Transcripts
1. Intro: Welcome to my course where I will guide you through the steps of creating your first robots ABI game. I'm a Roblox game developer myself. And I've worked on games that have had millions of visits. By following my course, I'll teach you basic Roblox game development skills and techniques. Once you have completed this course, you'll be able to create your own ABI and even create other games based off of the things you learn here. We'll be going over how to set up your game developing environment so that you have everything you need. Will also go over the basics of Roblox Studio. And then we'll create our Albi step-by-step. The ideal student for this course is someone that aspires to be a robot's game developer. And there's not have too much experience at, there are no requirements necessary to enroll. We'll start off from scratch. Thanks for listening. I look forward to seeing you in my course.
2. Creating a Roblox account: Welcome to the first part of the course. The first thing we need to get started is a Roblox account. If you already have an account, you can skip this video. Let's create a real bugs account with first deletes a hat over it. So Roblox.com asks you that you'll be greeted with this screen where you can select your birthday, select your username, and your password. After that, you can select your gender if you would like, and they can click sign up. After that. You'll need to complete this verification. So it says pick the apple and we pick the image with the apple. And after that, you should be all set.
3. Downloading Roblox Studio: In this video, I'm gonna be showing you how to download Roblox Studio is you're already Avro luck Studio installed. You can skip this video to download Roblox Studio first, head on over to robots.com, where you'll see this screen. At the top. You can hit Create. And then you'll be greeted with this screen. And here you can click start creating. Now, it's going to be checking if you already have Roblox Studio. And if you don't, it's going to give you this pop-up and you will click Download studio. Now, you can click this once it's installed and it'll start downloading reflux CEO. Now in my case, it's already downloaded. So this isn't gonna take too long. Now once it's done downloading, it's going to open up Roblox Studio and you'll have to login with your robots account.
4. Setting up your Roblox Studio environment: In this video, I'm going to be teaching you how to set up your robots studio environment. The first thing you wanna do when you open Roblox Studio has click on new. At the top left. Here you'll see a bunch of Keynes templates, which are basically pre-built games that help you get a head start when you develop your own game. In this course, we'll be using the normal base plate. Once this is loaded in, the first thing you wanna do is click on view at the top and make sure the Explorer as checked, the properties are checked. The asset managers checks, the toolbox is checked and the output is checked. You can change your Roblox Studio theme by clicking on file at the top left, and then going into studio settings. After that, you want to click, you want to scroll down to general here. And then in theme, you can change it from dark to light. Or from light to dark. I prefer dark, so that's what I use. Now, I will shortly be explaining what all of these things do. Adele, we just enabled. We will go more in depth as the course continues, but I'll just be giving a quick overview right now. So the Explorer, and you can see here at the top right, is basically everything that is in our game. As you can see, there's a bunch of tabs here. So first of all, we have the workspace, which is basically everything we see here with the camera. So if we open the workspace by pressing this arrow, will see a base plate, which is this thing. This will big part that we're seeing. Then I'm moving right now. The spawn location, the terrain that we're not really using. And then the camera which were looking with right now, there's also a player stop. So if there are players in the game, they will appear here. Then we have the lighting, which is let me just show you. If we delete the lighting, you'll see that everything is really bland and the Skybox change. Then we have the replicated storage and all of these other tabs, which I will be getting more in depth later on in the course. So moving on, we have the output, which is basically when our script wants to talk to us. So let me just show you right now, I'll be creating a script inside of the server script service. And then as you can see, the first line that's already generated is prints hello world. So this is what our script is going to tell us. Now if I run this game, you'll see our output shows hello world. So it's basically what our script is, science. Now, the toolbox is basically all the community made assets that we can use. So let's say we make cool house instead of robots studio, we can upload this to the toolbox for other player CEUs. So as you can see here, there's a source and we can just click on it. And then it appears in our game and we can use this. There's a lot of cool stuff that we can use and will surely be making use of this in this course. Now, the last thing is the asset manager, which we don't really see right now since we first have to publish in which we'll be doing later on. And then what the S and manager does is it. Whenever we have an asset like an image or a texture, we can put this inside of the asset manager so we can use it in our game. We can't just use any Google image inside of a rule books game because of some limitations. So we first have to upload this in our asset manager and then we can use it inside of our game. So that's it for the robots studio environment. And we can get some developing the game.
