Thursday, February 14, 2013

Hat Review: Loveable Robot


Loveable Robot
"Beep boop beep beep. That's how robots say "I love you". Actually maybe he said beep boop boop beep. Which is how robots say "You're doom is imminent". It would be good if those things didn't sound so similar."

Mesh: The mesh is a copy from the DoomBringer hat which came out Black Friday 2012, Looking fine as ever, this mesh is simply darling, yet scary. The horns, the mouth guard, and the sharp eyes, this mesh is really out there.
Horned Doombringer
Rating: 10/10

Texture: The texture is simply cute. It's Black and Pink, I don't need to point it out because, every part of it is Black and Pink! Simply cute, simply pink, simply a true Valentine's hat.
Rating: 10/10

Pricing: This hat is 214 Robux. This hat costs a lot more than it's original Doombringer hat does at 125 Robux. More unlike it's original version, this one is not BC only, as the Doombringer hat was made to go with the Doombringer package, and this has no package, yet it still costs more.
Price Rating: 8/10

Overall: Overall, I think this hat is cute, yet is ruined the Doombringer a bit for me, seeing it in love and pink, instead of evil and red, it just ruined it. I think it's cool, cute, and expensive. I would not buy it, but if you want too, do go for it!
Overall Rating: 9/10

Thanks for reading!

Studio 2013 Bugs & Fixes



Change is at the core of our platform. ROBLOX Studio 2013 will be constantly updated throughout the year, often multiple times per week. There’s been a wide range of tweaks and enhancements made to Studio in the last couple of weeks–a lot in response to useful feedback we’ve gotten from our users. We’re here with Tim Brown, ROBLOX Studio Team Lead, to give you an update on what’s new.    
The ROBLOX Studio team has heard your feedback and wants to thank you for your patience.  We’ve learned a lot over the past week about how our users use our product, often in ways we didn’t expect, and we’re working to make sure that your experience is at least as good in ROBLOX Studio 2013.  We’ve been working hard over the past week to identify issues people are having with Studio 2013, prioritize them, and fix them.  We’ve made a lot of improvements so far, and have a lot more going out this week.
Before getting to the list of fixes, we thought we’d take some time to outline some of the major updates we’re actively working on. We’re working on getting in-game tools you need to build in Build Mode, and are making sure they appear whether you launch from roblox.com, or ROBLOX Studio. We’re fixing the undo tool as well–un-doing in Studio 2013 causes a lot of crashes, and we’re hoping to address that this week. We’re working on eliminating jerky camera movement that we’ve noticed periodically. We’re also working on updating the properties tab to eliminate freezing when switching between different parts.
Below is the full list of fixes we’ve made in the past couple of weeks.
  • Re-added in-game tools for users using Build mode while in Studio
  • Re-added the “Open Plugins Folder” action
  • Re-added the “Unlock all” action
  • Fixed an issue where users were seeing duplicate plugin toolbars
  • Group and ungroup shortcuts now work
  • Fixed a shutdown crash/close of 3D view
  • Added the ability to customize camera speed settings (Tools->Settings->Studio)
  • Script context menu (right click on a script) now has the following: Collapse all/ Expand all functionality and Comment/Uncomment selection
  • Close button/escape with “Save Dialog” open no longer exists
  • Fixed hang on script close
  • Fixed bug where Studio wouldn’t close when multiple instances were open
  • Build Mode tools now work in second instance launch of Studio
  • Fixed the stamper tool in build mode
  • Re-added 2D handles on resize, translate, and rotate tools (allowing manipulation on occluded parts)
  • Grid no longer on by default–it’s now a setting
  • Backspace key acting as a delete key is now optional in Settings
  • Fixed an issue with the return carriage in closed scripts
  • Removed single letter shortcuts that were stopping users from typing in 3D view
  • Translate tool is easier to grab (larger adornment grab size)
We’ve been planning a ton of new changes that we’ll be working on going forward. Here are the major ones we hope to finish by week’s end.
  • Fix for crash/hang on Undo
  • Fix for jerky camera
  • Fix double deletion of parts in Personal servers and build tools
  • Fix for properties window not updating correctly
  • Re-adding multi-select in explorer
  • Dragger accuracy improvements
  • Re-adding mouse cursor while right clicking and moving camera
  • Add old cursor for mouseover of parts
  • Add the ability to customize the location of directories inside of settings (Tools->Settings->Studio)
  • Fix for “setCursorImage” error in output
  • Fixes for syntax error handling in scripts
  • Shift + F3 fixed for Find Previous
  • Highlight rotate tool adornments on hover
  • Rename context menu item
  • Allow saving of scripts to .lua files
  • Refresh toolbox view when logging in
  • Video record bug fixes
  • Adding screenshot functionality
We’re doing all we can to make sure that ROBLOX Studio 2013 provides you with everything you need to craft the virtual world of your dreams. Did we miss anything? Let us know on the forums or in the comments below!

