Setting up your roblox custom announcement system script

If you're looking to add a roblox custom announcement system script to your game, you've probably realized that the default system messages provided by Roblox are a bit bland and lack that personal touch. Whether you're running a massive roleplay server or a fast-paced simulator, being able to broadcast messages to everyone at once—with your own style, fonts, and colors—makes a huge difference in how professional your game feels.

I've spent plenty of time messing around in Roblox Studio, and one of the first things I always want to change is how I communicate with players. It's not just about telling people the server is restarting; it's about building an atmosphere. Let's dive into how you can get this working without pulling your hair out.

Why you need a custom system anyway

The standard chat messages are fine for basic stuff, but they get lost in the noise. If twenty people are chatting at once, your "Double XP Weekend" announcement is going to disappear in seconds. A roblox custom announcement system script lets you put text right in the middle of the screen, or in a dedicated banner at the top, ensuring nobody misses the memo.

Plus, you can add branding. If your game has a specific aesthetic—like a neon cyberpunk vibe or a cozy cottage-core feel—you want your announcements to match that. Using custom UI elements via a script allows you to control the exact look and feel of every notification.

Starting with the UI basics

Before we even touch the code, we need something for the script to actually show. This is where you head into the StarterGui. I usually start by creating a ScreenGui and naming it something obvious like "AnnouncementGui."

Inside that, you'll want a Frame or a TextLabel. If you want to get fancy, you can use a Frame with a UICorner to give it those smooth, modern rounded edges. Set the visibility to false by default because you don't want a giant empty box sitting on your players' screens when they join.

One thing I've learned the hard way: make sure your ZIndex is high enough. There's nothing more annoying than having your announcement pop up behind the player's inventory or health bar. Set it to 10 or higher just to be safe.

The logic: RemoteEvents are your best friend

This is the part that trips up a lot of beginners. You can't just have a button on an admin panel that changes a TextLabel for everyone directly. Roblox doesn't work like that due to security. You have to use a RemoteEvent.

Think of a RemoteEvent like a walkie-talkie. The server (you, the admin) sends a signal into the "air" (ReplicatedStorage), and every player's game (the client) is listening for that specific signal. When they hear it, their individual script says, "Oh! I need to show the announcement now."

So, step one of the actual roblox custom announcement system script setup is dropping a RemoteEvent into ReplicatedStorage and naming it "AnnouncementEvent."

Writing the Server-Side script

Now, we need a script that actually triggers the event. Usually, you'll have an admin panel that only you can see. When you type your message into a TextBox and hit "Send," a RemoteEvent is fired from your client to the server.

The server script should look something like this in its logic: 1. It receives the message from your admin panel. 2. It checks if you actually have permission to send it (you don't want random players hacking your event and sending "Subscribe to my channel" to the whole server). 3. It uses :FireAllClients(message) to send that text to every single person in the game.

It's a simple loop, but it's the backbone of the whole thing. Without the server-side check, your game is basically an open playground for exploiters.

Handling the Client-Side display

Back on the client side—meaning the script that lives inside your StarterGui—you need a LocalScript that's constantly listening. When that "AnnouncementEvent" fires, the LocalScript takes the message, sticks it into your TextLabel, and makes the UI visible.

This is where the fun stuff happens. Don't just make the text appear instantly; that's boring. Use TweenService to make the announcement slide down from the top of the screen or fade in slowly. It takes about five extra lines of code but makes the roblox custom announcement system script feel ten times higher quality.

A quick note on Text Filtering

I cannot stress this enough: you must filter your text. If you build a system where an admin can type whatever they want and it broadcasts to the server without passing through Roblox's filtering service, your game will likely get moderated or even deleted.

Roblox provides a TextService specifically for this. Before your server script fires the event to all clients, you need to pass the string through FilterStringAsync. It's a bit of a hurdle, but it's a non-negotiable part of developing on the platform. Safety first, right?

Adding some polish and flair

Once the basic "send and receive" logic is working, you can start adding the bells and whistles. One thing I love to add is a sound effect. A soft "ding" or a "woosh" when the announcement appears really grabs the player's attention. Just drop a Sound object into SoundService and play it via the LocalScript whenever the UI pops up.

You could also color-code your announcements. For example, if you're announcing a "System Update," maybe the background is blue. If it's a "Warning," make it red. You can pass the color as an extra argument in your RemoteEvent so the UI knows which style to use.

Making it work for different screen sizes

Don't forget that half of your players are probably on phones or tablets. If you design your UI solely on a big 27-inch monitor, it might look massive or get cut off on a mobile device. Always use Scale instead of Offset when setting the size and position of your announcement frames. Using a UIAspectRatioConstraint is also a lifesaver for keeping your UI looking consistent across every device.

Common mistakes to avoid

One thing I see people do a lot is forgetting to "clean up" the announcement. If you show a message, you need a way for it to go away. I usually add a task.wait(5) or task.wait(10) in the LocalScript before tweening the UI back out of sight.

Another mistake is firing the event too often. If you spam the RemoteEvent, you might run into rate-limiting issues or just annoy your players. Try to keep announcements meaningful. If it happens every thirty seconds, people will just start ignoring it, which defeats the whole purpose of having a roblox custom announcement system script in the first place.

Wrapping things up

Building your own announcement system is a great "Level 2" scripting project. It's more complex than a simple kill brick, but it's not as daunting as building a full inventory system. It teaches you about UI, RemoteEvents, and the importance of server-client security—all essential skills for any Roblox dev.

Once you get the hang of it, you'll realize how much control it gives you over the player experience. You're no longer limited by what Roblox thinks communication should look like; you're in the driver's seat. So, get into Studio, start messing with some Tweens, and make something that looks awesome. Your players will definitely notice the extra effort. Happy building!