5. Creating a killpart: In this video, we'll be creating a kill block, which basically kills the player when the players such as this block. So first off, we went to head into our explorer and we want to create a block. So how we do that is once you hover over the workspace, there should be a plus icon here. Just click that and then press part. Now in your main screen, you'll see a part that just spawned. This part is this one here in the workspace that we just created. So let's change its name. You can do this by pressing right-click on the part, going to rename. And let's kill block for now. Now, next up, once you click this part, you can at the top left click, move, scale, rotate. Now these things kind of speak for itself. But just as a preview, once you click Rotate, you can actually rotate the part like this. Once you click move, you can move apart however you would like. And when she clicks skill, you can make this part bigger and smaller. Okay? Now we have this part. If we look at properties, we can see a bunch of properties that this part has. For example, brick color, transparency, orientation, which basically means rotation, position, and all this type of stuff. Now, I will explain more about this in the next video. But for now, let's just change the color to a color that we like. So since it's going to kill the player, I'm going with red, just to indicate danger. Next up we can change the material. I'm gonna go with neon to making glowing. Next up. The last thing we want to change is we want to make it anchored. Now, what this anchoring do, I'll just show you. This is our part and right now it's an anchored. So anchored is not set to true. Now if we run the game, you'll see that it felt sitting around like that. If we anchor it, It's not going to move. Once we move the part, as you can see, it says floating. Once it's anchored, it never moves unless you tell it to go. So even if a player is standing on this, it's not going to fall. It's just going to stay in the same position. Next up, we will be writing our first script. So to create a script, you first, when it clicked this block that we just created in the Explorer. I'm going to press the plus and then go with script. Now, let's rename our scripts to kill scripts. Now as you can see, the first thing we see is prints hello world. Just to show you what this does and what our output actually does, is it prints Hello World inside of the output. That's because of this line of code here. Now, we're not going to need this in our scripts, so let's just delete that line. And then what we're gonna do is we're gonna make a block. We type local brought block equals script dot parents. So as you can see, our script is in here. So R scripts, the parents of our script is going to be the keel block, which means that scripts dot parent is this block. So right now we have block which will be this block. And then we have an event called blog.js, colon connect. And then we, inside of the records pizza function, we do opening and closing brackets. We move out of the brackets and we present, sir, I will include this code inside of the description so you can just copy paste it if you don't understand for now. So once this is touched, sorry, I forgot to include hit here. Hits is going to be the part that the block is touching. So once a player is touching this, the player will be hit. So we do if it, so if the player exists and it dot variance, if the thing that's hitting it as apparent and hip dot parents call and find the first child humanoid. Then hit dot, dot, humanoid dot equals 0. So let's just test it out for, test this out first, and then I'll explain what exactly it does. So once we get into the game and we touch the part, there we go, we die. So that's an official kill block that we created. Now what does he do exactly? Let's look into the scripts again. So local block equals script operand. We're just basically naming the block that we want to kill. And we give it the name block. And then we detect when it gets touched by doing dot touched, so blocked out touched, then we connect to a function. A function is basically a task that you want the scripts to perform. This function has as parameter hits, hits is going to be the part that's touching it. So in our case, it's going to be our player. Now, we check if it exists. We check if he has apparent. So for example, if our right foot is touching it, we want to check if our right foot is attached to a player, which it is. And then we check if hit F9, first-child humanoid. Now, a humanoid is a very important part of our robots character. What a human eye does is it makes, declare it an actual player, if that makes sense. So if you click on humanoid, you'll see in the properties of bunch of properties that are attached to the player. For example, health, which will be the player's health. So if we change this to 50, you'll see at the top right of our main screen that our health is now 50. You can change the walk speed to 50, for example, and will be way faster than normal. You can also tick sit, which will make her character set. You can, if you scroll up, you can change the jump height to 80 or any number actually. And you'll see that we jump, we hire. So basically the humanoid makes our player or player. So then it would make sense to check if the thing that's searching it has a humanly. So basically, we're checking if the thing that's searching it is a player. If that's true, then we execute this line which sets the humanoids held to 0. So let's just do that here. If we set our health to 0, the player dies. Just to give a good overview of what the humanoid is. If we delete the humanoid, we're basically just apart. So now we've created our first gill block and also our first script.
