Will roblox consider making a developer support network.
My biggest issue as a roblox developer who has had a couple successful games on this platform is that my entire income always seems to be hanging on a thread.
I could get my account unrightfully banned tomorrow and loose my entire business and my only support line is going through public roblox customer support which for developers is (no offence) useless or I can make a fuss on twitter.
I think there needs to be a dedicated support team for developers that can help with issues on the platform that should be open to anyone with a game making income on the platform.
This would much increase the confidence developers have investing in the platform and in my opinion is necessary at this stage.
P.S. If this feature already exists in a limited capacity for “top developers” I think it really needs to be expanded. Roblox is already my full time income and I plan to make a lot more money for this platform but if upcoming and medium sized developers like me have no support itll be harder to become the top developers of the future.
This was mostly answered in this question, but to restate this year we expect to be able to link alt accounts and will get better at having consequences “flow” across all alts. We’ll start these actions with the most serious violations and gradually ramp it up.
Hi,
I was wondering if you guys have expansion to more console platforms (PS4/5, Nintendo Switch, etc) on the horizon. I would love if there was a renewed focus towards making Roblox on consoles the best it possibly can be. Right now, there are several outstanding issues with Roblox on Xbox such as not being allowed to have chat features or reserved server teleports creating duplicate servers for non-Xbox vs Xbox players.
For UI design, yes, we want even better and more customizable UI systems. Today, we provide flexible, low-level access, and you all have built impressive systems on this, such as Elttob’s Fusion UI framework. We’re working on three areas to improve our built-in framework: more controls (like sliders–we want you to have the best!), better customization with a stylesheet system, and dynamic layouts that scale across all platforms we support with no extra work on your end. We expect to release stylesheets and more controls this year and dynamic layouts afterwards.
Regarding your second question about third-party code editors, please see this answer here.
Does this mean there will be a setting inside the Roblox Menu where we can change FPS limits? And, could that functionality be accessible to developers?
My vision with Roblox is to be able to have my own settings menu with all the options Roblox has. Hopefully negating Roblox’s menu one day in a safe and effective way. It is bad UX to have players go through my settings menu and Roblox’s for different things.
We want creators to be in control of how their content is used, whether they are on-platform or off-platform creators. We’re actively working on extending the asset privacy feature, which we launched with audio last year, to other asset types (focused on images, meshes, and models) so developers can avoid leaks and ensure only authorized use of their assets.
We already support DMCA takedowns which help creators take down unauthorized content so privacy will provide even greater control when it comes to on-platform content. Keep checking the roadmap to see improvements to privacy rolling out this year into next year.
In the “Creator Hub is your key to success” part of the roadmap, will group experiences be able to be transferred to your main account if you’re the owner of the group? I know many friends who have had many visits on group games, but those visits don’t appear on their Roblox profiles. I’m excited for Asset Privacy and Permissions!
As a developer working on a legacy game kept maintained to the present day, I’m most looking forward to the Experience Ownership Transfer.
I plan on using this feature as soon as its released, as being the sole holder of it has made life a living hell for my team both in terms of daily operations / game management and accounting / taxes. Is there any more information that can be given on this feature? (IE specific time tables for release, restrictions, caveats, and any other key information)
When UGC goes public, will there remain any actual benefits for the people already in UGC?
Most of us had to go through to the application process and have proven to be talented and creative people. But when UGC goes public, will all of that have been for nothing?
Some UGC creators even rely on UGC as their income, and with UGC getting public there will be a massive increase in competition. This could be dangerous for the UGC creators doing it fulltime or even parttime (if they actually don’t get any benefits from being in UGC before it was public)
Our vision is to create a platform for all ages, similar to the real world. We want to enable creation of experiences that every age can share as well as ones that are suitable for older audiences. That is why we introduced Experience Guidelines to help users discover experiences that are suitable for their age. Our platform has already been aging up with the majority of our users over the age of 13, and with our fastest growing demographic being 17-24.
Aging up is a combination of multiple platform initiatives and work by our community, ranging from different avatar styles, experience genres (like horror), communication features (like age-differentiated text & voice chat) and improvements in search and discovery, to name a few. By empowering our community, we can help them create the experiences, avatars, and assets that will help us achieve an aged up platform.
I’m concerned about avatars price floor be 0, I think that is quite dangerous for us creators for a couple reasons. Making avatars is an incredibily difficult and time consuming task and therefore requires a lot of effort from the creator when it comes to both designing and 3d modelling an Avatar. By having the price floor 0, that might allow other creators to perhaps steal/recreate one our avatars either conceputually (like taking my idea and remaking it) or ripping off my model and using that, If someone prices that avatar to compete with mine for 0 robux, what reason would someone have to buy mine when someones used my IP to create something similar. So are there any plans to prevent this in the future?
Also I feel as though the distrubtion of robux UGC creators get from sales is rather unfair, when UGC is public that will obviously mean a significant increase in items on the catalog therefore revenue will be distrubted to such as extent where most likely we wont be able to make that much from creating items on the catalog, it remove any incentive to continue creating items for it. Are there any plans to change the % distribution to benefit creators more in the near future?
Luau is the only language we expect to support for Roblox experiences. We’ve chosen Luau because it’s approachable, efficient, runs on all devices, and provides a safe runtime that is hard to exploit.
That said, we also strive to ensure a great set of APIs that allow expert devs to do sophisticated things. We’re also continuing to work hard on performance and you should expect to see the Luau interpreter get more efficient over time.
I’m a UGC creator, with a catalogue of over 2300 items on the store.
But as my catalogue grows, I’m finding it very hard to browse even my own work. I can only imagine how difficult it is for players. A large part of this are just recolors of the same item.
Are there plans to let us “nest” the color options for items? So we can have one item listing and then have all the color options available in that?
Also any plans for giving us more control over our listings? Games can update themselves, but on the store we can’t even adjust a bad thumbnail or update a bug in a model.
Support from staff is notoriously lacking for us creators. I have a handful of items that were skipped by moderation, with no way to have it looked at. Also a host of other issues I just can’t get through to Roblox about.
You know my situation, this lack of support has cost myself and Roblox a significant amount of money. Are there any plans to give, at least those of us earning Roblox multiple millions in revenue, a direct line to have issues sorted out?