22 y/o roblox game dev and comp sci grad who's been scripting on Roblox since 2016. DM me on Discord (script_ing) to hire me for your game

Learn to script for 2025 with my book so you can make all the games you want. See link in bio/reply for a free sneak-peek.
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Handy for those new to game dev
Recently had the opportunity to build 3 demos to demonstrate the power of game feel! #gamedevelopment
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Replying to @NoContextHumans
It’s pretty simple once you realize that the last number in the first row is 9. From there, just count your multiples of 9: 9, 18, 27, 36. Notice that the last number in the 4th column should be 36, but it’s 37, indicating that something went wrong in that row. Tldr; 33 is missing
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Giving away 1000 robux. Follow me, retweet this message, and leave a reply. Winner will be chosen on July 4th!
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We finally get a bit more usd for robux. Note that this benefits the 1% richest developers exponentially more than the bottom 99%. Here's how: $3.50/1K robux -> $3.80/1K robux If you have 100K robux, you used to get $350. Now you get $380. That's a $30 increase. But for those who have 10M robux, they used to get $35,000. Now they get $38,000. That's a $3,000 increase. And for those who have 100M robux, they now get $30,000 more USD. You can see how this scales up with the more robux you have. It basically motivates you to make more robux.
Starting today, we’re increasing the DevEx rate for all creators. Creators will now earn 8.5% more when turning Earned Robux into cash.
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even with just 60 ccu, monetization is everything
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If you need some help with making that more smooth, you can use linear interpolation (and tweenservice). Here’s an article I wrote to help you understand it a bit better: kushaltimsina.com/blog/2025/…
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If you are a roblox dev, I really hope you have a backup plan in case roblox doesn’t work out. I will write an article on how important this is. Follow me if you want to stay updated when I post it
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This is how I'm motivating myself lol. Made it my background.
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DO follow your passion as a Roblox Developer. Here's why: Suppose you don't follow your passion and you are ONLY making games solely for money/external reasons. Suppose that you just saw your friend receive his $50,000 a month from Roblox's DevEx program. Let's say your motivation to make games starts at 100% (you think you'll get rich because you saw how much games make). It's most likely the case that your first game doesn't work out (due to a lack of skill in the field). Thus, you lose your initial investment (you had to hire developers to make your game, spend some money on sponsors). At this point, you are at a loss and your motivation dips. Let's say it's now at 60%. You try again with a different game. It may have a little more success than your first, but it's most likely the case that it fails. Once again, you came into the game expecting to make lots of money for little work. You realize how much work is involved and blame the conditions for your lack of success (everyone else is "lucky"!!). Your motivation eventually dips lower and lower, perhaps to 20%, as you lose a lot of money with a lot of tries, expecting quick wins, but getting 0 results. What do you have now? A loss of money. Slop games that you made for money. Oh. What's that over there? That guy is making $100K a month from dropshipping? Time to change ships! -- Now suppose that you do follow your passion and it is the thing that lights you up every day. Then, no matter how many times you make games, you are enjoying the process. This means that your motivation may start at 100% for intrinsic reasons (I want to make my own games because it's fun). The absolute value of the derivative of motivational loss for intrinsic motives is less than the absolute value of the derivative of motivational loss for extrinsic motives. In other words, you lose motivation slower if you are following your passion. Then, your 100% motivation may go down to 95% motivation. You followed your passion. Things didn't work out. But at the end, you still have a game you're proud of that you enjoyed. Maybe your friends play it here and there. This is precisely the reason that I was able to continue developing after many losses over 9+ years. If you continue making games and learning from each failure, you are bound to eventually win. But if you do it for monetary gain in the beginning, with 0 experience, it is much harder. -- Yes, you do need money to survive. But if you approach things from an intrinsically motivating way in the beginning, you are more likely to see money as a result of your work. Make money the reward that you get from doing great work. Not the shackle that makes you want to do work in the first place. Those that are able to continue bearing losses over the long run and learning through each iteration are destined to win eventually.
most positive developer
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Replying to @MrBeast
Beat him by donating $1,000,001
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I’m actually in the process of developing 5 full games at the same time rn. 2 of em are solo scripting for commissions. 3 are my own with 1 other person helping script for each game. All while studying quantum machine learning. It has taught me a lot about time management and what’s possible when going all in.
