The RPG Maker Resource Kit

RMRK RPG Maker Creation => RPG Maker General => General Scripting => Topic started by: Neko on February 22, 2006, 03:23:44 AM

Title: Analog clock?
Post by: Neko on February 22, 2006, 03:23:44 AM
Ello, for my newest game Im in need of an analog clock. I was hoping for it to go on the bottom right corned of the game, and be in a simple message box, all I want it to be is a clock where 10 minutes is an hour and 6 seconds is a minute or however that works. It should only say (11:48 PM) or whatever it wants.. That would be really nice. A toggle would also be awesome. Thanks!
Title: Analog clock?
Post by: Lord Dante on February 22, 2006, 03:32:25 AM
use the goddman search button, you hypocrite...


but just for the hell of it...(i may have it)


or not. plenty of people do, plus there is an event based one. just search "analog clock" in the search bar.
Title: Analog clock?
Post by: Neko on February 22, 2006, 03:49:25 AM
Im a god. Im afraid there is no search button for me *dance* yea. Blues clock sucks. No offense. I want a sexy one =\ thats exactily how I need it.
Title: Analog clock?
Post by: Lord Dante on February 22, 2006, 03:54:01 AM
ok, sorry, i couldnt find it. anyways, its dominant on rmxp.net, and you can always make your own image for it
Title: Analog clock?
Post by: Neko on February 22, 2006, 03:55:49 AM
Yea =\ There was this sweet one, but it didnt work.. so I cried for ohhh.. say 30 minutes. Then I played some pokemon =\
Title: Analog clock?
Post by: Lord Dante on February 22, 2006, 03:58:37 AM
lmao. was it nears? it doesnt have toggle...but it worked, and you can edit the lengths of hours/minutes/seconds, plus it has day/night...plus you can use a cool image for the clock
Title: Analog clock?
Post by: Neko on February 22, 2006, 04:21:19 AM
Yea, Im hoping for an analog. Nears script is my last resort. I just want the text changing in a message box on the bottom right corner XD
Title: Analog clock?
Post by: blueXx on February 24, 2006, 08:59:59 AM
:shock:  *blinks*
er.. but what you are asking for is exactly what my clock does
if the seconds disturb you , you can remove it from the message
if you want to count 6/10 you can do it too..
simply change the count wait of sec to 20 frames, make 6sec= 1 minute instead of 60, make 10 minutes = hour instead of 60 and remove the seconds from the clock message...

so er...

or unless you want something else to be in the clock that isn't there yet , in that case say it (cause you sort of failed to mention anything of that sort)
Title: Analog clock?
Post by: Tsunokiette on February 24, 2006, 05:38:14 PM
Making clocks through events is actualy  easier to implement than a clock made with a script in this case, because with scripts, you have to implement it correctly.

Even though it takes longer it's still  easier.

*twitches*

But don't use my system, it doesn't work properly, still a couple (1 or 2 approximately) bugs to fix. And it's out-of-date lol. Plus it doesn't use images.

I should make another one...

*plans it out*
Title: Analog clock?
Post by: Jakexxx on February 25, 2006, 05:01:03 PM
^^^
In the long run I would think it easier just to use a script. I hate having to place events on every single map. I have tried making a clock with events once, it was so complicated I gave up haha.
Title: Analog clock?
Post by: Neko on February 25, 2006, 05:38:31 PM
Well, Blues is too big and I dislike it... I just want it to be simple text in the bottom right corner with the message window as the background. Like your location script tsu except its on a key to turn on or off or just always there.. And its the time. That would be amazingly perfect XD
Title: Analog clock?
Post by: Tsunokiette on February 26, 2006, 05:37:19 PM
Quote from: Jakexxx^^^
In the long run I would think it easier just to use a script. I hate having to place events on every single map. I have tried making a clock with events once, it was so complicated I gave up haha.

Lol,  then I already know why you think it's complicated.

Use 2 parrallel proccess common events.
Each one with their own switches.

THE SWITCHES
005:Run Clock
and
006:Show Clock

The EVENTS
Clock Proccessing
Clock Showing

All you would have to do is flip 006;Show Clock off to stop showing the clock.
And if you were to pause the game and didn't want the clock to keep running just flip the Run Clock Switch off.

You don't need to put an event on every map, and the events would be supprisingly shorter than you may imagine, a lot shorter than a simple banking system, etc.
Title: Analog clock?
Post by: Neko on February 26, 2006, 08:49:53 PM
Umm I had a friend make a script made for me. But I wanted it to be timed weirdly like every 10 real seconds is a minute. But this is set so its real time =\ Can anyone help? And I just realized I dont want an analog, I want a digital clock XDXD