I’m trying to test with the emote menu, but it says it’s not enabled yet. Is there a way to (let’s say) override the FFlag StudioApp
:FFlagCoreScriptEmotesMenuEnabled
, or otherwise enabling it?
Although maybe popular with players, this update seems like it is diverting potential monetization from developers to Roblox directly, so I don’t really know how to feel about it.
Aside from that, it needs some API so that developers can detect when an emote begins, and ends.
Emotes are just animations so you would just hook up to events of that animation track, or with the humanoid.
Hm, good point. One other thing I believe they should add is an ability to set custom icons for emotes, because as far as I can tell you cannot.
If you guys don’t want to cause problems, then why is it that we continue to get bombarded with completely random half finished updates that are forcibly enabled in our games without any warning? Don’t you think maybe letting developers know in advanced of these sort of features would be of our benefit?
And nothing against you personally since it’s not your call, but if you guys really where open to listening to us then you would be announcing this stuff with far more notice so we can give our personal feedback as to what we like/dislike about the feature.
From polls I’ve seen, developers don’t mind this update: it’s just the lack of notice and input (mainly about developer monetisation opportunities).
If Roblox told us and let us trial this before it was released, I don’t think there would’ve been this much backlash (from developers at least)
In general- I don’t understand why people are mad, these are really just the old /emote
commands: but in a GUI.
This is nice, but honestly isn’t this something us developers can add our selves if we want it? Is it really necessary to add a dance menu inspired by one game in every ROBLOX game by default?
I mean, this is just another thing developers have to disable because ROBLOX games are by default filled with so many “extra features” that may or not be wanted. It’d be generally much easier to just make this from scratch with our own GUI based on our own design and game theme to do this with our animations.
I’m not mad about the update, I don’t have an issue with it since as you said we did have emotes previously. My issue is simply lack of transparency and information before these updates get launched. @Repotted listed off several of the issues and bugs with it already. Sometimes we developers can point out the flaws that might of been overlooked or missed. Giving us the time to do so will ensure that the official feature launch goes smooth and with little to no flaws, so really it’s win-win.
Emotes in their current state seems kinda awkward to me. We got the straight-outta Fortnite slot UI, clearly rushed animations, forced universal support, and inconvenient button placement.
I know it sounds like I’m being too harsh, and frankly, I am, but I just think it’s been poorly executed as of right now.
I’m sure in the future, Emotes will be improved, with new additions and animations to the mix; but until Roblox finds a better way to implement this, I don’t think anyone will be making use out of this.
I like the idea. I think an in-game catalog should be added, so mobile users don’t have to rejoin to change their avatar and they can change their equipped emotes. It would also fit with the new avatar inspector.
I don’t exactly know how I am going to feel about this. Emotes have always been a way for developers to monetize their games and all of a sudden adding this without a client notification feels like robbing the developer. That being said, I found the code for the emotes menu in CoreGUI a while back. I guess we will have to wait to see how this goes.
Would it be possible in the future to have an official way of adding GuiObjects to the top bar?
Welcome to the age of Fortnite, lads. Waiting for them to give us the fortnite characters models that they promised to us in the Rthro announcement at RDC lol.
In all seriousness, sure, this is a great addition to social games, but it takes away a revenue stream for said social games. If you make your own emote section, users will complain that they can’t use the Roblox emotes. If you allow the Roblox emotes, you have no way to make the cash yourself. And then you have the majority of other games that have literally no use for this.
The only games helped by this will be the social games designed by developers who were too lazy to go into emotes in the first place. Now their players get something without the developer doing any work to make it happen.
I’m assuming the idea is that players (or Roblox) will be able to buy and sell emotes on the catalog, which is new.
Nobody seems to have brought up the idea that you can make a gamepass to allow users to use their emotes. I don’t mind this feature, but I doubt it will be something I’ll be using.
I’m sorry if I came out as immature or aggressive to anyone on this topic.
I just think this feature is poorly-executed in this current state. I’m willing to give it a chance, but it’s just my opinion after all.
I think the UI needs work, there needs to be an option to easily disable this feature, and I think the animations need more time before publish.
I actually like this update, but I’m still kinda iffy on the automatic “B” button binding. Why not just keep that on newer games, and let older games opt-in as to not break any legacy games that might still have an inkling of life?
Plus, the controllers! Controllers already have very little buttons to begin with, why take away another one? I mean, I guess you can disable it, but again, what about the inactive developers, or the ones who don’t even know this change is happening? It’s a great update, but I think all of the auto-binding stuff is just kinda… eh…
Seems like a good idea, it’s more obvious than “/e …” but I think it might end up being one of those features that are there, but gets overlooked by most players - or developers, who would disable it in favour of controlling game play.
E.g. I always use the keyboard to open the backpack instead of the top bar button.
I guess that’s a PC perspective, when a lot of new users are playing on mobile.
I feel like this is another Outlines update situation where the first thing every developer does when they create a new game is unbind B and DPadDown. Not to mention there are a lot of developers who rely on revenue from players purchasing emotes from them - the revenue for emotes is no longer directed at the developer but now pointed towards roblox instead. Seems like an all around bad update in my opinion.
Some people are saying the functionality has always been here since /e was a thing, but the problem with that is that /e was limited to a few basic emotes, while this update is opening the door to hundreds of new emotes that are probably completely unrelated to the game and the game atmosphere at all.
A much better option is to make an endorsed free model of an emote controller, or allow it to be enabled through game settings or enabled in the same way that the /me command is enabled, changing a true / false value.
Perhaps the worst part about this update is that now players will expect emotes to work in all games - whereas before they were game-specific. It would spark retaliation from the player base to disable this update and only support your ingame animations (that they have to pay for)
I absolutely love the idea behind the update, emotes are a completely underused feature, I agree. But you can’t just keep rolling out updates without telling us, man. The developers make Roblox what it is, we want to know if something is going to ruin the flow of our games before that thing releases. This isn’t just a problem with this particular announcement, this has been a consistent problem. Love you all but please, ask developers for feedback a few weeks beforehand at the very least (maybe longer depending on the magnitude of the update).