Using a roblox to be continued script is probably the single funniest way to end a round, a tragic fail, or a high-stakes moment in your game. We've all seen the meme—that iconic bass line from the song "Roundabout" kicks in, the screen freezes, turns a bit sepia or grayscale, and that little yellow arrow pops up in the bottom left corner. It's a classic for a reason. If you're a developer or just someone messing around in Roblox Studio, adding this effect can turn a mediocre death scene into something players will actually want to clip and share.
The beauty of this script isn't just in the meme itself; it's about timing. It creates a cliffhanger that keeps people engaged. Whether you're building an obby, a horror game, or a chaotic fighting simulator, knowing how to trigger that "To Be Continued" effect at exactly the right moment is a skill worth having. Let's break down how you can set this up without pulling your hair out.
Why the Meme Still Works
You might think the JoJo's Bizarre Adventure "To Be Continued" meme is old news, but in the world of Roblox, it's practically immortal. It's all about the comedic "cut." When a player is about to get hit by a massive boulder or fall into a pit of lava, freezing the frame right before the impact is peak comedy. It's that split second of realization that makes it work.
From a game design perspective, it adds a layer of polish. It shows you aren't just letting players respawn instantly; you're acknowledging the "event" that just happened. It gives your game a personality. Plus, it's actually a great way to learn some fundamental Roblox scripting concepts like GUIs, sounds, and TweenService.
What You'll Need Before Scripting
Before we dive into the actual roblox to be continued script, you need to have your assets ready. You can't just write code and expect an image to appear out of thin air.
First, you need the "To Be Continued" arrow. You can find dozens of these in the Roblox Toolbox by searching for "To Be Continued Arrow" or "JoJo Arrow." Make sure you pick one that's a Decal or an ImageLabel.
Next, you need the audio. The song is "Roundabout" by Yes. Again, the Toolbox is your friend here. Search for the specific bass riff—usually, people name them "To Be Continued Meme" or "Roundabout Bass." Just a heads-up: be careful with copyrighted music if you plan on making your game huge, but for small projects and memes, these assets are everywhere.
Setting Up the User Interface (UI)
Once you have your assets, you need a place to put them. Head over to the StarterGui in your Explorer window and create a ScreenGui. Let's name it something simple like "MemeGui."
Inside that ScreenGui, add an ImageLabel. This is going to be your arrow. Set its Visible property to false for now, because we don't want it on the screen 24/7. Position it in the bottom left corner—that's the tradition.
You'll also want a Frame that covers the entire screen. Set its BackgroundTransparency to 1, but keep it ready. This frame can be used to apply a color tint (like a yellowish-sepia) to the screen when the script triggers.
The Core Script Logic
Now for the fun part. You're going to want to use a LocalScript for this because the effect should happen on the player's screen. You could put this script inside the ScreenGui we just made.
The logic is pretty straightforward: 1. Wait for a specific trigger (like the player's health reaching zero or a specific event). 2. Play the music. 3. Wait a second or two for the "drop." 4. Freeze the player's character. 5. Make the UI (the arrow and the tint) visible. 6. Tween the arrow so it slides onto the screen smoothly.
Here's a rough idea of what that roblox to be continued script might look like in Luau:
```lua local Players = game:GetService("Players") local TweenService = game:GetService("TweenService") local player = Players.LocalPlayer local character = player.Character or player.CharacterAdded:Wait() local humanoid = character:WaitForChild("Humanoid")
local gui = script.Parent local arrow = gui:WaitForChild("ImageLabel") local sound = gui:WaitForChild("MemeSound")
local function triggerEffect() -- Play the music first sound:Play()
-- Give it a moment before the "freeze" task.wait(1.5) -- Freeze the character humanoid.WalkSpeed = 0 humanoid.JumpPower = 0 character.PrimaryPart.Anchored = true -- Show the meme arrow.Visible = true -- You can add a tween here to make the arrow slide in local info = TweenInfo.new(0.5, Enum.EasingStyle.Quart, Enum.EasingDirection.Out) local goal = {Position = UDim2.new(0.1, 0, 0.8, 0)} -- Adjust based on your UI local tween = TweenService:Create(arrow, info, goal) tween:Play() end
-- You could trigger this when the player dies humanoid.Died:Connect(triggerEffect) ```
Don't just copy-paste that and expect it to work perfectly without adjusting your UI positions, but it gives you the skeleton. Notice I used task.wait()? It's generally more accurate than the old wait().
Making it Look "Pro"
If you really want to impress people, you can't just pop an image on the screen. You need some visual flair.
The Grayscale Effect: You can use a ColorCorrectionEffect inside Lighting. When the script triggers, use TweenService to turn the Saturation down to -1. This gives it that classic old-school anime look. It's a small detail, but it makes a world of difference.
The Camera Zoom: Another cool trick is to have the camera slowly zoom in on the player's face or the source of the "danger" right as the screen freezes. You can manipulate the Camera.FieldOfView property to achieve this. Dropping the FOV from 70 to 30 over a second creates a really dramatic tension.
Handling the Server vs. Client
One mistake I see a lot of beginners make is trying to run the whole thing on a server script. If you put this logic in a regular Script inside ServerScriptService, it might not trigger the UI properly, or worse, it might freeze everyone in the server at the same time.
Unless you want the entire server to stop and watch one person die (which, honestly, could be a funny game mechanic), keep the visual stuff in a LocalScript. If you need the server to tell the client when to trigger the meme—like if a boss reaches a certain phase—use a RemoteEvent. The server fires the event, and the client's LocalScript listens for it and runs the "To Be Continued" sequence.
Troubleshooting Common Issues
So, you've set up your roblox to be continued script, but it's acting weird? Here are a few things that usually go wrong:
- The Sound Doesn't Play: Make sure the
Soundobject'sSoundIdis valid. Sometimes Roblox takes down audio for copyright reasons. If it's silent, check the output log for "Failed to load sound." - The Arrow is Behind Other UI: Check the
ZIndexof yourImageLabel. If it's lower than other elements, it'll be hidden. Set it to something high like 10. - The Character Doesn't Freeze: If you anchor the
HumanoidRootPartbut the player is mid-air, they might still jitter. Sometimes it's better to set theAnchoredproperty of all parts in the character. - The Script Only Works Once: If you're triggering this on death, remember that when a player respawns, their
LocalScriptsinsideStarterGuimight reset. Make sure your ScreenGui hasResetOnSpawnset totrueorfalsedepending on how you want it to behave.
Final Thoughts on Creative Usage
The most important part of using a roblox to be continued script is not overusing it. If it happens every single time someone trips, it loses its punch. Use it for the big moments. Maybe it only triggers when a player dies to a specific "trap" or when they finish a difficult level.
You can even customize the meme. Instead of the JoJo arrow, maybe it's your game's logo or a funny "To Be Continued" sign in the style of your game's theme. The code is basically the same; only the assets change.
Anyway, I hope this helps you spice up your Roblox project. Scripting can feel like a headache sometimes, but when you finally see that meme land perfectly after a chaotic moment in-game, it's all worth it. Happy developing!