Wednesday, February 13, 2013

Redeem Roblox Cards for cool gear!


You can buy ROBLOX cards – redeemable for Builders Club subscriptions and Robux – at retailers around the world. It pays to be strategic about where you buy them, though, as ROBLOX cards from specific retailers come bundled with stylish and/or esteemed virtual gear. Here’s what you’ll get for redeeming ROBLOX cards from specific retailers before the end of February.
February Game Card Gear

GameStop

Dragon’s Blaze Sword: “Straight from the dragon’s mouth, a flame to consume all.”
Red Futurion, A Gamestop Exclusive: Exclusive body package ($40 card)

Walmart

Skeletal Soldier: “Sometimes a war lasts far beyond death.”
Skeletal Sword: “Victory comes with a price.” ($25 card)

Target

Exiled Paladin: “No longer a companion of the great one, he is a mighty mercenary.”

CVS

The Archon Blade: “Delivering the swift justice of ages gone by.”

Sainsbury’s

Dragon’s Blaze Dagger: “The path through a dragon den is very rarely flame free.”

F.Y.E.

Medieval Archer: “The first line of defense.”

EB Games

Green Musketeer Hat: “Sometimes one musketeer is enough.”

GAME

Dragon Blaze Helmet: The perfect accompaniment to the dagger and sword.

Shoppers Drug Mart

Celestial Knight: “There is no justice swifter than this knight.”

Toys R Us

Archon Helmet: “It’s a dangerous job, but someone’s got to do it.”

As you can see, all of the gear and hats listed below are only available with a ROBLOX card. Since availability is limited, it’s very possible these items will become collector’s items! You can be sure you’ll be one of the few decked out in the Red Futurion body package, slicing and dicing with the powerful Skeletal Sword, or wearing the traditional, yet stylish Green Muskateer Hat.
For a complete worldwide listing of stores that sell ROBLOX cards, see this page (and scroll down once you arrive).

How to redeem ROBLOX cards:

After purchasing a ROBLOX card, log into ROBLOX and go to roblox.com/gamecard. Scratch off the section on the back of the card that hides the secret code needed to activate your card. The code on the back of the card can only be used once so be sure not to purchase a card if the code is already exposed. Enter the code and click redeem. You’re then ready to spend your ROBLOX credits on Robux or Builders Club.

In Loving Memory of Erik Cassel


By David Baszucki - February 12, 2013 - Edit By Bolohuc: February 13, 2013
Dear ROBLOX Community,
Erik Hiking

Yesterday morning, Erik Cassel, my co-founder at ROBLOX, passed away. Erik had been battling cancer for the past three years and his passing is a deep loss. I have worked with Erik for over 20 years, first at a company called Knowledge Revolution, then since the start of ROBLOX. I would like to tell you about Erik, and how his incredible talents continue to shine through in ROBLOX.

I first met Erik right after he had graduated from Cornell University. At the time I had just founded a company called Knowledge Revolution. We were developing educational software for teaching physics. Erik read about our product in MacUser magazine, and flew out to interview. During the interview Erik showed me an awesome piece of software he wrote for the physics department of Cornell. It was elegant, fast, and hinted at Erik’s incredible talents.

Knowledge Revolution went on to win many, many awards for our products — Interactive Physics and Working Model. Erik was our VP of Engineering. His style was completely open and honest, and he always made decisions based on what was best for the team. Erik was referred to as “WYSIWYG” (what you see is what you get) by a famous VC. He was also extremely nice to everyone he met, even people he didn’t quite get along with. It’s hard for me to imagine anyone who ever met Erik who didn’t think of him as warm, kind and welcoming.

Erik Cassel, Speaking at ROBLOX Rally 2011Interactive Physics was used by millions of students around the world, and was an early version of many 2D physics sandbox games you see today (20 years ago!). Knowledge Revolution was eventually purchased by MSC.Software, at that time the leading provider of engineering simulation software. Erik and I both took senior roles in the company, but after a few years, we both left.

