How to make accessories in roblox

How to make accessories in roblox

Accessory

An accessory is an item that users equip to the head, neck, shoulder, face, front, back, or waist region of their Robloxian avatar.

Accessories were once called «hats». Roblox released a catalog/avatar update in late 2016 that changed «hats» to «accessories»; accessories were categorized by type.

Contents

Types of accessories

This category is for hats, hoods, masks, and anything located on the top of an avatar’s head. Up to three accessories of this type can be worn by a player without the use of Advanced mode.

Hair accessory

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Screenshot from 2007 of a test with hair. In this photo, the user «Sappho» is wearing a hair, which goes unused.

This type is for hair and wigs. Only one accessory of this type can be worn by a player without the use of Advanced mode. The first hairs were made on June 12, 2009, but the hair category was supposed to be released in 2007.

Face accessory

This type is for facial additions, such as glasses and fake mustaches. Only one face accessory can be worn by a player without the use of Advanced mode.

Neck accessory

This type is for accessories located on the neck, such as ties, necklaces, or scarves. Only one hat of this type can be worn by a player without the use of Advanced mode.

Shoulder accessory

This type is for accessories located on the player’s shoulder, and only one can be worn without the use of Advanced mode. Because they are usually animals or creatures that sit on the player’s shoulder, they are often portrayed as living companions when actively shown with the player.

Front accessory

This type is meant for accessories on the front of the torso. Very few accessories belong to this category, and only one can be worn by the player without the use of Advanced mode.

Back accessory

This type is for accessories on the back of the avatar torso, such as capes or backpacks and only one can be worn by the player without the use of Advanced mode.

Waist accessory

This type is for accessories around the avatar’s waistline, like tails and belts. Only one can be worn by the player without the use of Advanced mode.

Obtaining accessories

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The most common way to obtain an accessory is to purchase it from the avatar shop using Robux. Accessories can also be won in contests and events, or obtained from gift hats during the holidays. Exclusive items can be acquired during promotional events. There are free accessories made for new users, but anyone can buy them.

Note that accessories sometimes become Limited or Limited Unique items, which typically are sold for much higher than the original price.

Counter

The main purpose of Roblox is for gaming and building, not holding a fashion show. Accessories on Roblox are just an addition for a Robloxian. Gameplay is barely affected with Accessories. [1]

You can have 400 Robux by paying only US$5 to Roblox. This makes about 80 Robux per dollar.

Most RP games or fashion show games provided many ways for you to dress up without buying accessories from the Avatar Shop.

New accessories

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The current «New» tag

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Current «New» tag with a clock

For the first three days after an accessory is released, it carries the «New» tag on the top right corner of the accessory’s picture.

Limited and Limited Unique accessories

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Limited items are accessories or faces that were once sold, but then chosen to be put on limited sale. When put on limited sale, no new copies of this accessory will be produced, and the people who bought the accessory during its sale will be able to sell the accessory at a price chosen to their desire, given that the user has Roblox Premium.

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Limited Unique items are accessories or faces that have a certain amount of copies, and when first published, are sold by the admins. All copies of a limited unique accessory have a special number to them, and when a user buys the accessory, they get that specific copy of the accessory. For example, if an accessory is limited unique and has only 100 copies, and you buy the 50th, your accessory will be designated by a #50/100. Once the accessory is sold out, all owners of the accessory that have Premium can sell the accessory at the price they desire.

Free accessories

This list features all free accessories available on the avatar shop excluding purchasable free items from events. Please note that it is ordered in the date of release.

