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How to Make a Saving Checkpoint Obby System in Roblox Studio | Roblox Scripting Tutorial

Arctify
14 min
10 views

📋 Video Summary

🎯 Overview

This video is a Roblox Studio tutorial demonstrating how to create a saving checkpoint system for an obby game. The tutorial covers setting up leaderstats, data stores for saving player progress, and visual/audio feedback for checkpoints. It provides a step-by-step guide to implement a functional checkpoint system.

📌 Main Topic

Creating a saving checkpoint system in Roblox Studio for obby games.

🔑 Key Points

  • 1. Setting Up the Game & Security [0:00 - 0:23]
- The video begins by showing how to save the game to Roblox and accessing game settings.

- Crucially, it emphasizes enabling "Studio Access to API Services" under Security in Game Settings, as this is necessary to use data stores for saving player data.

- A script is added to the ServerScriptService to manage leaderstats.

- Leaderstats include a folder titled "leaderstats" and an "stage" int value to track the player's current level. - The script uses `Instance.new()` to create the leaderstats folder and the stage value, parenting them to the player.

- A "checkpoints" folder is created in the workspace.

- Individual parts are created, named numerically (1, 2, 3, etc.) to represent checkpoints. - The parts are customized with neon material and a red color for visual distinction.

  • 4.Implementing Data Storage [1:24 - 1:39]
- The tutorial uses `DataStoreService` to save player data.

- It retrieves the data store and attempts to load the player's saved stage when they join the game using `GetAsync`. - If data exists, the player's stage is set to the saved value.

  • 5. Player Character Setup and Teleportation [1:43 - 1:59]
- The script teleports the player to the checkpoint corresponding to their saved stage when they join or respawn.

- It uses `FindFirstChild` to locate the correct checkpoint part based on the player's stage value and sets the player's position using CFrame.

- A function `saveData` is created to save the player's current stage to the data store.

- It retrieves the leaderstats and stage value, then uses `SetAsync` to save the data associated with their player ID.

  • 7. Saving on Player Removal [5:08 - 5:16]
- The script connects the `saveData` function to the `PlayerRemoving` event to ensure player progress is saved when they leave the game.

- A loop also saves all players when the server shuts down.

  • 8. Adding a UI & Remote Event [5:45 - 6:19]
- A remote event named "touchCheckpoint" is added to replicated storage, and a sound is added to SoundService.

- The tutorial adds a UI text label to display the player's current stage. This label is updated when the player touches a checkpoint.

  • 9. Checkpoint Touch Detection & Sound and Visual Effects [6:01 - 14:19]
- A local script is added to the UI to update the stage display.

- A server script in ServerScriptService detects when a player touches a checkpoint part. - The script checks if the player's current stage is lower than the checkpoint number. - If so, it updates the player's stage and triggers a client-side event to play a sound and animation. - The client-side script in StarterPlayerScripts creates a green-colored animation for the checkpoint and plays a sound, providing visual and auditory feedback. - The scripts saves the player's data each time a checkpoint is touched.

💡 Important Insights

  • DataStoreService and API Access: The video stresses the importance of enabling API Services in the game settings to use data stores. [0:19]
  • Structure of Leaderstats: The `leaderstats` folder and the `stage` int value are crucial for tracking player progress. [1:43]
  • CFrame for Teleportation: The use of `CFrame` to position the player at the checkpoint ensures accurate teleportation. [3:14]
  • Remote Events for Client-Side Effects: Using a RemoteEvent allows for client-side animations and sound effects, enhancing the player experience. [9:00]

📖 Notable Examples & Stories

  • The tutorial provides clear examples of how to name checkpoints (1, 2, 3...) to correspond with the player's stage. [1:16]
  • The video demonstrates how to create a simple visual and auditory feedback system using animation and sound effects. [12:20]

🎓 Key Takeaways

  • 1. Enable API Services in game settings to use data stores.
  • 2. Properly structure leaderstats to track player progress.
  • 3. Utilize data stores to save and load player data.
  • 4. Implement client-side events for visual and auditory feedback.
  • 5. Use RemoteEvents for communication between server and client.

✅ Action Items (if applicable)

□ Create an obby game in Roblox Studio. □ Enable API Services in game settings. □ Implement the leaderstats and checkpoint scripts provided in the tutorial. □ Test the checkpoint system within your obby game. □ Customize and expand the system with additional features.

🔍 Conclusion

This tutorial provides a solid foundation for creating a saving checkpoint system in Roblox Studio. By following the steps, viewers can implement a functional checkpoint system that saves player progress, enhancing the gameplay experience. The video emphasizes key concepts like data storage, leaderstats, and client-server communication, providing valuable insights for Roblox developers.

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Created Jan 4, 2026
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