Erik and I kept in touch. We reminisced about how users of Interactive Physics software used it for fun rather than school! Kids would build all kinds of funny contraptions with the product. We talked about what would be our ultimate idea for an online toy – a 3D world that was completely physically simulated, where users could build, share and play.

Erik and I worked on the original ROBLOX product for two years in an office in Menlo Park, CA. We spent every day designing, talking, and coding. Erik was so incredibly talented.

Erik took many of my hokey, short-sighted design ideas and made them elegant and extensible. It was Erik who first thought ROBLOX needed an API and scripting engine rather than the more hard-wired approach that I had suggested.

Erik QuoteWhen Erik built something, he always built it right. There was never a question of a hack or a band-aid or a
bolt-on with Erik when it came to software engineering. In certain cases, knowing that something was going to be short lived or replaced, Erik would suggest a “quick and dirty” solution, but it was always a very deliberate and conscious decision. After learning of his cancer, Erik worked selflessly to make sure his knowledge and insights were transferred to members of the ROBLOX engineering team.

All of us at ROBLOX will miss Erik deeply. He will always be a role model to me and to all who worked with him. We celebrate the time we have been able to spend with him. Erik was incredibly talented, but I will always think of him as the “nicest guy I’ve ever met.”

Many members of the ROBLOX team have spent many years as friends and colleagues of Erik. Here are some of their reflections.

Keith Lucas
I first met Erik in January, 1997 when I applied to be a part-time customer service engineer for Knowledge Revolution. A few friends kept telling me about this cool little company that made physics simulation software for Boeing, Lockheed, & Ford. Erik was VP of Engineering, and David Baszucki was CEO. In a short time, I learned the secret of Knowledge Revolution’s success – Dave’s Audacity of Vision coupled with Erik’s Capacity to Deliver. They were optimistic and fast, and no other company I looked at could compete. I was thrilled to receive a full time offer to work on Erik’s team.

Erik taught me to be an engineer. I had just finished my 10th or so year of engineering school, but I hadn’t learned to be an engineer until I met Erik. Engineering is about iterating. It’s getting something working and making it better. It’s making something better by watching it work. My education taught me to think, understand and plan. Erik taught me to do and learn.

Erik’s unique talent was being able to instantly shift from rapid prototyping to delivering the highest quality production code. Erik built much of ROBLOX’s original web infrastructure, and we marvel today at how much it has scaled, and, especially, at how one person built so much, so well, in so little time. It is beyond unique. Over the years, Erik continuously inspired me to iterate, to deliver fast, and to know when to demand quality. His spirit is the basis of our engineering culture, and his conduct inspired the ROBLOX core values.

Though Erik had a profound impact on my career, I will always remember him first and foremost as a friend. We watched a ton of movies together, mostly really bad ones, but that was good. He helped my wife and I move into our first house. He shared in my daughter’s arrival, and we celebrated birthdays together. We shared many a beer, and lots of good food. We shared laughter most of all, and I am comforted to know that I put more than a few smiles on his already smiling face.


Erik-Listening-to-User

Matt Dusek
I liked Erik immediately and immensely. He was an incredible guy; a genuine, fundamentally decent human being. It has been a pleasure over the years to come to know him both as a colleague and as a friend, and it saddens me deeply to realize that the journey together only goes this far.

To anybody who spent much time in Erik’s company, it quickly became apparent that he was gifted in many ways. He possessed a formidable intellect, a generous spirit, uncanny engineering instincts, a joyful sense of humor and an industrious work ethic, just to name a few. But I think Erik’s greatest gift was one that is less conspicuous, in that you couldn’t see it by looking at him. Rather, you had to look to yourself and those around you to appreciate Erik’s wonderful ability to inspire. Working alongside him, I routinely found myself wanting to accomplish more audacious things, to undertake them with a higher standard of excellence, to worry less about why some people say they can’t be done and find out simply by doing. That was Erik’s way, of course, and it was contagious.

I’m proud to have worked together with Erik at ROBLOX and honored to have been his friend. The grief over losing him is great, but the inspiration that comes from having known him is greater still. Thank you, Erik. I miss you already.