6. Editing a part's properties: In this video, I'll be explaining the properties of a block. So to start off, let's just spawn in apart. If you remember from the last video, we go to Workspace in the Explorer, we press plus and then create a part. Now let's just make it so that it's a cube. Just so we can see it more clearly. Okay? Now if you look into the properties, you'll see, first of all, you'll see the brick color. If you click on this, you'll see all the colors. You can change the part two. So let's make it white, for example. Now, we have a cost chattel property which is either true or it's false. Now, as you'll see, if I take this, it won't cause any more shadows. So it's pretty self-explanatory. So let's uncheck that. The color is the same thing as the brick color. However, you have a lot more options because you're giving a number values. So you can, for example, to something like this to make it black. You can go here, make it yellow. And we'll just keep it white for now. The material is the material of the block. So let me just show you. You can go through all the materials and select which one you like best for your OB. We can do this for every part of course. So what I like most is the plastic one, since it's pretty smooth. Now we have reflectance, which basically determines how shiny or object is. So if you go to one, you can see that it's completely shiny, almost Chrome like. So let's go back to 0. Transparency is how transparent your part is. 0 is not transparent, 0 and 1 is invisible. Now, for the data part, these three you don't need to worry about. For name. You have the name of the part. So if we just change that to part 2, you see in the Explorer that part is already changed. You can do the same in the Explorer with just doing it like this. Now orientation is the rotation of the part. We can change this here through properties. So if you see I changed it to 50 and it rotated. You can also go to home. Rotate, click your part, and then rotate it yourself. And as you see, when we rotate it, the orientation in the properties changes soon. Next up is parents, which is basically what it is inside of. So if we change the parents, you might like to basically, for example, will find r bar inside of base plate. You may remember with kill block in the scripts we did block equals scripts dot parents. This may explain what we mean by that. So we do the scripts barons, which is the keel block, and then the rest of the function with that block. Now, we have position, which also we can change it here. But also just manually like this. Then next up we have anchored, which I explained in the last video. It basically keeps it up in the air. Archival. Boy, you don't need to worry about that. It doesn't really do anything for us right now. Now we have again collide. All nieces show that by demonstrating. So again, collide basically means if it can collide with other objects. So right now, can collide is on, and as you can see, we get 1 through it apart. But if we turn it off, we can now go through it apart because it's not collider more. So moving on, we have Can't Touch, which is for scripts like ours. When we do dot touched, if the parts can touches off, it won't register as it's such events. So if you want your script to ignore part, you turn this off, but generally you'll keep it on Collision Group ID. We don't need that right now. Locked basically means that it's selectable by us with our mouse right now. So as you can see, it's locked and we can't select it. And once we unlock it, we can select it again. Massless also does not matter right now. The only interesting ones that are left are shape, which are blocking me a ball. It can be a block or it can be a cylinder. And size, which is the same as scaling it. So we can do for example, 2020, it's 20, which makes our block just larger. Okay, that was that for the properties.