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Falling Fire Meteorite #RobloxDev
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A productivity hack that can help Roblox developers make more money: When I get commissioned, I take the big task (i.e scripting a full game) and split it up into a very large checklist full of features that I think would take 15 minutes each. Some of these features in reality take 5 mins. Some take 2 hours because of unforeseen bugs, but the point is to split it up into easy to script parts of features. All the checkboxes are prioritized in order of what I think is most important for the client to what is least important. For example, the main game loop comes first. Every day, I tackle 3 of the topmost checkboxes at minimum. If I get into the flow, that can turn into 5-7 of the checkboxes. Our brain loves the a cycle of action -> reward -> repeat. This is why simulators do well on Roblox. I click -> obtain my reward -> repeat. This system is designed such that you get a reward (filling up the checkbox) after you do the action (work on the commission). A lot of scripters say "yes" to a commission and then get burned out because of the lack of reward after they accept the full payment. This causes them to be called "lazy" and ends up going badly for the client and the scripter. Nowadays, I don't take 100% of the payment upfront for full game commissions, even if the client insists on it. I intentionally tell them I don't want 100% and I only want 50% or 25% upfront and we split it up into milestones. This way, my brain gets the action (work) -> reward (checkbox ticked off), and also gets short term goals of action (tick off 15 of those checkboxes which makes up 25% of their game -> reward (get paid another 25%). By doing it this way, I have found that I get more done because I get frequent rewards (checking the checkbox), and I automatically have short term goals for myself (get paid again after checking off X checkboxes). Frequent rewards motivate the brain to continue doing the action. This is amazing for the developer because they get work done and they don't slack. "I just have to get 3 checkboxes ticked off today" motivates them to get some work done. And remember that often times, after getting 3 done, your brain will have the momentum (due to the action -> reward cycle) to continue and you'll probably end up getting even more than 3 checkboxes done. Getting more done means that you get to make more money, faster. You're not fighting against your brain's reward mechanisms. This is amazing for the client because they get frequent updates from the developer. I think that burnout happens when your brain is forced to work for a long time without a meaningful reward. I'd say that this method alleviates the chance of you getting burned out as well, because you're always looking for the next reward and it isn't too far off. And also, yes, you need a bit of discipline to execute this properly, but I've found that it makes the work more enjoyable for you and ends up in the client becoming happier as a result. A win win. I've done this with all my clients as of a few months ago and they have always been happy due to consistent progress. I've been happy too because I feel very productive. Try it out and let me know how it goes!
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Replying to @mikerugnetta
I need 4 TB of RAM to run roblox and launch a spaceship to the moon at the same time man
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pov you ran out of variable names
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Hidden dev members be like "can you script my game" "yeah sure." "ok. ill give you 100 robux if you do good and the game goes well. for now I have 10 so lets start there."
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We're working really hard to get our game to 100+ CCU constantly from home recs. It's a small goal, yeah, but a big goal to us. We've stuck with this game for more than 1.5 years, even when it had 3 CCU for MONTHS. It means a lot that the game is growing.
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9 years ago, I scripted my first lock on camera. It took me 6 months. A few weeks ago, I scripted another lock on camera. It took me 3 minutes. Knowledge is a compounding asset.
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I agree and think it has to do with how a lot of developers have: - Urgency - feeling like they are always falling behind. ("If I don't release this game soon, someone else will steal it so I need to overwork myself to be the first") - Sole profit incentives - making money the ONLY thing that matters for their game ("I don't care about anything else. I just need it to make money") - Selling their soul to the algorithm - "Every day I look at this game's stat page, I'm constantly reminded how much my game sucks compared to others" I'm guilty of a lot of these myself. I woke up today feeling pretty anxious for no reason at all. But here's what I have found that does help: - Lose the urgency - Others might make their soulless game in 2 weeks. You can take a bit longer and polish it even more. - Put players first - you don't make money unless your own players WANT to spend. Make your game in a way that appeals to your own audience. - Money matters, but so do other things - Instead of solely making your game for money, try to find enjoyment in the actual development process. I remember testing out a brainrot game a friend made and I actually had fun. We have to remember that at the end of the day, we are trying to make fun games for people. That's the big idea. All of the things that turn this into an unhealthy competition isn't sustainable long-term. Personally, I'd rather make less money but legitimately enjoy the work that I do and feel that it impacts others and the game is fun than make more and be depressed all day. There are many unhappy rich people. You can be rich and happy if you play your cards right.
