Setting up a roblox studio credit screen gui is usually the last step before hitting publish, but it's honestly one of the most satisfying parts of the whole dev process. It's that final "mic drop" moment where you get to list everyone who helped bring your vision to life. Plus, from a player's perspective, having a dedicated credits section makes your game look way more professional than just having a bunch of names slapped into the game description.
If you've spent weeks or months building a project, you don't want a clunky, ugly menu ruining the vibe. You want something that looks clean, scrolls smoothly, and maybe even has a little flair. Let's walk through how to put one together without overcomplicating things.
Getting the Foundation Ready
Before we dive into any scripting, we need to get the actual visual elements laid out in the Explorer. Everything starts with a ScreenGui. You'll want to head over to your StarterGui folder and drop a new ScreenGui in there. Rename it something like "CreditsMenu" so you don't lose it later when your project grows to a hundred different folders.
Inside that ScreenGui, you're going to need a Frame. This frame acts as the main container for your credits. I usually like to center it on the screen and give it a bit of transparency. If you want that modern "glassmorphism" look, setting the BackgroundColor3 to a dark grey or black and the BackgroundTransparency to around 0.3 works wonders. Don't forget to add a UICorner to the frame to round off those sharp edges—it's a small detail that makes a huge difference in how the GUI feels.
Handling Long Lists with a ScrollingFrame
The biggest mistake people make with a roblox studio credit screen gui is trying to fit everyone on one static screen. Unless only two people worked on your game, you're going to run out of space fast. That's where the ScrollingFrame comes in.
Instead of just putting TextLabels directly onto your main frame, put a ScrollingFrame inside it first. Make the scrolling frame fill most of the area, but leave a little room at the top for a "Credits" title and a "Close" button.
One thing that drives me crazy is when the scrollbar looks like it's stuck in 2012. You can actually customize the ScrollBarThickness and ScrollBarImageColor3 to match your game's theme. Also, make sure to set the CanvasSize. If your list of names is long, you'll need to increase the Y-axis of the CanvasSize so players can actually scroll down to the bottom.
Organizing the Names
Now, you could just manually place TextLabels everywhere, but that's a headache to manage if you ever need to add more people. A much better way is to use a UIListLayout.
When you drop a UIListLayout inside your ScrollingFrame, it automatically stacks every TextLabel you add. No more dragging boxes around trying to get them perfectly aligned. You can adjust the Padding property to give each name some breathing room.
For the text itself, I'm a big fan of using a mix of fonts. Use a bold, larger font for the roles (like "Lead Developer" or "Music Composer") and a lighter, smaller font for the actual usernames. It creates a hierarchy that's easy for the eye to follow. Gotham or FredokaOne are usually safe bets for a clean Roblox aesthetic.
Making the Close Button Work
There is nothing more annoying than a menu you can't get out of. Your roblox studio credit screen gui needs a clear, functional "X" button. Put a TextButton in the corner of your main frame. You can make it a simple red box with a white "X" or something more stylized.
To make it actually close the menu, you'll need a tiny bit of LocalScript. It doesn't have to be fancy. Just something like:
```lua local frame = script.Parent.Parent -- Adjust this based on where your script is local closeButton = script.Parent
closeButton.MouseButton1Click:Connect(function() frame.Visible = false end) ```
It's simple, it's effective, and it gets the job done. You could even add a little hover effect where the button changes color when the mouse is over it, just to give the player some feedback that it's clickable.
Adding the "Open" Button
Unless you want the credits to be the first thing people see (which might be a bit much), you need a way for them to open the screen. Usually, this is a "Credits" button on your main menu or a small gear icon in the corner of the HUD.
This works exactly like the close button, just in reverse. You'll put a LocalScript inside your opening button that sets the Visible property of your Credits frame to true.
If you want to be extra fancy, you can use TweenService. Instead of the frame just "popping" into existence, you can make it slide in from the side or fade in slowly. It sounds complicated, but it's really just a few lines of code that make your roblox studio credit screen gui feel like it was made by a pro studio.
Using TweenService for Smoothness
If you've never used TweenService, here's a quick tip: it's great for animating any property. For a credit screen, you can animate the Position property. Start the frame at {0.5, 0}, {-1, 0} (which is off-screen) and tween it to {0.5, 0}, {0.5, 0} (dead center). It makes the menu feel "weighty" and responsive.
Why Quality Credits Matter
You might be thinking, "Does anyone actually read these?" Maybe not everyone, but the people who helped you definitely will. Seeing your name in a roblox studio credit screen gui is a great feeling. It's a sign of respect for the artists, scripters, and testers who put in the work.
Beyond that, it shows players that you care about the details. If a developer takes the time to make a beautiful, functional credits page, they probably put that same level of care into the actual gameplay. It builds trust with your community.
Mobile Considerations
Don't forget about the mobile players! A huge chunk of the Roblox audience is on phones or tablets. If your credits GUI is too big, it might get cut off by the screen edges or blocked by the mobile thumbsticks.
I always suggest using Scale instead of Offset for your sizes and positions. If you set a frame to 500 pixels wide, it might look fine on your 27-inch monitor but cover the entire screen on an iPhone. If you set it to 0.5 (which is 50%), it will always take up half the screen regardless of the device. Using a UIAspectRatioConstraint is another lifesaver here—it keeps your frames from looking squashed or stretched on different screens.
Wrapping Things Up
Creating a roblox studio credit screen gui isn't just about listing names; it's about adding that final layer of polish to your experience. By using a combination of Frames, ScrollingFrames, and UIListLayouts, you can create something that looks great and is easy to update as your team grows.
The best part is that once you've made one good credit screen, you can basically save it as a model and reuse it for all your future games. You just swap out the names, change the colors to match the new theme, and you're good to go. It's a small investment of time that pays off every time a player opens that menu and sees the hard work that went into your project. Now, go give your contributors the credit they deserve!