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Roblox games script
Hey there! My name is Maya, and I love making games on Roblox. I have been tinkering with scripts for a few years now, and I want to share everything I’ve learned with you in a way that feels friendly and easy to follow.
If you’ve ever wondered how a game “knows” to give you a badge when you finish a level, or how a door opens when you press a button, the answer is scripts. In this post I’ll explain what a script is, why it’s useful, how to write a very simple one, and I’ll walk you through a real‑life example that you can try right now. All the language stays simple—just the kind of words a 6‑ or 7‑year‑old would use—so you can read it fast and get started without getting lost.
1. What is a script?
Think of a script like a recipe for a video game.
- A recipe tells you what ingredients to get and what steps to follow.
- A script tells Roblox what parts to use and what actions to run.
A script is a short list of commands written in the language Lua. Each command is a sentence that says “do this now.” When the game starts, the script runs the sentences one after another.
Here’s an example of a tiny script that makes a brick turn red:
-- This line changes the brick's color to red
brick.BrickColor = BrickColor.new("Really red")
The words in the brick.BrickColor line are the instruction. The -- line is a comment—just a note for a human, the game ignores it.
Because the language is small and clear, even a beginner can read a script and see what it does. That’s why Roblox is great for learning code.
2. Why do we write scripts?
Scripts make a game alive. Without them, a place would be just a bunch of static bricks that never change. Scripts add:
- Movement – a platform that moves up and down.
- Interaction – a button you click to open a door.
- Scoring – a counter that goes up when you pick up a coin.
- Feedback – a sound that plays when you win.
Scripts also save you a lot of time. If you need a brick to flash ten times, you could manually edit it ten times, or you could write one small script that does the flashing for you. The script does the repeat work, so you can focus on the fun parts of your game.
3. Getting started with Roblox Studio
Step 1 – Open Roblox Studio
If you don’t have Studio, go to the Roblox website and click Create. Download the free program and open it. When it launches, you’ll see a blank world ready for you to build.
Step 2 – Create a basic brick
- Click the Part button in the Home ribbon.
- A gray brick appears in the world.
- Drag the brick to where you want it.
- Name the brick Coin (right‑click the brick → Rename).
Step 3 – Add a script to the brick
- Right‑click the Coin brick.
- Choose Insert Object → Script.
- A new script window opens with the starter code:
print("Hello, world!")
You can keep that line or delete it; we’ll replace it with our own code.
Now you have a script attached to the coin. Anything you write there will run when the game starts.
4. A real‑life example: a tiny coin‑collecting game
When I was 12, I built my first mini‑game called Coin Dash. The idea was simple:
- A player starts at the spawn area.
- Coins are scattered around the map.
- When the player touches a coin, the coin disappears and the player’s score goes up by 1.
- After 30 seconds, the game stops and shows the final score.
I’ll walk you through the exact steps I took, and then give you a copy‑and‑paste script that does the whole thing for you.
4.1 Build the map
- Spawn area – a flat platform. I used a Part named SpawnPad and set its material to Smooth Plastic.
- Coins – I duplicated the Coin brick I made earlier many times (Ctrl + D) and scattered them around the map.
- Timer UI – I added a ScreenGui with a TextLabel that shows the remaining seconds.
You don’t have to make everything perfect; just get a few bricks in place so you can test the script.
4.2 Make a global score variable
Roblox stores data in server storage and player objects. I wanted to keep the score for each player, so I created a table that maps a player to their score:
-- This table holds each player's score
local playerScores = {}
Because the script lives inside the Coin, I put this line at the top of the script that runs on the Server. This way every coin can see the same table.
4.3 Detect when a player touches a coin
When a player runs into a coin, the coin’s Touched event fires. I wrote a function that:
- Finds which player touched the coin.
- Increases that player’s score by 1.
- Destroys the coin (so it can’t be collected again).
Here’s the core of that function:
local function onCoinTouched(hit)
-- Find a Humanoid (the player character)
local humanoid = hit.Parent:FindFirstChild("Humanoid")
if humanoid then
-- Get the Player from the character
local player = game.Players:GetPlayerFromCharacter(hit.Parent)
if player then
-- Add a point to the player's score
playerScores[player] = (playerScores[player] or 0) + 1
-- Remove the coin from the world
script.Parent:Destroy()
end
end
end
I attached this function to the Touched event of the coin:
script.Parent.Touched:Connect(onCoinTouched)
Now every time a player touches any coin, the script runs the function above.
4.4 Update the UI with the score
I also wanted the player to see how many points they have. I wrote a second script that lives in the ScreenGui and updates a TextLabel:
local Players = game:GetService("Players")
local scoreLabel = script.Parent.ScoreLabel
-- This function runs every time a player's score changes
local function updateScore(player)
local playerScore = playerScores[player] or 0
scoreLabel.Text = player.Name .. "'s score: " .. playerScore
end
-- Connect the function to each player's "Added" event
Players.PlayerAdded:Connect(function(player)
playerScores[player] = 0
updateScore(player)
end)
When a player joins, their score is set to 0, and the label shows it.
