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Weekly Plugin Spotlight: Picular by csqrl

Plugin Spotlight: Picular By csqrl

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 Picular is a very underrated plugin made by csqrl Learn more about it in this excerpt of the DevForum release notes Picular  is a free online service that allows you to find colours relating to a search term. This plugin allows for quick access to those results, with the ability to apply a swatch to anything in your game. Features Find the colour of anything–just pop in a search term and get swatches. Hex Code textboxes–copy and paste hex codes. Apply the colour to objects in your game. There are seven buttons for each swatch. From left to right, these are as follows: Apply to Part Apply to Light/effect (such as ParticleEmitter, Beam) Apply to Image (ImageLabel, ImageButton) or Texture (Decal, Clothing, etc.) Apply to UI background Apply to UI border Apply to UI text Apply to UI text stroke No button for what you need? You can copy and paste the hex codes next to each swatch directly into the colour property in the Studio properties window (usually). Example Install The plugin is avai

How To Prevent Exploiters / Cheaters Properly

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  #1  Never Trust The Client So to get into this there are some things you should understand to make a secure game. One of the first things is to  never trust the client  now I am saying this because the client can always be modified by an exploit program like KRNL, Synapse, JJSploit, and more. Never trusting the client includes a lot like not trusting the client to make just basic checks. #2  Remote Events So most of you might think securing a game is all about making a strong Anti Cheat but that is far from securing a game. Because of the simple fact that a lot of people actually tend to think that securing a game involves making a strong anti they forget to actually add secure non-exploitable remote events. Making a secure non-exploitable remote event is one of the biggest ways to make your game secure. You make secure remote events by adding server-sided checks for values like money some examples will be listed below: Example  #1  Secure Local Script: local Player = game.Players.L

How to stop cornerglitching: A guide by an experienced corner glitcher

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  Corner glitching can be the bane for many developers who intend to create a game with areas locked off from access. Highly experienced players who have mastered the art of corner glitching gain the ability to pass straight through your well scripted group only doors, walls, etc. A lot of developers, however, fail to realize the very simple and useful methods that can be used to prevent players from breaking in to your building. First, an explanation on what corner glitching is: First, you need to have a goal, something that you want broken in to. For the purpose of this guide, we are going to be using this room. Corner glitching simply works by making a 180 degree turn while hugging an exterior facing corner, as shown. While very powerful, cornerglitching can be stopped by a large amount of methods, in which I will rank from top to bottom in terms of usability, features, etc. Method 1: Cylinders When you use a cylinder, you make it so that there is no longer a sharp corner for the pl

Roblox How To | Creating a Simple Shift to Sprint Script!

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  This is for those people who get free models for Shift To Sprint Scripts. Step 1 - Making The Script First of all, you want to make a new local Script inside of  StarterPlayerScripts  which can be found by going to  StarterPlayer , Name it whatever you want! Step 2 - Coding The Script Next, we want to open the script. We need to define the character though and the player so that we can put up their walkspeed! to do that you need to put this: local Players = game:GetService( "Players" ) local UIS = game:GetService( "UserInputService" ) -- We do this so we can get the players inputs local player = Players.LocalPlayer -- Gets the player from the local script, Local Player will be considered by its script location., so If it wasn't in a player this would not work local character = player.CharacterAdded:Wait() -- Waiting until the Player's character gets added to local Debounce = false -- a Debounce that you can optionally put. local CooldownTim

Skinned/Deformation Rigs: Your Pro Guide! (Rewrite)

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952×317 20.9 KB What This Post Includes:  Prerequisite Knowledge Fundamentals Of Building Rigs in Blender Resources You Will Need to Make This Work  The Two Rigs To Make Your Game POP! Single-Mesh Rigs Hybrid Rigs  Connecting The Two Applications: Blender To Roblox Exporting Skinned Rigs from Blender To Roblox Importing Skinned Rigs In Roblox Studio The OPEN SOURCE file you can get your hands on! The YouTube Tutorial By Me for People Who Are Stuck Prerequisite Knowledge Fundamentals Of Rig-Building in Blender Rig-Building in Blender is pretty easy, but crucial for making this tutorial work for you. Rigs in Blender are made of 2 basic parts,  Bone  and  Mesh . Both of which are one shortcut away. BEFORE YOU READ:  I am going to call some Terms before explaining them, as they might mean something else technically, and to make my tutorial clear.  Instance In the following post, I’m going to use the term “Instance” for every iteration of an object in the hierarchy. Example, Here when I say

How to make an amazing low poly tree.

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  Hello Roblox Developers! This is my first community tutorial so hopefully I won’t make mistake! I am going to show you how to make an amazing low-poly tree in Blender (2.9). First, open Blender   . If you don’t have it, download it  here (Now for this tutorial, you might need to know some basics for example if I said switch to edit mode you would need to know how to do that.) Switch to edit mode! Do alt+Z  to enable x-ray mode. Delete all vertices but 1 so it should look like this: See that vertex?  Now click on the vertex and add a skin modifier and a subdivision-surface modifier. Got this?  Ok, Extrude up by pressing e followed by z and drag your mouse up to a “tree like” height. Good for starters, but tree trunks are not normally this straight! Grab to top vertex by clicking on it and pressing G. Then, move your mouse where you’d like to drag it. Then on the top vertex, extrude in the right direction to make 3 branches, all different lengths. Now, add branches on the branches. ctr