Roblox is a powerful platform for game developers, offering access to millions of players. Here's how to create your first game.
Getting Started
Setting Up Roblox Studio
- Download Roblox Studio from roblox.com
- Create a new account or sign in
- Start a new project from templates
Understanding the Interface
- Explorer: Shows all objects in your game
- Properties: Edit object attributes
- Toolbox: Access free assets
- Output: View script errors and print statements
Luau Basics
Luau is Roblox's scripting language (a fork of Lua). Use the task library in new scripts:
-- Variables
local speed = 16
local isJumping = false
-- Functions
local function onJump()
if not isJumping then
isJumping = true
print("Player jumped!")
task.wait(0.5)
isJumping = false
end
end
-- Events
local humanoid = script.Parent.Humanoid
humanoid.Jumping:Connect(onJump)task.wait() is the current way to pause; wait() is an older alias — use task.wait() in new code.
Core Concepts
Working with Parts
local part = Instance.new("Part")
part.Name = "NewPart"
part.Size = Vector3.new(4, 1, 4)
part.Position = Vector3.new(0, 5, 0)
part.Anchored = true
part.BrickColor = BrickColor.new("Bright red")
part.Parent = workspacePlayer Input
local ContextActionService = game:GetService("ContextActionService")
local function jump(actionName, inputState, inputObject)
if inputState == Enum.UserInputState.Begin then
local player = game.Players.LocalPlayer
local character = player.Character
if character then
local humanoid = character:FindFirstChild("Humanoid")
if humanoid then
humanoid.Jump = true
end
end
end
end
ContextActionService:BindAction("Jump", jump, true, Enum.KeyCode.Space)DataStore for Saving Progress
local DataStoreService = game:GetService("DataStoreService")
local playerDataStore = DataStoreService:GetDataStore("PlayerData")
local function onPlayerJoin(player)
local success, data = pcall(function()
return playerDataStore:GetAsync(player.UserId)
end)
if success and data then
player:SetAttribute("Coins", data.Coins)
else
player:SetAttribute("Coins", 0)
end
end
game.Players.PlayerAdded:Connect(onPlayerJoin)Loading and saving are separate. Minimal save with retry:
local function onPlayerRemoving(player)
local coins = player:GetAttribute("Coins") or 0
local ok, errMsg
for attempt = 1, 3 do
ok, errMsg = pcall(function()
playerDataStore:SetAsync(player.UserId, { Coins = coins })
end)
if ok then break end
task.wait(2)
end
if not ok then
warn("Save failed for "..player.UserId..": "..tostring(errMsg))
end
end
game.Players.PlayerRemoving:Connect(onPlayerRemoving)
game:BindToClose(function() task.wait(2) end)Same key for Get/Set, small values, enable Studio API access to test, respect throttling. If values can be traded/exploited, use UpdateAsync + session locking, not plain SetAsync.
See how we scope game and interactive work in our Portfolio.
Publishing Your Game
Test before you publish. In Studio use Play [F5], Play Here, and mobile emulation; watch Output for errors. Test save/load with API access enabled.
Publish checklist: File > Publish to Roblox As; Game Settings > Permissions (public/private); Age Recommendation questionnaire + genre/descriptors/chat defaults; thumbnail, icon, description; device support. Re-test as a real player.
Conclusion
Roblox development is accessible and rewarding. Start with simple mechanics, test frequently, and iterate based on player feedback.
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