
In this lecture, I introduce this course by telling you a bit about myself and what inspired me to make this course
In this lecture, you will learn about the structure of the course and how your learning is supported throughout
In this lecture, you will learn how to setup Roblox Studio including creating a Roblox account and downloading Roblox Studio
In this lecture, we learn about the very basics of Roblox Studio. You will learn how to create your first game file, how to save your game and how to move your camera around the Studio. If you're a complete beginner, this should be watched first before continuing through the course
In this lecture, we look at the first of three fundamental tools, the move tool. This allows you to accurately move objects along the three axes. You will also get introduced to what parts are
In this lecture, we look at the second fundamental tool, the scale tool. This allows you to change the size of your parts, and works in a very similar way to the move tool
In this lecture, we look at the third fundamental tool, the rotate tool. This allows you to rotate your objects on any of the three axes. You will also learn what degrees are and how many there are in different types of rotation
In this lecture, we look at how to customise the uses of the Move, Scale and Rotate tools. You will learn how to use the snap-to-grid settings and how the collision property works
In this lecture, we look at what the explorer is and what it is used for. We also look at a different way to add objects into your game, which allows you to add more
In this lecture, we look at the first set of part properties. These properties are essential and appear on the majority of objects you'll encounter
In this lecture, we continue looking at the properties of the parts. We focus on the data section including locked, name and parent. You will understand what parents are in Roblox Studio
In this lecture, we look at the transform properties of parts. We explore how these are linked to the move, scale and rotate tools you have already learned
In this lecture, we look at the final properties of the part. We learn how to adjust collisions and the different shapes parts can take, and how to add those different shapes into the workspace
In this lecture, we learn about what grouping objects together means. We learn how to do it, the two different objects you can use, and the differences between the two
In this project, you will create your first basic house in Roblox Studio using everything you have learnt in the previous lectures
In this lecture, we learn what the toolbox is. You will understand when it should be used, as well as its advantages and disadvantages
In this lecture, we look at the first method to add Images into your game, using Decals. We discuss how to add an image from the toolbox and what some of the Decal's properties mean
In this lecture, we look at the second method of adding images, textures. We learn about the object's properties and the differences between decals and textures.
In this lecture, we start looking at some of the effects you can add into parts. We look at the explosion, fire and smoke effects and discuss their properties
In this lecture, we look at two other effect objects, sparkles and the particle emitter. We discuss their properties and which ones you should use
In this lecture, we look at how to add lighting to your game. We learn the three different objects that allow you to do this, their properties, and which to use for some examples
In this project, you will make a more advanced build in Roblox Studio, a Coffee Shop. You will learn how to add the new content to the content you have previously learnt
In this lecture, we learn what plugins are and where to download then. I recommend you some plugins and show you how some of them work
In this lecture, I show you ways of customising the UI in Roblox Studio including ways to optimise your working area and create custom tabs.
In this lecture, we look at a new section, the lighting section. This allows us to make visual changes to the background of the game, brightness and other visual effects
In this lecture, we look at sounds in Roblox Studio. You will learn how to add them, were to put them and also understand the sound objects properties
In this lecture, we learn what tools are and how to set them up. We also learn how to use weld constraints to connect our tool model so it works properly in the players hand
In this lecture, you are introduced to teams. These can be assigned to players and are shown on the leaderboard. You will also understand their properties
In this lecture, we are introduced to what terrain is. You will learn how to generate it and also edit it using many different tools and properties
In this project, you will make your first full map for a game. This will combine everything you have previously learnt along with lots of map building techniques
In this lecture, you will begin to learn about GUIs in Roblox. We look at the basics of GUIs including Screen GUIs and Frames, along with all their properties
In this lecture, we continue looking at GUIs. You will be introduced to four new objects which we will cover in more detail when we script these later in the course
In this lecture, you'll learn how to import sounds and images yourself to use in your game
In this lecture, you'll learn the fundamentals of writing code in Roblox Studio. This will include where you write code, the different type of scripts and a basic understanding of the server and the client
In this lecture, we learn about our first two functions print() and warn(). You will learn how to use these, why they are written the way they are and the difference between the two
In this lecture, we begin to look at how to change the properties of objects by learning how to reference. You will learn the two different ways and a special case if your object has a space
In this lecture, we learn about the first four commonly used data types. These allow you to change basic properties that are found in almost all objects
In this lecture, we look at four more advanced data types. These will allow you to change all of the properties of parts and around 99% of all properties
In this lecture, we learn about the key wait function. This allows you to pause your script for however long you'd like before it continues with the rest of your code
In this lecture, we learn how to create and use variables. These are a key part in making your code easier to write and more readible
