Re:Notify | Simple & Clean Notifications Framework

I recommend including the actual module link for users to get, since requiring it by ID doesn’t work in the client and has a higher chance to fail

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I second this. OP could use Packages to achieve the behavior of require(id).

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The module was intended to be a server-side framework allowing to send notifications directly from the server and get a response from the client.

I’ll add a client-side option later though as per the suggestion, but you will not be able to see what the client responds to such notifications in order to keep the server-side secure from remote spamming.

edit: I posted a direct link for the module for now


@PhoenixRessusection I will look into the Packages feature, I am familiar with it but never got to actually use it.

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Sorry, if this is considered necro-posting, but I want to remove the credits premade into the module and put it into my credit system (will do the same job).

You can fork the module and remove the credits in the LocalScript.

Hi, just updating the thread real quick to show that I’m working on a V2 of the framework so it can be a standalone product as well.

Currently, it can have;

Titles
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Buttons
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Quick Input
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Everything together if you want to for some reason
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idek anymore
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tl;dr; V2 is going to have far more customization, more opportunities for developers, and cool new features V1 didn’t have. (yes, that means you’ll be able to use it client-sided without depending on the server too.)

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How is it going? I can’t wait to use it in my game.

So far it’s going fine.

I am waiting for a certain Roblox feature to get out of beta so I can release the new version without any quirks.

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Sounds great! Is there a ETA on it?

Nope, sadly it depends on Roblox themselves to release the feature.

gotta wait til early 2025 for that! :pensive:

Can anyone give me an example piece of code that I can put in the client to notify the player just saying “Sample Text” with a timeout of 7? I’m struggling to get it working.

local Notification = ReNotify( Player , "Sample Text" , {Timeout = 7} );

You can’t use the module for the client-side unless you modify the code.

Oh okay, how would I be able to put it into a server script then that notifies all players?

ReNotify.RemoteEvent:FireAllClients("Sample Text" , {Timeout = 7} );
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That doesn’t work. Am I ment to parse a value through it?

What roblox feature are you waiting for?

Wow! This is a great module and framework!
Clean UI, Usable and easy to use.

Also, I saw that you’re working on V2. Look at Snacky
Incase you could use it in any way to improve your framework

The feature was released but it was released under a security layer that wouldn’t allow all games to use it; I’m rewriting the module as we speak to somehow work around it (or, more specifically, have a downgraded quality because damn.) It’ll take a while tho because college has started for me and I take studies >>>> Roblox.

@AccursedHeaven I have worked on a UI similar to Snacky before, as seen on Nano’s notifications. (which sadly I never uploaded any gifs of it to the thread! dang)
I was actually planning to include it with V2 along with other notification types such as message box and full-screen notifications.

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Really like the framework as it is, look forward to v2 great work. Mighty I suggest also a better documentation on setting it up, if somone just copy and paste your code, it is clear you have variables predefined outside of that. The “How to use” even just requires a number lol. Clearly you can work around this and figure it out but I am just being criticle as the framework is so nice would like to see more people use it easily.