What you use a timer for in your project?

Kupotepo

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The activities in the game that came to mind which utilized a time are catching as much as pokemon in a park or getting out of the collapsing cave. What do you use timers to do in your project?:kaoslp:

Many people here are very innovative which still amaze me. Or not many people use timer in contional branches oftens.
 
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techrama

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Usage of timer in project:
  1. The value of delay must be a constant for delay macros; it cannot be changed during program execution. Hence it remains is programmer defined.
  2. The delay will not be accurate as compared to using Timers.
  3. Larger values of delays without router login cannot be created using macros, example a delay of half hour cannot be created by delay macros. The maximum delay that can be used is based on Crystal oscillator used.
 
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bgillisp

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@techrama : That is not related to the question. The timer is a show timer event, and has zero relation to macros and such here.

As to the original question. I had two locations a timer was used in my game:
1: A maze run mini-game, get through it in 2 minutes picking up the most items in the same time.
2: Defeat 25 monster stacks in 15 minutes. If you pull that off you get a prize. And yes, 25 in 15 minutes is not easy, but the prize is worth it.
 

Milennin

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My last game has a speed finish rating, based on a timer. I've also used timers in some mini-games.
 

atoms

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Similar to @bgillisp first example, a maze mini-game works for me. That's all I've thought of when using timers so far.
 

Aesica

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I've always liked the collapsing buildings in FF5/FF6, where there's good loot inside, but also monsters you have to deal with while the timer ticks down. Maybe not in my current project, but in one of them, I'd like to add something like that, however since I don't plan on having any missable content in any of my games, this does de-value the sense of "I need to get all the loot before I leave."
 

TheoAllen

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I generally hate timer based gameplay, so none so far.
 

Tai_MT

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I have a Timer feature which was a relic of an original (as in, one of the first concepts, not that there's nothing else like it) game concept I had. Well... 9 timers. They sort of do the same thing, but I go back and forth about putting them on the "chopping block".

Basically, I have these items that are detrimental to the characters (they have issues that can be overcome) and I want the player to make the decision to have these items equipped as often as possible. The concept was that to execute this, I'd simply use a timer and not tell the player about it, so that they wouldn't exploit it (Example: Waiting around and doing nothing). This timer would tick to a set amount of time (something like 2 hours of real time) and then the item would "transform" into something very beneficial.

Bad concept for about a hundred reasons. The reason it remains currently in my game is simply as an "alternative" to the way these items currently work. The items themselves now need to get a variable to a specific number before the "transforming" happens. This variable goes up for having the item equipped during certain battles (usually boss encounters... the Troop Pages have a check in there at the beginning of each combat to see if the item is equipped. If so, it raises the variable by a set amount and then flips to turn off the check so it isn't made constantly) and during certain conversations. For the conversations, it checks if the item is equipped. If so, your "choices" are different and one of them is linked directly to raising this variable. The meter I'd decided on was something like 250 total points needed. The timer itself... after it runs down a custom invisible timer of 5 minutes... adds 1 to the variable (conversations add 5-10 depending on significance of the dialogue) and the battles add 10-20 depending on difficulty.

Now, I'm not sure I'll keep that timer as having 9 of them going at once can cause lag in some areas of the game, but I do also like having it for the purposes of "getting around" difficult fights or "not finding the right conversations to use it". I've also thought about going back to a "on screen" timer for this instead of having a ton of variable timers and just having it be "universal" so long as any of these 9 items is equipped... and then simply raising the variables of all of them by 1 once the timer hit's 0 and start again.

I did once tinker with a puzzle that required you complete it in 3 minutes (push boxes onto switches, timer went down during combat as well). But, in general, it promoted this "rush" mentality that just didn't work for puzzle solving. I'm sort of one of those people that is like, "if you want me to rush, I'll rush, but if you want me to solve a puzzle, you can't rush me. Give me time to do the puzzle or remove the puzzle so I can rush". I just didn't find the concept fun, so I scrapped it.
 

JoelMarler

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One boss in my game lives in an underwater castle. I start the timer at three minutes if a character enters the map in their diving suit, and reset the timer if they touch an air vent.
 

Henryetha

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In our group we once had a 10 minutes challenge.
Meaning, we had to use a 10 minutes timer running and the game must be played within that.

If you're interested in seeing, how the timer has been used in each of those projects, you can take a look directly at them.

We were 3 people participating:

https://theworldofcm.itch.io/the-firefly
A more serious heartwarming game.
Thre are also some Let's Plays of it.


https://nasransalleh.itch.io/school-rush
More of a simple game. I found it funny.

https://henryetha.itch.io/hide-seek
Educational game with lots of maths and some quizzes.
 

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