If you're building a shooter or a fighting game, adding a roblox kill feed gui script is one of those small touches that makes everything feel much more professional. It's that little notification in the corner of the screen that lets everyone know who just got knocked out and who did the knocking. Without it, your game can feel a bit empty, like things are happening but nobody's acknowledging them.
Let's be real, half the fun of a competitive game is seeing your name pop up on everyone's screen after a clean play. If you've been wondering how to get this working without pulling your hair out, you're in the right place. We're going to break down how these scripts work, what you need to make them look good, and how to avoid the common mistakes that usually break them.
Why the kill feed matters for your game
Think about any big game you've played—Fortnite, Call of Duty, or even older classics. The kill feed is a constant stream of information. It tells players which weapons are being used, which players are on a streak, and where the action is happening. In Roblox, it serves the same purpose. It creates a sense of "living" gameplay.
Beyond just looking cool, a roblox kill feed gui script provides essential feedback. If a player gets a long-range kill with a sniper, they want that confirmation. If they see their teammate's name turn up in the "dead" column, they know they need to be careful. It's a communication tool that doesn't require anyone to type in chat.
The secret sauce: Creator tags
Before we even touch the GUI, we have to talk about how Roblox actually knows who killed who. By default, when a player's health hits zero, the game just knows they died. It doesn't automatically track the "killer." To fix this, most developers use what we call "Creator Tags."
When a player deals damage to another player, your weapon script should insert an ObjectValue called "creator" into the victim's Humanoid. This value points to the player who did the damage. When the victim finally dies, the roblox kill feed gui script looks inside the Humanoid, finds that tag, and says, "Aha! This person did it." If you don't have these tags set up in your swords or guns, your kill feed will just show people dying without an attacker, which is pretty boring.
Designing the GUI layout
You don't want your kill feed to just be a messy pile of text. It needs to be clean. Usually, you'll want a ScreenGui in StarterGui, and inside that, a ScrollingFrame or just a regular Frame positioned in the top right or middle left.
Using UIListLayout
This is the most important part of the UI. If you put a UIListLayout inside your main container, Roblox handles the positioning for you. When a new kill message is added, the layout will automatically push the old ones down. You can set it to sort by name or, more commonly, by the time they were added. It saves you from having to manually calculate the Y-position of every single text label.
Making a template
Don't create a whole new GUI for every kill. Instead, make one "Template" frame that looks exactly how you want a single kill message to look—maybe the killer's name in blue, the victim's name in red, and a little icon in the middle. Keep this template inside the script or in a folder called Storage. When someone dies, the script clones that template, fills in the names, and parents it to the main feed.
Connecting the dots with RemoteEvents
Since the server knows when a player dies but the GUI lives on the player's screen (the client), you need a way for them to talk. This is where a RemoteEvent comes in.
You'll usually have a server script in ServerScriptService that listens for the Died event on every player. When it triggers, the script checks for the creator tag, gets the names, and then "fires" the RemoteEvent to all clients. On the client side, a LocalScript is waiting. When it hears that event, it runs the code to clone the template and show the message.
It's tempting to try and do it all on the server, but the server shouldn't be touching UI. Keep the server for logic and the client for visuals—it keeps the game running smoother and follows best practices.
Making it look polished
A basic roblox kill feed gui script might just show text and then let it sit there forever. That's a bit messy. You want those messages to disappear after a few seconds so they don't clutter the screen.
Tweens and fading
Instead of just making the message disappear instantly, use TweenService. You can make the text slowly fade its transparency to 1. It looks much more professional. A simple five-second timer followed by a one-second fade-out is usually the sweet spot. After the fade is done, make sure to Destroy() the object so you don't end up with hundreds of invisible frames lagging the game.
Weapon icons
If you want to go the extra mile, your roblox kill feed gui script can also show what weapon was used. This requires your creator tag to carry a bit more information, like a string value for the weapon name. Then, your client-side script can look up an image ID based on that name and update an ImageLabel in your template. It's a bit more work, but it makes the feed look like a top-tier AAA game.
Common pitfalls to watch out for
Even experienced devs mess this up sometimes. One common issue is "double tagging." If two people hit a player, you need to make sure the "creator" tag updates to the most recent attacker, or whoever did the most damage, depending on how you want your game to work. If you don't clear old tags, someone might get credit for a kill they got five minutes ago just because their tag was still sitting in the victim's Humanoid.
Another thing is the "empty killer" bug. If a player falls off the map or resets, there might not be a creator tag. Your script needs to handle this gracefully. Instead of crashing or showing an error, it should just say something like "Player1 fell into the void" or "Player1 vanished." Always check if the killer exists before trying to grab their name!
Optimization tips
If you're running a massive server with 50+ players and everyone is fighting at once, that kill feed is going to be busy. You don't want to overwhelm the clients with too many UI updates.
One way to keep things optimized is to limit the number of active messages. If there are more than, say, five messages in the feed, have the script delete the oldest one immediately to make room for the new one. This keeps the layout clean and ensures the UIListLayout isn't trying to manage fifty different objects at once.
Also, keep your RemoteEvent traffic light. You only need to send the names of the players involved. Don't send huge chunks of data or entire objects—just strings and maybe an ID. The leaner the data, the faster it reaches the players, which means the kill feed stays synced with the actual gameplay.
Wrapping things up
Building a roblox kill feed gui script is a great project because it covers the basics of the whole platform: UI design, server-to-client communication, and game logic. Once you get the hang of using creator tags and RemoteEvents, you can use those same skills for combat logs, notification systems, or even live scoreboards.
It might feel like a lot of steps at first—setting up the tags, making the template, scripting the events—but once it's working, it's one of the most satisfying parts of game development. There's nothing quite like seeing your UI pop up perfectly in the heat of a battle. So, get into Studio, start playing around with some templates, and give your players that satisfying "ping" of recognition they deserve.