AccessoryTypeCreated onRemarks
Red Roblox CapHatMarch 23, 2011Originally the starter accessory for people who chose male as gender.
Pal HairHairJuly 17, 2012Became free in November 2018.
Brown HairHairJuly 17, 2012Part of the Man bundle.
Brown Charmer HairHairMarch 2, 2016Released when Tix Removal was announced.
Orange ShadesFaceMarch 2, 2016Released when Tix Removal was announced.
Jade Necklace with Shell PendantNeckMarch 2, 2016Released when Tix Removal was announced.
Straight Blond HairHairMarch 2, 2016Released when Tix Removal was announced.
Black PonytailHairMarch 2, 2016Released when Tix Removal was announced.
Blond Spiked HairHairMarch 2, 2016Released when Tix Removal was announced.
Roblox ‘R’ Baseball CapHatMay 20, 2016A newer version of Red Roblox Cap. When Guests were still available on Roblox, this was a Guest’s default accessory if they did not choose their gender.
Lavender UpdoHairJuly 8, 2016Was female Guests’ default accessory when Guests existed.
True Blue HairHairJuly/August 2016Was male Guests’ default accessory when Guests existed.
Stylish AviatorsFaceDecember 25, 2016Released when Tix Removal was announced.
Roblox Logo VisorHatJanuary 16, 2017Released as a part of the logo change.
Roblox Baseball CapHatJanuary 16, 2017Released as a part of the logo change.
Medieval Hood of MysteryHatJanuary 18, 2017Originally a limited item but became a free permanent item in 2017.
Orange Beanie with Black HairHairOctober 21, 2017Became free in December 2019 following the release of the avatar creation sign-up feature.
Down to Earth HairHatMay 26, 2018Default when a user creates a new Roblox account without selecting a gender.
HatJanuary 3, 2019Released as a part of the ROBLOX Visor series, preceded by the 2018 ROBLOX Visor
Belle Of Belfast Long Red HairHairMarch 17, 2019Became free in December 2019 following the release of the avatar creation sign-up feature.
The Encierro CapHatJuly 5, 2019Released as a commemoration of San Fermín.
Colorful BraidsHairSeptember 6, 2019Unknown.
Cool Side ShaveHairSeptember 6, 2019Unknown.
International Fedora (series)Hat2019-2020Released as a commemoration to the countries that play and support Roblox.
Happy New Year RatShoulderJanuary 21, 2020Released for Chinese New Year 2020.
RoboxHatApril 1, 2020Released for April Fools’ Day 2020.
Happy New Year OxShoulderFebruary 10, 2021Released for Chinese New Year 2021.

On August 2, 2019, the test account Hatsoffto2019 was used to publish a hat called Fresh Red Baseball Cap, potentially suggesting UGC to be uploaded into the avatar shop. This was later confirmed during RDC 2019, and soon after the convention, the first wave of UGC hats were published.

Criticism

Accessories on Roblox are known to be one of the main subjects of criticism. Many users consider them to be overpriced; many of them cost 500 Robux or greater and are expensive to the point where often only Premium members can afford them.

A large portion of the free accessories, shirts, pants, and more was criticized for being ugly when tickets (known as Tix) were removed.

Since the first half of 2018, many Roblox users, especially new or young players, have often created hoaxes about certain retextures of valuable accessories, such as the Counterfeit Domino Crown and the Dominus Venari, as they are either intended to be a joke or believe that the sole user who won a single-copy item used an exploit to obtain it (leading to the user or the creator of the accessory being harassed and/or multiple hoax accounts to be created).

Trivia

This section is a trivia section. Please relocate any relevant information into other sections of the article.

Game Assets in Roblox

All game assets including textures, models, audio, and video are stored online. Unlike many engines, there is no local game asset storage for either the player or the developer. This allows for better team collaboration and helps alleviate storage concerns on older player devices.

General Asset Information

All assets have a unique ID associated with a single Roblox account and they are automatically submitted to Roblox’s moderation team at the time of upload. Moderation typically only takes a few minutes and your asset will be usable in Roblox Studio once approved. Learn more about asset moderation here.

Images

Images can be uploaded within Studio for use as textures in the 3D world, images for particle effects, or as part of GUIs for menus and interactive objects.

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Roblox utilizes images in .png, .jpg, .tga, or .bmp format. The easiest way to upload them is through the Asset Manager window, accessible from the View tab in Roblox Studio.

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Once the window is open and the game is published, click the Import button to import one or more images.

Meshes

A MeshPart is a physically-simulated object that supports upload of custom meshes in .fbx or .obj format.

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Like images, the easiest way to add meshes to your game is via the Asset Manager window. Once the window is open and the place is published, click the Import button and locate your mesh file(s).

Audio

Roblox utilizes audio in .mp3 or .ogg format. To add audio assets to your game, follow the instructions in the articles/sounds and music|Sounds and Music article.

Models

You can save a copy of any object in your game’s hierarchy to file (.rbxm) or as an upload to your Roblox account or group. This allows you to share premade parts/objects, 3D meshes, scripts, physical contraptions, and more. Uploading a ModuleScript named “MainModule” will allow that module to be loaded by calling require with the asset ID.

When you insert a model, you are inserting a copy; making a change will only affect that copy. To create versioned resources, see Packages.

The word “model” also refers to the Model class, which is a container object meant to group parts, such as avatars.

Animations

third-party applications like Mixamo, Blender, and Maya, although this functionality may be supported in the future.

