Lovely update, Guess we can say we have a lot to look up to.
I myself never really trusted the Save so I usually end up publishing to a side studio instead. Hopefully, this feature can regain my trust in the save feature again
On a side note, Is this feature somewhat related to the cloud feature that was on the Roadmap a few months ago but was removed? (Not the clouds instance)
I totally understand wanting to push users towards an underutilized feature by reducing the friction in using that feature; but adding friction to local saves to do so is going to make my personal work process much more painful due to issues like network bandwidth and general organization.
My Concerns:
I have horrible internet and many of my game files are megabytes in size. (I save my work locally frequently and only publish when I finish a feature.)
I often utilize many different place files for different activities (e.g. setting up vehicle hitboxes, stress-testing a sub-set of my UI, writing + maintaining a standalone module in a quarantined test environment) and having those all as files in the project folder they belong to rather than as individual “games” cluttering up my creations tab just makes more sense.
Solution Idea:
Allow users to switch back to the local save hotkey, but default to the new feature.
This way you successfully push new devs to the underutilized feature but also don’t punish users like myself that don’t have the bandwidth or desire to utilize this feature as intended.
I don’t trust saving all my work to Roblox all the time. Sometimes the servers are bad, and next thing you know, what if those saves are deleted? Its basically making it harder to save it to your own computer kind of, and I don’t remember all of these shortcuts all the time
It is still possible to exclusively use local saves and never see the new save dialog, if that is what you like.
Go to File → Advanced → Customize Shortcuts… In that dialog, you are able to assign any keyboard shortcut to either “Save to File” or “Save to File As…” (but not “Save to File…” with the “…”, which is for saving a selection and not a whole place). If you set ctrl+s to “Save to File” then Studio will behave just like it did before this update.
I feel like this voices the concerns of many developers.
I often don’t work offline; I don’t leave my place much . These past few days I embarked on a trip without internet connection for a significant period. I was surprised to see how difficult Roblox was already making it to work offline – after all, nearly every platform these days tries to make it easier for people to work offline.
I fear that Roblox is taking the approach apple takes, which is to try to force you into their ecosystem; you want to have directions on your apple watch? You need to use Apple Maps. Want to use Apps on your Mac? You need to use the App Store. Want to have noise cancelling on AirPods? You need to use an iPhone. This is a similar approach I see Roblox taking here. You cannot easily use local files anymore, files are sent to the Cloud instead of saving locally originally. (Which hassled no one IIRC.)
I don’t understand why resources are being put into this.
Generally, I don’t see this as a bad update. It’s a 500 ms time difference between before and now by clicking save to file, and plus you’ll still be able to configure your hotkeys.
Who’s feedback were you listening to when you came up with the idea for this update?
Now I have to go through three fairly obscure clicks in order to save my place to a local file. You’re obscuring features that were working perfectly fine before.
The whole tone of this update is very disingenuous, and I think Roblox’s priorities are in the wrong place on this one.
In addition, with my poor internet connection, it seems saving to the cloud is now handled client-side rather than server-side in team create. This means roblox studio is rendered completely useless for almost a minute (for me) whenever I want to do a cloud save.
This update seems to be a downgrade from the previous system.
I get the point that you’re trying to make, but at the same time you talking about Roblox server reliability vs your drives that you store your data on is an unlikely occurrence because
Roblox automatically autosaves
Roblox servers fail EXTREMELY rarely
However, I still agree with your points and local places are definitely better for quick testing rather than saving tons of clutter for your places storage and making local prototypes without the hassle of publishing a place + most important, working offline
Usually, if I save a place with a large amount of smooth terrain, Roblox will refuse to load it again. The only solution is to load a previous save and disable Team Create.
With the Games in the Cloud feature, is this limitation fixed? If my place has an excessive amount of smooth terrain will my game fail to load? Or is this otherwise new feature the best place to save a huge open-world w/ TeamCreate enabled?
I’m not discussing semantics here. I made my point clear initially.
It’s good that staff have provided clarification that it is possible never to see this dialogue which is what I was initially looking for. I don’t care how long it takes, I don’t want to see it and I refuse to save my game to the cloud. I will continue to use local files when working with Roblox content.
I’m thankful for any point-out responses I was given that show it’s possible not to introduce this nonsense into my workflow by customising keybinds or what steps I need to take for it not to show, but dismissing my point on the basis of “just a few more seconds” is meaningless and unhelpful to me.
This change has broken CreatePlaceAsync places as they seem to be considered to be created via the website. My building game (World Builder) and a few others have been heavily affected by this as our games rely on this API to allow our players to create and save worlds that can be extremely large.
This change seems to have broken the AssetService:CreatePlaceAsync api, which my building game “Blockate” heavily relied on, it now raises an error that says “Teleport failed because This game is not published (failure)” whenever someone tries to join a newly created world.
I’d hope for a new quick action button for saving to a file, if that’s getting changed to the cloud as well, as I normally save my games to a file every day I work on them, just incase I’m offline.