Tim Loduha
I met Erik when I joined his and Dave’s pre-ROBLOX company, Knowledge Revolution.  This was my first “real” job after grad school and, needless to say, I was a little intimidated with the change of scenery and my new responsibilities. These concerns were soon assuaged working with Erik, as I was instantly struck by what a kind, helpful, brilliant and humble person he was. With Erik there was no ego, no arrogance, no impatience — just unmitigated sweetness and willingness to help, to teach and to solve whatever problem was in front of him, effectively and elegantly.

Of course, it was immediately clear to me Erik could work magic as a programmer. Yet as I grew to know him better, I was able to see what an amazing person he was in so many other ways. Everything Erik did, he approached with passion, creativity and respect — and he treated all of his many successes with quick deflection of praise to others. Some years later, Erik and I carpooled from San Francisco to San Mateo; during the commute we discussed projects and technical problems from work. Bay Area traffic being what it is, we also had time to discuss many other topics, from our favorite bands to San Francisco restaurants to epic mountain biking trails to politics, and throughout all these times I was constantly reminded of the same sweet, passionate and brilliant person who helped me years earlier. It is rare when you meet someone who so genuinely and completely possesses all of these qualities. I feel grateful to have known Erik.

John Shedletsky
Very vividly I recall the first time that I met Dave and Erik in June of 2006. I was about to graduate from Stanford with a degree in Computer Science, and I was trying to decide what to do with my life. I had job offers from Google and Microsoft (to be a project manager on Halo!) in-hand. But I went to interview at ROBLOX, a small startup company that I had been told about by a professor who used to work with Dave at Knowledge Revolution. In the end, I felt like the three of us, Erik, Dave, and I, just clicked. I was sold on an audacious vision that we could build something insanely great.

In that old office, I used to sit directly across from Erik. Poor guy. I think I asked him a programming question every hour for my first six months on the job. He never once seemed bothered by this. He was very generous with both his time and knowledge. Before coming to work at ROBLOX, I thought I was a hotshot developer – but really I was just a stone mason. Erik was an architect. He could think about deep problems with a mental discipline that most people will never possess. Finally, he was as kind, tolerant, and passionate a person as I have ever known. He will be sorely missed.


Bolohuc
I have not met Erik Cassel in person, ever. Although, I do know who he was, and how great of a person he was. Erik not only helped Roblox become something, but he has also earned lots of respect from users. Erik Cassel was a warm, loving, and caring person, that I have never even communicated with. Yet it is still very painful to see him go. Thanks Erik, for being so generous, loving, kind, and so on... You are missed. You always will be!


Erik Cassel Memorial Place

Erik Cassel was passionate about ROBLOX, and he shared that passion with his sons. The Erik Cassel Memory Place was made by Erik’s boys to celebrate his memory. We at ROBLOX are proud to share their creation with you. If you’d like to show your support for Erik, his family and what he brought to ROBLOX, don’t hesitate to pay the memorial a visit.

Monday, February 11, 2013

Hat Review: Rubywrath Dragon


Rubywrath Dragon
"Born of the Crimsonwrath but separated by intense ideological differences (one preferred crimson while the other thought ruby "just sounded cooler"), the Rubywrath began a reign of terror the likes of which has never been seen before or since."

Mesh: The mesh is a nice... dragon head, unlike the other 'realistic' dragon heads on ROBLOX, this one goes way out there. The original mesh was designed by IbarrageI, making sort of a water dragon.
Azure Dragon Head
The mesh is just plain awesome. I never really liked the basic dragon heads, and this is way out there, WAY out there.
Rating: 7/10

Texture: This hat is full of texture.Red, Brown, Green, Black and White. Before we get to colors, look at the skin of the mesh. The scales of the dragon are VERY realistic, it's amazing why hats like this have not been made before. Anyways, the mouth is Black and White, the head is Red, Brown for horns, and then Green and Black for eyes. Very colorful, and very fun, and VERY realistic.
Rating: 9/10

Pricing: This item is a Limited U, originally selling for 250 Robux, With 100 being sold, now costs 12,000 Robux. Ever since it came out, the price has been bouncing around between 12,000 and 12,500. The price is very high, but I think it;s a reasonable price, Dragon hats on ROBLOX are very rare, and it has a one of a kind texture and mesh. I find it simply amazing.
Price Rating: 10/10

Overall: Overall, this is a very rare hat. Not like the other dragon hats on ROBLOX, different shape, feel and texture.
Brinsop of the Black HeartRubywrath Dragon
As you can see, big difference.
I suggest you get this hat if you can, and to keep it if you have one. The price WILL raise, I promise.
Overall Rating: 10/10

Thanks for reading

Cupid's Beloved Blade


Cupid's Beloved BladeCupid's Beloved Blade

New In addition to dealing five points of damage per strike, this blade turns your opponent into a lovely shade of pink! Double tap "W" for a spin attack, double click for a homing attack, or press "A", "W", then "D" for a "pinksplosion"! Each special attack does 10 hit points of damage. A great weapon for Valentines Day!

