I did have my own system but it used Webhooks which if I believe are no longer a thing on roblox. Id get the feedback sent to my discord server. Any ideas on how I could make my own?
I’m aware of the roblox feedback system which people can use when they vote. But the it’s about 0.12% of users who vote on my games use it. So it’s not very resourceful.
True but not really. You can still send requests to discord webhooks via proxies. I use WebhookProxy
Alternatively, you can create your own which is pretty complicated and requires a lot of set up.
Thanks, after reading that I didn’t realize Guilded was supported with the API. All I need is a feedback reader so I’m just going to use that. Thank you though!
Well, if you send a request to a discord Webhook in studio without using proxies it will work. But if you try to send one via a public server it won’t.
local url = "BLANKBLANKBLANK"
local data = {
content = "📩 Feedback: This game is amazing!"
}
local success, err = pcall(function()
HttpService:PostAsync(
url,
HttpService:JSONEncode(data),
Enum.HttpContentType.ApplicationJson
)
end)
if not success then
warn("Failed to send webhook: ", err)
else
print(" Webhook sent successfully.")
end
I took out the URL obviously, but when I tested it I put the webhook URL in there.
this is what i do, works for me:
local VersionNumber: IntValue = plr:WaitForChild(“VersionNumber”) :: IntValue
local ContentTitle = “New Player Has Joined The Lobby!”
local characters = Workspace:FindFirstChild(“characters”)
local ReleaseVersion = ServerStorage:WaitForChild(“ReleaseVersion”)
if characters then
ContentTitle = “New Player has joined an match!”
end
local HookData = {
["content"] = ContentTitle,
["embeds"] = {
[1] = {
["title"] = "Player Info",
["color"] = 5814783,
["description"] = "Player Name: "
.. plr.Name
.. "\nDisplay Name: "
.. plr.DisplayName
.. "\nData Version: "
.. VersionNumber.Value
.. "\n UserID: "
.. plr.UserId
},
[2] = {
["title"] = "Server Info",
["color"] = 6291288,
["description"] = "Server Build: "
.. game.PlaceVersion
.. "\n Release Version: "
.. ReleaseVersion.Value,
},
},
}
HookData = HttpsService:JSONEncode(HookData)
if not RunService:IsStudio() then
local success, err = pcall(function()
HttpsService:PostAsync(url, HookData)
end)
if not success then
warn(err)
end
end
Yeah, this is weird. Normally when I send a request in a public server to a discord webhook directly it would error. I just tested this in one of my games and it works???