why are so many roblox developer depressed
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(Healthy) Productivity Tips for Roblox Developers: - Have a to-do list with checkboxes that give you dopamine when you check them. I use Notion. You can use anything you want. - Put all your work tasks on that to-do list. - Once a task is done, check it off - Use the Pomodoro Technique (30 min work, 10 min rest). You can experiment with what numbers work for you. For me, I normally do 40 min work 15 min rest. During the time the timer is on, close out of all other tabs that are not directly related to work or music and make sure that you cannot do anything except work. - I believe that you will get more work done in the 40 min you are fully locked in than in 2 hours of multi tasking. That's how I'm able to complete games relatively quickly. My 40 mins of focused work is the same as 2 hours of someone else's unfocused work. - After the timer is done, you can rest/stretch etc. - If you wake up and you feel like your heart is beating very fast and you're stressed, that is probably an early sign of burnout. - If this happens, it is because your mind is being overwhelmed by the amount of stuff you have to do. Make a to do list for the day and do LESS work for a while. Spend time doing other things that are NOT work. Note: I've found that THINKING about work has the same impact to your brain as actually DOING the work. So if you are doing actual work for 40 mins and you're spending 6 hours thinking about the work, your brain is doing 6 hours and 40 mins of work while you're only getting 40 mins of work done. A very bad ROI if you ask me, lol. (I speak from experience) I used to stop working and then listen to podcasts and educational videos as my "break", but I'd get tremendous brain fog because my mind was still in work mode. Then, I wasn't able to work at all for a while. Once I cut everything out and actually took proper breaks, I was able to work even MORE. Working less allowed me to do actual work more. Crazy, right? - If you feel like you have brain fog, your productivity (output per unit of time) will significantly diminish. Take a break. Breaks allow you to recover your productivity. Productivity = focus * time (I believe Charlie Morgan was the one that said this) To get the most focus, breaks are important. And also, enjoy the process, make others happy and make money. I think all 3 are very important.
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When using AI to script complex systems, I have observed the following: Before using AI to script: 6 hours coding + 1 hour debugging. After using AI to script: 5 mins coding + 2 weeks debugging
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It's not about getting 10K CCU. It's about becoming the type of person that can get 10K CCU. It's not about getting 100K subs on YT. It's about becoming the type of person that can get 100K subs on YT. Instead of asking yourself "how can I get X"? Ask yourself "What would someone that already has X do?"
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Greninja's ready to dive into battle! #ROBLOX #RobloxDev
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If you see this Tweet, please click that heart button. I’d like to have a visual representation of how many people see my tweets daily.
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I was scripting a Roblox camera system for a client yesterday and I used this process to ensure it was bug free. I tested it normally, making sure I could move my camera freely using the WASD keys. But then, I pretended I was the world’s worst user and I spammed keys. I found a bug where players could clip through walls if they held a key for long enough. And then I fixed it by adding a radius restriction. Problem solved before the client could even find the bug. Client even happier. Test more.
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A long time ago, I used to think “how do people script these complicated looking transformations and attacks.” Then I found some off the toolbox and studied them. I realized that everything that looks complicated is made up of simple parts. A beam attack for example, is made up of: create a cylinder, make it bigger, when it hits something, create an explosion. So just look at large systems and break them down and it’ll be easier for you to script.
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One thing I love about game development is that you are the creator of your own world. Scripting allows you to define your own rules for how you want your world to work. Players can come into your world and get a taste of your imagination and vision.
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Replying to @Shedletsky
Bro grow a garden could’ve been made in a week under 1k usd 😭
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@IuckyHD @LeArmenti literally started playing this game a few days ago and I found this lol. Can one of you guys help me out with its rarity?
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ANOTHER GIVEAWAY! 1️⃣ Follow @script_ing 2️⃣ Retweet this Tweet 3️⃣ Tag a friend 4️⃣ Thumbs up the video on my pinned Tweet. 5️⃣ On my pinned Tweet, reply with what you like most about the video. 20 WINNERS get 100 ROBUX! Good luck! You guys are the best! #Roblox #RobloxDev
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It’s my birthday today! 🎂
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You can use the same theory to deduce that 88 is also missing.
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I spent several hours spread across several days debugging an npc for a commission. It was behaving super weirdly after a few minutes of roaming around. The outcome of those debugging hours was one line of code that fixed it all: SetNetworkOwner(nil). Sometimes, proof of hard work comes down to the power of one line of code.
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A glimpse of the unfinished wild battling! Something everyone will get to test prior to the game's release!
