JohnDoeNews

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Description:


This tutorial allows you to make a fully funtional clock and calendar in RPG maker MV. (Works also in MZ) This system, includes:
  1. A fully functional 24 hour clock, with hours and minutes.
  2. A fully functional 365 day calendar, with days, months and years, starting at the date of your choice.
  3. Day/night cycles.
  4. Inside and outside lightning according to day/night
  5. Events that only arrive during day or night or even certain hours, like
    • breakfast, dinner, lunch
    • nightly monsters
    • merchants that close late at night
  6. Seasonal maps
  7. In game holidays
  8. Buffs/debuffs for being fed/hungry*, for being hydrated/thirsty* and for being rested/tired*
  9. Skipping time by sleeping
  10. And much more.



How does it work:

This tutorial is written inside events and common events in an example project. This means you have to download the project (only 4 Mb) and open it in MV. Now you can check the events and common events to see how I did what.

Everything I did in those events and common events, I explained in comment notes.

Screenshots explain this a lot better than words. The green text in me explaining the system:
1668713805285.png
1668713997817.png1668714409348.png1668714238627.png
1668714560012.png
1668718399085.png1668718444222.png

Start a test run first to see how things go in practice, or start reading the events right away. Either way, make sure you read common event #2 before you read the other events. I've named that "ClockCore" and is the whole engine that makes the system.



Events only
The entire system is made with purely events. No coding is used. However, the project does have a tiny little plugin delivered with it. It is made (by me) to trigger a common event on map transfers. I use this to trigger the clockcore after every transfer in my own projects. I disabled the plugin for this project, to show how everything can be done with only events.



Download tutorial
You can download the tutorial project for free on my itch page:
https://johndoenews.itch.io/clock-and-calendar-workshop

Or if you own MV on steam you can open it as a workshop in MV:
https://steamcommunity.com/sharedfiles/filedetails/?id=1819490994



Suggestions are welcome
I will keep improving this project over time, so if you have any suggestions for examples what to do with the time system, feel free to leave a comment.
 

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JohnDoeNews

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I noticed this gets downloaded pretty much once a day. (Some days no downloads, the other day 2.) And most traffic comes from this post.

For those who downloaded the tutorial and played around with it, I have a few questions.

  1. What is your general impression about the project tutorial?
  2. Will you use this system yourself, or a edited version of it?
  3. What was your favorite part about this tutorial project?
  4. What parts did you think could use improvement?
  5. What is missing in this tutorial?
 

peach5

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Just found this looking for a clock/calendar system, would it be possible to shorten the days/months/years and have fewer months (like four seasons instead maybe)?
 

JohnDoeNews

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Yes, it would. I made it a full 12 month calendar, with 28, 30 and 31 days in each month, like in the real calendar. Making a 4 month calendar with 30 days each, would even be a lot easier.

Have you downloaded the project? It should show you how the system is made. You can adjust it anyway you like.

If you have questions, let me know.
 

mentos25

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I just downloaded this last night and have been trying to explore it, it looks great and thank you.

Im brand new so the notes helped me figure out why things work, not just how. Also, love the humor. I think using examples to show how the code works is very effective.

Is there a way to display the date/time on screen?
 

JohnDoeNews

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I just downloaded this last night and have been trying to explore it, it looks great and thank you.
Cool cool. :) Thanks for downloading.

Im brand new so the notes helped me figure out why things work, not just how. Also, love the humor. I think using examples to show how the code works is very effective.
Awesome. :) Glad it was both funny and helpful.

Is there a way to display the date/time on screen?
Not without plugins. If you want to use plugins, I'd like to use OrangeHud by Hudell for this, but there are more plugins that can achieve this easily.
 

Desk

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Thank you so much for the tutorial!

I personally tend to fall into the trap mentality of “oh I need a plugin to do this”. It’s super cool to see proof to the contrary (a pity about displaying the time/date though)
 

JohnDoeNews

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Thank you so much for the tutorial!

I personally tend to fall into the trap mentality of “oh I need a plugin to do this”. It’s super cool to see proof to the contrary (a pity about displaying the time/date though)
There might be ways to display the time and date other than the use of plugins, but I never got around that part.

1 issue with that is: My clock only updates when the event is run. To have a clock on screen and up to date at all times, the event needs to run constantly. And since it is quite a large event, it might cause lag.

That is why I choose to run the events when transferring and during regular events, so if it causes lag, it wouldn't be noticed by the player.
 

ShadowDragon

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showing the time (hours/minutes/seconds months/years
is really easy to do when using images (not to difficult either.)

the only downside of those events, if they get to big, it could break.
as I use a similair system with a scriptcall rather than event it entirely,
or make it far easier.

any system could work if dont correctly, but using images or parallels
can make the game lag (if you need more parallels events), so you need
to think carefull when and how you use it or set a waitframe to run this one.

I think I downloaded it before and checking everything, which is also quite
intresting how some people set stuff up and how they made it work.

so in complex eventhing parts, I recommend a plugin, if its small game
or low parallel events, do it without.

so keep the good work up :)
 

JohnDoeNews

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showing the time (hours/minutes/seconds months/years
is really easy to do when using images (not to difficult either.)

the only downside of those events, if they get to big, it could break.
as I use a similair system with a scriptcall rather than event it entirely,
or make it far easier.

any system could work if dont correctly, but using images or parallels
can make the game lag (if you need more parallels events), so you need
to think carefull when and how you use it or set a waitframe to run this one.

