arcthemonkey
Sponsor
I'm working on a little project for school that is something of a hybrid of PacMan and, I dunno, Sonic the Hedgehog. I've been working long and hard on it, but the time has come for the HUD to bring it all together. Also, RMXP's timer is pissing me off.
The Mockup
http://img185.imageshack.us/img185/7974/mockupml0.png[/img]
The Problems
Timers!
I would like two changes to the RMXP timer (or a completely new timer script, even). If possible, I want the timer to also display centiseconds (there are 100 centiseconds in a second) This always makes timers seem like they are counting down faster than they are, and I think it looks cooler. Deciseconds would also work.
I also need the ability to pause the timer via the script event command.
I found the following script:
But this seems to disable player movement when you go to unpause the timer, which sucks. I have no idea what the hell the script is doing, much less how to fix it, but I've provided it here to hopefully help out. If a new timer is written, I will need the ability to pause it, resume it, initiate it to x seconds, and I'll need a way to catch that is has reached zero. (Also, it would be nice if I could get rid of it when a level is not in progress)
Popups!
What I've tried to portray in the mockup is that, as the blue dot collects gray dots, a number value "bounces" out of the blue dot. This value corresponds to the amount that variable 0001 is being incremented at any given time (That is to say, if variable 0001 is incremented by five for whatever reason, a 5 will bounce out of the player position). This number would ideally disappear after a second or so. I'd like it to be tied to the default "normal" font. This part is mostly for flair, so I won't be completely heartbroken if it doesn't get done.
Progress!
Finally, the bar on the bottom of the mockup represents the progress towards completion of the level. Specifically, it represents the progress of variable 0001 as it approaches variable 0002. The idea is that when variable 0001 = 0002, the bar is full and the level is complete. I'd like the bar to simply cover the bottom row (32 pixels high) of the screen.
Bonus?!
This part is a bit of a bonus request, because I can easily implement this without lag via events. My intent for the game is that the timer would pause whenever variable 0001 is incremented for 2 seconds. So, as long as variable 0001 is incrementing, the time does not count down. It would be nice to have this cuddled into a script. If would be even nicer if there was a mini timer below the main timer (seconds:deciseconds) that showed how long the player had to increment 0001 before the main timer started counting down again. This part would be totally completely awesome of you.
The Mockup
http://img185.imageshack.us/img185/7974/mockupml0.png[/img]
The Problems
Timers!
I would like two changes to the RMXP timer (or a completely new timer script, even). If possible, I want the timer to also display centiseconds (there are 100 centiseconds in a second) This always makes timers seem like they are counting down faster than they are, and I think it looks cooler. Deciseconds would also work.
I also need the ability to pause the timer via the script event command.
I found the following script:
Code:
#==============================================================================
# ** Pause Timer
#------------------------------------------------------------------------------
# Icarus Featherfight
# Version: 1.0.0
# June 19, 2007
#------------------------------------------------------------------------------
# This simple script allows you to pause the timer using
# $game_system.pause_timer = true
# and restart it with
# $game_system.pause_timer = false
# in an event script.
#==============================================================================
#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
# This class handles data surrounding the system. Background music, etc.
# is managed here as well. Refer to "$game_system" for the instance of
# this class.
#==============================================================================
class Game_System
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :pause_timer # pauses the timer
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias icarus_pausetimer_initialize initialize
def initialize
# The usual
icarus_pausetimer_initialize
@pause_timer = false
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
alias icarus_pausetimer_update update
def update
unless @pause_timer
icarus_pausetimer_update
end
end
end
Popups!
What I've tried to portray in the mockup is that, as the blue dot collects gray dots, a number value "bounces" out of the blue dot. This value corresponds to the amount that variable 0001 is being incremented at any given time (That is to say, if variable 0001 is incremented by five for whatever reason, a 5 will bounce out of the player position). This number would ideally disappear after a second or so. I'd like it to be tied to the default "normal" font. This part is mostly for flair, so I won't be completely heartbroken if it doesn't get done.
Progress!
Finally, the bar on the bottom of the mockup represents the progress towards completion of the level. Specifically, it represents the progress of variable 0001 as it approaches variable 0002. The idea is that when variable 0001 = 0002, the bar is full and the level is complete. I'd like the bar to simply cover the bottom row (32 pixels high) of the screen.
Bonus?!
This part is a bit of a bonus request, because I can easily implement this without lag via events. My intent for the game is that the timer would pause whenever variable 0001 is incremented for 2 seconds. So, as long as variable 0001 is incrementing, the time does not count down. It would be nice to have this cuddled into a script. If would be even nicer if there was a mini timer below the main timer (seconds:deciseconds) that showed how long the player had to increment 0001 before the main timer started counting down again. This part would be totally completely awesome of you.