Chaos Project

RPG Maker => Resources => Topic started by: l0rdph0enix on August 02, 2011, 08:13:30 pm

Title: Clock Faces for Variable Based Time Systems
Post by: l0rdph0enix on August 02, 2011, 08:13:30 pm
I've been using variable based time systems for a bit now in my project and I came across a sprite someone made of the clock tower where it gave the illusion of time changing in both 3 hour increments and 15min increments. That's fine and dandy but I wanted to expand it to every hour in 5min increments. I first remade the clock tower with the hands moving according to the hour and minute. Then I realized "Hey wait! What if I want to put a clock face on buildings or trees or anywhere?" So I removed the tower from around the clock face but kept it lined up so I could shift the clock tower graphic in my tilesets over a few pixels and the face lines up perfectly. Since the shifting of the clock tower is the only change needed for tilesets and simple to do I won't put those here. I am putting the clock faces here and a very simple example of the event used.

'ClockFace': ShowHide

12:00
(http://img594.imageshack.us/img594/1763/clockface12.png)
1:00
(http://img196.imageshack.us/img196/8986/clockface01.png)
2:00
(http://img839.imageshack.us/img839/4269/clockface02.png)
3:00
(http://img713.imageshack.us/img713/3421/clockface03.png)
4:00
(http://img97.imageshack.us/img97/4349/clockface04.png)
5:00
(http://img41.imageshack.us/img41/2521/clockface05.png)
6:00
(http://img807.imageshack.us/img807/7642/clockface06.png)
7:00
(http://img814.imageshack.us/img814/645/clockface07.png)
8:00
(http://img42.imageshack.us/img42/1918/clockface08.png)
9:00
(http://img839.imageshack.us/img839/6636/clockface09.png)
10:00
(http://img197.imageshack.us/img197/2473/clockface10.png)
11:00
(http://img844.imageshack.us/img844/1331/clockface11.png)


'ClockTower': ShowHide

(http://img232.imageshack.us/img232/3668/clocktower12.png)
1:00
(http://img263.imageshack.us/img263/313/clocktower01.png)
2:00
(http://img853.imageshack.us/img853/1186/clocktower02.png)
3:00
(http://img834.imageshack.us/img834/5280/clocktower03.png)
4:00
(http://img200.imageshack.us/img200/7444/clocktower04.png)
5:00
(http://img8.imageshack.us/img8/5450/clocktower05.png)
6:00
(http://img688.imageshack.us/img688/9894/clocktower06.png)
7:00
(http://img843.imageshack.us/img843/6097/clocktower07.png)
8:00
(http://img192.imageshack.us/img192/6360/clocktower08.png)
9:00
(http://img153.imageshack.us/img153/8349/clocktower09.png)
10:00
(http://img153.imageshack.us/img153/7110/clocktower10.png)
11:00
(http://img829.imageshack.us/img829/1830/clocktower11.png)


'Event Example': ShowHide


Variables = 2
Conditional Branches = 24


Comment: A.M.
Comment: 12 o'clock
Conditional Branch: Variable [0001: Hours] == 12
  Conditional Branch: Variable [0002: Minutes] >= 0
    Set Move Route: This event
                         : $>Direction Fix OFF
                         : $>Graphic: "Clockface_12', 0, 2, 0
                         : $>Direction Fix ON
  Branch End
  Conditional Branch: Variable [0002: Minutes] >= 5
    Set Move Route: This event
                         : $>Direction Fix OFF
                         : $>Graphic: "Clockface_12', 0, 2, 1
                         : $>Direction Fix ON
  Branch End
  Conditional Branch: Variable [0002: Minutes] >= 10
    Set Move Route: This event
                         : $>Direction Fix OFF
                         : $>Graphic: "Clockface_12', 0, 2, 2
                         : $>Direction Fix ON
  Branch End
  Conditional Branch: Variable [0002: Minutes] >= 15
    Set Move Route: This event
                         : $>Direction Fix OFF
                         : $>Graphic: "Clockface_12', 0, 2, 3
                         : $>Direction Fix ON
  Branch End
  Conditional Branch: Variable [0002: Minutes] >= 20
    Set Move Route: This event
                         : $>Direction Fix OFF
                         : $>Graphic: "Clockface_12', 0, 4, 0
                         : $>Direction Fix ON
  Branch End
  Conditional Branch: Variable [0002: Minutes] >= 25
    Set Move Route: This event
                         : $>Direction Fix OFF
                         : $>Graphic: "Clockface_12', 0, 4, 1
                         : $>Direction Fix ON
  Branch End
  Conditional Branch: Variable [0002: Minutes] >= 30
    Set Move Route: This event
                         : $>Direction Fix OFF
                         : $>Graphic: "Clockface_12', 0, 4, 2
                         : $>Direction Fix ON
  Branch End
  Conditional Branch: Variable [0002: Minutes] >= 35
    Set Move Route: This event
                         : $>Direction Fix OFF
                         : $>Graphic: "Clockface_12', 0, 4, 3
                         : $>Direction Fix ON
  Branch End
  Conditional Branch: Variable [0002: Minutes] >= 40
    Set Move Route: This event
                         : $>Direction Fix OFF
                         : $>Graphic: "Clockface_12', 0, 6, 0
                         : $>Direction Fix ON
  Branch End
  Conditional Branch: Variable [0002: Minutes] >= 45
    Set Move Route: This event
                         : $>Direction Fix OFF
                         : $>Graphic: "Clockface_12', 0, 6, 1
                         : $>Direction Fix ON
  Branch End
  Conditional Branch: Variable [0002: Minutes] >= 50
    Set Move Route: This event
                         : $>Direction Fix OFF
                         : $>Graphic: "Clockface_12', 0, 6, 2
                         : $>Direction Fix ON
  Branch End
  Conditional Branch: Variable [0002: Minutes] >= 55
    Set Move Route: This event
                         : $>Direction Fix OFF
                         : $>Graphic: "Clockface_12', 0, 6, 3
                         : $>Direction Fix ON
  Branch End
Branch End


Continue on with this model for 1-11.


Now in my variable based time system the hours go from 1 - 24. So once the variable hits 13 - 24, 13 = Clockface_01, 14 = Clockface_02, and so on. Some of you might be wondering why the Conditional Branch for Minutes checks to see if the variable is greater than or equal 5, 10, 15, ... . Well that's simple I noticed when I first had it set so that it was equal to 5, 10, 15, ..., that when I went into a building and then came back out of the building or loaded a game the clock face didn't change until the minute variable had hit the next increment of 5. SO as long as the minute is greater then the initial increment of 5 before the next increment the clock adjust itself accordingly nearly seamlessly.
Title: Re: Clock Faces for Variable Based Time Systems
Post by: iRemilia on September 08, 2011, 05:33:14 am
Awwww , cute. :3
Title: Re: Clock Faces for Variable Based Time Systems
Post by: rayquaza1000 on February 04, 2012, 09:04:55 am
Hey, this is great, I'm totally using this!
*levels up*