Custom Feedback System

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.

1 Like

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.

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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!

2 Likes

wait but you can just send directly to discord?

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.

no it got unblocked it works without a proxy now in game

Really? Can you show me proof?

try it out yourself, just send a https request in game to a discord webhook

I did but the request was blocked before I made this post…

my game’s disco webhooks are working perfectly fine, can i see ur code


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

Wow, I didn’t even know this. Since when?

1 Like

I second this. I cant find this anywhere.

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???


image

I don’t get it. Why did they blocked it then unblocked it?

Are you able to find anything related to this on a documentation? I’m unable to…

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