So I'm going to start off the publishing, monetization and advertising section here about some tips
that you should do or things you should do before you publish your game.
So the whole point of this section was to kind of give you some advice and to explain a few things on
what you should do once you have finished your game.
As we've talked a lot about how to develop a game, but obviously once you have done it, what are you
supposed to do with it?
It's not as simple as just publishing it.
If you just publish your game and do nothing else, um, chances are it will not get to as many people
as it could have done before or if you've done it a different way.
So that's what the whole point of this section really is.
Now I've got up the speed simulator game, which we looked at in the previous section of the course.
If you didn't work on it, that's no problem.
You don't need to do it in order for this is just to show you an example about how to publish, how
what things to do before you publish your game and basically summarize this lecture.
It's test, test and test.
Okay.
Um, you need to make sure that your game is working completely fine.
Okay.
Obviously, first you want to play the game normally and make sure that it works.
Make sure there's no errors coming up, any outputs, and make sure that you can play your game fully
okay.
Just because no errors come up once as soon as you play the game does not mean there are no errors.
Okay, sometimes errors will only appear when you do a certain action, like buy an item for example.
Um, so you really want to test out as many things as possible.
Try buying an item while you're crouching or some random random things, testing the game to see if
they will possibly throw an error, and if something you don't like or something that doesn't start
for an error, you need to go ahead and change that.
Okay, so that's the first one.
Also, um, a common issue, which you wouldn't be able to tell when you're just playing the game is
issues between two clients.
So for example, if you don't code something properly, let's say you code a um, issue actually with
one of one of the first game I made.
And I was really puzzled as to why, um, the if you have some guns in your game, for example, and
you code them completely on the on the client and not on the server at all, what would actually happen
is that one player will be, um, well, dead for one person, but alive for anyone else.
Which sounds really strange.
But basically, if you're coding a def script on one client, but not on all the other clients, then
you'll be dead one client, but alive for all the other players, which obviously you do not want.
Also, um, any gun sounds or anything like that will only appear on your device, which you don't want.
So to test whether things are synced up between clients, you can do a thing called a team test.
So on our team test.
So that's one of the things you can do if you're wanting to do it with someone else.
But if you're just wanting to test this out yourself, go over to test and you can create a local server
here.
I'm not going to do it because it comes up in lots of different windows and stuff, but basically it
will appear.
It will appear well, one player will appear just two windows.
It will it will make appear a client and a server.
So you can see what the client sees versus what what the server sees.
You can pick how many players you like.
So I can pick two players and see if everything syncs up properly.
For our game, the simulator here, you'd want to check to see that all the stats and the levels sync
up.
So if one person on level two does the other player see that they're on level two, for example?
Um, and things like that really.
So making sure that um, it works properly between clients also actually play your game on Roblox.
Okay.
Some issues and stuff, especially with data stores and messaging service as well.
That's one of them.
Um, will not work properly just on one or just on one server.
So actually play your game properly on Roblox, see what it's like and things like that.
Really.
Um, one last thing as well is to have lag.
So if you have a very large game it might be incredibly laggy.
Um, I mean by that is there's very low frames per second, quality is very bad and it's very difficult
to play.
If that is the case, I would recommend going over to the script analysis tab, which if quickly find
it somewhere here.
Script analysis.
Script performance is it I'm looking at here.
Performance.
Um, yeah.
Is it?
I believe so.
Um.
It's not here.
I believe it's good performance.
There we are.
So what this one does, if I quickly play the game for you, the script performance will show you what
scripts are kind of taking the biggest toll on your game, basically.
So this is quite good because we can see here the activity.
So this is the percentage what all these games, all these scripts are doing.
You can see the is character sounds, which isn't even our script is taking up a little bit, but they're
taking a very very small amount.
If you start walking um, it will start taking up a little bit more.
But of course it's a very little amount really.
Um, now if a game is very laggy, some of these will be taking up like 20%, very, very high percentages
of your games, like, um, total ability to handle it.
We want to get to 100%.
It can no longer handle any more basically.
So very high, very high percentages, anything over 1%, you probably want to go in and change.
And how do you change this?
Well, it's it's based on how it's scripted.
So if you've used, for example, a repeating tool false, which checks something a hundred times a
second, that's going to be taken by a very high amount on your activity.
Instead, you could use an event instead of checking every time, um, or checking it only once a second,
for example.
So there's things that you can edit and play around with in those scripts to make them much more efficient.
So it's all about optimizing your scripts, making them as efficient as possible, and making the game
run as good as possible, really, because also, if the game runs well on your laptop or computer or
whatever you're doing this with, does not mean it's going to run well for everybody as people play
on different devices.
So it could be it could run really badly on like a phone, for example, but really good on a laptop.
Um, speaking of devices as well, some scripts and stuff like that, um, will not work for different
devices if you if you're using user input service and you want to press the, um, key to reload a gun,
um, you will need to set it up so that it displays a button on tablets and phones.
So they can they can use the game as well.
So I'd also recommend, um, trying out, um, a certain um, button over in test.
Yeah.
So device emulation.
So to change between different devices that can change to be an iPhone an iPad, all of it.
So see the guys all look nice.
Is the game playable?
Does it work?
Um, does it work on Xbox?
Does it work on other devices just to make sure that it works on all these devices?
And obviously, if you're not intending to put it on, um, phones and you just want it on laptops,
this isn't an issue.
But if you are wanting to do it, which I would recommend.
So because if you if you spent this, spent this entire time developing and creating a game, you might
as well spend a bit longer and allow twice the amount of people to play it.
Okay.
Or I've seen some games which have um, these are more popular games, but have one section, 111 game
for laptops and computers and stuff, and one game for tablets and phones, which could be an option
for you to do as well.
Um, but it's a bit more tedious.
It's better just to have one which allows you to do it for everybody.
So there are just some things really to keep in mind before you go out and publish your game.
Very important.
Make sure that your game is working completely fine.
There's no other fine tweaks and stuff you can make.
And and if you are willing to, or if you are interested in putting onto multiple devices to make sure
that it works all okay on those devices.
And if you have access to a phone or a tablet or an Xbox, have a go and play it on there as well.
That'd be perfect.
If you can play it on Roblox on that device and see if it works.
All okay there.
Um, so yeah, we can get some of your friends to play as well, get some opinions on your friend,
but what your friends think of the game and things like that.
Really.
So it's all about just doing as much possible as you can before you go ahead and publish it.
Now, as soon as you're ready to publish it, you can join me at the next lecture, where I'll be talking
through how to publish and some tips on how to publish your game successfully, as things like the image
in the description can make a big difference if a game is successful or not.
So join me in the next lecture.
We will talk all about that.