 

Sunday, February 10, 2013

Weekly Recap


Seven-day Blog Recap

SFOTH in ROBLOX Studio 2013ROBLOX Studio 2013: the launch and aftermath

Last week, we announced the arrival of ROBLOX Studio 2013, the much more stable and platform-independent version of our building tool. We’ve been soliciting and reading through your feedback, and we recognize we haven’t yet perfected the Studio 2013 experience; thus, we’ve been fixing bugs as quickly as possible and even made an old version of Studio available for download for a limited time.

A new prototype for dynamic lighting and shadows

One of the most hotly anticipated ROBLOX features — and it’s been anticipated for a while — is dynamic lighting. We’re finally getting closer to making it a reality, as our rendering gurus have engineered a voxel-based dynamic lighting system that does not significantly impact performance. You can see four different video demos, with commentary from our own Arseny and Simon, in the blog post announcing this dynamic lighting solution. Need I say more?
No, but I will anyway! It looks amazing.
Dynamic Lighting

Game Dev for All (with Litozinnamon)The democratization of game development, with litozinnamon

10 years ago, it would be almost unimaginable for a teenager to sit down at a computer and, within weeks, have launched a 3D, multiplayer game that attracts hundreds of simultaneous players around the world. Today, it is possible, and it’s known as the democratization of game development. We talked with ROBLOX user litozinnamon, creator of the highly popular Call of ROBLOXia 5: ROBLOX at War, about his experience building a popular game and how ROBLOX enables people of all ages to reach a massive audience. If you’re an aspiring game designer, it’s particularly worth the read.

The ROBLOX modeling (the 3D kind, of course) scene

One part of ROBLOX that doesn’t get a ton of credit is 3D modeling. While models sometimes get a bad rap — some see excessive use of them as lazy — they offer the benefits of expediting game and worldcreation, and helping spread ingenious scripting and building methods through the community. We took abird’s-eye view of ROBLOX’s 3D modeling scene in this blog post, and found some interesting stuff.

ROBLOX Game Conference 2013

We’re continuing to line up plans for RGC 2013 and, this week, we announced the first two locations: Chicago and London. Stay tuned to the blog and @ROBLOX on Twitter for future announcements!

You should play this ROBLOX game

Checkpoint Racing
Of all the driving and racing games I’ve played on ROBLOX, Checkpoint Racing, built by Wingman8 (also the creator of hit games Galleons and Armored Patrol, among others), is the best. Rather than put players in cars on an inescapable track, Wingman8 spawns large, open worlds, and scatters yellow checkpoints (sometimes ordered, sometimes not) throughout the region. This means even with the slowest, clunkiest car, you can still be the winner — by surveying the checkpoints and sticking to the most efficient path. There’s no single, defined route, and the game occasionally refreshes the race terrain to a new map, keeping it fresh for hours.

Bits

Last week, we posted this screenshot to our Facebook page with a blank word bubble, and let our fans go at it. We received tons of ideas — literally, more than 2,000 — but saw a certain song as a recurring theme. This is a pretty funny play on that theme.
They See Me Trollin'
If you want to get in on the fun in the future, be sure to “Like” the official ROBLOX Facebook page.

Connect with Roblox!

