How to Make a Saving Checkpoint Obby System in Roblox Studio | Roblox Scripting Tutorial
๐ Video Summary
๐ฏ Overview
This video is a Roblox Studio tutorial demonstrating how to create a saving checkpoint system for an obby game. The tutorial covers setting up leaderstats, data stores for saving player progress, and visual/audio feedback for checkpoints. It provides a step-by-step guide to implement a functional checkpoint system.
๐ Main Topic
Creating a saving checkpoint system in Roblox Studio for obby games.
๐ Key Points
- The video begins by showing how to save the game to Roblox and accessing game settings.- Crucially, it emphasizes enabling "Studio Access to API Services" under Security in Game Settings, as this is necessary to use data stores for saving player data.
- A script is added to the ServerScriptService to manage leaderstats.- Leaderstats include a folder titled "leaderstats" and an "stage" int value to track the player's current level. - The script uses `Instance.new()` to create the leaderstats folder and the stage value, parenting them to the player.
- A "checkpoints" folder is created in the workspace.- Individual parts are created, named numerically (1, 2, 3, etc.) to represent checkpoints. - The parts are customized with neon material and a red color for visual distinction.
- The tutorial uses `DataStoreService` to save player data.- It retrieves the data store and attempts to load the player's saved stage when they join the game using `GetAsync`. - If data exists, the player's stage is set to the saved value.
- The script teleports the player to the checkpoint corresponding to their saved stage when they join or respawn.- It uses `FindFirstChild` to locate the correct checkpoint part based on the player's stage value and sets the player's position using CFrame.
- A function `saveData` is created to save the player's current stage to the data store.- It retrieves the leaderstats and stage value, then uses `SetAsync` to save the data associated with their player ID.
- The script connects the `saveData` function to the `PlayerRemoving` event to ensure player progress is saved when they leave the game.- A loop also saves all players when the server shuts down.
- A remote event named "touchCheckpoint" is added to replicated storage, and a sound is added to SoundService.- The tutorial adds a UI text label to display the player's current stage. This label is updated when the player touches a checkpoint.
- A local script is added to the UI to update the stage display.- A server script in ServerScriptService detects when a player touches a checkpoint part. - The script checks if the player's current stage is lower than the checkpoint number. - If so, it updates the player's stage and triggers a client-side event to play a sound and animation. - The client-side script in StarterPlayerScripts creates a green-colored animation for the checkpoint and plays a sound, providing visual and auditory feedback. - The scripts saves the player's data each time a checkpoint is touched.
๐ก Important Insights
- โข DataStoreService and API Access: The video stresses the importance of enabling API Services in the game settings to use data stores. [0:19]
- โข Structure of Leaderstats: The `leaderstats` folder and the `stage` int value are crucial for tracking player progress. [1:43]
- โข CFrame for Teleportation: The use of `CFrame` to position the player at the checkpoint ensures accurate teleportation. [3:14]
- โข Remote Events for Client-Side Effects: Using a RemoteEvent allows for client-side animations and sound effects, enhancing the player experience. [9:00]
๐ Notable Examples & Stories
- โข The tutorial provides clear examples of how to name checkpoints (1, 2, 3...) to correspond with the player's stage. [1:16]
- โข The video demonstrates how to create a simple visual and auditory feedback system using animation and sound effects. [12:20]
๐ Key Takeaways
- 1. Enable API Services in game settings to use data stores.
- 2. Properly structure leaderstats to track player progress.
- 3. Utilize data stores to save and load player data.
- 4. Implement client-side events for visual and auditory feedback.
- 5. Use RemoteEvents for communication between server and client.
โ Action Items (if applicable)
โก Create an obby game in Roblox Studio. โก Enable API Services in game settings. โก Implement the leaderstats and checkpoint scripts provided in the tutorial. โก Test the checkpoint system within your obby game. โก Customize and expand the system with additional features.
๐ Conclusion
This tutorial provides a solid foundation for creating a saving checkpoint system in Roblox Studio. By following the steps, viewers can implement a functional checkpoint system that saves player progress, enhancing the gameplay experience. The video emphasizes key concepts like data storage, leaderstats, and client-server communication, providing valuable insights for Roblox developers.
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