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title: I Made a Roblox Game for $1,000 | daily.dev
description: A developer chronicles building a 1950s fast-food cooking game on Roblox in 14 days for a game jam, working with a builder collaborator. The post covers...
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og:description: A developer chronicles building a 1950s fast-food cooking game on Roblox in 14 days for a game jam, working with a builder collaborator. The post covers...
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# I Made a Roblox Game for $1,000

**[YouTube](https://daily.dev/sources/youtube)** · 14 min read · 0 upvotes · 0 comments

## Summary

A developer chronicles building a 1950s fast-food cooking game on Roblox in 14 days for a game jam, working with a builder collaborator. The post covers scripting an interaction system, cooking mechanics with burger stacking and stove flipping, a sandbox placement system, a customer order system with 8,000 randomized names, and a cross-server synchronized marketplace. Despite staying up until 3am fixing bugs, a submission error meant the game wasn't received, and they ultimately didn't place in the jam. The author also promotes their Roblox development learning platform, Noble Devs.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://www.youtube.com/watch?v=lFmM8Veaozk>

## Questions this post answers

### How do you fix the issue where a Roblox player can't smoothly pick up and move a part in a multiplayer game?

The glitch happens because parts owned by the server conflict with a player trying to move them, since Roblox splits games between one server and multiple clients. Changing the network ownership of the part to the player resolves the fighting-for-control issue, and adding a smoothing module like Quenty's Spring library removes the resulting stiff movement.

_Roblox scripters wrestling with ownership bugs compare fixes and libraries like this on daily.dev._

### How can I sync a shop or market rotation across all servers in a Roblox game?

Generate a randomization seed from real-world time compared against the Unix epoch (January 1, 1970), so every server computes the same seed regardless of when players join. This lets a shop's rotating inventory, opening at a fixed time like noon and closing at 5:30, stay identical across every server instance without needing a shared database.

_Developers building cross-server synced systems trade patterns like this on daily.dev._

---

Tags: [#game-development](https://daily.dev/tags/game-development), [#ui-design](https://daily.dev/tags/ui-design), [#lua](https://daily.dev/tags/lua)

[View this post on daily.dev](https://daily.dev/posts/i-made-a-roblox-game-for-1-000-cjsfnpdxf)

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