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    <title>DEV Community: Ash | Roblox AI Dev</title>
    <description>The latest articles on DEV Community by Ash | Roblox AI Dev (@ash_robloxdev).</description>
    <link>https://dev.to/ash_robloxdev</link>
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      <title>DEV Community: Ash | Roblox AI Dev</title>
      <link>https://dev.to/ash_robloxdev</link>
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    <item>
      <title>How to Make Tiles That Light Up When You Step on Them in Roblox Studio (and Count Every Step)</title>
      <dc:creator>Ash | Roblox AI Dev</dc:creator>
      <pubDate>Wed, 07 Oct 2026 03:23:14 +0000</pubDate>
      <link>https://dev.to/ash_robloxdev/how-to-make-a-1-speed-game-in-roblox-with-ai-speed-ranks-a-counter-and-rank-up-effects-57ff</link>
      <guid>https://dev.to/ash_robloxdev/how-to-make-a-1-speed-game-in-roblox-with-ai-speed-ranks-a-counter-and-rank-up-effects-57ff</guid>
      <description>&lt;h3&gt;
  
  
  A glowing floor, a step counter and color changes, built with AI and no scripting
&lt;/h3&gt;

&lt;p&gt;&lt;em&gt;Disclosure: I'm in ForgeGUI's creator partner program and get paid for content about it. Everything below comes from real footage of the build.&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F6zriywchvvk0o0juce1w.gif" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F6zriywchvvk0o0juce1w.gif" alt="Keycap tiles lighting up white as the player runs across them" width="400" height="500"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Tiles that react when you step on them show up in a lot of Roblox games: glass bridge games, dance floors, "paint the floor" team games, piano floors, step counters in simulators. It looks simple, but there's more going on than it seems. Each tile has to notice the player touching it, change how it looks, avoid counting the same step ten times, and report back to a counter on the screen.&lt;/p&gt;

&lt;p&gt;I built this as part of a keyboard-themed game, where every tile is a keycap. Here's how the mechanic came together using &lt;strong&gt;ForgeGUI&lt;/strong&gt;, an AI tool with a Roblox Studio plugin that puts what it generates straight into your place, and how to reuse it for completely different games.&lt;/p&gt;




&lt;h2&gt;
  
  
  Step 1: One tile that reacts
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Prompt:&lt;/strong&gt; &lt;em&gt;"add a keycap on the floor"&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F9o2hzqvv2sbc5308igrr.jpeg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F9o2hzqvv2sbc5308igrr.jpeg" alt="A single keycap glowing white under the player" width="720" height="900"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Start with a single tile and get it right before making a hundred of them. Here one keycap appeared on the baseplate, and stepping on it made it &lt;strong&gt;glow white&lt;/strong&gt;.&lt;/p&gt;

&lt;p&gt;Getting one tile working first matters, because every tile you add later is a copy of it. If the first one double-counts steps or flickers, the whole floor will.&lt;/p&gt;

&lt;h2&gt;
  
  
  Step 2: Turn it into a floor
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Prompt:&lt;/strong&gt; &lt;em&gt;"spread the keycaps"&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fuop1lm0pwfwb85f5dwi2.jpeg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fuop1lm0pwfwb85f5dwi2.jpeg" alt="Rows of keycaps, with the ones the player stepped on glowing" width="720" height="900"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Two words turned the one keycap into a full field of them, each with its own letter, and every one kept the step-to-light behavior. Walk across it and you leave a glowing path behind you, which is the effect most "light up floor" games are going for.&lt;/p&gt;

&lt;h2&gt;
  
  
  Step 3: Count every step
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Prompt:&lt;/strong&gt; &lt;em&gt;"add a ui counter"&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F74wvwdp5q94hgv3pf5gs.jpeg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F74wvwdp5q94hgv3pf5gs.jpeg" alt="The KEYS PRESSED counter at the top of the screen" width="720" height="900"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;This added a &lt;strong&gt;KEYS PRESSED&lt;/strong&gt; panel at the top of the screen that goes up by one for every tile you step on. Now the floor isn't just decoration: your steps are a score.&lt;/p&gt;

&lt;h2&gt;
  
  
  Bonus: make the glow mean something
&lt;/h2&gt;

&lt;p&gt;Later in the same build I added a speed system and then typed &lt;em&gt;"make everything 10x better"&lt;/em&gt;. One of the things it changed was the tiles: the color they light up in now depends on how fast you're going, from cyan at the start to yellow and orange at higher speeds.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F53qu8oes2zc1h3hg2ebe.jpeg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F53qu8oes2zc1h3hg2ebe.jpeg" alt="Tiles lighting up yellow after ranking up" width="720" height="900"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;That's a good trick in general. Once tiles react, their color can show the player's state (speed, team, health, combo) without any extra UI.&lt;/p&gt;




&lt;h2&gt;
  
  
  What's happening under the hood
&lt;/h2&gt;

&lt;p&gt;You don't have to write this yourself, but it helps to know the pieces so you can describe changes clearly:&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;
&lt;strong&gt;Touched event.&lt;/strong&gt; Each tile listens for something touching it and checks whether it's part of a player's character.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Debounce.&lt;/strong&gt; A character touches a tile many times per second while standing on it. A short cooldown per tile (or a "has this tile already been counted" flag) stops one step from counting as ten.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Changing the look.&lt;/strong&gt; Lighting up is usually switching the tile's Material to Neon and changing its Color, sometimes with a tween so it fades instead of snapping.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;The counter.&lt;/strong&gt; Each new step adds 1 to a value for that player (often in leaderstats), and the on-screen panel updates when that value changes.&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;If something feels off after a prompt, those four words are what to mention. "The counter goes up too fast when I stand still" is a debounce problem, and saying so gets a better fix than "the counter is broken".&lt;/p&gt;




&lt;h2&gt;
  
  
  Ideas for using this mechanic in a real game
&lt;/h2&gt;

&lt;p&gt;The same three prompts work as a starting point for a lot of game types. Swap the keycap and change what a step means:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Glass bridge:&lt;/strong&gt; some tiles break when touched instead of lighting up.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Paint the floor:&lt;/strong&gt; tiles light up in your team's color, and the team with the most tiles wins the round.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Piano floor:&lt;/strong&gt; each tile plays a note when you step on it.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Floor is lava:&lt;/strong&gt; tiles you've stepped on turn red and fall after a few seconds, so you can't go back.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Step simulator:&lt;/strong&gt; steps become currency you spend on upgrades.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Add &lt;strong&gt;one change per prompt&lt;/strong&gt;. "Make some tiles break when I step on them" is a great second prompt for a glass bridge game. Asking for the whole game at once makes it much harder to tell which part went wrong.&lt;/p&gt;