In this lecture, we start learning about if statements. You'll learn the basics including the different symbols and keywords you can use in the condition
In this lecture, we continue learning about if statements including elseif and else. You'll understand which to use and what cases they are the most useful in
In this lecture, we look at the first of three loops. While loops are similar to if statements, but have some key differences you will understand
In this lecture, you'll learn about another type of loop. For loops allow you to run code a specific amount of times, similar to while loops
In this lecture, we look at the final type of loop, repeat loops. We will learn the similarities between repeat and while loops as well as how to make an infinitely repeating loop
In this lecture, you'll become more confident with loops and statements. We will go over an example where statements and loops are connected and when you may need to break a for loop
In this project, you will create a working traffic light intersection using scripts
In this lecture, we look at what errors are, and the best way to deal with them
In this lecture, you will learn how to add objects to your game via a script. This can be used for any object, not just parts
In this lecture you will be introduced to local scripts and learn about how to easily reference the player using them
In this lecture, you'll learn about some common functions made by Roblox that you can add to your scripts. You'll be introduced to more throughout the rest of the course
In this lecture, you will learn how to create your own functions. This allows you to customise them to suit your own needs as required
In this lecture you will learn about what parameters and arguments are and how they can adjust your functions, making them more useful
In this lecture, we look at what events are and how we can connect them to functions. You will learn about some of the most commonly used events, with more introduced throughout the course
In this lecture, we learn about the final topic of functions, returning. This allows you to pass values from inside your function to outside, making them more efficient to use in your code
In this project, you'll make a more advanced script including what you have learnt from functions and events
In this lecture, we discuss how you can use AI in Roblox Studio. I showcase the two main areas where AI can be utilised, along with giving some advice on using it.
In this lecture, you will learn more about Players and Characters including how to reference them on the Server
In this lecture, you will learn about what values are and how they can be used in coding. We will learn one application of these, in customising the leaderboard
In this lecture, you will learn how to apply your scripting knowledge to GUIs. You will learn new data types and events specific to different GUI Objects
In this lecture, you will learn about Click Detectors. You will understand how they work and the events required to use them
In this lecture, you will learn how to script tools using a torch as an example. Three events are required to code interactible tools
In this lecture, you will learn how to script sounds in your game. We will look at this by finishing our Torch tool from last lesson
In this lecture, we look at the basics of tables including how to create them, add values and remove values using the table library of functions
In this lecture, we continue to learn more about Tables. You will learn about a different version of a for loop, allowing you to cycle through values in a table. We will explore uses for this later on in the course
In this lecture, you will learn about a variety of math functions that you can use in your code. Some will be required for topics further on into the course, but don't worry if you don't fully understand the maths
In this lecture, we begin to design the stages to our obby
In this lecture, we finish designing and coding the stages to our obby
In this lecture, we finish designing our game by creating a finish area for the player once they have completed the game
In this lecture I showcase the extensive documentation Roblox Studio offers for both map design and scripting.
In this lecture, you will learn about another tool, the transform tool. You will learn what it does and why you may want to use it
In this lecture, you will learn about a useful tool you can use, the align tool. You will understand the different options when using the tool and why it might save you time
In this lecture you will learn what pivots are and how to adjust them for your objects
In this lecture, you will learn about a variety of modelling options to make more advanced shapes and objects in Roblox Studio
In this lecture, you will learn about a relatively new feature of Roblox Studio, Material Service. You will understand how to setup this service and the benefits of using it
In this lecture you will learn what attachments are and how to add them into your parts
In this lecture, you will learn how to apply attachments to part effects. We will look at how to use them with effects you already know and ones you don't
In this lecture, you will begin to learn about Constraints. These are a major application of attachments and allow you to control interactions between two or more parts
In this lecture, you will learn about more constraints that you can use. These include the rope, rod and spring constraints
In this lecture, you will learn what dialog objects are and how to set them up to use in your own games, understanding the advantages and disadvantages of using them over scripting from scratch
In this lecture, you will be introduced to proximity prompts. You will understand how they work and some scripting applications of them
In this lecture, you will learn about adornments and some of their potential uses in your games
In this lecture, you will learn about two types of meshes. Meshes can allow you to customise the shape of parts and have many uses
In this lecture, you will learn about some more features you can add to improve your GUIs. These include cornering frames and adding strokes to text
In this lecture, you will learn about some useful additional tabs that can save you time when developing. You will also understand some additional options in the view section
In this lecture, I ensure you have not missed out on learning about documentation in Roblox Studio which I believe will be very useful for advanced scripting.