Facebook Logo  Twitter Icon  YouTube Icon  Google Plus Icon

RGC 2013


Rally 2011 CrowdA couple weeks ago, we released a survey to find out where we should host ROBLOX Game Conference 2013. Since then, we’ve been leaking bits andpieces of information via the ROBLOX forums and Twitter, but not so much that we slowed the rumor mill. Will there be more than one? Where will they be held? Are there really going to be hobos? Today, we’re clearing the air – partially, at least.
There will, in fact, be three ROBLOX Game Conferences, in three separate locations. First up will be RGC Chicago on July 13th, 2013. The venue? The Museum of Science and Industry, right on the shore of Lake Michigan. We’re heading east from there. Waaay east. The second RGC will be in (drumroll… wait for it… the suspense!)… London! We’ll be there for a day of awesomeness on July 27th, 2013. It’ll be a proper good time, it will. Then we’ll be stateside again for the third RGC in August, but you’ll have to wait and see exactly where.
RGC CollageTo kick off the “tour” of RGCs, we’ll be setting up shop at Maker Faire Bay Area, which takes place on May 18 and 19 at the San Mateo Event Center in San Mateo, CA. If you’re in the region, come hang out with us (and many other great exhibitors) as we test out some new entertainment!
Here’s a nice, clean, bulleted recap of what you know so far:
  • 5/18 and 5/19: San Francisco Bay Area at Maker Faire
  • 7/13: Chicago, IL at the Museum of Science and Industry
  • 7/27: London at To Be Announced
  • 8/10/2013: ???
Keep your eyes peeled for further information in the near future — you can watch the blog for updates and track #RGC2013 on Twitter! For general RGC 

How To Win a Free Hat

Want to win a free hat? You can! Verify your e-mail with Roblox to obtain this hat! Click HERE to see the hat.

Friday, February 8, 2013

Presidents Day Sale


Roblox is having a President's Day Weekend Sale! You get to choose what things go on sale. What hats do you want? What retextures shall they add? You decide! Take the Poll and decide what items you want! But Hurry, this will soon come to an end... Vote Now! 

Dynamic Lighting & Shadows

What we have been asking for... it's almost here! Be prepared to experience an all new type of Lighting. Dynamic Lighting & Shadows - Voxel Solution. 

Graphics gurus Simon Kozlov and Arseny Kapoulkine have been hard at work prototyping a ROBLOX lighting system that uses voxels to create dynamic shadows and lights that can be placed anywhere. 
A constant challenge for us is improving the ROBLOX world while keeping it scalable–as much as we want ROBLOX to look and feel like a triple-A video game, we have to make sure a wide range of hardware can handle it. With that in mind, we’ve created a lighting and shadows prototype that not only drastically changes the look of our game, but can also run on a range of different machines. In order to create this new look, we’re developing a dynamic light and shadow engine where most of the heavy lifting is done on the CPU (instead of the graphics card) and we’re leveraging a voxel-based data structure to do it.



Using Voxels to Create Light

What is a voxel? A voxel is a volumetric pixel in three dimensional space–much how a regular pixel is a building point for a 2D image. We’re no strangers to voxels–we use them to represent our terrain. Now, voxels are the foundation to our new method of lighting and shadows. In this prototype, we are able to surround a character with up to two million voxels at a time–which can be split into a grand total of 64 chunks (which is a 32x32x32 box of voxels), each chunk containing just over 30,000 voxels. With our new lighting system, each of the chunks can light parts of a scene in a completely adjustable manner.
Here’s how the new system works. Your character is surrounded with a voxel grid, which is a fixed radius invisibly placed around your character. This grid determines how light reacts as you move through 3D space, and it moves with you. The grid itself is quite sizeable; at 512 by 512 studs, it’s slightly larger than our famous Crossroads map. Everything within that grid will be fully lit and feature shadows. To do this, we’ve converted all parts and terrain into voxel data–making it easier for us to then compute the lighting of any given point based on that data.
This will allow for some interesting use of light moving forward. Each voxel can have its own light value, meaning different sources of light can be strewn throughout any given map. Though this sounds great in theory, you have to remember that the more points of lights that are created, the more types of shadows will have to render in real time–meaning the more computing power it’s going to take to light your world realistically. Don’t worry, though, we came up with a solution.
Objects will become their own sources of light, realistically brightening environments in real time

The Batching Solution

Each lighting voxel has a size of four studs–which is the minimum size any object in ROBLOX has to be in order to generate a realistically dynamic shadow. We can use information from smaller parts (less than 4 x 4 x 4) to determine how dark or light a given voxel is–that way all elements, big and small, contribute to shadow intensity. Why four? We’d like to make them one stud, which would give us higher resolution shadows. But one-stud parts with dynamic shadows would increase the voxel volume in a way that most computers wouldn’t be able to handle.
Each "light ball" lights up different parts of a closed environment
When your character moves around in ROBLOX, the lighting begins to shift based on your proximity to surrounding light sources. That’s why we’ve chosen to bundle the voxels into groups–we can dynamically change each groups’ light settings to be different depending on the source of the light. If we were to attempt to do this without grouping the voxels together, it would simply take too much computational lifting to provide a stable gameplay experience. This is why we chunk together our voxel data and why the size of each chunk is so important–the chunks are just big enough to compute everything efficiently, while just small enough to recompute small changes in your virtual world when light sources or parts move. Now that we’re giving users the ability to add lights virtually anywhere, we had to develop a system where the light becomes dynamic.