&lt;h2&gt;
  
  
  Quick answers
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;How do you make a part light up when touched in Roblox?&lt;/strong&gt;&lt;br&gt;
Listen for the part's Touched event, check that a player touched it, then change its Material to Neon and its Color. In this build, the prompt &lt;em&gt;"add a keycap on the floor"&lt;/em&gt; produced a tile that already did this.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;How do you stop a touch from counting more than once?&lt;/strong&gt;&lt;br&gt;
Use a debounce: a short cooldown or a flag per tile so repeated touches from the same step are ignored.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Can you build this without scripting?&lt;/strong&gt;&lt;br&gt;
Yes. The tile, the floor, the glow and the step counter in this build all came from typed prompts.&lt;/p&gt;




&lt;p&gt;The full five-prompt game this came from, a +1 Speed keyboard runner, is here: &lt;a href="https://medium.com/@ash.robloxdev/how-to-make-1-speed-keyboard-escape-in-roblox-with-ai-no-coding-5-prompts-b3981eb3a818" rel="noopener noreferrer"&gt;How to Make +1 Speed Keyboard Escape in Roblox With AI&lt;/a&gt;. Watch the short version on TikTok: &lt;strong&gt;&lt;a href="https://www.tiktok.com/@ash.robloxdev/video/7693720434348428557" rel="noopener noreferrer"&gt;@ash.robloxdev&lt;/a&gt;&lt;/strong&gt;. Try it at &lt;strong&gt;&lt;a href="https://forgegui.com" rel="noopener noreferrer"&gt;forgegui.com&lt;/a&gt;&lt;/strong&gt;.&lt;/p&gt;

</description>
      <category>roblox</category>
      <category>gamedev</category>
      <category>ai</category>
      <category>tutorial</category>
    </item>
    <item>
      <title>How to Make +1 Speed Keyboard Escape in Roblox With AI (No Coding): 5 Prompts</title>
      <dc:creator>Ash | Roblox AI Dev</dc:creator>
      <pubDate>Wed, 07 Oct 2026 03:20:55 +0000</pubDate>
      <link>https://dev.to/ash_robloxdev/how-to-make-1-speed-keyboard-escape-in-roblox-with-ai-no-coding-5-prompts-3mo4</link>
      <guid>https://dev.to/ash_robloxdev/how-to-make-1-speed-keyboard-escape-in-roblox-with-ai-no-coding-5-prompts-3mo4</guid>
      <description>&lt;h3&gt;
  
  
  One keycap on an empty baseplate, then a whole keyboard you run across faster and faster
&lt;/h3&gt;

&lt;p&gt;&lt;em&gt;Disclosure: I'm in ForgeGUI's creator partner program and get paid for content about it. Everything below comes from real footage of the build.&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F7cazgoywd069jpr0c32j.gif" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F7cazgoywd069jpr0c32j.gif" alt="Running across the keyboard at Blitz speed, with the keys lighting up behind the player" width="400" height="500"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;"+1 Speed" games are everywhere on Roblox right now. The idea is simple: every step, jump or button makes you a little faster, and the fun is watching the number climb until you're flying across the map. Keyboard Escape puts that on a giant keyboard, where every key you step on counts.&lt;/p&gt;

&lt;p&gt;I built a version of it with five short prompts using &lt;strong&gt;ForgeGUI&lt;/strong&gt;, an AI tool with a Roblox Studio plugin that puts what it generates straight into your place. No scripting on my end. Here's every prompt, in order, and what each one added.&lt;/p&gt;




&lt;h2&gt;
  
  
  Prompt 1: One keycap
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Prompt:&lt;/strong&gt; &lt;em&gt;"add a keycap on the floor"&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fjb5nyu8na94iettkupcd.jpeg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fjb5nyu8na94iettkupcd.jpeg" alt="Typing the first prompt on an empty baseplate" width="720" height="900"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;I started on a plain baseplate with a default character. The first prompt added a single keycap on the floor, and it already did the thing that makes the game work: step on it and it lights up.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F9o2hzqvv2sbc5308igrr.jpeg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F9o2hzqvv2sbc5308igrr.jpeg" alt="The single keycap glowing white under the player" width="720" height="900"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Starting with one piece is on purpose. If the first keycap looks and feels right, everything built from it later will too.&lt;/p&gt;

&lt;h2&gt;
  
  
  Prompt 2: A whole keyboard
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Prompt:&lt;/strong&gt; &lt;em&gt;"spread the keycaps"&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fl99fckqphfl4c5aokmj1.jpeg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fl99fckqphfl4c5aokmj1.jpeg" alt="Typing " width="720" height="900"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Two words turned one key into a full field of them, each with its own letter. Every key you walk over lights up, so you can see your path across the keyboard.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fuop1lm0pwfwb85f5dwi2.jpeg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fuop1lm0pwfwb85f5dwi2.jpeg" alt="Rows of lettered keycaps, with the ones the player stepped on glowing" width="720" height="900"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  Prompt 3: Count every key
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Prompt:&lt;/strong&gt; &lt;em&gt;"add a ui counter"&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F74wvwdp5q94hgv3pf5gs.jpeg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F74wvwdp5q94hgv3pf5gs.jpeg" alt="The KEYS PRESSED counter at the top of the screen" width="720" height="900"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;This added a &lt;strong&gt;KEYS PRESSED&lt;/strong&gt; panel at the top of the screen that goes up by one for every key you step on. It's a small thing, but a number that only goes up is the hook of every simulator game.&lt;/p&gt;

&lt;h2&gt;
  
