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- How do I make a Jump Counter in Roblox Studio?
- Many new developers are appearing on the scene, creating new games with Roblox Studio. Even teenagers are at the helm, learning how to code from a young age. One of the most useful tools on the gaming platform is the jump counter.
- The only issue is recording how many times the character hops, especially when it’s one of the primary goals in the game. Here’s how you can make a jump counter in Roblox so that it works. If you’re not sure how to do coding, read our quick guide on how to script on Roblox.
- What are jump counters used for in Roblox?
- Jump counters are essential for counting the number of jumps a character does in a Roblox game. It doesn’t mean placing a counter down to help you in jumping. Every time the avatar jumps, the value increases by a specific amount as dictated by the developer.
- Creating jump counters in Roblox requires that you insert a script on the character that keeps count for every hop. It should apply universally for each player in the game, so you’ll need to keep the code simple. There are also a few other uses, which we’ll cover later in this guide.
- How to make a jump counter in Roblox
- When you’re ready to make a jump counter, open the game you’re developing in Roblox. You can also test it in a different file if you want, but it will work best if you already have something in development, specifically a player character.
- Open StarterPlayer and insert object
- With your game open in Roblox Studio, head to the side panel on the right and find StarterPlayer. The folder contains all the linked objects to the player, which is how you will keep count for each gamer. You can now insert an object in this folder.
- Insert a LocalScript
- After you ask Roblox Studio to insert an object, you’ll need to select LocalScript. You will be able to code a script specifically for the character that will record the jump and add to the counter. Here’s an example of a simple code for a jump counter: local Character = player.Character or player.CharacterAdded:Wait() local humanoid = Character:WaitForChild(“Humanoid”) humanoid.StateChange:Connect(function(oldState, newState) if newState == Enum.HumanoidStateType.Jumping then jumpCount.Value = jumpCount.Value + 1 end end)
- Test the jump counter
- After you save your script, head to the menu at the top. You’ll see there’s a Play button you can activate to test the jump counter. Every time you jump, you should see the value increase .
- Is jumping necessary in Roblox?
- Jumping is certainly one of the top actions performed in Roblox. There are many ways it can be used besides recording how many times the character hops. Here are some for your consideration.
- Jumping leaderboards
- Some developers use jumping counters for leaderboards in Roblox. They feature competitions where the player with the top jumps earns trophies or other rewards. Sometimes having your name at the top of the board is a reward by itself. You may need to adjust the script slightly if you want to design a leaderboard.
- Jumping games in Roblox
- Besides leaderboards, there are plenty of Roblox developers that make creative use of the jump tool. There are platform games where you need to jump on the correct block if you don’t want to fall to your death. You’ll find interesting scripts for these titles that may completely overwhelm beginners.
- Tricky jumps
- What makes the variety of Roblox jumps so interesting is that there are so many ways you can implement them. Fortnite creative content creators did an incredible job of copying these gameplay elements, but Roblox still remains the trickiest platform to get it right. Try not to make it too challenging, otherwise, players won’t enjoy your game.
- Jumping items
- One aspect that Fortnite creators make full use of is working with different jump items. There are jump pods, lily pads, umbrellas, and so much more. Roblox is slightly restrictive in this regard, so you may need to become creative and make your own jump platforms. You can even work a jump counter into objects instead of characters.
- Altering jump settings in Roblox Studio
- As a developer on Roblox Studio, you can make changes to jump settings in your game. You can enable double jumps or alter how high each jump can go. Don’t be limited by the standard configurations and let your imagination run wild.
- Jump for your virtual life!
- The experience of coding in Roblox may be daunting at first, but you’ll get the hang of it soon enough. If you’d like some guidance, check out how to create your first game in Roblox Studio. Once you have the basics, you can then try making a jump counter for the players. If you’d prefer just playing the game, here’s a look at how to play Roblox as a gamer.
- Mobile
- Over half of all Roblox sessions are played on mobile devices so it is important to consider cross-platform accessibility when designing your experience for a wide audience. You should aim to create an ideal cross-platform experience that supports a variety of input devices, including mouse and keyboard inputs and gamepad .
- When designing a mobile experience, consider the device orientation that you intend user's to use in your experience, then implement your inputs with ContextActionService to perform the following mobile-related input tasks:
- Setup context dependent inputs that allows the same button or input to perform a different action depending on the situation.
- Detect other input devices , such as a mouse or keyboard connected to a mobile tablet, to provide the correct on-screen prompts to the user.