The Ever-Present Moving Parts Problem (And Our Solution) 

Since we’ve changed the way light and shadows move in ROBLOX, what does that mean for moving parts? Thanks to our featherweight and fast parts, we’ve managed to drastically lighten the computational load of say, a building exploding. But how does a change in lighting and shadows affect an exploding building?
When a building explodes, parts fly out from the blast radius, and each of these parts belong to a different group of voxels. Our system works by focusing on updating just the voxels with parts that are moving–so even though a building is being destroyed, we like to think of it as being updated; changed from a solid form factor to a series of loose parts. By focusing on updating just moving parts that intersect with voxels, the shadows can update in real time, completely synchronized.
We’ve applied this mentality to the placement of lights as well. Because light sources can change the surrounding environment, every time you move a light, we update only the groups that are within proximity of it. This keeps computations low while allowing you to have complete creative freedom with light placement, and as many separate sources of light as you’d like.

The Future

We obviously can’t just turn this on (the interiors of all your virtual homes would go totally dark, for one thing), so we’re kicking around ideas as to how we’re going to introduce users to our new lighting system. It could be an opt-in sort of scenario, or a setting for your place that you could turn on and off. We’re working daily on ironing out the bugs and we’ll keep you posted as soon as this becomes an active part of ROBLOX.

Tuesday, February 5, 2013

ROBLOX Studio 2013 Fixes and Improvements Coming Soon


SFOTH in ROBLOX Studio 2013One exciting thing about ROBLOX that most people don’t realize right away is it’s not a finished game — it is very much a work in progress. The upside to this is that everyone, both community members and the ROBLOX development team, has a real opportunity to shape the future of ROBLOX. The downside is that since ROBLOX is constantly evolving, it doesn’t stay the same. This can be a source of friction for veteran users who have gotten used to the status quo.
We released ROBLOX Studio 2013 several days ago. One of its key benefits is it runs on a modern, platform-independent framework, meaning we can develop and support one product across the PC and Mac. Ultimately, you will have a more consistent experience, regardless of your platform, and we’ll be able to deliver new features faster.
The ROBLOX Content Team has been using ROBLOX Studio 2013 internally for the past six months to make games such as LEGO Hero Factory: Brain Attack and ROBLOX Battle, and to build the gear items we release in the catalog each week. We have also tested it externally for several months under the “ROBLOX Studio 2.0” moniker. In December, users logged more than 180,000 hours helping us test the new version of Studio. This great test coverage is one of the things that has helped us fix a lot of bugs, the end result being a much more stable Studio.
ROBLOX Studio IconAfter last Thursday’s release, we’ve noticed a lot of bug reports and complaints surfacing in the ROBLOX Studio forums. They range from very minor (e.g., you moved the default location of my favorite menu!) to major (e.g., my level runs slowly in ROBLOX Studio 2013!). The Studio Team is hard at work collecting and prioritizing fixes for these bugs. The first of these fixes will go out this evening, followed by more tomorrow, followed by even more after that.
In the meantime, if you are affected by a serious ROBLOX Studio 2013 issue, we’re making the old version of ROBLOX Studio available for download here. This old version of Studio will not be supported going into the future – we’re making it available on a limited basis while we address the outstanding issues in ROBLOX Studio 2013.
We want ROBLOX Studio 2013 to be a great experience and we’re working hard to get it there. Thank you for your patience.

-Original Post by John Shedletsky.

Monday, February 4, 2013

Roblox Mobile

Roblox has come a long way! This year, they are hoping to go even further. Once Roblox Mobile was updated, everybody was very excited. As Roblox makes improvements, the app gets more and more ratings. Games can now be played, chatting has been enabled, and in-app purchases such as; Builders Club, and the iBot package. Roblox has made the impossible, possible. Buy things directly from the catalog, change your character's clothing, & more! As the app gets better, so does the website! Roblox.com has expanded highly over the year. If you do not have the Roblox Mobile App, get it! It's free!