  
  Prompt 4: The +1 speed loop
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Prompt:&lt;/strong&gt; &lt;em&gt;"add a speed system"&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fp16qzrqchmrrq8sfrczr.jpeg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fp16qzrqchmrrq8sfrczr.jpeg" alt="Typing " width="720" height="900"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;This is the prompt that turns it into an actual +1 Speed game. Each key now pops a &lt;strong&gt;+1&lt;/strong&gt; when you step on it, and a speed panel at the bottom shows your speed in studs per second with a progress bar toward the next rank. You start as a &lt;strong&gt;Rookie&lt;/strong&gt; and need 40 to become a &lt;strong&gt;Jogger&lt;/strong&gt;. The keyboard also stretched out toward the horizon, so there's room to build up speed.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fpie9qfmhcn5jsxr4xe0g.jpeg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fpie9qfmhcn5jsxr4xe0g.jpeg" alt="Keys popping +1 as the player runs, with the Rookie speed panel at the bottom" width="720" height="900"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  Prompt 5: Make everything 10x better
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Prompt:&lt;/strong&gt; &lt;em&gt;"make everything 10x better"&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fe2fpmyli37z95p3t2b47.jpeg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fe2fpmyli37z95p3t2b47.jpeg" alt="Typing " width="720" height="900"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;I didn't say what "better" meant, and it went big:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;The speed panel moved to the top of the screen with a big studs-per-second number and a bar to the next rank.&lt;/li&gt;
&lt;li&gt;A full rank ladder: &lt;strong&gt;Rookie, Jogger, Sprinter, Racer, Blitz, Supersonic&lt;/strong&gt;, with &lt;strong&gt;Hypersonic&lt;/strong&gt; at 420 studs per second.&lt;/li&gt;
&lt;li&gt;Each rank has its own color, and the keys you step on glow in it: cyan early on, then green, yellow, orange and pink.&lt;/li&gt;
&lt;li&gt;Confetti bursts when you rank up, and the keys behind you leave a glowing trail.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Ftussdxmocnlsx1zo93o8.jpeg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Ftussdxmocnlsx1zo93o8.jpeg" alt="Hitting 40 studs per second right before the Jogger rank-up, with cyan keys lighting up" width="720" height="900"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F53qu8oes2zc1h3hg2ebe.jpeg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F53qu8oes2zc1h3hg2ebe.jpeg" alt="Ranking up to Racer at 140 studs per second, with confetti and the floor glowing yellow" width="720" height="900"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F0frt6te9ru2iuzjtj1wc.jpeg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F0frt6te9ru2iuzjtj1wc.jpeg" alt="Blitz at 320 studs per second, with orange keys trailing behind" width="720" height="900"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;By the end of the clip I was at 324 studs per second and the keyboard was scrolling past faster than I could read the letters.&lt;/p&gt;




&lt;h2&gt;
  
  
  Why this order works
&lt;/h2&gt;

&lt;p&gt;The five prompts follow the same order you'd use to design any +1 Speed game by hand:&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;
&lt;strong&gt;One object&lt;/strong&gt; that reacts to the player (the keycap).&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;The world&lt;/strong&gt; made of that object (the keyboard).&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;A number&lt;/strong&gt; that tracks progress (keys pressed).&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;The loop&lt;/strong&gt; that turns progress into power (+1 speed per key, with ranks).&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Polish&lt;/strong&gt;: colors, effects and rewards that make each rank feel different.&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;If you skip straight to "make a +1 speed keyboard game", you get something, but building it in layers lets you check each piece before the next one goes on top.&lt;/p&gt;




&lt;h2&gt;
  
  
  Quick answers
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Can you make a +1 Speed game in Roblox without scripting?&lt;/strong&gt;&lt;br&gt;
Yes. In this build, the keycaps, keyboard, key counter, speed system, ranks and effects all came from typed prompts.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Is ForgeGUI free?&lt;/strong&gt;&lt;br&gt;
There's a free tier with starter credits for new accounts. Generations use credits after that.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Does it work inside Roblox Studio?&lt;/strong&gt;&lt;br&gt;
Yes, through ForgeGUI's Roblox Studio plugin.&lt;/p&gt;




&lt;p&gt;Watch the short version of this build on TikTok: &lt;strong&gt;&lt;a href="https://www.tiktok.com/@ash.robloxdev/video/7693720434348428557" rel="noopener noreferrer"&gt;@ash.robloxdev&lt;/a&gt;&lt;/strong&gt;. Try it yourself at &lt;strong&gt;&lt;a href="https://forgegui.com" rel="noopener noreferrer"&gt;forgegui.com&lt;/a&gt;&lt;/strong&gt;: open a fresh baseplate and type the five prompts above in order.&lt;/p&gt;

</description>
      <category>roblox</category>
      <category>gamedev</category>
      <category>ai</category>
      <category>nocode</category>
    </item>
    <item>
      <title>How to Make a Gravity Flip and Jump Pads in Roblox Studio (With AI, No Scripting)</title>
      <dc:creator>Ash | Roblox AI Dev</dc:creator>
      <pubDate>Tue, 06 Oct 2026 02:20:36 +0000</pubDate>
      <link>https://dev.to/ash_robloxdev/how-to-make-a-gravity-flip-and-jump-pads-in-roblox-studio-with-ai-no-scripting-4hmf</link>
      <guid>https://dev.to/ash_robloxdev/how-to-make-a-gravity-flip-and-jump-pads-in-roblox-studio-with-ai-no-scripting-4hmf</guid>
      <description>&lt;h3&gt;
  
  
  Spikes, jump pads, orbs and gravity flips: the four mechanics behind every runner level, in four prompts
&lt;/h3&gt;

&lt;p&gt;&lt;em&gt;Disclosure: I'm in ForgeGUI's creator partner program and get paid for content about it. Everything below comes from real footage of the build.&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fvfvr79z6jzcacenra1z3.jpeg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fvfvr79z6jzcacenra1z3.jpeg" alt="The cube flipped toward the ceiling with spikes hanging above" width="800" height="778"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Gravity flips, jump pads and orbs show up in a lot of Roblox games: obbies, runners, Geometry Dash remakes, platformers. They're also annoying to script as a beginner. You're dealing with custom gravity, launching the player with the right force, and detecting a mid-air touch.&lt;/p&gt;

&lt;p&gt;Here's how I added all four to a level without writing code, using &lt;strong&gt;ForgeGUI&lt;/strong&gt;, an AI tool with a Roblox Studio plugin. The build was a Geometry Dash-style level, but the same prompts work for any runner or obby.&lt;/p&gt;




&lt;h2&gt;
  
  
  Start with a level to put them in
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Prompt:&lt;/strong&gt; &lt;em&gt;"Build a geometry dash level"&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F76hw23g8s3518q527r0a.jpeg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F76hw23g8s3518q527r0a.jpeg" alt="The base level: a neon cube on a glowing track" width="800" height="778"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Mechanics need somewhere to live, so start with the base. Mine was a neon runner with a cube as the player. For an obby, &lt;em&gt;"build a simple obby"&lt;/em&gt; does the same job.&lt;/p&gt;

&lt;h2&gt;
  
  
  Mechanic 1: Spikes (the thing you jump over)
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Prompt:&lt;/strong&gt; &lt;em&gt;"Let me jump over spikes"&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F96lp3692qt3v7v9n0nj3.jpeg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F96lp3692qt3v7v9n0nj3.jpeg" alt="A pink spike on the track" width="800" height="778"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Describe it from the player's side: "let me jump over spikes", not "add a kill part". You get hazards placed &lt;strong&gt;where jumping matters&lt;/strong&gt;, rather than random parts scattered around.&lt;/p&gt;

&lt;h2&gt;
  