In this lecture, we will revisit data types such as strings, Vector3, Color3 and more. You will learn more about these functions and what they offer
In this lecture you will be introduced to one of the additional services Roblox Studio offers, Tween Service. This allows you to smoothly change properties of objects containing numbers such as position, color and size
In this lecture, you will learn about an essential service to game development, UserInputService. This allows you to take any kind of input from the player, including mouse and keyboard clicks
In this lecture, you will learn about Remote Events. These are essential for advanced scripting and allow for communication between the server and the client
In this lecture, you will learn how to use Remote Functions. These are a more advanced version of Remote Events and you'll learn the cases when you should and shouldn't use then
In this lecture, you will learn how to save data in your game. We do this using Data Store Service, while also learning about a specialised type of function, pcalls
In this lecture, we will make some improvements to our existing data store script. This will make the process of getting and saving player data much safer.
In this lecture you will learn about Context Action Service, which is very similar to User Input Service. This detects input from the player, however giving you the control to enable and disable this process
In this lecture you will be introduced to Marketplace Service to code Gamepasses. This allows you to sell items in your game costing Robux, which can generate earnings from your game
In this lecture, you will learn how to add Gamepasses, Developer Products and Badges into your games on the Roblox Homepage
In this lecture, you will continue to look at Marketplace Service by coding Developer Products. These are very similar to Gamepasses however can be purchased multiple times. You will learn about their uses and which to use for a product in your own game
In this lecture, you will learn how to add badges into your game. These can act as achievements you can give to the player when they have completed specific activities
In this lecture, you will learn how to send messages between servers. This is used to sync information such as leaderboard and live events, and involves subscribing and publishing
In this lecture, you will be introduced to animating. You will learn how to create animations, how to copy their IDs and play on both NPCs and characters R6 and R15
In this lecture, you will learn what CFrame is and the various functions it offers. CFrame is a more advanced version of Vector3, combining both position and rotation into one data type
In this lecture, we will apply your understanding of CFrames from the last lecture to the Camera. You can use CFrame to change the position and facing direction of the player's camera.
In this lecture, you will learn about another type of script, module scripts. These allow you to better structure code throughout your game and is a method used by many scripters to code games
In this lecture, you will learn how to use Roblox's pathfinding service. Using this, you can create smart NPCs which identify the quickest route to reach their required target
In this lecture, you will learn how to carry out RayCasting in your game. This is incredibly useful, allowing you to determine if any parts collide with an invisible ray in any direction
In this lecture, you will learn about a variety of OS Functions and what OS Time is. Afterwards, you will be able to use time more effectively in your scripts
In this lecture, you will learn the advantage of having multiple places in a game and how to teleport players between places within one
In this lecture, we start creating our game by first making a large terrain based map for the player to move around
In this lecture, we create the walking system for our game. You will be able to create a script which increases the players speed as they walk
In this lecture, we will create the shop and other guis to use in our game
In this lecture, we will setup the item shop in our game including getting our items and giving them stats
In this lecture we begin to code the item shop in our game, including a button to open and close the shop and more
In this lecture we will finish creating the item shop in our game. This is a key part of our game and allows the player to purchase items to boost their speed
In this lecture, I code the tools the player can purchase and the displaying of the walk speed and level stats
In this lecture we will finish our simulator by making some small additions and adding some finishing touches
In this lecture, you'll learn how to download and setup Blender on your device to use
In this lecture you will learn the basic interface and controls in Blender and how to navigate the viewport
In this lecture you will learn about the basic tools such as Move, Scale and Rotate in Blender and how they differ to in Roblox Studio
In this lecture, you will learn how to add and delete objects in the layout section of Blender
In this lecture, you will learn what transform orientations are and how to change them. Understanding why you might need to change them
In this lecture, you will be introduced to the more advanced modelling section of Blender and the variety of different selection modes
In this lecture, you will learn all of the new tools including within the modelling section. These will unlock new design potentials and speed up the modelling process
In this lecture, you will learn how to add and delete geometry onto objects in the modelling section
In this lecture, you will learn about the different methods of selecting geometry in the modeling section along with what proportional editing is
In this lecture, you will learn about a variety of additional features in the modelling section which will unlock new possibilities and speed up the modelling process
In this lecture, you will learn about what modifiers are and a variety of different commonly used modifiers in the modelling section
In this lecture, you will learn how to import models you have made from Blender into Roblox Studio
In this lecture, you will learn some tips of things to do before you should publish any game in Roblox Studio
In this lecture, you'll get advice for publishing your game and the best way to do it successfully
In this lecture, you will learn the different methods of advertising in your game and the advantages of using each method
In this lecture, you will learn the different methods of monetising your game and generating Robux revenue and what impact doing this may have on your games performance
In this lecture, I introduce the haunted house themed story game we will be creating over the next lectures.