- Device Orientation
- On phones and tablets, the device orientation majorly affects the user experience and interaction. For example, landscape mode is best operated with two thumbs while portrait mode may lend itself to one-finger interface.
- By default, Roblox experiences run in landscape mode, allowing the experience to switch between landscape "left" and landscape "right" as the user's device rotates. However, experiences can be locked to a particular orientation if desired.
- Orientation Modes
- There are five different orientation modes, including two sensor-based modes and three locked modes.
- Sensor ModesLandscape Sensor The default Roblox setting in which the experience always appears in landscape mode (no portrait mode) and the device detects its physical orientation to ensure the experience view is always oriented upward.Sensor The device detects its physical orientation to ensure the experience view is always oriented upward, switching between landscape and portrait mode as needed.
- Locked ModesLandscape Left On devices with a physical home button, the home button is to the left of the display. On devices with a virtual home/nav bar, its touch region is at the bottom of the display.Landscape Right On devices with a physical home button, the home button is to the right of the display. On devices with a virtual home/nav bar, its touch region is at the bottom of the display.Portrait On devices with a physical home button, the home button is below the display. On devices with a virtual home/nav bar, its touch region is at the bottom of the display.
- Roblox does not include a "portrait upside-down" mode since many devices do not natively support that orientation.
- Orientation Properties
- When setting an orientation, you can set the Starting Orientation , the In-Experience Orientation , and the Current Orientation .
- Starting Orientation
- StarterGui.ScreenOrientation sets the default orientation for a place. Acceptable values include:
- Because this property affects all new users who join the experience, you can set its value in StarterGui → ScreenOrientation within Studio.
- In-Experience Orientation
- PlayerGui.ScreenOrientation explicitly changes the experience's orientation for a user. When this property is set to one of the ScreenOrientation enums in a LocalScript , the experience will immediately orient itself to match the setting. This can be useful when a experience needs to provide a particular experience like locking the view to portrait for a minigame.
- The following code sample in a LocalScript sets the screen orientation to portrait:
- local Players = game:GetService("Players") local playerGUI = Players.LocalPlayer:WaitForChild("PlayerGui") wait(2) playerGUI.ScreenOrientation = Enum.ScreenOrientation.Portrait
- Current Orientation
- PlayerGui.CurrentScreenOrientation gets the current device orientation. Possible values include:
- The following code prints the user's current screen orientation:
- local Players = game:GetService("Players") local playerGUI = Players.LocalPlayer:WaitForChild("PlayerGui") print(playerGUI.CurrentScreenOrientation)
- Movement Modes
- Roblox offers several StarterPlayer properties you can set to change how users on mobile devices can move through your experience.
- You can set mobile movement control schemes for Roblox experiences by changing the values of StarterPlayer.DevTouchMovementMode to one of the following:
- This option has been removed from the Roblox mobile app and should not be used for production-ready experiences.
- This option has been removed from the Roblox mobile app and should not be used for production-ready experiences.
- Automatic Jumping
- When StarterPlayer.AutoJumpEnabled is enabled, the user's character automatically jumps across gaps when approaching the edge of a platform. StarterPlayer.AutoJumpEnabled is enabled by default for mobile devices.
- Disable StarterPlayer.AutoJumpEnabled to disable this feature and force users to jump only using their key bindings.
- Adding Mobile Buttons
- To add mobile buttons, use the ContextActionService:BindAction() method.
- The BindAction() method takes the following parameters:
- You can use the following code sample to create an Interact action that creates an on-screen button and also accepts a keyboard and gamepad input:
- local ContextActionService = experience:GetService("ContextActionService") local function handleAction(actionName, inputState, inputObject) if inputState == Enum.UserInputState.Begin then print(actionName, inputObject) end end -- Bind action to function ContextActionService:BindAction("Interact", handleAction, true, Enum.KeyCode.T, Enum.KeyCode.ButtonR1)
- Removing Mobile Buttons
- To remove a mobile button from the screen, call UnbindAction() using the actionName string you passed to BindAction() .
- Use the following code sample to unbind the previously created Interact action:
- -- Unbind action by name ContextActionService:UnbindAction("Interact")
- Customizing Button UI
- You can use one of the several functions from ContextActionService to customize the on-screen buttons that are created by BindAction() .
- Button Text
- To change the text label for a mobile button, call SetTitle() with the actionName string and a title:
- -- Set button label to "Talk" ContextActionService:SetTitle("Interact", "Talk")
- Button Image
- Mobile buttons can use custom images just like other GUI buttons using the SetImage() method.