  
  Mechanics 2 and 3: Jump pads and orbs
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Prompt:&lt;/strong&gt; &lt;em&gt;"Add jump pads and orbs"&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Ffrmqxhh0juw8gxms9i1o.jpeg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Ffrmqxhh0juw8gxms9i1o.jpeg" alt="Typing " width="800" height="778"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Two mechanics in one prompt works here because they're closely related: both launch you.&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Jump pads&lt;/strong&gt; are the yellow pads on the floor. Touch one and you get launched.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Orbs&lt;/strong&gt; float in the air and give you a boost when you hit them mid-jump.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F1qn7ik32wb7x6k8l418r.jpeg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F1qn7ik32wb7x6k8l418r.jpeg" alt="A yellow orb floating above the track" width="800" height="778"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Tip:&lt;/strong&gt; if you're adding two &lt;em&gt;unrelated&lt;/em&gt; mechanics, split them into two prompts. It's much easier to see what went wrong.&lt;/p&gt;

&lt;h2&gt;
  
  
  Mechanic 4: Gravity flip
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Prompt:&lt;/strong&gt; &lt;em&gt;"Make gravity flip"&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fvfvr79z6jzcacenra1z3.jpeg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fvfvr79z6jzcacenra1z3.jpeg" alt="Spikes on the ceiling after the gravity flip" width="800" height="778"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;This is the one that's genuinely hard to script by hand, and it was three words. After the prompt, the cube flips toward the ceiling and the level gets hazards up there too. That's what makes the flip matter. Glowing pillar sections showed up around this point as well.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fef86rmt7sh8ttbu83d5s.jpeg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fef86rmt7sh8ttbu83d5s.jpeg" alt="A glowing purple pillar section" width="800" height="778"&gt;&lt;/a&gt;&lt;/p&gt;




&lt;h2&gt;
  
  
  Then stack them
&lt;/h2&gt;

&lt;p&gt;Once all four mechanics existed, I let the AI combine them with two escalation prompts:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;em&gt;"Make the level insane"&lt;/em&gt;&lt;/li&gt;
&lt;li&gt;&lt;em&gt;"Make the final level impossible"&lt;/em&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fuanti9j3tjhu4ltlzxei.jpeg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fuanti9j3tjhu4ltlzxei.jpeg" alt="The final " width="800" height="778"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;That's the order I'd recommend for any mechanic-heavy game: &lt;strong&gt;one mechanic per prompt first, then let a vibe prompt mix them.&lt;/strong&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  Where you can reuse these
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Obbies:&lt;/strong&gt; jump pads and gravity zones are classic obby stages&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Tower games:&lt;/strong&gt; a gravity-flip floor makes a memorable stage&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Parkour and runner games:&lt;/strong&gt; orbs for mid-air combos&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Minigames:&lt;/strong&gt; "the floor is gravity" rounds&lt;/li&gt;
&lt;/ul&gt;




&lt;h2&gt;
  
  
  Do you still need to learn scripting?
&lt;/h2&gt;

&lt;p&gt;To get the mechanics working, no. But open the scripts ForgeGUI generates and read them. Seeing how a working jump pad or gravity flip is coded is a great way to learn Luau, and you'll be able to tune things like launch strength yourself.&lt;/p&gt;

&lt;h2&gt;
  
  
  FAQ
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;How do you make a gravity flip in Roblox Studio without scripting?&lt;/strong&gt;&lt;br&gt;
Describe it in a prompt ("make gravity flip") with an AI tool like ForgeGUI that writes the code and puts it into your place through its Studio plugin.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;How do you make a jump pad in Roblox?&lt;/strong&gt;&lt;br&gt;
In this build: &lt;em&gt;"add jump pads and orbs"&lt;/em&gt;. The jump pads are the yellow pads on the floor that launch the player.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Is ForgeGUI free?&lt;/strong&gt;&lt;br&gt;
There's a free tier with starter credits for new accounts. Generations use credits after that.&lt;/p&gt;




&lt;p&gt;Full walkthrough of the build: &lt;strong&gt;&lt;a href="https://medium.com/@ash.robloxdev/how-to-make-geometry-dash-in-roblox-with-ai-no-coding-6-prompts-321d6d70e9c0" rel="noopener noreferrer"&gt;How to Make Geometry Dash in Roblox With AI&lt;/a&gt;&lt;/strong&gt;. Try it at &lt;strong&gt;&lt;a href="https://forgegui.com" rel="noopener noreferrer"&gt;forgegui.com&lt;/a&gt;&lt;/strong&gt;. I post builds like this at &lt;strong&gt;&lt;a class="mentioned-user" href="https://dev.to/ash"&gt;@ash&lt;/a&gt;.robloxdev&lt;/strong&gt; on TikTok and YouTube.&lt;/p&gt;

</description>
      <category>roblox</category>
      <category>gamedev</category>
      <category>ai</category>
      <category>tutorial</category>
    </item>
    <item>
      <title>How to Make Geometry Dash in Roblox With AI (No Coding): 6 Prompts</title>
      <dc:creator>Ash | Roblox AI Dev</dc:creator>
      <pubDate>Tue, 06 Oct 2026 02:09:55 +0000</pubDate>
      <link>https://dev.to/ash_robloxdev/how-to-make-geometry-dash-in-roblox-with-ai-no-coding-6-prompts-437i</link>
      <guid>https://dev.to/ash_robloxdev/how-to-make-geometry-dash-in-roblox-with-ai-no-coding-6-prompts-437i</guid>
      <description>&lt;h3&gt;
  
  
  From an empty baseplate to an "impossible" neon level, one sentence at a time
&lt;/h3&gt;

&lt;p&gt;&lt;em&gt;Disclosure: I'm in ForgeGUI's creator partner program and get paid for content about it. Everything below comes from real footage of the build.&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F75n4pjl89pyqbfifzhrz.gif" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F75n4pjl89pyqbfifzhrz.gif" alt="The cube running through the " width="600" height="583"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;"Geometry Dash in Roblox" is one of those ideas every Roblox player has had at some point: a glowing cube, spikes, jump pads, gravity flips, and a level that keeps getting harder. Building it yourself normally means scripting movement, collisions, respawns and a whole level by hand.&lt;/p&gt;

&lt;p&gt;I built one with six typed prompts using &lt;strong&gt;ForgeGUI&lt;/strong&gt;, an AI tool with a Roblox Studio plugin that puts what it generates straight into your place. Here's every prompt, in order, and what each one added.&lt;/p&gt;




&lt;h2&gt;
  
