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

Local replication

Local replication is a term used to describe the process of a client sending a signal to the server, which in turn is sent to other clients to replicate different occurrences with the benefits of local behaviors. For example, if a client generated a projectile visualizer locally, nobody but that player would be able to see it. If the visualizer were on the server it would be subject to the latency and lower refresh rate of the server, causing janky visuals. When a client wanting to replicate an effect sends the needed information to the server so that the effect may be generated for a different user by their own client, then you can maintain accurate and virtually lossless visuals.

To do this, we will need to create a new OnServerEvent event function for the Replicate RemoteEvent in ReplicatedStorage. This should already be defined from when you created the Weapons module earlier. The parameters of this event function are the player who fired the remote, the weapon...