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

We started this chapter by learning more about GUIs. We learned there are three types of GUIs, and these are ScreenGuis, SurfaceGuis, and BillboardGuis. Each of them has a different purpose. We learned that these GUIs do not display anything themselves—they need GUI elements for that. We learned about the: Frame, ScrollingFrame, TextLabel, ImageLabel, TextButton, ImageButton, and TextBoxe GUI elements. We have seen how each of them works.

While learning about all of these GUI elements, we have used a lot of properties as well. The two most common properties were Size and Position. We learned that both properties use a unique data type called UDim2. We have seen that a UDim2 data type is built from two UDim data types. There is one UDim data type for the x axis and one for the y axis. Besides this, we have seen how a UDim data type is built up by Scale and Offset properties. Scale allows us to keep players’ screen size, whereas Offset is measured in pixels....