In this lecture, we start creating a plan for our story game. I cover the importance of planning and write down some basic ideas for the story, game features and the map.
In this lecture, we finish our basic planning document by looking at the UI design, how we are going to manage our scripts and what improvements we may make in the future.
In this lecture, we begin developing the game's map by creating an outline for the main haunted house floor structure and generate the surrounding terrain. This ensures we have a solid base to continue developing on.
In this lecture, we build from our existing floor plan by adding materials, colours and textures to give the map more life. We also build some basic windows and doors.
In this lecture, we add materials, colours and textures to the interior walls of the map. We also build some common assets for the interior such as doors, tables and chairs.
In this lecture, we continue to add some basic assets to our interior including a custom wardrobe and drawers, along with some small assets from the toolbox.
In this lecture, we begin building the basement for the house by placing the interior and exterior walls along with some stairs to walk down.
In this lecture, we focus on the interior of the basement by adding textures and common assets including doors and chairs.
In this lecture, we begin to design our game UI using a website called Figma. I introduce the basics and create a rough design to improve on next lecture.
In this lecture, we design our UI using decided colour combinations and fonts. This includes a dialogue prompt, task menu and other small features.
In this lecture, we begin creating some of the UI components designing in Figma in Roblox Studio including the volume button and timer.
In this lecture, we finish building the UI components designed in Figma in Roblox Studio. This includes the tasks menu and dialogue prompt.
In this lecture, we begin scripting the base system for the game which would handle the dialogue, tasks and cutscenes. This involves setting up a module script along with some remote events.
In this lecture, we focus on developing the dialogue system by setting up an event to display text on the client with the typing effect seen in many story games.
In this lecture, we continue developing the base dialogue system by setting up a viewport frame to display the character speaking and configuring the time length for the prompt to display.
In this lecture, we script the tasks system so tasks are added and then removed from the tasks menu throughout the story.
In this lecture, we give the dialogue system more life by adding camera positions to our module script. This allows for the camera to focus on the area of importance in the story.
In this lecture, we begin writing the game system module script with all the dialogue, tasks and settings required to tell the story. This also involves adding parts around the map for the camera.
In this lecture, we finish writing the main module script containing all the tasks and dialogue for the story along with camera positions and character settings.
In this lecture, we continue developing the main game system by adding random character selection for dialogue prompts along with some other minor adjustments.
In this lecture, we fix some errors with the dialogue system (mostly around the viewport frame) so it can be used and move into the next set of text.
In this lecture, we begin to setup some touched events to fire parts of the story. This will make the gameplay feel more dynamic as it occurs based on the characters actions.
In this lecture, we handle spawning the character at different locations around the map and begin working on a timer based event for use throughout the story.
In this lecture, we finish scripting the timer event and make some other minor modifications so the game can be played through further until any issues occur.
In this lecture, we begin creating a currency system. I write a script to store the number of coins a player has and place coins around the map.
In this lecture, we finish creating the currency system by updating the coins leaderboard value and UI when a player clicks on a coin.
In this lecture, we place chains and bolt cutters around the map and begin developing a script allowing players to break the bolt cutters over the basement door.
In this lecture, we continue working on the map puzzles by scripting a key to open the basement door once all chains have been removed.
In this lecture, we make some minor modifications so the basement door opens correctly then add this new system into the main game script so the story can continue.
In this lecture, we beginning modelling the ghost for the haunted house basement in Blender. We start by creating the main body of the ghost along with some arms.
In this lecture, we finish modelling the ghost in Blender by carving out some eyes and a mouth. Once finished, we import this ghost over into Roblox Studio.
In this lecture, we correctly setup our Ghost using Motor6D constraints so it can be animated and used for pathfinding.
