Book Image

Coding Roblox Games Made Easy

By : Zander Brumbaugh
Book Image

Coding Roblox Games Made Easy

By: Zander Brumbaugh

Overview of this book

Roblox is a global virtual platform like no other for both playing and creating games. With well over 150 million monthly active users, Roblox hosts all genres of games that can be played by other members of the community using the Lua programming language. Not only can you create games for free, but you can also earn considerable sums of money if from the success of your games, and become part of the vast and supportive developer circle that provides excellent opportunities for networking in a tight-knit community. With this practical book, you'll get hands-on experience working on the Roblox platform. You'll start with an overview of Roblox development and then understand how to use Roblox Studio. As you progress, you'll gradually learn everything you need from how to program in Roblox Lua to creating Obby and Battle Royale games. Finally, you'll delve into the logistics of game production, focusing on optimizing the performance of your game by implementing impressive mechanics, monetization, and marketing practices. By the end of this Roblox book, you'll be able to lead or work with a team to bring your gaming world to life, and extend that experience to players around the world.
Table of Contents (12 chapters)
Section 1: Introduction to Roblox Development
Section 2: Programming in Roblox
Section 3: The Logistics of Game Production

Making Obby stages

Now we get to the most important part of developing an Obby: designing your stages! While building and designing your stages is up to you, this section will guide you on how to program various mechanics that can be implemented into your stages to make your game engaging and profitable.

Let's begin by creating part behaviors.

Creating part behaviors

Once again, the modularization of this system will be critical. Many new programmers who do not take advantage of modules attempt to use individual scripts to manipulate what is sometimes hundreds of parts. This almost immediately leads to headaches if any changes to these scripts need to be made as the code will need to be changed everywhere.

By using a module, the code affecting these parts is isolated to a single location and can be edited easily. Our new module, which should be titled PartFunctions, will only need to define a few services or modules since we are primarily working with methods from...