- Use the following sample code to set a button image, replacing the asset ID with an image of your choice:
- -- Set button image ContextActionService:SetImage("Interact", "rbxassetid://0123456789")
- Button Position
- By default, a new button's position appears near the lower right section of the screen. You should carefully consider button placement on mobile devices and keep in mind the positions of thumbs and hands.
- Use the following sample code to set a button's position with the SetPosition() method:
- -- Set button position ContextActionService:SetPosition("Interact", UDim2.new(1, -70, 0, 10))
- Context Dependent Inputs
- When developing for mobile devices you may often want to change what a single button does based on the context. Since screen space on mobile devices limited, use contextual buttons that perform different actions based on what the character is able to do.
- For example, you can display an active "Collect" button when the user is standing near a chest of gold:
- Use the following code sample to create a mobile button that is labelled "Collect" and is bound to the function collectTreasure():
- local ContextActionService = game:GetService("ContextActionService") local function collectTreasure(actionName, inputState, inputObject) if inputState == Enum.UserInputState.Begin then print("Collect treasure") end end ContextActionService:BindAction("Interact", collectTreasure, true, Enum.KeyCode.T, Enum.KeyCode.ButtonR1) ContextActionService:SetPosition("Interact", UDim2.new(1, -70, 0, 10)) -- Set image to blue "Collect" button ContextActionService:SetImage("Interact", "rbxassetid://0123456789")
- At another point in the game, you can change the button to "Talk" when the user is standing near an NPC. Instead of adding and removing the existing button, you can simply use ContextActionService:BindAction() on the existing Interact action, changing the function and button image.
- Use the following code sample to set the existing button label to "Talk" and bind it to a function named talkToNPC():
- ContextActionService:BindAction("Interact", talkToNPC, true, Enum.KeyCode.T, Enum.KeyCode.ButtonR1) -- Set image to yellow "Talk" button ContextActionService:SetImage("Interact", "rbxassetid://0011223344")
- Detecting Other Devices
- In cross-platform experiences, it is necessary to know the user's current device in order to adjust the UI and display correct key binding prompts.
- For example, if a user approaches a treasure chest and there's an action bound to collecting the gold, you can show mobile users an on-screen "Collect" button and desktop users an on-screen "T" key icon.
- Keep in mind that a mobile device can also have a mouse and keyboard or gamepad plugged in. It is also possible that a desktop has a touchscreen enabled. It is important to reference the user's preferred input options by displaying input options for the actively used device.
- In these cases, you can use UserInputService to detect which input devices are enabled. If multiple input devices are enabled, use UserInputService:GetLastInputType() to get the user's last used input device to display on the UI.
- You can use the following ModuleScript , placed within ReplicatedStorage and renamed to UserInputModule , to fetch the user's input type, after which you can adapt the UI layout or context to your experience's specific needs.
- Use the following ModuleScript to check for enabled input devices and the last used input device:
- local UserInputService = game:GetService("UserInputService") local UserInput = local inputTypeString -- If device has active keyboard and mouse, assume those inputs if UserInputService.KeyboardEnabled and UserInputService.MouseEnabled then inputTypeString = "Keyboard/Mouse" -- Else if device has touch capability but no keyboard and mouse, assume touch input elseif UserInputService.TouchEnabled then inputTypeString = "Touch" -- Else if device has an active gamepad, assume gamepad input elseif UserInputService.GamepadEnabled then inputTypeString = "Gamepad" end function UserInput.getInputType() local lastInputEnum = UserInputService:GetLastInputType() if lastInputEnum == Enum.UserInputType.Keyboard or string.find(tostring(lastInputEnum.Name), "MouseButton") or lastInputEnum == Enum.UserInputType.MouseWheel then inputTypeString = "Keyboard/Mouse" elseif lastInputEnum == Enum.UserInputType.Touch then inputTypeString = "Touch" elseif string.find(tostring(lastInputEnum.Name), "Gamepad") then inputTypeString = "Gamepad" end return inputTypeString, lastInputEnum end return UserInput
- Once the UserInputModule script is in place, use the following code sample in a LocalScript to get the user's last input type:
- local ReplicatedStorage = game:GetService("ReplicatedStorage") -- Require module local UserInputModule = require(ReplicatedStorage:WaitForChild("UserInputModule")) local currentUserInput, inputEnum = UserInputModule.getInputType() print(currentUserInput, inputEnum)
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