Found a sneaky 'hidden Wait Command' within the parallel process. You'll want to watch this to make sure your custom timer is as accurate as possible!: th-cam.com/video/yJIqJ-AbTQ0/w-d-xo.html
oh my god this sounds like it would be great for cutscenes for any type of rpgmaker game. I might have to go back and change my game's code to accommodate this
This is amazing! You made it soo much easier than I thought! Would there be a way to visually make the timer variable you created govern a gauge or a textual representation? Like via SRDude's HUD maker? Thank you by the way for this video!
Absolutely! It uses images that sound tricky but easy once you get the hang of it. The bulk of it is conditional branches and a set of images, each from 0-9
@@TheOdie Man I just subbed to you, I was trying to implement multiple timers with representations etc for SOO LOONG I've been through many plugins and it was all just confusing, your video just pit an end to my misery (positively), thank you SOO MUCH and please keep releasing videos!
hi. big fan. thanks for all of your tutorials :) I'm using this as a level timer just to tell the player how fast they have completed the level. I want to have a high-scores system, but I am pretty new to rpg maker mz. Is there a way I can save the variable at the end of the level?
It's a bit hard to put into words, but maybe I'll make a short when I find time outside of making Caster's Trap. In an event on parallel, have your timer variable increment, but DO NOT ADD A WAIT TIMER. Create a variable called Seconds and set it = Timer where you finish the minigame. Note that every 60 frames = 1 second., so have Seconds divide by 60. You now have clear time in seconds. Create a new variable called Minutes and set it = Seconds. Divide by 60 to have clear time in minutes. Now we need to fix seconds. Do Seconds % 60. This will return the remainder of Seconds / 60. All that's left is to display it in a text box. Good luck!
Hi, Odie! I've been following along your tutorials as I get started on learning this engine. It's been a fun journey and I appreciate how you are able to explain these concepts in a way that even a beginner like me can understand. However, I'm having a bit of trouble for this lesson and it seems like the movement events didn't activate. I've made sure to set the movement route to "this event" but it still didn't work properly. The events that make text boxes appear do work well so I'm not sure what I did wrong aside from maybe how I set the NPC movement. I did play around with the event triggers for "Stuff" and now the movement kinda overlaps each other. Is there any advice you can give to help me work this out? I'm gonna keep redoing this until I get it 'cause it fits with some sequences that I have planned for my game lol. Anyway, thanks for any assistance and for this very specific and very useful series of tutorials.
I think I know what it is. During the text box, time continues to pass, so the variable will eventually overlap the next sequence. To fix this, you will need to freeze the sequence manager and have the time return back to the condition for the text box. It's a little weird to explain in words, but it should be starting around 6:43
Thanks for the reply. I went back and redid all the steps but no luck. If it helps, the events (aside from the "appear" event) only start playing after the "timerVar = 6" event where our MC talks a bit. Anyway, I'll move on to the next parts and come back to this later (I suspect that the problem might be small thing that I overlooked). Thanks a lot, man. Your methods rock 'cause they aren't overly reliant on plugins.
Found a sneaky 'hidden Wait Command' within the parallel process. You'll want to watch this to make sure your custom timer is as accurate as possible!:
th-cam.com/video/yJIqJ-AbTQ0/w-d-xo.html
I’ve missed your tutorials! You explain them out so well.
😇😇😇😇
oh my god this sounds like it would be great for cutscenes for any type of rpgmaker game. I might have to go back and change my game's code to accommodate this
^.^
Great tutorial again with good explanation, thanks. I can already think of ways I'll use this.
Awesome! 😀
This is amazing! You made it soo much easier than I thought! Would there be a way to visually make the timer variable you created govern a gauge or a textual representation? Like via SRDude's HUD maker? Thank you by the way for this video!
Absolutely! It uses images that sound tricky but easy once you get the hang of it. The bulk of it is conditional branches and a set of images, each from 0-9
@@TheOdie Man I just subbed to you, I was trying to implement multiple timers with representations etc for SOO LOONG I've been through many plugins and it was all just confusing, your video just pit an end to my misery (positively), thank you SOO MUCH and please keep releasing videos!
hi. big fan. thanks for all of your tutorials :)
I'm using this as a level timer just to tell the player how fast they have completed the level.
I want to have a high-scores system, but I am pretty new to rpg maker mz. Is there a way I can save the variable at the end of the level?
It's a bit hard to put into words, but maybe I'll make a short when I find time outside of making Caster's Trap.
In an event on parallel, have your timer variable increment, but DO NOT ADD A WAIT TIMER. Create a variable called Seconds and set it = Timer where you finish the minigame. Note that every 60 frames = 1 second., so have Seconds divide by 60.
You now have clear time in seconds. Create a new variable called Minutes and set it = Seconds. Divide by 60 to have clear time in minutes. Now we need to fix seconds. Do Seconds % 60. This will return the remainder of Seconds / 60. All that's left is to display it in a text box. Good luck!
Hi, Odie! I've been following along your tutorials as I get started on learning this engine. It's been a fun journey and I appreciate how you are able to explain these concepts in a way that even a beginner like me can understand. However, I'm having a bit of trouble for this lesson and it seems like the movement events didn't activate. I've made sure to set the movement route to "this event" but it still didn't work properly. The events that make text boxes appear do work well so I'm not sure what I did wrong aside from maybe how I set the NPC movement. I did play around with the event triggers for "Stuff" and now the movement kinda overlaps each other.
Is there any advice you can give to help me work this out? I'm gonna keep redoing this until I get it 'cause it fits with some sequences that I have planned for my game lol. Anyway, thanks for any assistance and for this very specific and very useful series of tutorials.
I think I know what it is. During the text box, time continues to pass, so the variable will eventually overlap the next sequence. To fix this, you will need to freeze the sequence manager and have the time return back to the condition for the text box. It's a little weird to explain in words, but it should be starting around 6:43
Thanks for the reply. I went back and redid all the steps but no luck. If it helps, the events (aside from the "appear" event) only start playing after the "timerVar = 6" event where our MC talks a bit. Anyway, I'll move on to the next parts and come back to this later (I suspect that the problem might be small thing that I overlooked).
Thanks a lot, man. Your methods rock 'cause they aren't overly reliant on plugins.
@@nikfadzli feel free to message me a screenshot on my IG or email address and I'll get back to you whenever I get the chance
@@TheOdie That sounds great. Thank you so much, I'll be sure to message you later.
@@TheOdie Hi, just letting you know that I've shot you a DM on Instagram.
I died at 69 years 😂💀💀