Animal Gear



Unleash your inner animal! What do we mean by that? Fling crazed cats at people, obviously. You can actually do that, and much more, with this week's gear. Enjoy!

Groundhogger: These devious little guys burrow holes in the ground. When a player falls in, they magically come out of another hole you've already created. They're portal holes! Or port-holes. Right? Nevermind.


Kittypult: Cats don't seem to realize just how much damage they can inflict with their claws, but we humans do. This device lets you fling rabid kittens at other players. Once their claws take hold, they do 18 hit points of damage for the five-second cling-time your foes must endure.


Trollamon: We don't need to sell you on this one. The gear spawns a miniature version of Telamon adorning his classic outfit (yes, the fried chicken one). Once unleashed, he will chase enemies with fried chicken!


Beast Claws: Snikt! Equipping this item gives you three long, sharp claws for each hand. Click to fiercely slash both hands at your enemies, for 10 points of hit damage each hit. When equipped, your character will growl and get a speed boost. And yes, we read X-Men growing up

Friday, February 1, 2013

Roblox Studio 2013

   As you all may know, Roblox Studio 2.0 is no longer available. Why? Because Roblox Studio 2013 has bee released, yesterday, 1/31/13. The new Studio includes many new features, but some are almost useless. Many users have been complaining about this new studio, and we want your opinion! How do you feel about it? Why do you feel that way? How did it affect your building?
   Many users do not like the new studio due to lack in the ability to find things, The plugins folder is not yet to be found, and many more reasons. Although, I personally like the new studio, it just takes some adjusting. This new studio has more to offer, but it is somewhat confusing. So, tell us your likes/dislikes about the new Roblox studio by commenting on this blog post.

LegoHeroFactory: Brain Attack


ROBLOX has teamed up with LEGO® once again in order to return to Makuhero City in LEGO® Hero Factory: Brain Attack! The five-on-five, capture-point style game features melee combat in an environment that dynamically changes based on which team is winning. Battle as either the heroic Furno or the villainous Pyrox to take control of three capture points scattered throughout Makuhero City.
The team that can hold down the three capture points for the longest wins the match! You can also earn badges and achievements that can be used to unlock some cool gear. For example, if your team wins, you get the head of either Furno or Pyrox, depending on which team you’re on. Both heads are hat items and can be worn outside of the game. If you earn five badges you’ll unlock Furno’s sword as a gear item. Get ten badges, and you’ll unlock Pyrox’s flame staff. You can earn badges by going on KO or capture streaks.
Using LEGO® Hero Factory: Breakout as a graphical foundation, LEGO® Hero Factory: Brain Attack features character models with customized joints and parts–the highly detailed characters have wrists, elbows, and other unique points of articulation. The game also features several custom GUIs, including a mini map, KO chart (which you can use by hitting “Q” in-game), and an event feed that keeps you posted on the status of your control points.
LEGO® Hero Factory: Brain Attack has visuals with a purpose–you can tell at any given time which hero or villain is holding which points by the overall look of the environment. Each capture point changes appearance depending on which side holds it. The tide of battle is constantly shifting around the map as well, as players migrate from each capture zone.
The gameplay in LEGO® Hero Factory: Brain Attack is drastically different than our first LEGO® game — it features a frantic five-on-five melee — so developing strategies of attack and coordinating with your team becomes paramount to winning matches.
Pyrox
The game also features an innovative new scoring system that places serious emphasis on teamwork – essentially, both teams have a countdown bar, and the only way to win is by driving this bar down to zero. You can accomplish this by holding more capture points than the other team. As long as your team controls the most capture points, the opposing team suffers constant damage to their countdown bar until they recover the points. If your team starts to lose, fight fire with fire!
Play LEGO® Hero Factory: Brain Attack to take control of Furno and Pyrox in Makuhero City today, and earn exclusive hats and gear items that aren’t even available in the ROBLOX catalog!

Splash Contest Winners

Here are the winners of the ROBLOX Splash Screen contest!


Rocketgamer10


blevers


metaknight1896


goldhydro


looper67


player unknown


MARIOSTAR6464


freaked


ravenshield


sporeman15

Congratulations to all the winners! Enjoy your 20,000 R$!