7. Create your first stage: In this video, we're going to create our first Sage. So you might have encountered a stage while playing robot yourself is basically just a normal platform. However, you jumped over the lazy locks. So we're going to make something like that. Using our keel block and a normal part, changing the parts properties as we just learned. Now, to make it more challenging, we will remove the base plate first so that we only have the blocks that we create to stand on. So let's first move the part that we had, a low respond location so that we have a place to walk on once we spawn into the game. Let's just create it so that it is a square. So we'll have the same first and last number. And then let's put this one in the center. Now to create a path that we can walk on further, we will duplicate this bar. And you can do that by right-clicking, pressing Duplicate. Now we have two parts. You can also copy this part and then paste it into the workspace again. However, as you can see, its bonds on top of anything that it is touching. So let's just do duplicate to have the same level. And we can drag this out to create a bath. I guess we'll want to make it a bit thinner. You can scale it up, scale it down by going here and pressing on skill. Also, make sure that you anchored all of these parts. So the kill bug here is an anchor, anchor that. All right, so now we have everything we need. There we go. And now let's get some pleasing are killed block. And now we can duplicate this just like we did with the other part and then spread it out so that there are a bunch of toolbox that we need to digest the player. Now, you can also duplicate just by pressing Control D, which will help us do this faster. Okay? And now we also want a different platform here to indicate that we beat the stage and we can move on to the next stage. Now, let's place as this nice and just a test to see if the Kill Box work would just die once. Okay? So we know that works. And there we go. This is our first obviously. Now, one thing I would like to mention is that right now you already have an arsenal to make a bunch of different types of stages. So for example, you can make a stage with Kill Box where instead of dodging the lines, you dodge squares like these. You have probably seen stages like this. You can also create a stage like this. You can also create a bunch of different types of stages. One thing that would be interesting for you to know is once you click this part, you can hold Control and then click this one too. And you can click as many parts as you want. You do this to select multiple parts. So the use of this is now we can make it bigger or smaller. We can also duplicate it by pressing Control D. And now we can move all of the three parts which is duplicated. So not if we do this again and we duplicate it again. We can create a stage by just duplicating instead of placing every block individually. So now you can already make these sub-stages. And I bet you could also think of other stages to make yourself if you want, you can also pause the lecture for now and create a bunch of other stages that we have with the tools right now. We will be adding a lot more to Assyria or CINAHL. And the rest of the lecture.
8. Create a door stage: In this part of the lecture, we'll be creating a door stage. Let me show you what I mean by that. Let's first create a platform just like we did last time. I just selected this and duplicate it by pressing Control D. And then I'm going to drag this out. And then we'll duplicate this two so that we have an end platform. And I think we should for now get rid of this. Okay, So we're gonna make a door stage. What I mean by endorsed age is is so have you ever encountered stages like this where there's two doors he can choose to go through. And one of them kills you. And the other one doesn't. That's what we're going to make right now. Okay? So first of all, what we can do is just get a door from the toolbox. So as you can see on the left, I'm using the toolbox. I searched for door. And you can just select one that you think looks good. So let's just select this one. It's always good practice to look through everything inside of your, inside of your model and see if there are any scripts like this. And then you want to delete those scripts. Since usually these scripts contain viruses. So we have a door. Let's have another door. And let's make it so that the players cannot pass through by going around the door. So we'll basically, I guess duplicate this part. Or you can create another part, whatever you want. And then omega like this. We'll duplicate it again. Duplicate it again. And then we duplicate it again and make the middle right. Now, as you can see, We are costing a bunch of shadows, which I'm guessing we don't want it. Since it kinda looks not ugly, but it doesn't look good either. So let's just select this control, select all of these, and then unsafe cast shadows. So now what's left is the door that's costing shadows. So what we're going to have to do is click on every part inside of the door. Like this. You can also control click in the Explorer. So we'll just click every part of the door and then unzip cost channels. Here we go. Oh, we missed the part. Okay. And now we also want to make it so that one of these doors skills that when you pass through. So if you remember from one of the last videos, we use a kill script for that. Now luckily, we can just copy this kill scripts and then base the inside of these doors. However, make sure that you paste it inside of a part. So don't paste it inside of this red model thing. This is called a model, basically inside of a part which looks like a white Lego block. So we based it into the base. And then basically when we touch this base, we should die. Let's try it out. There we go, okay, So we can't pass through the door since we die. We spawn all the way over here. Let's just try it ourselves over there. Oops. We'll be working on the checkpoints in the next, in one of the next lectures. So as you can see, we can just normally pass through restore. Now what we can do is basically just duplicate these doors and then place them one after the other. Now, an easy way of doing this, since we don't want to select everything each time rape, an easy way of doing this is we're going to have to select everything once. So control-click this control-click that. Go into your explorer. Control click these two doors. So now we have everything selected and you go into home at the top. And the quick clip group here. So once we click that, it's all going inside of one model. Now let's rename this model two doors. Just have a good overview. And then we can do to get this angle like this. One issue is that right now, this one's going to kill the right one is going to kill again. In the right one is going to fill again. So we've got to switch it up a bit. So we remove the gill script fun from this one. And let's place it inside of the left one. And let's place inside of the left one here It's seal and be sure to remove it from the right one. Now we have made door stage. So what we could also have done, instead of using these doors that open manually, we could have this able to again collide function of the base. So you see how it can collide is on. We can turn that off and then you can just pass through. So there we go.
