Making a Custom Roblox Kill Feed Script for Your Game

If you're working on a combat game, a roblox kill feed script is pretty much essential for keeping players engaged with the action. It's that small notification in the corner of the screen that tells everyone who just got eliminated and who did the heavy lifting. Without it, your game can feel a bit lonely, like you're fighting in a vacuum where nobody notices your epic long-range snipes or frantic sword clashing.

Getting a kill feed to work isn't just about showing text; it's about creating a communication bridge between the server (which knows when someone dies) and every single player's screen. It sounds a bit complicated if you're new to scripting, but once you break it down into pieces, it's actually a really fun project to tackle.

The Core Logic Behind a Kill Feed

Before we start throwing code around, let's talk about how this actually works. In Roblox, when a player's health hits zero, the Humanoid.Died event fires. That's our trigger. However, the game doesn't automatically know who killed them. To fix this, most weapon scripts—whether it's a sword or a gun—insert a little thing called a "Creator" tag into the victim's Humanoid. This tag is just an ObjectValue that points to the player who dealt the damage.

So, the logic goes like this: someone dies, the server checks if there's a creator tag, identifies the killer, and then sends a message to everyone's UI. This "shouting" to everyone is done through something called a RemoteEvent.

Setting Up Your UI Structure

First things first, you need a place for the messages to live. Head over to StarterGui and create a ScreenGui. Let's call it "KillFeedGui." Inside that, you'll want a Frame that acts as the container. I usually stick mine in the top right or top left corner.

The secret sauce for a clean-looking feed is the UIListLayout object. If you put one of these inside your main Frame, every time you add a new piece of text, it will automatically stack them neatly. You don't have to worry about calculating the Y-axis position for every new message. Just set the "VerticalAlignment" to Top or Bottom depending on where you want the new kills to appear.

You'll also need a "Template" label. This is a TextLabel (or a Frame with multiple labels for the killer, the weapon, and the victim) that represents one single kill message. Design it how you like, then drag it into your script or a folder in ReplicatedStorage so you can clone it whenever someone gets knocked out.

The Role of the RemoteEvent

Since the server is the one that detects death, but the UI is local to each player, they need a way to talk. Go to ReplicatedStorage and create a RemoteEvent. Name it something obvious like "KillFeedEvent."

The server will "Fire" this event whenever a death happens, and every player's game will "Listen" for it. When the event is received locally, the player's game will clone that template we made earlier, fill in the names, and pop it into the UI container.

Writing the Server Script

Now for the heavy lifting. You'll want a Script inside ServerScriptService. This script needs to watch every player that joins the game. When a player joins, we wait for their character to spawn, and then we watch their Humanoid.

The server-side roblox kill feed script basically waits for that Died event. Once it fires, we look for that "creator" tag I mentioned. If it's there, we grab the name of the killer. If it isn't—maybe they fell off the map or walked into a lava brick—we just label the killer as "The Void" or something equally mysterious.

Once we have both names, we call KillFeedEvent:FireAllClients(killerName, victimName). This is the part that broadcasts the news to every single person in the server.

Handling the Client Side

Over in your KillFeedGui, you'll need a LocalScript. This is the "listener." It sits there quietly until it hears the KillFeedEvent fire. When it does, it takes the two names the server sent over and starts the visual process.

It clones your template, sets the text to something like "Killer [Sword] Victim," and parents it to your main Frame. Because of that UIListLayout we added earlier, the new message will just pop into place.

But wait—you don't want the screen to be covered in text forever. You'll want to use the Debris service or a simple task.wait(5) followed by Destroy() to make sure the messages disappear after a few seconds. If you want to get fancy, you can use TweenService to make the text fade out slowly rather than just vanishing instantly. It's those little touches that make your game feel professional.

Why the Creator Tag is Important

One thing that trips up a lot of developers is that they expect the roblox kill feed script to just know who did the killing. If you're using a custom weapon system, you must ensure your weapons are tagging the humanoid.

Basically, when a bullet hits, your weapon script should do something like this: 1. Check if there is already a tag. If so, delete it. 2. Create a new ObjectValue named "creator." 3. Set the Value to the player who fired the gun. 4. Put that tag inside the enemy's Humanoid for a few seconds.

If your weapons don't do this, your kill feed will always say everyone died by accident. It's a small step, but it's the bridge that makes the whole system work.

Polishing the Experience

If you want to take your feed to the next level, think about adding colors. You could make the player's own name appear in green and the enemies' names in red. Or, if you have a team-based game, you can pull the team colors and apply them to the text.

Another cool trick is using RichText. Roblox supports basic HTML-like tags, so you can make the killer's name bold or the weapon name italicized right inside a single TextLabel. It makes the feed much easier to read at a glance when bullets are flying everywhere.

Don't forget about sound! A subtle "ding" or a small UI "pop" sound when a message appears can give the player that sweet dopamine hit when they see their name on the board.

Dealing with Common Issues

Sometimes you might notice that the kill feed shows the same death twice. This usually happens if the Died event is connected multiple times or if the character is reloading in a weird way. Always make sure you're cleaning up your connections when a character despawns.

Another issue is the "Nil" killer. This happens when the creator tag is destroyed before the script can read it. To avoid this, some developers prefer to send the killer's name directly from the weapon script, but using the Humanoid tag system is generally cleaner because it centralizes everything.

Testing and Iteration

Once you've got the basics down, jump into a local server with two players in Roblox Studio. Reset one character and see if the message pops up on the other screen. If it does, you're golden!

From there, it's all about tweaking. Maybe the text is too big, or maybe it stays on the screen too long. You might find that in a high-intensity game, the kill feed gets cluttered. In that case, you can limit the number of messages shown at once or speed up the fade-out time.

Building a roblox kill feed script is a fantastic way to learn how the server and client interact. It covers UI, events, tags, and timing—all the core pillars of making a great Roblox game. Plus, it's just plain satisfying to see your hard work literally spelled out on the screen every time you win a duel. Keep experimenting with the layout and the animations, and before you know it, your game will have that polished, high-quality feel that keeps players coming back for more.