The RPG Maker Resource Kit

RMRK RPG Maker Creation => General Tutorials and Eventing => RPG Maker General => Tutorials Database => Topic started by: blueXx on December 04, 2005, 08:24:39 PM

Title: a clock tutorial
Post by: blueXx on December 04, 2005, 08:24:39 PM
this is a clock based on events only, i am sure it can be of some use to some people.
(hours, minutes,sec , am or pm options) (player insert the time when the game starts)
(it's based on 10 frames=1 sec, change it to 15 frames if you feel like it)
the demo is here:
http://www.megaupload.com/?d=C61L4CYV

if you have any questions, go ahead, click on the project file to see how i did it.
have fun.
Title: a clock tutorial
Post by: blueXx on December 05, 2005, 11:18:22 AM
here is a new version of the clock:
http://www.megaupload.com/?d=3XCGANWS

it will now add a new day and night tinting (day is between 6am to 8 pm)
frames per sec is now set to 1(You can change it though) so that the player can play at night in one or another point of the game.
Title: AHHH!!
Post by: Knownot on January 30, 2006, 09:56:14 AM
I cant dowload it? but it want it oh please please please
Title: a clock tutorial
Post by: blueXx on January 30, 2006, 10:06:04 AM
amazing how half of the people can dl from megauploads and half can't

zupload mirror:

http://z13.zupload.com/file.php?filepath=12641
Title: a clock tutorial
Post by: Zeriab on January 30, 2006, 05:06:40 PM
About your tutorial... How come you're not using a common parallel event as a counter?
Title: a clock tutorial
Post by: blueXx on January 30, 2006, 05:58:19 PM
i actually do count the time in 1 para, while the 2nd one checks for night and day

as you can see in the night/day there are 200frames gaps, they won't stop the game but they will stop the parallel and the result is the time parallel being late every time the sun goes up or the night falls
Title: a clock tutorial
Post by: Zeriab on January 30, 2006, 06:05:54 PM
Quote from: blueXx
i actually do count the time in 1 para, while the 2nd one checks for night and day

as you can see in the night/day there are 200frames gaps, they won't stop the game but they will stop the parallel and the result is the time parallel being late every time the sun goes up or the night falls

The parallel you use is an event in the specific map. This doesn't matter as you only have 1 map, but I'm asking why you didn't put it in the common events?
Do you think it's easier to understand if it's present in the map?
It would be easier to have as a common event if you have lots of maps meh thinks.
Title: a clock tutorial
Post by: blueXx on January 30, 2006, 06:09:19 PM
Oo
i thought it would be more accessable seing as most people won't think of searching the common events
whats more i personally enjoy the copy-pasting as you would need to make a para to trigger the common event anyways and you can just as easy use ctrl+c and ctrl+v
or so i think  :O_o:
Title: Can't use the RAR on my computer NOOOO!!!!!
Post by: Devonian on February 01, 2006, 02:06:40 PM
I can't use the RAR is there any other format you have the tutorial in because I really need a day and night system for my new game series.  :cry:
Also all the scripts in RMXP are in Kanji I can't read Kanji. Thus i can't utilize script fully. However I'll look into with my eng help files for scripting, thanx for the tip.
Title: a clock tutorial
Post by: thatsmypie on February 01, 2006, 02:08:44 PM
You know you can just use a script (I havn't tried blues version so I dont know which is better) I dont really need a system thats why I aint botherin to download this  :whoa:
Title: a clock tutorial
Post by: blueXx on February 01, 2006, 02:57:21 PM
my clock is done by events ~_~
it's superior to the scripts seeing as it is easy to edit and makes the game more realistic (since you can condition shops by time and add time to the inn rests)

i could zip it for you but i highly suggest you will download winrar as it is very needed nowadays

http://www.download.com/3000-2250-10007677.html