Roqer (@RoqerDev) header
Roqer (@RoqerDev) profile picture

An open-source AI agent for Roblox Studio. It builds, scripts, and playtests in your place using your ChatGPT or Claude subscription.

Joined May 2022
Roqer retweeted
Roqer now supports Antigravity (Gemini) and Rojo, plus a bunch of other changes and fixes. Thanks to all our contributors! github.com/S4US/Roqer
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Roqer now supports Antigravity (Gemini) and Rojo, plus a bunch of other changes and fixes. Thanks to all our contributors! github.com/S4US/Roqer
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Roqer retweeted
Replying to @RoqerDev
made using Gemini 4 Argon shadow drop
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Roqer retweeted
"Arcane Gatling" VFX made by Opus 5.5 with Roqer github.com/S4US/Roqer
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"Arcane Gatling" VFX made by Opus 5.5 with Roqer github.com/S4US/Roqer
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Roqer retweeted
Anyone interested in macOS and Linux support for Roqer?
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Anyone interested in macOS and Linux support for Roqer?
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Roqer retweeted
Magic Missile VFX, made entirely by Haiku 5.5 on max effort. Custom textures from Blender, built in Roblox Studio. Not bad for the small model. github.com/S4US/Roqer
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Magic Missile VFX, made entirely by Haiku 5.5 on max effort. Custom textures from Blender, built in Roblox Studio. Not bad for the small model. github.com/S4US/Roqer
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Roqer retweeted
Introducing Claude Haiku 5.5: the cheapest, fastest, and most capable small model we’ve ever released. On average, it costs around 75% less to run than Claude Haiku 4.5.
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Roqer retweeted
Opus 5.5 high vs GPT-6 Astra extra high. Same prompt. Which one is better? github.com/S4US/Roqer
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Opus 5.5 high vs GPT-6 Astra extra high. Same prompt. Which one is better? github.com/S4US/Roqer
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Prompt: "Make an arcane tarot skill for an anime battlegrounds game. A deck of ornate cards appears floating in front of the player's chest and fans out into a wide arc, each card spinning in place with a faint glint along its edge. Three cards slide out of the fan one at a time and flip face-up with a sharp flash, each showing a different glowing arcane symbol, while the rest of the deck dissolves into sparks. After a short beat, the three cards launch toward a target point about 45 studs away, spinning edge-first like blades and curving in on slightly different paths. They land one after another, each one stabbing upright into the ground and projecting its symbol as a ring of light beneath it, and once all three are planted, lines of light connect them into a triangle that collapses inward and detonates in a sharp burst of runes and shredded card fragments. It should feel mysterious, elegant and precise, with a deep violet, midnight black and burnished gold palette with sharp white highlights on the symbols and card edges, not soft or whimsical. Draw custom textures in Blender (the card back, three card faces with distinct symbols, the edge-glint trails, the symbol rings, and the burst fragments) and preview them in Studio before uploading anything; only upload the final set. Put it under ReplicatedStorage.VFX and tell me how to play it."
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Roqer retweeted
What if we put the same level of detail, into every prompt, that we used to put into making the asset by hand in blender? What if we spent the same amount of time curating how it should look in words, as we did making how it looks in 3D models) This is the question that I’m asking myself, because seeing people who prompt in detail like this (his prompt is in the replies) remind me of the contrast to my own forceful One-or-Two Shotting entire games. I use custom instructions, I use subagents, I use a detailed first prompt. I often avoid curating dozens of small interactions like this. But this could be avoidance of quality itself. It makes me ask whether another way would yield better results, even though it’s Hardworkmaxxing the prompt, and would take more time. Worth testing. Goes against my patience. But valuable. I think the end game right now is not black and white. I’m sure it’s some sort of hybrid between one shotting the base game and loop, then hyperfixating on promoting high fidelity models, VFX, animations, and systems that are closest tied to that loop and player experience.
Same prompt. Astra vs. Opus 5.5. Two models, two very different results. Which one did it better? github.com/S4US/Roqer
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Roqer retweeted
Same prompt. Astra vs. Opus 5.5. Two models, two very different results. Which one did it better? github.com/S4US/Roqer
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Same prompt. Astra vs. Opus 5.5. Two models, two very different results. Which one did it better? github.com/S4US/Roqer
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Prompt: "Make a mirror shard barrage skill for an anime battlegrounds game. It should play entirely as VFX with no character animation, anchored to the player's HumanoidRootPart. Six large angular mirror shards materialize in a half-circle behind the player's shoulders, each one flickering into place with a sharp glint and reflecting a distorted streak of light across its surface. They hover and slowly rotate to face a target point about 40 studs away, then fire one after another in a rapid staggered volley, each leaving a thin refracted light trail that splits into faint rainbow edges. Every shard that lands embeds itself in the ground and fractures outward with a spiderweb crack, and when the sixth one hits, all of them shatter at once into a burst of glittering fragments and a ring of bright refracted light. It should feel sharp, cold and elegant, with a silver and pale lilac palette, deep slate shadows inside the shards and hard white flashes on the glints, not sparkly or cartoonish. Draw custom textures in Blender and preview them in Studio before uploading anything; only upload the final set. Put it under ReplicatedStorage.VFX and tell me how to play it."
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Cherry blossom blade-storm VFX for Roblox, made by Opus 5.5 with Roqer. Prompt in the replies. github.com/S4US/Roqer
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Prompt: "Make a cherry blossom cut skill for an anime battlegrounds game. It shouldn't need any character animation; the whole effect plays from the player's position and a target point about 40 studs ahead. A gust of wind kicks up at the player's position and carries a stream of cherry blossom petals along the ground to the target, where they spread out and start spiraling around it in a widening vortex about 20 studs across. The petals drift naturally at first, tumbling and fluttering, with a few streaks of wind lines curling through the swirl. The vortex tightens and speeds up until it becomes a dense, rushing storm of pink. Then everything freezes mid-air in an instant: every petal hangs perfectly still, the wind lines stop dead, and the colors drain slightly toward gray. In the silence, a single thin ripple of light passes through the frozen petals from the outside in, and each petal flips edge-on as the ripple touches it, turning into a tiny, gleaming steel-pink blade. For one beat, the whole sphere of blades glints at once. Then they all cut inward to the center simultaneously, leaving hundreds of fine straight slash lines hanging in the air that crisscross into a dense web. The web flashes white and shatters, and a soft burst of real petals blows outward and drifts down slowly, landing on the ground and fading. It should feel serene, then lethal, with soft cherry pink and pale blush petals, steel-silver blade edges, deep crimson accents at the petal bases and sharp white glints on the blades and slash lines, not cute, glittery or pastel-dreamy. Draw custom textures in Blender (the petal sprite, the wind line, the frozen gray-shift overlay, the light ripple, the petal-blade sprite, the slash line, the shatter flash, and the drifting petal fall) and preview them in Studio before uploading anything; only upload the final set. Put it under ReplicatedStorage.VFX and tell me how to play it, with the player's position and the target position as the only inputs."
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Roqer retweeted
Cherry blossom blade-storm VFX for Roblox, made by Opus 5.5 with Roqer. Prompt in the replies. github.com/S4US/Roqer
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