  
  Prompt 1: The level itself
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Prompt:&lt;/strong&gt; &lt;em&gt;"Build a geometry dash level"&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F5uk8ofw4t8ndh79feji0.jpeg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F5uk8ofw4t8ndh79feji0.jpeg" alt="Typing the first prompt on an empty baseplate" width="800" height="778"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;I started on a plain baseplate with a default character. One prompt turned it into a Geometry Dash-style runner: a dark world with neon cyan and purple platforms and a glowing cube as the player.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F76hw23g8s3518q527r0a.jpeg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F76hw23g8s3518q527r0a.jpeg" alt="The first version of the level: a neon cube on a glowing track" width="800" height="778"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;It also added a small on-screen HUD in the corner with &lt;strong&gt;"RUN / JUMP / REPEAT"&lt;/strong&gt;, an &lt;strong&gt;attempt counter&lt;/strong&gt; and a &lt;strong&gt;section counter&lt;/strong&gt;. That's the detail that made it feel like actual Geometry Dash instead of "a cube on a platform".&lt;/p&gt;

&lt;h2&gt;
  
  
  Prompt 2: Something to jump over
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Prompt:&lt;/strong&gt; &lt;em&gt;"Let me jump over spikes"&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F96lp3692qt3v7v9n0nj3.jpeg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F96lp3692qt3v7v9n0nj3.jpeg" alt="A pink spike in the cube's path" width="800" height="778"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Spikes are the core of the genre. Notice the wording again: I described &lt;strong&gt;what the player does&lt;/strong&gt; ("let me jump over"), not how to code a hazard. The result was glowing pink spikes on the track that you have to time your jumps over.&lt;/p&gt;

&lt;h2&gt;
  
  
  Prompt 3: Jump pads and orbs
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Prompt:&lt;/strong&gt; &lt;em&gt;"Add jump pads and orbs"&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Ffrmqxhh0juw8gxms9i1o.jpeg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Ffrmqxhh0juw8gxms9i1o.jpeg" alt="Typing " width="800" height="778"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;This is where it starts to play like the real game. Yellow &lt;strong&gt;jump pads&lt;/strong&gt; on the floor launch the cube, and floating yellow &lt;strong&gt;orbs&lt;/strong&gt; give you something to hit mid-air.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F1qn7ik32wb7x6k8l418r.jpeg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F1qn7ik32wb7x6k8l418r.jpeg" alt="A yellow orb above the track" width="800" height="778"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  Prompt 4: Flip the gravity
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Prompt:&lt;/strong&gt; &lt;em&gt;"Make gravity flip"&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fvfvr79z6jzcacenra1z3.jpeg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fvfvr79z6jzcacenra1z3.jpeg" alt="The cube flipped up toward the ceiling, with spikes hanging above" width="800" height="778"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Gravity flips are the moment Geometry Dash levels go from "fine" to "wait, what". After this prompt the cube flips toward the ceiling, and the level gets hazards on the top as well as the bottom. Glowing pillar sections also started showing up in the level.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fef86rmt7sh8ttbu83d5s.jpeg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fef86rmt7sh8ttbu83d5s.jpeg" alt="A glowing purple pillar section" width="800" height="778"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  Prompt 5: Make it insane
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Prompt:&lt;/strong&gt; &lt;em&gt;"Make the level insane"&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fk27sz60n2mmtvmixg0dg.jpeg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fk27sz60n2mmtvmixg0dg.jpeg" alt="Rows of spikes after " width="800" height="778"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Once the mechanics exist, a "vibe" prompt lets the AI decide how to escalate them. "Insane" meant more spikes in a row, tighter gaps and more going on at once.&lt;/p&gt;

&lt;h2&gt;
  
  
  Prompt 6: Make it impossible
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Prompt:&lt;/strong&gt; &lt;em&gt;"Make the final level impossible"&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fc8no3j0c2rl0v469idns.jpeg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fc8no3j0c2rl0v469idns.jpeg" alt="Typing the last prompt" width="800" height="778"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fuanti9j3tjhu4ltlzxei.jpeg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fuanti9j3tjhu4ltlzxei.jpeg" alt="The impossible version: tall glowing pillars and hazards everywhere" width="800" height="778"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;The last prompt pushed it all the way: tall glowing yellow and purple pillars, spikes, orbs and moving shapes everywhere. You can see the attempt counter going up in the footage, which tells you how "impossible" went.&lt;/p&gt;




&lt;h2&gt;
  
  
  Why this order works
&lt;/h2&gt;

&lt;ol&gt;
&lt;li&gt;
&lt;strong&gt;Build the base first&lt;/strong&gt; ("build a geometry dash level").&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Add one mechanic per prompt&lt;/strong&gt; (spikes, then pads and orbs, then gravity).&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Only then use vibe prompts&lt;/strong&gt; ("insane", "impossible").&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;If you start with "make an impossible geometry dash level", the AI has to guess everything at once. Going one step at a time also means that if something breaks, you know exactly which prompt caused it.&lt;/p&gt;

&lt;h2&gt;
  
  
  Ideas to take it further
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;"Add a practice mode with checkpoints"&lt;/strong&gt;, the classic Geometry Dash feature&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;"Add a progress bar at the top"&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;"Add a ship section where I fly"&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;"Make the level sync to music"&lt;/strong&gt;&lt;/li&gt;
&lt;/ul&gt;




&lt;h2&gt;
  
  
  FAQ
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Can you make Geometry Dash in Roblox without scripting?&lt;/strong&gt;&lt;br&gt;
Yes. In this build, the level, spikes, jump pads, orbs, gravity flip and attempt counter all came from typed prompts.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Is ForgeGUI free?&lt;/strong&gt;&lt;br&gt;
There's a free tier with starter credits for new accounts. Generations use credits after that.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Does it work inside Roblox Studio?&lt;/strong&gt;&lt;br&gt;
Yes, through ForgeGUI's Roblox Studio plugin.&lt;/p&gt;




&lt;p&gt;Watch the 20-second version of this build on TikTok: &lt;strong&gt;&lt;a href="https://www.tiktok.com/@ash.robloxdev/video/7693358691831123213" rel="noopener noreferrer"&gt;@ash.robloxdev&lt;/a&gt;&lt;/strong&gt;. Try it yourself at &lt;strong&gt;&lt;a href="https://forgegui.com" rel="noopener noreferrer"&gt;forgegui.com&lt;/a&gt;&lt;/strong&gt;: open a fresh baseplate and type the prompts above in order.&lt;/p&gt;

</description>
      <category>roblox</category>
      <category>gamedev</category>
      <category>ai</category>
      <category>nocode</category>
    </item>
    <item>
      <title>How to Make a Roblox Game With AI (No Coding): 6 Prompts, Start to Finish</title>
      <dc:creator>Ash | Roblox AI Dev</dc:creator>
      <pubDate>Mon, 05 Oct 2026 04:41:17 +0000</pubDate>
      <link>https://dev.to/ash_robloxdev/how-to-make-a-roblox-game-with-ai-no-coding-6-prompts-start-to-finish-36mk</link>
      <guid>https://dev.to/ash_robloxdev/how-to-make-a-roblox-game-with-ai-no-coding-6-prompts-start-to-finish-36mk</guid>
      <description>&lt;h3&gt;
  
  
  A breakdown of a real ForgeGUI build - the exact prompts, why each one works, and how to write your own
&lt;/h3&gt;

&lt;p&gt;&lt;em&gt;Disclosure: I'm in ForgeGUI's creator partner program and get paid for content about it. Everything below is from real footage of the tool - no mockups.&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F2iecq7ys0cbzc235lzlz.gif" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F2iecq7ys0cbzc235lzlz.gif" alt="The camera following a thrown rock down a cobblestone street - all built from typed prompts" width="600" height="533"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Not long ago, "making a Roblox game" meant learning Luau, fighting Roblox Studio's toolbox, and watching a lot of tutorials before anything moved. Now you can open a chat box, type what you want in plain English, and watch it appear in Studio.&lt;/p&gt;

&lt;p&gt;I wanted to see how far that actually goes, so this post walks through one complete build made with &lt;strong&gt;ForgeGUI&lt;/strong&gt;: six prompts, in order, with what each one produced. If you've been searching "how to make a Roblox game with AI," this is the most concrete answer I can give you.&lt;/p&gt;




&lt;h2&gt;
  
  
  What is ForgeGUI?
&lt;/h2&gt;

&lt;p&gt;ForgeGUI is an AI tool for game developers that generates assets from a text prompt. Its own tagline is &lt;em&gt;"Generate any game asset just by chatting."&lt;/em&gt; For Roblox, it has a &lt;strong&gt;Roblox Studio plugin&lt;/strong&gt; that pushes what you generate straight into your place, so you're not exporting and importing files by hand.&lt;/p&gt;

&lt;p&gt;According to forgegui.com, it can generate:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;GUIs&lt;/strong&gt;: inventory panels, HUDs, health bars, skill icons, buttons&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;3D assets, thumbnails and icons&lt;/strong&gt;, exportable as PNG, ZIP and GLB&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;And as the build below shows, it also handles &lt;strong&gt;gameplay&lt;/strong&gt;: a throwing mechanic, physics and camera behavior, all from prompts.&lt;/p&gt;

&lt;p&gt;It also works beyond Roblox (the site lists UEFN, Unity, Unreal, Minecraft and mobile), and the site says 60K+ game developers use it.&lt;/p&gt;




&lt;h2&gt;
  
  
  The build: 6 prompts, in order
&lt;/h2&gt;

&lt;p&gt;The starting point is an empty baseplate and a character. Every change after that is one sentence typed into ForgeGUI's prompt box. The first prompt is simply &lt;strong&gt;"Place a rock"&lt;/strong&gt;, and a rock appears next to the character. Then it gets interesting.&lt;/p&gt;

&lt;h3&gt;
  
  
  Prompt 2: "Make it so that I can grab and throw the rock"
&lt;/h3&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fntcdpgvj3y0rpkz3dnqd.jpg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fntcdpgvj3y0rpkz3dnqd.jpg" alt="Prompt 2: grab and throw the rock" width="800" height="956"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;This is the important one. It's not asking for a &lt;em&gt;model&lt;/em&gt; - it's asking for a &lt;strong&gt;mechanic&lt;/strong&gt;: pick-up, hold, throw. The result is a working grab-and-throw interaction: the character picks the rock up and throws it.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Why it works:&lt;/strong&gt; it describes what the &lt;em&gt;player&lt;/em&gt; should be able to do, not how to code it. You don't need to know what a &lt;code&gt;ProximityPrompt&lt;/code&gt; or &lt;code&gt;BodyVelocity&lt;/code&gt; is.&lt;/p&gt;

&lt;h3&gt;
  
  
  Prompt 3: "Make it 100 times cooler"
&lt;/h3&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F79xe8ccy6z6b8v0h7n54.jpg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F79xe8ccy6z6b8v0h7n54.jpg" alt="Prompt 3: make it 100 times cooler" width="800" height="956"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Yes, this is a real prompt, and it's my favorite. Instead of specifying effects one by one, it hands the creative call to the AI. The throw gets a charge-up power meter, an aiming line that shows where the rock will go, and a glowing effect on the throw.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Why it works:&lt;/strong&gt; once a mechanic exists, vague "vibe" prompts are surprisingly effective - the AI already has something concrete to improve. Use them &lt;em&gt;after&lt;/em&gt; the basics work, not as your first prompt.&lt;/p&gt;

&lt;h3&gt;
  
  
  Prompt 4: "Place a dummy so I can practice"
&lt;/h3&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F6v9udbaoqeh08a1583jr.jpg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F6v9udbaoqeh08a1583jr.jpg" alt="Prompt 4: place a dummy to practice on" width="800" height="956"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Now there's a target. Note the phrasing again: it says &lt;em&gt;why&lt;/em&gt; the dummy exists ("so I can practice"), which gives the AI context about how it should be placed and used.&lt;/p&gt;

&lt;h3&gt;
  
  
  Prompt 5: "Make me an old design map"
&lt;/h3&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fwu2zwg90lrz8prpwi5g9.jpg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fwu2zwg90lrz8prpwi5g9.jpg" alt="Prompt 5: an old-design map with cobblestone streets" width="800" height="956"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;The baseplate becomes a whole street: cobblestones, classic building facades, street lamps. One sentence, a complete environment change - and the mechanics from the earlier prompts still work in it.&lt;/p&gt;

&lt;h3&gt;
  
  
  Prompt 6: "Make it so that when I throw the rock, it follows it"
&lt;/h3&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fx2pwws0vx65548fb8fk4.jpg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fx2pwws0vx65548fb8fk4.jpg" alt="Prompt 6: the camera follows the thrown rock" width="800" height="956"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;The finisher: a &lt;strong&gt;camera mode&lt;/strong&gt;. When you throw, the camera rides along with the rock down the street (that's the GIF at the top of this post). Camera scripting is one of the fiddliest things for new Roblox devs, and here it's one sentence.&lt;/p&gt;




&lt;h2&gt;
  
  
  How to write prompts that actually work
&lt;/h2&gt;

&lt;p&gt;Looking at this build, the prompts that worked best follow a few simple rules:&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;
&lt;strong&gt;One change per prompt.&lt;/strong&gt; Every prompt above does exactly one thing. If something breaks, you know which step caused it.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Describe what the player experiences.&lt;/strong&gt; "Make it so that I can grab and throw the rock" beats any technical description.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Give the reason.&lt;/strong&gt; "Place a dummy &lt;em&gt;so I can practice&lt;/em&gt;" tells the AI how the thing will be used.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Build the mechanic first, then style it.&lt;/strong&gt; "Make it 100 times cooler" works &lt;em&gt;because&lt;/em&gt; the throw already existed.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Save the big swings for last.&lt;/strong&gt; "100 times cooler" and a whole new map land best once the basics already work.&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;A good template for your first session:&lt;/p&gt;

&lt;blockquote&gt;
&lt;p&gt;&lt;strong&gt;Core mechanic&lt;/strong&gt; → &lt;strong&gt;a target or goal&lt;/strong&gt; → &lt;strong&gt;an environment&lt;/strong&gt; → &lt;strong&gt;a camera or feel upgrade&lt;/strong&gt; → &lt;strong&gt;"make it 100 times cooler"&lt;/strong&gt;&lt;/p&gt;
&lt;/blockquote&gt;




&lt;h2&gt;
  
  
  Is ForgeGUI free?
&lt;/h2&gt;

&lt;p&gt;There is a &lt;strong&gt;free tier&lt;/strong&gt;, and new accounts get &lt;strong&gt;starter credits&lt;/strong&gt;, so you can try a build like the one above before paying anything. It runs on credits: different kinds of generations cost different amounts, and you can earn more credits through sign-up bonuses, referrals, or a subscription (which you can cancel any time).&lt;/p&gt;

&lt;p&gt;Two things worth knowing before you start:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;You own what you make.&lt;/strong&gt; ForgeGUI grants full commercial use rights, so you can use, modify, distribute or sell generated assets.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Free-tier generations may appear in ForgeGUI's public Asset Catalog&lt;/strong&gt; unless you opt out - check that setting if you're working on something you want to keep private.&lt;/li&gt;
&lt;/ul&gt;




&lt;h2&gt;
  
  
  Do you still need to learn to code?
&lt;/h2&gt;

&lt;p&gt;Honestly: for getting a playable idea on screen, no. In the build above, every change came from a typed prompt, not from writing Luau.&lt;/p&gt;

&lt;p&gt;But if you want to ship something big, understanding what the AI generated will help you debug it, tune it, and combine systems. The best way to use a tool like ForgeGUI is as a fast prototyper and a teacher: generate the mechanic, then open the script it made and see how it works. You'll learn Luau faster that way than from an empty script.&lt;/p&gt;




&lt;h2&gt;
  
  
  FAQ
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Can you really make a Roblox game with AI?&lt;/strong&gt;&lt;br&gt;
Yes. A playable prototype with mechanics, a map and camera work came from six plain-English prompts in the build above. Polishing and publishing a full game still takes your time and judgment.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Does ForgeGUI work inside Roblox Studio?&lt;/strong&gt;&lt;br&gt;
Yes. It has a Roblox Studio plugin that pushes generated assets directly into Studio.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What can ForgeGUI make?&lt;/strong&gt;&lt;br&gt;
Gameplay behavior, GUIs (HUDs, inventories, health bars, buttons, icons), 3D assets and thumbnails, with exports as PNG, ZIP and GLB.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Is it only for Roblox?&lt;/strong&gt;&lt;br&gt;
No. ForgeGUI lists Roblox Studio, UEFN, Unity, Unreal Engine, Minecraft and mobile.&lt;/p&gt;




&lt;h2&gt;
  
  
  Try it
&lt;/h2&gt;

&lt;p&gt;If you want to recreate the rock-throwing build, open a fresh baseplate and type the six prompts above in order. Start at &lt;strong&gt;&lt;a href="https://forgegui.com" rel="noopener noreferrer"&gt;forgegui.com&lt;/a&gt;&lt;/strong&gt; (free starter credits).&lt;/p&gt;

&lt;p&gt;I post these builds as short videos on TikTok - &lt;strong&gt;&lt;a href="https://www.tiktok.com/@ash.robloxdev" rel="noopener noreferrer"&gt;@ash.robloxdev&lt;/a&gt;&lt;/strong&gt; - and YouTube - &lt;strong&gt;&lt;a href="https://www.youtube.com/@ash.robloxdev" rel="noopener noreferrer"&gt;@ash.robloxdev&lt;/a&gt;&lt;/strong&gt;. The rock-throwing build from this post: &lt;a href="https://www.tiktok.com/@ash.robloxdev/video/7692953714369236237" rel="noopener noreferrer"&gt;watch it here&lt;/a&gt;. Tell me what I should build next.&lt;/p&gt;

&lt;p&gt;&lt;em&gt;Originally published on &lt;a href="https://medium.com/@ash.robloxdev/how-to-make-a-roblox-game-with-ai-no-coding-6-prompts-start-to-finish-f3a746399853" rel="noopener noreferrer"&gt;Medium&lt;/a&gt;.&lt;/em&gt;&lt;/p&gt;

</description>
      <category>roblox</category>
      <category>gamedev</category>
      <category>ai</category>
      <category>nocode</category>
    </item>
    <item>
      <title>How to Make a Pick-Up-and-Throw System in Roblox Studio (With AI, No Scripting)</title>
      <dc:creator>Ash | Roblox AI Dev</dc:creator>
      <pubDate>Mon, 05 Oct 2026 04:39:49 +0000</pubDate>
      <link>https://dev.to/ash_robloxdev/how-to-make-a-pick-up-and-throw-system-in-roblox-studio-with-ai-no-scripting-3gdd</link>
      <guid>https://dev.to/ash_robloxdev/how-to-make-a-pick-up-and-throw-system-in-roblox-studio-with-ai-no-scripting-3gdd</guid>
      <description>&lt;h3&gt;
  
  
  Grab, aim, charge and throw, plus a camera that follows what you threw — in four prompts
&lt;/h3&gt;

&lt;p&gt;&lt;em&gt;Disclosure: I'm in ForgeGUI's creator partner program and get paid for content about it. Everything below comes from real footage of the build.&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F2iecq7ys0cbzc235lzlz.gif" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F2iecq7ys0cbzc235lzlz.gif" alt="The camera following a thrown rock down a cobblestone street" width="600" height="533"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;A throwing system is one of the most-requested mechanics for Roblox games: dodgeball, snowball fights, grenades, "throw the noob" games. It's also one of the harder ones for beginners, because it mixes several things at once: picking an object up, attaching it to the character, physics on release, and usually some UI to show power or aim.&lt;/p&gt;

&lt;p&gt;Here's &lt;a href="https://medium.com/@ash.robloxdev/how-to-make-a-roblox-game-with-ai-no-coding-6-prompts-start-to-finish-f3a746399853" rel="noopener noreferrer"&gt;how I built one without writing any code&lt;/a&gt;, using &lt;strong&gt;ForgeGUI&lt;/strong&gt;, an AI tool with a Roblox Studio plugin that puts what it generates straight into your place.&lt;/p&gt;