In this lecture, we begin scripting a pathfinding script for the ghost. We create a function to identify the closest target for the ghost to move towards.
In this lecture, we add to the pathfinding script so the ghost moves towards the nearest target. We also create and add a running animation for the ghost.
In this lecture, we add the ghost's running animation and make some minor modifications to the pathfinding script.
In this lecture, we begin creating an attack system for the ghost to deal damage when within a specified range from any characters.
In this lecture, we finish the attack system by adding an animation and making other changes to the ghost while it is attacking.
In this lecture, we add chains, bolt cutters and a key to the door in the basement to escape from. We copy the tools previously used and hide them around the basement area.
In this lecture, we make some minor modifications to the main game system to have a full first draft playthrough of the game. The ghost modelled and scripted is also moved into the basement.
In this lecture, we begin building the second story of the haunted house which could be used for future game expansion. A balcony is also started.
In this lecture, we build a roof to make the exterior of the haunted house look more complete. This is done using a two-tiered roof structure.
In this lecture, we finish building the roof to the haunted house, letting it overhang slightly. We then lower the house into the terrain and remove any parts which are blocking the basement.
In this lecture, we make some improvements to the terrain surrounding the haunted house now it has been lowered. This involves filling any gaps and adjusting the terrain materials.
In this lecture, we add some exterior details to the haunted house. This includes boards over the windows, vines draping down the walls and some greenery to make it appear overgrown.
In this lecture, we finish adding greenery to the exterior of the house and adjust the lighting settings to give the game a more haunted mood. We also add a ceiling separating the ground and first floor.
In this lecture, we improve on the wardrobe design by building a new one from scratch. The new designs are then placed around the map, replacing the older versions.
In this lecture, we build a new drawer design to improve on the old version and then place them around the map.
In this lecture, we begin scripting the wardrobe so it can be opened and closed by users. This means checking the facing direction of the wardrobe to know which way it should open.
In this lecture, we make some modifications to the code to check which way the wardrobe is facing. This is so it can be opened the correct way.
In this lecture, we modify the wardrobe script so it can be used to handle all wardrobes within the map. This makes it easier to maintain in the future.
In this lecture, we modify the wardrobe script so that doors can be opened and closed by each player to enter different rooms of the house.
In this lecture, we script the drawers so they can be opened and closed by the player. This also involved building the individual drawers which could be opened.
In this lecture, we added apples in the map for the user to eat which would regenerate their health. A script is also written so tools can be picked up by clicking on them.
In this lecture, we add interior lighting to the ground floor and basement of the haunted house. This makes it easier to see and gives the game a more realistic look.
In this lecture, we added some additional details to the living room including rubble, dirt and vegetation to give it a more haunted and abandoned feel.
In this lecture, I cover all the interior improvements made off camera to the kitchen, hall and basement. I then create the start UI in Roblox Studio.
In this lecture, I begin to script the starting UI so it displays all players waiting to start the game in viewport frames.
In this lecture, I continue scripting the start UI and also code a button which when clicked by a player hides the start UI and begins the story.
In this lecture, I create the end screen UI. This will display once the player has escaped out of the basement and finished the game.
In this lecture, I test a full walkthrough of the game. I make notes of any issues found and fix the majority of them in the upcoming lectures.
In this lecture, we begin to make some fixes to issues found in the full walkthrough of the game. This includes adding a new model for the house attendant, adding a barrier around the map and making some adjustments to the pathfinding script.
In this lecture, we make some quality of life improvements from the full test including setting tools to not be collidable and moving them into the new drawers and wardrobes.
In this lecture, we continue making improvements from our full test. This involved adding support for cutscenes to play throughout the games story which can be setup in the main module script.
In this lecture, we finished coding cutscenes to play throughout the games story. After, we then setup the ghost's appearance.
In this lecture, we finished all the on-camera improvements from the full game test. After, we then discussed what will happen in the next few lectures.
In this lecture, I cover some of the minor improvements I had made of camera. Some of those I covered included adding sound effects, adjustments to the ghost and adding tool images.
In this lecture, I finish covering the minor improvements I made off-camera including some improvements to the ghost and it's attacking system.
In this lecture, I complete a full walkthrough of the game we have completed together. This is after all the development, testing and improvements made from that test.
In this lecture, I discuss how you could continue to test the game and explain why testing is so important when developing a game.
In this lecture, I discuss how you would publish a completed game and some advice for doing so.
In this lecture, I conclude the lectures creating the haunted house themed story game.
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