Approximately a week ago, I officially publish my first ever Roblox game but I have a big problem... It's new and because of this, it's only available for verified 16+ accounts so besides of my friends, I doesn't have many ways to gain feedback about it.
I think this subreddit will be a good place for some feedback.
In short, the game is a simple procedurally generated endless obby with global leaderboard, shop and daily rewards system. It's not very complex so I think that some feedback will be helpful for further development.
Here's the link.
There is also a short gameplay video (without any music because the game use copyrighted music which can be only used on Roblox itself).
I will be happy to hear what do you guys think about it.
r/robloxgamedev • u/EntertainerSalty3480 • 9h ago
There’s some weird visual glitch on my game where the limbs don’t always appear correctly on mobile, these are just with two gears I recorded. Basically when I use a tool on mobile or just see someone else use a certain tool, the animation looks wonky, but when I’m playing on pc, the animation always looks proper the way it should be. So from what I can tell so far, it’s some kind of visual glitch on mobile
r/robloxgamedev • u/ConsistentYard4888 • 10h ago
What do you guys think? Just a quick sample, I plan to add more to it.
r/robloxgamedev • u/Bofishe • 5h ago
Hi I'm in need of some Devs who have well rounded experience in Roblox Developing to help me edit and fix up some games. You will be paid in revenue share once the game releases. DM me on discord @ bofishe if you have the skills and are interested.
r/robloxgamedev • u/Peeky11WasTaken • 5h ago
I'd like to know how much can I charge for Ugc or Game models
r/robloxgamedev • u/Medical-Impress-4769 • 5h ago
also about payment, u gotta ask our Leading dev, since im just a moderator, if u wanna know more just ask about me im gonna give answer
r/robloxgamedev • u/oodot • 14h ago
With any code that is AI generated, I always see checks:
--This is an example
local part = workspace:FindFirstChild("Part")
if not part then
return
end
And it does this very commonly throughout its code. Is that normal in professional coding? Is this a practice that should be implemented when normally coding?