9. Getting better lighting: So as you might have noticed, while making the sages, the lighting averse stage is pretty bad. It's pretty grim and it doesn't really look happy. Now, as you might have seen in the Explorer, there's a thing called lighting, which is responsible for all of the lighting. Enter again. Now, as you can see, there's ambient colors, which doesn't change too much at the moment. There is brightness, which basically determines the brightness. Or again, let's put that 2.5. Now, we also have outdoor ambient, which again, you can see that it changes the brightness. You can also make it something like yellow. However delicious, keep it like this for now. Then we do shadows softness. Let's put that to 0.5. For the more, let's change these two to 0. Sorry. Here we go. And we do exposure compensation to the zero-point 25. Now, it might look even worse to you. That's because we haven't added the color correction yet. So what we add is you click on lighting, you click on plus D go to color correction effects. Now as you can see, we have this one, incentive lighting. And we can edit this. So just some good values to put 0.15 for brightness, zero-point one for contrast. And then for saturation we do 0.9. So as you can see, the door, for example, looks way better than before. But you can also edit this stuff to your liking. So for example, to meet this wall looks pretty black still. So we can turn in the lighting. Oops. Yeah, in the lighting. We can I think it was we turn this to one, for example. Yeah. Okay. So we change it back to one. I know I told you to change it to 0. That was my bad. However, right now since we're only using white parts, it's still a bit bright to me. So in the color correction, Let's turn the brightness down a bit to 0.1. And then I think that's fine for now.
10. Creating checkpoints: In this video, we're going to be creating the checkpoints. With the checkpoints two is basically when a player response, when the player loads in the game for the first time, they start here. And then when they beat the stage, such this part, and this part would basically be a checkpoint. So the next NBA player dies. They spawn here and not all the way over there. Now, for this, first, let's delete these ones since we're not going to need them. The only actual spawn location we're going to need is this one. The first one? Now, if you want to, you can go into your spine location and delete the detail that was inside of it, since that was the image. And we can also just change the color. Let's make it have different proportions. So I'm just making it a little bit smaller. There we go. Now. We can just use toolbox. The toolbox for our checkpoints. Just type in ADI checkpoints. And this is basically a model that we can use for our RB checkpoint. So let's rename it to check points. And we can look inside of the script just to make sure that it's safe. We can also delete the Diigo. So this is a pretty complicated script. But basically, what we're doing is when a player such as this part, the player gets assigned checkpoint, which would be this checkpoint. And then when appeared such as another checkpoint, the assigned checkpoint changes. So what we also want to do is just create, just make these black and then make the model smaller. Just to match up with the first spawn location that we add. Now we have this. We can just copy paste and place it here. And then you can do this until you reach the finish of your ABI. So let's test it out. Okay, so now I touch the checkpoint and let's try dying. There we go. We spawn at the right location. So let's just get that one out just to be sure though. Right, left, right, right. Okay, let's do this one. And let's tie again. And we should spawn over there. Okay? So now we have a checkpoint system going.
