Broadcasted Notification System for Roblox
A downloadable tool for Windows, macOS, and Linux
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π ROBLOX MODULAR NOTIFICATION SYSTEM
Demo: https://www.roblox.com/share?code=5d6ffc2a6bf04d498787af1f85f8c96a&type=Experien...
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Version: 1.0
Author: Jadon Fischer (Fischer Software e.K. / Jadon | Roblox Tutorials)
License: COMMERCIAL USE ONLY (see bottom)
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A lightweight and flexible notification framework supporting:
β’ Client β Client
β’ Server β Client
β’ Client β Server β Client (optional validation flow)
The system includes modular animations, optional random styling, and multiple
delivery targets — all without requiring controllers or module hierarchies.
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β¨ FEATURES
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π 3 Built-in Animations — Move Up, Fade In/Out, Grow/Shrink
π‘ Multi-Target Delivery — One, list, all, all except
β‘ Direct Bindable Dispatch — Fastest notification method
π§© Blueprint-based UI — Simple to style or replace
π Optional RemoteFunction relay for verified broadcasts
π¨ Supports random color, animation, and position
π§± Clean, readable Lua — No controller structure
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βοΈ FILE OVERVIEW
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ServerScriptService/
ββ NotificationServer.lua -- Handles targeting & distribution
StarterPlayerScripts/
ββ NotificationClient.lua -- Handles visual creation & animations
ReplicatedStorage/
ββ Remotes/
β ββ NotificationAction (RemoteFunction) -- ClientβServerβClient only
ββ Bindables/
β ββ NotificationAction (BindableFunction) -- Direct client/server dispatch
ββ Blueprints/
ββ Notification (GUI template)
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π SYSTEM ARCHITECTURE
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CLIENT (NotificationClient)
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β’ Responds to BOTH:
notificationActionBF.OnInvoke
notificationActionRF.OnClientInvoke
β’ `BindableFunction` is the *normal* notification channel
β’ `RemoteFunction` is used ONLY when the client asks the server to forward a message
β’ `showNotification` builds the GUI and plays:
β Move Up
β Fade In/Out (TextTransparency)
β Grow/Shrink
β’ Notifications destroy themselves after completing animation
SERVER (NotificationServer)
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The server never creates GUI — it only chooses recipients.
It uses functions:
sendToPlayer(player, msg, style, color, pos)
sendToList(list, msg, style, color, pos)
sendToAll(msg, style, color, pos)
sendToAllExcept(list, msg, style, color, pos)
Server dispatches notifications using:
notificationActionBF:Invoke(...)
RemoteFunction is only used when:
β’ A client requests the server to rebroadcast a notification
β’ `ALLOW_CLIENT_BROADCASTS = true`
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π‘ NOTIFICATION DELIVERY MODES
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1οΈβ£ CLIENT β CLIENT (BindableFunction, NO ACTION ROUTING)
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The simplest, fastest method.
Client directly calls the BindableFunction, and the same client receives it.
Client call:
notificationActionBF:Invoke("Hello!", nil, "fade", Color3.new(1,1,1))
Client receives:
notificationActionBF.OnInvoke = showNotification
β No routing
β No βSendToPlayerβ action
β No table structures
β Direct arguments β passed directly into showNotification
Use this for:
β’ Button clicks
β’ Local UI feedback
β’ Inventory messages
β’ Non-server-validated messages
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2οΈβ£ SERVER β CLIENT (BindableFunction on Server)
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The recommended method for most notifications.
Examples:
--- To one player ---
notificationActionBF:Invoke(player, "Quest complete!", nil, "grow")
--- To list of players ---
notificationActionBF:Invoke(playerList, "Dungeon opening!", nil, "fade")
--- To all players ---
notificationActionBF:Invoke(Players:GetPlayers(), "Match starting!", nil, "moveUp")
--- To all except these players ---
notificationActionBF:Invoke({"Player1","Player2"}, "Special event!", nil, "fade")
Server calls automatically forward directly into showNotification on each client.
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3οΈβ£ CLIENT β SERVER β CLIENT (RemoteFunction)
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Used when the client wants the server to validate or rebroadcast a message.
Client requests:
notificationActionRF:InvokeServer("SendToAll", "Hello everyone!", "fade")
Server receives the request in:
notificationActionRF.OnServerInvoke
Server then uses normal dispatch:
sendToAll(...)
This flow is ONLY allowed when:
ALLOW_CLIENT_BROADCASTS = true
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π ANIMATION STYLES
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MOVE UP
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Slides upward 10% of the screen.
FADE
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Text transitions:
1 β 0 β hold β 1
GROW
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Label size transitions:
0 β original β 0
Best for big impact notifications.
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π§ͺ CLIENT USAGE EXAMPLES
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Direct local message:
showNotification("Saved!", nil, "fade")
Client β Client via BindableFunction:
notificationActionBF:Invoke("Inventory updated!", nil, "grow")
Client β Server β Client:
notificationActionRF:InvokeServer("SendToAll", "Hi everyone!", "fade")
Demo panel (UI buttons):
— For demonstration only
— Not required for the system to work
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π₯ SERVER USAGE EXAMPLES (BINDABLE FUNCTION — RECOMMENDED)
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--- To one ---
sendToPlayer(player, "Your crops are ready!", "grow")
--- To list ---
sendToList({p1, p2}, "Team Bonus Active!", "fade")
--- To all ---
sendToAll("Server shutdown in 2 minutes!", "moveUp")
--- To all except ---
sendToAllExcept({p1}, "Everyone but p1 sees this.")
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π‘ TIPS
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β’ Clientβclient always bypasses actions
β’ Use BindableFunction for 99% of cases
β’ Use RemoteFunction ONLY when client should ask server permission
β’ Your notification blueprint defines the look — code never touches layout
β’ Demo panel is optional & not part of core system
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βοΈ LICENSE — COMMERCIAL USE ONLY
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Copyright (c) 2025
Jadon Fischer (Fischer Software e.K. / Jadon | Roblox Tutorials)
Permission is granted to the purchaser to modify and use in commercial Roblox
experiences. Redistribution in any form is prohibited.
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β CREDITS
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Developed by Jadon Fischer (Fischer Software e.K. / Jadon | Roblox Tutorials)
Version 1.0 — clean, controller-free, high-performance notifications.
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| Published | 12 hours ago |
| Status | Released |
| Category | Tool |
| Platforms | Windows, macOS, Linux |
| Author | Jadon | Roblox Tutorials |
| Tags | Multiplayer, oblox-studio, roblox, roblox-notification-system, Tycoon |
| Average session | A few seconds |
| Multiplayer | Server-based networked multiplayer |
Purchase
In order to download this tool you must purchase it at or above the minimum price of $9.99 USD. You will get access to the following files:



