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LunaticHakuzu
#141127669Tuesday, July 22, 2014 3:01 AM GMT

Sort of like a Hint or Message object that lies in workspace. Or have it's own service instead of StarterGui. This'd make stuff whole lot faster who wants to make these guis global without spending much time on this tedious scripting.
nobbers12345
#141127818Tuesday, July 22, 2014 3:03 AM GMT

I don't understand what the suggestion is. Also, scripting in a message or hint is not hard. local m = Instance.new ("Message") m.Parent = game.Workspace m.Text = ("Insert text here") Braghenaflarbenabeg.
UncleTaz
#141127848Tuesday, July 22, 2014 3:03 AM GMT

Support +1
UncleTaz
#141127920Tuesday, July 22, 2014 3:04 AM GMT

@Nobbers He's talking about Global GUIs. So it changes and everyone can see in sync. Just like how messages, everyone can see? Well it should be like that with GUIs
128GB
#141127959Tuesday, July 22, 2014 3:04 AM GMT

Support @Nob Now try to script in a _gui_ that is seen by everyone like a hint or message is Can't just put it in the StarterGui because if you want to make it do say, a countdown, you gotta change every bodies gui
methino
#141128159Tuesday, July 22, 2014 3:07 AM GMT

Support
newslate
#141128220Tuesday, July 22, 2014 3:07 AM GMT

Support!
L0cky2013
#141128347Tuesday, July 22, 2014 3:08 AM GMT

I support this notion.
Zawie
#141133688Tuesday, July 22, 2014 4:07 AM GMT

Yes. Or you constantly have to do like for i,v in pairs but whai.
Genrice
#141141933Tuesday, July 22, 2014 6:01 AM GMT

I support this! But I WONT BE DOING much on it.
TheLuaWeaver
#141142971Tuesday, July 22, 2014 6:18 AM GMT

No support, and admins have already stated they are not going to do it. Let me grab their reason why from RBXDev. "Nope. Having one only encourages really bad coding. User interface is not something that the server should ever have to care about. You're still going to need non-global elements even in the cases where some of the elements could possibly be global (even though they shouldn't be). To use your examples: "custom chat" You still need a place to enter messages that you're chatting, which will have to be a non-global element, as it can't have the value of every player's typed text at the same time. On top of this, most of the time in chats you want to do something special with your own messages to highlight them in the conversation, you can't do that with a global chat gui. "custom playerlist, even just a simple message UI." Both of these would be nice to have animation with. While they will work without it, if they are global then the server is going to be doing the animation, which is not going to look very nice since you're sending animation frames over the network. Not to mention other local information and effects that would be nice to have along with the player list. It is true that wanting a "global" GUI is a common thing, but I argue that in almost all of the cases where people want global GUIs they just aren't thinking carefully enough about the problem, and really they need only half of the elements in their GUIs to be global, and half of them to be local, in which case trying to split them up with half of the GUI being globally managed and the other half being locally managed would lead to really convoluted bad code. And as I mentioned also: Global GUIs are just a really bad solution as soon as you start talking about having any non-static or interactive elements in them, for instance, buttons or any animated elements."
128GB
#141144709Tuesday, July 22, 2014 6:45 AM GMT

Its even worse coding trying to make a chat gui appear to be global though...
jasonhawkblood
#141170362Tuesday, July 22, 2014 4:03 PM GMT

Support I dont think other people understand what this is gonna do it wouldnt make your chat pop up on all games.
browncow27
#141179098Tuesday, July 22, 2014 5:49 PM GMT

I support this!
TheLuaWeaver
#141220138Wednesday, July 23, 2014 12:46 AM GMT

"Its even worse coding trying to make a chat gui appear to be global though..." game.Players.PlayerAdded:connect(function(plr) plr.Chatted:connect(function(m) game.ReplicatedStorage.ChatEvent:FireAllClients(plr.Name,m) end) end) Now, listen to the ChatEvent OnClientEvent and update the UI accordingly. That wasn't so hard, was it?
TheLuaWeaver
#141221545Wednesday, July 23, 2014 1:01 AM GMT

Here's my point proven; I did exactly what I suggested above and arrived at this with less than 10 minutes of work: http://www.roblox.com/To-prove-a-point-place?id=167818513 22 lines of code, works perfectly.
Therioman
#141224515Wednesday, July 23, 2014 1:33 AM GMT

SUPPORT
128GB
#141225831Wednesday, July 23, 2014 1:47 AM GMT

Another flawed point On top of this, most of the time in chats you want to do something special with your own messages to highlight them in the conversation, you can't do that with a global chat gui. Since when is this "most of the time" when not even the default chat does that? Or any game with custom chat I've seen

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