Book Image

Mastering Roblox Coding

By : Mark Kiepe
Book Image

Mastering Roblox Coding

By: Mark Kiepe

Overview of this book

Roblox is a game platform with over 47 million daily active users. Something unique to Roblox is that you’re playing games made by other gamers! This means that you can make your own games, even if you have no experience. In addition, Roblox provides a free engine that allows you to create and publish a simple game in less than five minutes and get paid while at it. Most Roblox games require programming. This book starts with the basics of programming in Roblox Luau. Each chapter builds on the previous one, which eventually results in you mastering programming concepts in Lua. Next, the book teaches you complex technologies that you can implement in your game. Each concept is explained clearly and uses simple examples that show you how the technology is being used. This book contains additional exercises for you to experiment with the concepts you’ve learned. Using best practices, you will understand how to write and build complex systems such as databases, user input controls, and all device user interfaces. In addition, you will learn how to build an entire game from scratch. By the end of this book, you will be able to program complex systems in Roblox from the ground up by learning how to write code using Luau and create optimized code.
Table of Contents (16 chapters)
1
Part 1: Start Programming with Roblox
5
Part 2: Programming Advanced Systems
12
Part 3: Creating Your Own Simulator Game

Summary

In this chapter, we learned how to monetize our game. We started by looking at game passes. We saw that players can purchase game passes in our game for a permanent power-up. These power-ups can be anything. Furthermore, we saw that players can purchase these game passes via the Store section on our game’s page or via an in-game prompt. We can create prompts in our game to sell game passes. This way, players can conveniently purchase them without quitting or tabbing out of the game to go to the Store section.

Once players have purchased a game pass, we need to reward them with this permanent power-up. We learned how to use the :UserOwnsGamePassAsync() function on MarketplaceService to determine whether players own the game pass. Then, we can reward them with a tool or anything else that the game pass offers. Because the :UserOwnsGamePassAsync() function caches its data internally, rewards may not be instant when we use this function. We also do not want our players...