Setting up a simple roblox message script in Studio

If you're building a game and want to talk to your players, you definitely need a reliable roblox message script to handle the communication. It doesn't matter if you're trying to announce a winner, warn people about a server restart, or just give a warm welcome to someone who just joined; having a way to display text on the screen is non-negotiable.

Most people starting out in Roblox Studio think they have to build something incredibly complex, but it's actually pretty straightforward once you get the hang of how the UI interacts with your scripts. Let's get into the weeds of how this works without making it feel like a boring lecture.

Why you need a custom message system

Let's be real—the default tools in Roblox can be a bit limiting. Back in the day, we used to have these things called "Hint" and "Message" objects. They were super easy to use, but they looked like they were designed in 2008. They were blocky, you couldn't change the font, and they basically just stuck a giant grey bar at the top of the screen. Roblox eventually deprecated them, which is a fancy way of saying they don't really want us using them anymore.

Nowadays, a proper roblox message script uses ScreenGuis. This gives you total control. You want neon pink text with a rounded background? You can do that. You want the message to fade in from the side? Easy. It's all about creating an "experience," and nothing ruins that faster than a clunky, ugly system message that looks out of place.

Setting up the UI first

Before we even touch a script, we need somewhere for the message to live. In your Explorer window, look for StarterGui. This is where all the buttons, health bars, and menus stay.

  1. Right-click StarterGui and insert a ScreenGui. Let's name it "MessageSystem" so we don't lose it later.
  2. Inside that, add a TextLabel. This is our actual message box.
  3. Customize it! Make the background a bit transparent, pick a clean font like Gotham or Luckiest Guy, and set the position to the top-center of the screen.

I usually set the Visible property to false by default. We don't want a random empty box sitting there while the player is just trying to walk around. We only want it to pop up when the script tells it to.

Writing your first roblox message script

Now for the fun part. We're going to write a script that makes this UI actually do something. You have a few choices here: you can put the script inside the TextLabel (as a LocalScript) or put it somewhere else and reference the label. For a simple setup, a LocalScript inside the TextLabel works just fine.

Here is a basic example of how you might structure it:

```lua local label = script.Parent -- This targets the TextLabel local messageTime = 5 -- How long the message stays up

local function showMessage(text) label.Text = text label.Visible = true task.wait(messageTime) label.Visible = false end

-- Let's test it out showMessage("Welcome to the game! Have fun!") ```

It's simple, right? The task.wait() function is your best friend here. It tells the script to hang out for a few seconds before moving to the next line. Using task.wait() is generally better than the old wait() because it's more accurate and plays nicer with the game's heart rate.

Making messages pop with TweenService

If you want your roblox message script to look professional, you can't just have text blinking in and out of existence. It feels cheap. You want it to slide or fade. This is where TweenService comes into play. It sounds intimidating, but it's basically just a way to animate properties smoothly.

Instead of just setting Visible = true, you could animate the TextTransparency. You'd start the transparency at 1 (completely invisible) and "tween" it to 0 (fully visible). It takes about five extra lines of code but makes the whole game feel ten times higher quality.

Players notice these little things. When a message smoothly slides down from the top of the screen, it feels like a polished feature rather than a bug or a placeholder.

Handling server-wide announcements

Everything we've talked about so far is "local," meaning only one player sees it. But what if you want to tell everyone that a boss has spawned? You can't just use a LocalScript for that because LocalScripts only run on the individual player's computer.

To send a message to everyone, you'll need a RemoteEvent. Think of a RemoteEvent like a phone call from the Server to all the Clients.

  1. Put a RemoteEvent in ReplicatedStorage and name it "GlobalMessageEvent".
  2. On the Server (in a regular Script), you "fire" the event: game.ReplicatedStorage.GlobalMessageEvent:FireAllClients("The boss has arrived!").
  3. In your LocalScript, you listen for that event: lua game.ReplicatedStorage.GlobalMessageEvent.OnClientEvent:Connect(function(text) showMessage(text) end)

This is the "gold standard" for a roblox message script. It's clean, it's efficient, and it allows you to trigger messages from anywhere in your game logic.

Keeping it organized

As your game grows, you're going to find yourself wanting to send messages for everything. "Player joined," "Player leveled up," "Double XP weekend!" If you aren't careful, your code will become a giant mess of repetitive lines.

One trick I like to use is creating a "ModuleScript." You can put all your messaging logic in there once, and then any other script in the game can just "require" it and call a single function. It saves a lot of headache down the road. It also means if you ever want to change the color of all your messages, you only have to change it in one spot instead of hunting through fifty different scripts.

Common mistakes to avoid

Even the pros mess up sometimes. One of the biggest mistakes with a roblox message script is forgetting that players might get spammed. If three things happen at once, and you don't have a "queue" system, the messages will just overlap and look like gibberish.

You might want to add a simple check to see if a message is already showing. If it is, maybe wait a second or put the new message in a list to be shown next.

Another classic error is not accounting for different screen sizes. Roblox is played on everything from giant 4K monitors to tiny iPhones. If you hard-code your message box to be "500 pixels wide," it might look great on your PC but take up the entire screen on a phone. Always use "Scale" instead of "Offset" in your UI positions and sizes.

Wrapping things up

Building a roblox message script is one of those foundational skills that opens up a lot of doors. Once you realize you can communicate with your players, the game starts to feel more alive. It's no longer just a static world; it's a place where things happen and people are informed.

Don't be afraid to experiment with the visuals. Mess with the colors, try out different fonts, and maybe even add a little sound effect (like a "ding") whenever a new message pops up. Just keep it subtle—no one likes being yelled at by a video game.

At the end of the day, the best script is the one that works consistently and doesn't confuse your players. Start simple, get the logic working, and then add the bells and whistles later. You'll be surprised at how much a simple text box can improve the vibe of your entire project. Happy scripting!