Packages

articles/roblox packages|Packages let you create object hierarchies once and re-use them in as many games as you’d like. The primary advantage of this workflow is that you can keep packages in sync by updating any copy within any game to the most current version. See the articles/roblox packages|Roblox Packages article for details.

Video

Roblox utilizes video in .webm format. Currently, only curated videos made by the community are available through the Toolbox. To understand more, start at the VideoFrame page. At this time, only two videos may play simultaneously on any player client.

Как сделать магазин в Роблокс. Уроки Roblox для детей

Мы покажем, как создать интерфейс магазина и сделать скрипты для системы денежного оборота и системы покупок в Roblox Studio.

В Roblox Studio можно создавать игры в самых разных жанрах: несмотря на простой интерфейс, в программе много инструментов, которые усложняют и оживляют проект. Чтобы сделать игру интереснее, вы можете, к примеру, добавить магазин и сделать инвентарь.

Школа «Пиксель» подготовила урок о том, как добавить магазин в ваши игры в Roblox (видеоинструкция в конце статьи). Мы покажем, как наметить макет интерфейса (меню, кнопки и т. д.) и какие скрипты на языке программирования Lua понадобятся для запуска магазина. Поехали!

Начнем с внешнего вида магазина. В компоненте StarterGui нам нужно добавить ScreenGui (даем ему имя ShopGui) и для него создать Frame. Далее делаем шире Frame — получится окно будущего магазина.

Добавим кнопку для закрытия окна магазина: создадим TextButton квадратного размера, поменяем цвет фона на красный и подпишем X.

А также кнопку открытия меню магазина: создадим TextButton для ScreenGui, разместим его вверху экрана и подпишем «Магазин».

Переименовываем все кнопки справа в Explorer.

Для кнопки открытия магазина создаем LocalScript и добавляем код:

В 1-й строке кода мы записываем игрока, это нужно для того, чтобы окно магазина открывалось только у одного игрока, а не у всех пользователей одновременно.

А в 3-й и 4-й строках указываем, что, когда кнопка будет нажата, окно магазина (Frame) будет показываться.

Для кнопки закрытия магазина нужен похожий скрипт. Поэтому копируем этот код и добавляем его к кнопке закрытия. Затем вносим изменения: меняем в конце true на false.

После нам нужно проверить эти скрипты — для этого откройте и закройте магазин.

Нам нужно, чтобы при входе в игру окно магазина было невидимым и открывалось только при нажатии на кнопку. Для этого в Properties уберите галочку с пункта Visible в компоненте Frame.

Займемся созданием денежной системы. Для этого в службе ServerScriptService создаем скрипт под названием CashStats.

Что означает этот скрипт?

1-я строка: при входе в игру для каждого игрока будет работать этот скрипт.

2-я строка: будет создаваться папка.

3-я строка: даем название этой папки.

5-я строка: в этой папке будет создаваться переменная со значением кол-ва денег у игрока.

6-я строка: название переменной.

7-я строка: начальная сумма денег у игрока.

Возвращаемся к интерфейсу, добавим еще одну кнопку TextLable под названием Cash. Здесь будет отображаться количество денег у игрока.

К этой кнопке добавляем LocalScript и создаем код:

1-я строка: создаем бесконечный цикл с небольшой задержкой (0.01), это нужно для того, чтобы значения постоянно обновлялись.

2-я строка: в тексте лейбла мы пишем значение суммы денег, для этого нужно обратиться в папку конкретного игрока (LocalPlayer), затем в папку CashStats, потом к переменной Cash, которая содержит количество денег, и в конце к значению этой переменной (Value). После указываем валюту, в которой будут храниться деньги: можно доллары или рубли.

Затем запускаем скрипт и проверяем его.

Возвращаемся к службе ServerScriptService, создаем для нее скрипт под названием BuyTools. Пишем код.

1-я строка: запускаем службу, указываем тот ивент, который мы в данный момент продаем (PistolEvent или SwordEvent).

2-я строка: если у игрока есть определенное количество денег (для пистолета мы укажем значение 200), то обращаемся к папке CashStats, его переменной Cash и значению переменной Value. Если это значение больше или равно 200, то мы сможем ему продать товар.

3-я строка: но сначала мы отнимаем сумму, которую игрок должен потратить на этот товар. В нашем случае отнимаем от суммы денег 200.

Далее мы просто копируем этот код, вставляем его ниже и меняем название предмета (мы поменяли Pistol на Sword) и его стоимость (мы изменили на 100). То же самое нужно проделать со всеми позициями в магазине.

Вновь возвращаемся к интерфейсу. Нам осталось написать скрипт для каждой кнопки с позициями товаров.

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