11. Other stage ideas: In this video, we'll go over some other stage ideas that you can implement in your game. Now, before I start, I'd just like to mention that you yourself can also implement a lot of ideas with the tools that we have today. But I'll just give a few examples. So it's good news stage. And let's make one where there is no floor and you need to jump on every part to get across. And then we can also rotate these parts to make it look a bit more disorganized. We can also, I'm not going to execute this, but you could also make this block. You can make it a cylinder in the properties remember from last video. And then you get have laser stage like this. And you can make the lasers go higher. You can make them go lower. And then just like we created this with blocks, we can use the toolbox to our advantage. So for example, let's make this type of stage, but then instead of normal box will have stars. So let's just do star. And here's the star model. What jacket for scripts. So stuff like this. We don't need that. Anything that looks weird or you can just delete it and see what happens. So for example, this hinge, we can delete that. We can delete the attachment and we can elite that. I know that when you delete the mesh, this happens. So we don't want to do that. We can delete the point light, it becomes less shiny. We can also just edit the point line to be less bright. So I'm just going to do that. So let's make that stage we can rotate it so that it's easier to jump on. A. We also need to anchor everything and make it can collide Hubble so that we can actually jump on it. So if you ever find yourself not being able to jump on something and just going through it, probably can collide is off. And if it falls to the ground, then probably the anchored properties. So let's make it a little bit better. Furthermore, if you remember from one of the last videos, we have, let me just move this first. You remember the gang collide property. We can use this to, for example, create a stage where you have two paths, but one of them goes through the floor, is not compatible. So for example, here, we copy this again. So we make this and we turn this. Blocks can collect property off. Let's move it a bit closer. Actually. There we go. So that's another stage that we can make for more ideas. And Roblox actually as its template that we can use. So if you click on file at the top left and then press open from Roblox. You might have noticed this. But Roblox has a few templates that we can use as games. And one of them is an obvious template. So let's just see. If we click on new at the top left. And then we click on Avi. Now this is a very basic template, but we can get some inspiration from that as well. So as you can see, they implemented a lot of the stuff that we already implemented. Okay, So these are, for example, conveyor parts. These are the other stage that we implemented. Okay. So if you would like to know about conveyor parts, I will explain that right now. So let me just demonstrate with video first. So if we walk on this, you can see that our query gets moved to the side. That's what the conveyor part does. So we could actually just well first I'll explain how it works. It has a script is attached to the, which basically changes the velocity of the project of the bart, which is a property. So if we look at the property, we scroll down, we see velocity, we should see that somewhere. So I guess here, if we change these values, then it's going to push us to 30 z. And z would be to decide. Now, we can, we don't have to do that since in this script they do this automatically. The only thing we have to do is change this speed value here. So if we click on conveyor convict configuration speed value, we want to change that to how fast we want us to get flung to the side. So let's say we choose 30. It's gonna go pretty fast right? Now we can just select this. We can copy this, head into our other project. And just right-click based. So now we have a conveyor part that we can use inner game. Like this. I'm not gonna make it, make a stage using it, but you can do it if you would like. So these were some of the extra ideas you can use to implement your ABI.
12. Creating a finish: So once a player finishes the ABI, you generally want to reward them in some way by giving them some cool things to do at the end. So for this, we can simply just use that toolbox and type. I'll be finished and we can see what other players have created. So for example, somebody created a ultrafine finish ABI. And you can see that there's like a whole play part going on here. So I guess we could just attach this to the end of our hobby like this. And then ones to play finishes, they can enter the park. But if you're not looking for something that big, There's also, for example, this one which is like a classic finish of a of an ABI, where you get, for example, speed changers. You get an option to paint yourself, etc. You can play around and see what you like. So we can just attach this city and liver. So there you go. You just create your own.