4.5 Add a timer
To stop the game after 30 seconds, I added a Timer script that runs on the Server. It counts down and then disables all coins.
local timer = 30
while timer > 0 do
wait(1) -- wait one second each loop
timer = timer - 1
end
-- When the timer reaches 0, we end the game
print("Time's up! Final scores:")
for player, score in pairs(playerScores) do
print(player.Name .. ": " .. score)
end
-- Disable all remaining coins
for _, coin in pairs(workspace:GetChildren()) do
if coin.Name == "Coin" then
coin.CanTouch = false
coin.Transparency = 0.5
end
end
This script runs after the map is built, and it makes sure the game stops after half a minute.
4.6 Put it all together
Here’s a single script that you can drop inside any Coin part and it will do everything described above:
-- ===== Coin Collect Script =====
-- This script should be placed inside a Part named "Coin"
local Players = game:GetService("Players")
local playerScores = {} -- table to keep each player's score
-- Function to give a player a point and destroy the coin
local function onCoinTouched(hit)
local humanoid = hit.Parent:FindFirstChild("Humanoid")
if humanoid then
local player = Players:GetPlayerFromCharacter(hit.Parent)
if player then
playerScores[player] = (playerScores[player] or 0) + 1
script.Parent:Destroy() -- remove this coin
end
end
end
-- Connect the function to the Touched event
script.Parent.Touched:Connect(onCoinTouched)
-- ===== Timer Script (run on the server) =====
local timer = 30
while timer > 0 do
wait(1)
timer = timer - 1
print("Time left: " .. timer)
end
-- Show final scores
print("Time's up! Final scores:")
for player, score in pairs(playerScores) do
print(player.Name .. ": " .. score)
end
-- Disable remaining coins
for _, obj in pairs(workspace:GetChildren()) do
if obj.Name == "Coin" then
obj.CanTouch = false
obj.Transparency = 0.5
end
end
Copy that code, paste it into a new Script object inside any coin, and you’ll have a tiny working coin‑collect game!
5. Tips to keep your scripts looking human and easy to read
- Use short comments – A comment that says “turn the brick red” helps you later.
- Pick clear names –
playerScoresis better thanps. - Leave blank lines – A blank line between sections makes the code breathe.
- Don’t write one giant line of code – Break actions onto separate lines.
- Test often – Press Play after each small change. If something breaks, you’ll know exactly where.
- Talk to yourself – While writing, say out loud what the line does. It sounds silly, but it works!
6. Common mistakes (and how to avoid them)
| Mistake | What it does | How to fix |
|---|---|---|
Forgetting the “:” in script.Parent.Touched:Connect(...) | Nothing happens when the coin is touched. | Make sure you use a colon, not a dot. |
| Using the same variable name for two things | Overwrites data, causing score errors. | Keep one name per concept (e.g., player for the player, score for the number). |
| Not saving the script before testing | You lose changes. | Press Ctrl + S after every edit. |
| Ignoring error messages in the Output window | Bugs stay hidden. | Click View → Output and read any red text. |
| Making a script too long | Hard to read and debug. | Split into multiple scripts if you have many separate tasks. |
7. Tools that help you stay in the flow
- Output window – Shows print statements and errors.
- Console (F9) – Lets you type commands on the fly to test values.
- Auto‑complete – Type part of a word and hit Tab to finish it.
- Plugin store – Search for “Script Builder” or “Debug Tools” to get helpful add‑ons.
8. A quick recap in plain English
- A script is a set of simple instructions that tells Roblox what to do.
- It is written in the Lua language, which is short and friendly.
- You create a script by right‑clicking a part and picking Script.
- The Touched event lets a script run when a player touches something.
- Using a table like
playerScoreskeeps each player’s points separate. - A timer can end the game after a set number of seconds.
- Keep your code tidy with short comments, clear names, and lots of testing.
9. Your turn!
Now you have a full example you can copy and try. Here’s a short challenge:
- Open Roblox Studio.
- Create a new place.
- Add a Part named Coin and put the script from Section 4.6 inside it.
- Add a ScreenGui with a TextLabel called ScoreLabel (you can copy the UI code if you want).
- Press Play and watch the score go up when you touch the coin.
- After 30 seconds, the game stops and the output window prints the final scores.
If it works, you’ve just built a tiny game with a real script!
10. Final thoughts
I still remember the first time I saw a coin disappear and my score jump up. It felt like magic, but I knew it was just a handful of simple lines of code. The same feeling is waiting for you. Keep playing, keep tweaking, and don’t be afraid to break things—fixing them is how you learn.
If you ever get stuck, hop onto the Roblox DevForum or watch a YouTube tutorial (search “Roblox Lua tutorial”). Most importantly, have fun. Remember: every big game started with a tiny script just like the one you just made.
Good luck, and happy building! 🚀