&lt;h2&gt;
  
  
  Step 1: Something to throw
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Prompt:&lt;/strong&gt; &lt;em&gt;"Place a rock"&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;Start with the object itself. Keep it simple: one rock next to your character on an empty baseplate. You can swap the rock for a ball, a snowball or anything else later. The system matters more than the model.&lt;/p&gt;

&lt;h2&gt;
  
  
  Step 2: The core mechanic
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Prompt:&lt;/strong&gt; &lt;em&gt;"Make it so that I can grab and throw the rock"&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fntcdpgvj3y0rpkz3dnqd.jpg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fntcdpgvj3y0rpkz3dnqd.jpg" alt="Typing the grab-and-throw prompt" width="800" height="956"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;This is the prompt that does the heavy lifting. Notice the wording: it describes &lt;strong&gt;what the player can do&lt;/strong&gt; (grab it, throw it), not how to code it. You don't need to know anything about welds, tools or applying velocity.&lt;/p&gt;

&lt;p&gt;The result: the character can pick the rock up and throw it.&lt;/p&gt;

&lt;h2&gt;
  
  
  Step 3: Make it feel like a real game
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Prompt:&lt;/strong&gt; &lt;em&gt;"Make it 100 times cooler"&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fr3fa1o8b1aj2ojmiroel.jpg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fr3fa1o8b1aj2ojmiroel.jpg" alt="A charge-up power meter and an aiming line after " width="800" height="1422"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;This one sounds like a joke, but it's the most useful prompt in the build. Once the mechanic exists, a "vibe" prompt lets the AI decide how to upgrade it. Here it added:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;a &lt;strong&gt;charge-up power meter&lt;/strong&gt; next to the character,&lt;/li&gt;
&lt;li&gt;an &lt;strong&gt;aiming line&lt;/strong&gt; that shows where the rock will go,&lt;/li&gt;
&lt;li&gt;a &lt;strong&gt;glowing effect&lt;/strong&gt; on the throw.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;That's the kind of polish that normally takes the longest to build by hand.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Tip:&lt;/strong&gt; only use vibe prompts &lt;em&gt;after&lt;/em&gt; the basic mechanic works. On an empty place, "make it cooler" has nothing concrete to improve.&lt;/p&gt;

&lt;h2&gt;
  
  
  Step 4: Give it a target
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Prompt:&lt;/strong&gt; &lt;em&gt;"Place a dummy so I can practice"&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F6v9udbaoqeh08a1583jr.jpg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F6v9udbaoqeh08a1583jr.jpg" alt="A practice dummy placed in front of the player" width="800" height="956"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;A throwing system needs something to hit. Adding &lt;em&gt;why&lt;/em&gt; you want the dummy ("so I can practice") tells the AI how it'll be used, and in the footage the dummy gets hit by the thrown rock.&lt;/p&gt;

&lt;h2&gt;
  
  
  Bonus: a camera that follows the throw
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Prompt:&lt;/strong&gt; &lt;em&gt;"Make it so that when I throw the rock, it follows it"&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fx2pwws0vx65548fb8fk4.jpg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fx2pwws0vx65548fb8fk4.jpg" alt="The camera following the rock after a throw" width="800" height="956"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;"It follows it" here means &lt;strong&gt;the camera follows the rock&lt;/strong&gt;. After you throw, the view rides along with the rock down the street. Custom camera behavior is one of the fiddliest things to script in Roblox, and this was one sentence.&lt;/p&gt;

&lt;p&gt;(In my build I also changed the baseplate into a cobblestone old-town street with &lt;em&gt;"Make me an old design map"&lt;/em&gt; before this step. That's why the GIF at the top looks the way it does.)&lt;/p&gt;




&lt;h2&gt;
  
  
  Ideas for using this system in a real game
&lt;/h2&gt;

&lt;p&gt;The same four prompts work as a starting point for lots of game types. Swap the rock and the target:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Dodgeball:&lt;/strong&gt; a ball instead of a rock, other players as targets&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Snowball fight:&lt;/strong&gt; a snowball and a winter map&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;"Throw the noob" or ragdoll games:&lt;/strong&gt; throw the dummy instead&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Grenade or ability games:&lt;/strong&gt; "make it explode when it lands" as your next prompt&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Add &lt;strong&gt;one change per prompt&lt;/strong&gt;, and if something breaks, you'll know which step caused it.&lt;/p&gt;




&lt;h2&gt;
  
  
  Do you still need to learn scripting?
&lt;/h2&gt;

&lt;p&gt;For getting a working throw on screen, no. But once ForgeGUI has generated it, open the script it made and read through it. Seeing working code for a mechanic you understand is one of the fastest ways to learn Luau, and you'll be able to tweak values like throw strength yourself.&lt;/p&gt;




&lt;h2&gt;
  
  
  FAQ
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Can you make a throwing system in Roblox without scripting?&lt;/strong&gt;&lt;br&gt;
Yes. In this build, every part came from a typed prompt: pick-up, throw, power meter, aim line and camera follow.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Is ForgeGUI free?&lt;/strong&gt;&lt;br&gt;
There's a free tier with starter credits for new accounts. Generations use credits after that.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Does it work inside Roblox Studio?&lt;/strong&gt;&lt;br&gt;
Yes, through ForgeGUI's Roblox Studio plugin.&lt;/p&gt;




&lt;p&gt;Try it at &lt;strong&gt;&lt;a href="https://forgegui.com" rel="noopener noreferrer"&gt;forgegui.com&lt;/a&gt;&lt;/strong&gt;: open a fresh baseplate and type the prompts above in order. I post builds like this on &lt;a href="https://www.tiktok.com/@ash.robloxdev" rel="noopener noreferrer"&gt;TikTok&lt;/a&gt; and &lt;a href="https://www.youtube.com/@ash.robloxdev" rel="noopener noreferrer"&gt;YouTube&lt;/a&gt; at &lt;strong&gt;&lt;a href="https://www.tiktok.com/@ash.robloxdev" rel="noopener noreferrer"&gt;@ash.robloxdev&lt;/a&gt;&lt;/strong&gt;.&lt;/p&gt;

&lt;p&gt;&lt;em&gt;Originally published on &lt;a href="https://medium.com/@ash.robloxdev/how-to-make-a-pick-up-and-throw-system-in-roblox-studio-with-ai-no-scripting-dd8e535eba98" rel="noopener noreferrer"&gt;Medium&lt;/a&gt;.&lt;/em&gt;&lt;/p&gt;

</description>
      <category>roblox</category>
      <category>gamedev</category>
      <category>ai</category>
      <category>nocode</category>
    </item>
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