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Mastering Roblox Coding

You're reading from   Mastering Roblox Coding The unofficial guide to leveling up your Roblox scripting skills and building games using Luau programming

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Product type Paperback
Published in Aug 2022
Publisher Packt
ISBN-13 9781801814041
Length 424 pages
Edition 1st Edition
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Author (1):
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Mark Kiepe Mark Kiepe
Author Profile Icon Mark Kiepe
Mark Kiepe
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Toc

Table of Contents (16) Chapters Close

Preface 1. Part 1: Start Programming with Roblox
2. Chapter 1: Getting Up to Speed with Roblox and Luau Basics FREE CHAPTER 3. Chapter 2: Writing Better Code 4. Chapter 3: Event-Based Programming 5. Part 2: Programming Advanced Systems
6. Chapter 4: Securing Your Game 7. Chapter 5: Optimizing Your Game 8. Chapter 6: Creating User Interfaces for All Devices 9. Chapter 7: Listening to User Input 10. Chapter 8: Building Data Stores 11. Chapter 9: Monetizing Your Game 12. Part 3: Creating Your Own Simulator Game
13. Chapter 10: Creating Your Own Simulator Game 14. Index 15. Other Books You May Enjoy

Summary

We started this chapter by learning more about GUIs. We learned there are three types of GUIs, and these are ScreenGuis, SurfaceGuis, and BillboardGuis. Each of them has a different purpose. We learned that these GUIs do not display anything themselves—they need GUI elements for that. We learned about the: Frame, ScrollingFrame, TextLabel, ImageLabel, TextButton, ImageButton, and TextBoxe GUI elements. We have seen how each of them works.

While learning about all of these GUI elements, we have used a lot of properties as well. The two most common properties were Size and Position. We learned that both properties use a unique data type called UDim2. We have seen that a UDim2 data type is built from two UDim data types. There is one UDim data type for the x axis and one for the y axis. Besides this, we have seen how a UDim data type is built up by Scale and Offset properties. Scale allows us to keep players’ screen size, whereas Offset is measured in pixels....

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