I think I downloaded it before and checking everything, which is also quite
intresting how some people set stuff up and how they made it work.

so in complex eventhing parts, I recommend a plugin, if its small game
or low parallel events, do it without.

so keep the good work up :)
Doing it with pictures is a lot of work, not just for you, but also for the processor.

My system is set up to run 60 times as fast as real life. This means, if you want to show the time live, you should update everything exactly once every second.

And that I think is the biggest issue with live notation: The constant updating of the system. Which will be even bigger when using pictures for notation.

---

I am working on a part II of this download, where I teach a much lighter version of this with javascript formula's. I will add live notation to this version of the tutorial.
 

ShadowDragon

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it take more precessing, I agree, it has cons and pro's.
I use a scriptcall and a simple variable to show in a message,
but you can seperate them into 3 for easier use (time, month, year).

I use more the real time system than the ingame time.
both have its up and down.

real live time system = slow and can force people to play game late,
as for some events or entrance or shops to be open at 10pm, while
the ingame time can go 2-5x as fast and control those from there.

even saving them as variables without being changed upon starting.
but I might check part 2 of this download.

it's at least a very learning curve how to use variables and switches
effectively and correctly with % x and /y.
 

JohnDoeNews

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The actual time is easy. That can be done with a single line of code. No calculating needed what so ever. There is no tutorial needed for that. :p
 

JohnDoeNews

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This project has been visited 224 times, and downloaded 72 times. This means 1 out of 3 visits result in a download!! :D I even saw 5 downloads in the past 2 days alone. And all of the traffic seems to come from this forum.

I would love to hear what you guys think of this tutorial project. What do you guys use it for? Did you guys think of things to do with this other than the examples given?

(Oh, and if you guys found it useful, I'd love for you to rate the project too!)
 
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GoblinSpa

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Description:

This tutorial allows you to make a fully funtional clock and calendar in RPG maker MV. (Works also in MZ) This system, includes:
  1. A fully functional 24 hour clock, with hours and minutes.
  2. A fully functional 365 day calendar, with days, months and years, starting at the date of your choice.
  3. Day/night cycles.
  4. Inside and outside lightning according to day/night
  5. Events that only arrive during day or night or even certain hours, like
    • breakfast, dinner, lunch
    • nightly monsters
    • merchants that close late at night
  6. Seasonal maps
  7. In game holidays
  8. Buffs/debuffs for being fed/hungry*, for being hydrated/thirsty* and for being rested/tired*
  9. Skipping time by sleeping
  10. And much more.



How does it work:

This tutorial is written inside events and common events in an example project. This means you have to download the project (only 4 Mb) and open it in MV. Now you can check the events and common events to see how I did what.

Everything I did in those events and common events, I explained in comment notes.

Screenshots explain this a lot better than words. The green text in me explaining the system:

Start a test run first to see how things go in practice, or start reading the events right away. Either way, make sure you read common event #2 before you read the other events. I've named that "ClockCore" and is the whole engine that makes the system.



Events only
The entire system is made with purely events. No coding is used. However, the project does have a tiny little plugin delivered with it. It is made (by me) to trigger a common event on map transfers. I use this to trigger the clockcore after every transfer in my own projects. I disabled the plugin for this project, to show how everything can be done with only events.



Download tutorial
You can download the tutorial project for free on my itch page:
https://johndoenews.itch.io/clock-and-calendar-workshop

Or if you own MV on steam you can open it as a workshop in MV:
https://steamcommunity.com/sharedfiles/filedetails/?id=1819490994



Suggestions are welcome
I will keep improving this project over time, so if you have any suggestions for examples what to do with the time system, feel free to leave a comment.
Thank you ♡♡♡
 

sunnyriffic

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I downloaded this over the weekend and slowly got it to work on RMMZ. It's really great! Copying it over by hand took awhile but really helped me to learn how you made it work. I think it would be really bogged down by displaying a clock on the screen, but someone could easily make it so a clock item tells the time when you look at it, or a calendar on the wall could show the date. You could even use show pictures to make it more accurate. I'll probably play with getting those going. Another alternative to having a clock on the screen all the time would be some sort of dial that shows the sun's position. Then you would have an idea if night were close or not.

Anyway, this is super cool and gives me lots of ideas to play with. Do you think it would be possible to get rid of picking how long you sleep and instead having the player just go to bed and wake up at a certain time? I wasn't sure how that would work but think it would be neat too. Thanks for you work on this!
 

JohnDoeNews

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Thanks for downloading it.

This system isnt idwal for an onscreen clock though. I do it just like you said, with a clock or calendar on the wall.

I am glad to read that this helped you.

Edit: yes, you can easily get rid of the choice on how long you sleep. Simply replace the number input with a quick formula that calculates jow long it takes till that time, and skip that many hours.
 

sunnyriffic

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Thanks for downloading it.

This system isnt idwal for an onscreen clock though. I do it just like you said, with a clock or calendar on the wall.

I am glad to read that this helped you.

Edit: yes, you can easily get rid of the choice on how long you sleep. Simply replace the number input with a quick formula that calculates jow long it takes till that time, and skip that many hours.
Yeah, I figured an onscreen clock won't work. I tried to do an image that changed four times a day, but reading the date still bogs the program down, so no good. I think the player would just have to rely on how dark or light it is outside to get an idea of time.

I'll try to work on an alternative sleep system and see how that works. I'm working on a calendar next and then going to try some more complex things. Great program. :)
 

JohnDoeNews

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You could actually make clocks on walls that give the exact hour, by using an event with 12 pages. But it still wont update unless you run the event.
 

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