Feedback on my emote bar system (for sale)

WASSUP GUYS TODAY you will not be getting free stuff… :sob:

BUT YOU WILL be giving me money! :grinning_face:

Anyways..

I made an emote bar WHEEL in Roblox because I was done procrasinating. After 8 10 hours of work and only 2 3 hours of active work (estimate), I’ve done it!

As you can see this emote bar has many unoriginal, low effort unique! features such as…

  • A lack of a wheel!
  • No tweening!
  • Automatically cancels when you start walking!
  • Actually works! (maybe)

Anyways I need feedback for this because I want to sell it!

VERY USELESS (important) DISCLAIMER READ:
this emote bar requires a startercharacter to be placed in starterplayer bcuz a: avatar settings r6 looks ugly and b: roblox hates me. also the emotes shown in the video are owned by me, not you (you cant use em)

if u wanna support dobig studios (me)

im selling this for liek 100 robux so uh ill link a donation place here just donate 100 and dm me on devforum or guilded (not discord) and ill send you an rbxm file!!! ty guys!!!

bye, please help me get rich i only have like 2.20usd worth of robux in my account

plz feedback guys i need robux for game

It looks quite good, i dont rly have anything wrong with it!

1 Like

looks bad to be honest. also, there are bunch of better alternatives out there (Even roblox emote bar, you can add emotes to it)

1 Like

Emote wheels are a good design because they are universal for every type of input.

Lack of animation is a bad thing.

This is a basic feature that every emote system has.

Why is this even a selling point?


Here is an emote wheel I made, which you can use as reference:

RobloxStudioBeta_ucIJDL7HEm

1 Like

ok yeah i kinda just got roasted

i was making this pretty quick cuz i was bored but since so so so so so many people are interested in my products i will make it a wheel and animate it

time to make a wheel out of squares! how does your thing know which emote is being selected since it’s so many complex shapes

also for the animations are the little pieces just going away from the center or is there something im missing the video is fast

local button = script.Parent -- The emote button

button.MouseEntered()

and button.MouseLeft() something like that

Here is the code for each button (context, it’s using Fusion 0.3 as the UI framework, which is where some keywords come from):

		self:Hydrate(button) {
			ImageColor3 = self:Spring(self:Computed(function(use)
				local currentState = use(state)

				if currentState == "idle" then
					return Color3.fromRGB(255, 255, 255)
				elseif currentState == "hover" then
					return Color3.fromRGB(58, 176, 255)
				elseif currentState == "press" then
					return Color3.fromRGB(6, 155, 255)
				elseif currentState == "shrink" then
					return Color3.fromRGB(173, 173, 173)
				elseif currentState == "closed" then
					return Color3.fromRGB(48, 48, 48)
				end
			end), 30, 1),
			
			Position = self:Spring(self:Computed(function(use)
				local currentState = use(state)
				local scalePosX = originalPosition.X.Scale
				local scalePosY = originalPosition.Y.Scale

				if currentState == "idle" then
					return originalPosition
				elseif currentState == "hover" then
					return originalPosition + UDim2.fromOffset(xOffset * 15, yOffset * 15)
				elseif currentState == "press" then
					return originalPosition + UDim2.fromOffset(xOffset * 25, yOffset * 25)
				elseif currentState == "shrink" then
					return originalPosition
				elseif currentState == "closed" then
					return originalPosition + UDim2.fromOffset(xOffset * 100, yOffset * 100)
				end
			end), math.random(18, 22), 0.45 + math.random() * 0.1),
			
			[onEvent "MouseButton1Down"] = function()
				state:set("press")
			end,
			
			[onEvent "MouseButton1Up"] = function()
				state:set("idle")
			end,
			
			[onEvent "MouseEnter"] = function()
				state:set("hover")
				lastSelectedButton:set(button)
			end,
			
			[onEvent "MouseLeave"] = function()
				state:set("idle")
			end,
			
			[onEvent "Activated"] = function()
				lastSelectedButton:set(nil)
				--properties.controls.isOpen:set(false)
			end,
			
			[children] = {
				self:New "UIScale" {
					Scale = self:Spring(self:Computed(function(use)
						local currentState = use(state)
						
						if currentState == "idle" then
							return 0.9
						elseif currentState == "hover" then
							return 0.95
						elseif currentState == "press" then
							return 1
						elseif currentState == "shrink" then
							return 0.8
						elseif currentState == "closed" then
							return 0.1
						end
					end), 30, 1)
				}
			}
		}

I did not read your code but I created a sort-of emote wheel

I also added tweens