Showing posts with label News. Show all posts
Showing posts with label News. Show all posts

Thursday, February 14, 2013

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.

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.

Friday, February 1, 2013

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$!