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For the past SEVERAL months we've been trying to put in blender animations, and now we've done it!
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Articuno is freezing to enter a battle! #ROBLOX #RobloxDev #PCOZ
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Warning: Don't get into this beast's mouth! #Roblox #RobloxDev @robloxdevrel
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Game balance matters a lot more than I thought it did. Imagine a game that’s too easy. Players leave. Imagine a game that’s too hard. Players leave. In some cases, your game might have a META (most effective tactic available) that gets abused to the point where the game becomes too easy and isn’t fun anymore. If the META gets revealed very early in your game, players will spam it and get bored (too easy game) and leave. Solution is to introduce a variety of tactics for your players to keep things fun.
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Game feel matters. Have snappy animations, fast hit feedback, and analyze how quickly someone goes from “what is this game” to “oh okay, this is kind of fun.”
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Replying to @Bloxy_News
yay now my friends can see my horrible code live in front of their eyes
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The more I have developed as a scripter, the more I want to reduce the lines of code per script. When I was smaller, I used to think 7,000 lines of code in one script was adequate. Now, I want less than 300 lines of code ideally per script. Less lines per script = easier time fixing bugs.
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Here we go again
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Charizard's ready to soar into battle! #ROBLOX #RobloxDev
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I used to talk to chat gpt for advice a lot. But when I noticed that it would glaze you for everything and give somewhat mediocre advice, I stopped that practice. It would confidently tell me the exact reason why something isn't working out for me. I'd talk to it for a few hours and realize I ended up in the same spot I was at even before the conversation. It's an impressive feat of technology for sure, but I would follow its advice and basically get nowhere. But then, I turned it off for a while and decided to think of stuff on my own. I became a lot more successful once I stopped using ChatGPT for these kinds of advice and started to think of solutions on my own, drawing on books and other experts for help. I personally think that placing an emphasis on your own skills and problem solving abilities is very critical to success, especially in our day and age where there is an over reliance on AI. AI is great and it helps, yeah. But, at the same time I think that an over-reliance on AI makes you dumber and you should try to seek out truth in your own way and force your brain to do the problem solving. Don't focus on memorizing what you don't have to; instead, focus on increasing your brain's problem solving capabilities.
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PCOZ is officially coming back.
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I was just about to go through a whole load of math and try to find the angle between two 3D vectors and then I realized that I could just use something even easier and cooler! So I achieved a really cool Thunderbolt effect! Really happy with this! #Roblox #RobloxDev
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Meet Volcanis, a fire Elementalist evolved to Rank 5 in my newest game Elemental Adventures. Eye-witnesses of Volcanis claim that Volcanis can make active volcanoes explode with a clap of its hands. #Roblox #RobloxDev
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Tales of Tanorio is a great game. Sure, there are tons of bugs, npcs battles, and UI issues, but you can see all the attention to detail that was put into the game, animations, scripts, and builds. Shoutout to the goats @himtopia @TalesOfTanorio #talesoftanorio
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is anyone else seeing this blue gradient stuff? usually used to seeing red/yellow everywhere, lol
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Thank you..
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I scripted my first flight system in March 2024. I've been scripting my second one for the last 2 weeks. The first one took me 24 hours to get the movement working and imo it was a bit janky. The second one took me about 4 hours to get movement working. Some will say I wasted the 24 hours the first time around. I would say I invested the 24 hours in learning what NOT to do. When you execute, you will either learn what to do or what not to do, but you will learn either way. There is no substitute for execution.
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Still a WIP, some text has not been changed yet but here's how it looks.
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What are your favorite #Roblox games?
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It feels like the majority of my followers are inactive. If you are active, please consider replying to my posts to give me feedback. It’s very much appreciated and one reply can change the whole game.
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ark
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One of my other posts hit 100 likes, thank you so much!
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A preview of the unfinished demo map for Elemental Adventures! #RobloxDev #Roblox
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We released 2 small games in October. In November, I'm working on 3 full game commissions, 1 long term high quality game, and 1 smaller type of game with various teams. Lots of work, but also, lots of fun. Out of our own games (non NDA contracted), hopefully I can show some stuff later this month. We have been absolutely cooking.
