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USE REAL TIME in RPGMAKER 2003

Neo-Dragon

Game Developer
1,835
Posts
19
Years
This those work, I've tested it in my pokemon Silk game (which i'll try have a demo for sometime next week).
This is taken from my Calis Project forums.
><><><><><><><><><><><><>

Yes, i've came up with a way to put in REAL TIME into rpgmaker 2003.

So for example- whatever time you play at- tell the game when u first turn it on, and it will switch from DAWN/DAY/DUSK/NIGHT.

which therefore will allow other events to happen.

1: What you need:
5 switchs: "REAL TIME ON" , "dawn" , "Day" , "night", and "dusk" .
2 variables: "hours" "and Minutes"
6 common events (yes this will take a while to code) : "REAL TIME" , "TIME PASSES BY" , and one for each time- "DAY" , "DAWN", "DUSK", and "NIGHT"


ok
the first one-
Common EVENT Number 1: "REAL TIME"

ok go into your database- make a new common event- call it "REAL TIME". and set it too Parallel Process - with NO trigger switch.

ok- the coding....
>Condition Branch is the switch "REAL TIME" = off.
>Show message: Please input the time in the 24 hour clock.
>Set Label- 1.
>Show message: How many hours is it (remember its 24 hours clock- 12 PM= 24 )
>Input number- 2 digit- under variable: "Hours"
>Condition branch, if variable "hour"= 25 or more
>show message: HAHAHAHA- The clock only goes up to 24 hours.
>Jump to label: 1
>endCASE>
>Label:2
>show message: And how many minutes:
> input umber- 2 digits- Under Variable "minutes"
>Conditional branch: if variable=60 minutes or more.
>Show message: HAHAHAHA- there are only 59 minutes in an hour
>Jump to label: 2
>End case.
So its \v[*] minutes-(do the same as with the hours- put in the number of the variable that minutes is on )
>Show message- You are now ready to begin the Game.
> Switch: "REAL TIME" = ON.



ok, now that was a bit nerve wrecking..... but here is the next common event- for making the time work.

Make a new common event- parrallel process - trigger switch: REAL TIME= on.

Heres the code for it.
> loop.
>Wait 600 seconds.....
> Variable: minutes: +1
>Branch condition: if minutes= 60
>Variable oper: hours +1
>Varible oper: minutes- set 0
>end case.
>
>End loop.

Now that was a nice little one.
Now here is a code that will set the screen tone- according to what time it is-
EG. if its 22.00 or 10 PM it will be night time.

Make 4 common events- as i said- one for each : Day- night-dawn -dusk

ok I'll do Dawn first
Make new event- call it "Dawn" parallel process- triger switch: REAL TIME is on.

Code:
>wait. 0.0 second
>Branch condition: variable: hours=18 (we want an else case)
>Switch: night OFF
> Switch: Dusk ON
> Tint screen (to whatever you want- i did- "RED100, GREEN 50, BLUE 55" )
> ELSE CASE
>Condition branch: variable: Hour= 19 (we don't want an else case)
>Switch: night OFF
> Switch: Dusk ON
> Tint screen (to whatever you want- i did- "RED100, GREEN 50, BLUE 55" )
>END CASE.


NOW OK, i'm not going to go into more detail, but for the other events, make a branch condition with else cases (expect the last branch condition of the event)
= to whatever hours you want in each time.
So Night time event is
Condition branch: variable- hours=20
then the else case-
condition branch : variable hours=21.
then it that else case
condtion if variable hours=22.
and so on.....
NOW THAT IS THE LONG WAY TO CODE IT, but tis caranteed to work.

and make sure you use the switchs right- like in the night time one-
SWITCH: DUSK OFF
SWITCH NIGHT ON
tint screen to a really DARK blueish color......

Then in DAWN
switch: night off
Switch DAWN on
tint screen (can be the same as dawn)

and in DAY
Switch: day on
DAWN OFF


Well i hope this works for you, and If you use it- please give me credit as it those work.....
 

Dawson

The Rebirth Is Upon Us
9,727
Posts
19
Years
HAHAHAHA- there are only 59 minutes in an hour
You mean I've been wrong all these years?
Sorry to burst your bubble but there are lot's of day/night systems on GamingW where most people go for tutorials anyway.
 

Neo-Dragon

Game Developer
1,835
Posts
19
Years
That i know of, ive never seen a real time one, where you can input what ever time it is that ur playing the game, and have it affect the game,

i know that there are lots of day and night ones, i just taught i'd add one with a twist.

EDIT:
HAHAHAHAHA LMAO, i found one, alto it won't affect the game as in- it will set it in day time or night time...... i still found one......... its in a old game i downloaded about 8 months ago - i'm not sure what its called cause i deleted all the files so i can only look at the DATABASE and not play it.
 
Last edited:

DarkMage31

RM2K(3) Master
1,981
Posts
20
Years
The problem with "real time" systems is that RPG Maker doesn't measure time when you're away from the game. It has no "internal clock." So to go from Monday to tuesday means you would have to play for a total 24 hours. I was writing a tutorial for Pokedavid, I think, for something similar. What I did was some math to determine the proportions in a 15 minute day. E.G, how can you display "it's 9:30 AM" if each day is 15 minutes long. How long is one "second?" How long is one "minute"? If you're interested I'll dig this up and post it
 

Sorye HK

Looking around here and there
3,363
Posts
20
Years
  • Seen Dec 1, 2021
Well, if you really want 'real time' you could try rmxp.
 

Booda Sack

Sphere Master
300
Posts
19
Years
Or use sphere.
Real time is simple as pie!
I've got my real time working.

time.png


This is just a test shot though I do plan on adding a proper clock.
 
Last edited:

Neo-Dragon

Game Developer
1,835
Posts
19
Years
I use Xp- if you go to my forums you'll see that Pokemon Black hole (i'm making 3 games with 3 different makers) is being made with RMXP.
I like the screen booda, i'll download sphere and give it a bash. lol.


EDIT: Booda, where did you get your pokemon resources for Sphere.
 
Last edited:

Sorye HK

Looking around here and there
3,363
Posts
20
Years
  • Seen Dec 1, 2021
I think that you can implement real time scripting in rmxp. I think it doesn't
necessarily have an internal clock, but reacts to the time on your desktop.
Does it require RGSS scripting?
yes. I think it does.
 
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