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Brain freaking out when you know it should be yellow but it looks green
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When deciding to use AI for scripting, you are trading understanding the code for speed. The more code the AI writes, the less you will understand your own code, but the faster it will be produced. When making games, you get to decide which one of those things is more important to you. For me, it is more important that I allow myself to do the problem-solving and scripting, so I write 90% of my code by hand and allow AI to speed up the things that are tedious (i.e filling up dictionaries, refactoring a few things here and there) and for a rough boilerplate code on more advanced things. I have always loved the act of being able to write my own code. It doesn't give me the same great feeling when an AI spits it out.
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Replying to @MrBeast
Sounds like the Elon musk and jack ma feud
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50 likes on this post for next leak
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Here's what snow in battles currently looks like, as requested by the vote. We are experimenting with various things shown in the images.
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I love making games more than I love playing games. I used to work on games for 100 hours before I played one game for 15 minutes. It’s a curse and a blessing. It has led to bad game design in the past from me (not playing games means you won’t know as much about what makes a good one). But it has led to a lot of bugs fixed and a lot of features made that I’m very proud of. Now I do both. 1% better each day.
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If you’ve ever released a game on Roblox and you were disappointed by the outcome, treat it as a stepping stone in your journey rather than an end. Remember, your game isn’t the thing that “works.” It’s you who makes it work. It’s not about creating a successful game, but rather being the type of person that can create one. Every failure gives you exp points in that way until you’re at a high enough level to win. Keep crushing it.
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Starting to believe that "How you do one thing is how you do everything." So, for everything that you do, give it your 100%. If you're learning scripting, learn it with the intention of being the best. If you're doing commissions, treat every game as your best work and never deliver something that you wouldn't be proud of. Even if it's a cash grab game, pour your heart and soul into everything, as if players are going to be absolutely astounded by it. This doesn't mean you should spend 2 years on a game that is designed to be a quick cash grab (unless you want to). But whatever you do deliver, make it awesome. What you deliver to the world compounds over time.
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We wanted to give this one eerie vibes. #Roblox #RobloxDev
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⬇️ Post your “afk until” game links or your donation links in the replies below. I’ll try to donate to as many people as I can. Retweet this to let your friends know!
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Every now and then, you see more yellow than red. And the next 7 days, you end up seeing more red than yellow. Lol.
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What a privilege it is to be tired after doing work you enjoy
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crazy
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I scripted a helicopter a week ago. NPCs can ride on it. Take a look! #Roblox #RobloxDev
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We plan on using animated sprites for our UI and 3D models for everything 3D, including battles. Left is PCOZ and right is PBB.
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Building a map for Elemental Adv. right now, and this looks GREAT! I'm pleased with how this looks, and I can't wait to script the part of the story that deals with it. On another note, the story is about 20% done.
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As a development team, we strongly enjoy Pokémon and are now in the hopes of creating an elemental game with Pokémon styled battling, a story, indoors, and npc fighting. We hope you will all stick around on this future endeavor and enjoy it.
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Replying to @TomFrankly
The Greek statue accounts are crazy
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Making cards is fun! Reply with some card ideas and you may have your card be in game! 🔥
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PCOZ is lookin' pretty good atm. There's a really good chance that Pokemon Dark Moon will combine with us soon, we've already made the decision with the owner (@Stiano88). We're just waiting to confirm it with his developers. Here's an unfinished Charmander for you guys to enjoy.
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Really wish I could continue PCOZ. I might just end up creating YouTube tutorials on how to make a Pokémon game on ROBLOX just for people who want to see how it feels like.
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What I wish I knew when I hired Roblox developers 4 years ago: I wish I had realized that everything has a cost. If you are hiring a developer that will work for cheap (say, 400 robux), you will end up paying 400 robux, but you will end up paying a lot in more ENERGY and TIME. When I worked with cheap developers, it took them a long time to get basic things done - MONTHS. I was so conservative about spending money that I would always look for the cheapest solution. If I had just shelled out 5k-10k robux, I would've had those basic things done in a few DAYS. I thought it was expected that these things take that long at the time, so I was willing to wait those months. Only nowadays, I realized that back then, I chose to pay less money and pay more time and energy in communication and patience. You will have to choose what you pay with. Sometimes, it's money. Other times, it's energy and time. Hope this helps someone.
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#Roblox #RobloxDev Had some fun with this one :D
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Replying to @ProgressBar202_
let’s hope 2022 won’t be like 2020
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I just had a dream come true! Riding a Kyogre!! #Roblox #RobloxDev #PCOZ
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Maps are going really well. When you arrive here, try not to get lost ;) #Roblox #RobloxDev
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