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  • Can someone tell me how to have some invisible text pop up for 10 seconds and then become invisible again? I can't find a good tutorial on the timer, if you can recommend that too or instead of an exact answer that's fine too :)

    I have a character in a platform game going over an object, when I collide I want to make some stuff visible for X seconds and then have it go away.

    Thanks for any help and sorry for the newb question(s)!

  • Shoot I got it, duh... I just set a alt. value on the object I collided with to one, make my text visible. Then tested for the value on the next event, set the timer for 10 sec at which time I set the value back to 0 and set the object back to invisible... woiks great... sorry to bother anyone!

  • The simplest way? Use the timer (the stopwatch)

    have your object start as invisible then add the events

    When (player sprite) is overlapping (your trigger object)-
    -reset timer
    -start timer
    -set (text) to visible

    timer reaches 00:00:10:00
    -Set (text) to invisible

    That's the EASIEST way to do it. you may experience problems if you do this with more than one triggered block of text

  • Ted's method will work however it won't use "game time" If your game lags, or doesn't run atthe fps set at all times for all computers, then the message may not function correctly.

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  • Glad ya got. that happens to me all the time. I post a question then 5 minutes later I figure it out,..LOL Oh and it's no bother. That's what the sites here for! You can do this another way without using the timer. Here's an example. You can adjust the amount of time that the object stays visible. On line # 8 in the event editor, adjust the 200 lower or higher to taste. I don't know what you're using this for, but for a better effect, look at the next frame in the example.

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  • Thanks Smanman! I'll check it out when I get home...

    To Ted and ProdigyX, I did this by using the system timer and not the stop watch and two events.

    If Overlap object > Set alt A of fixed object to 1 > make text visible

    If Alt A of object = 1 , in 10 seconds change the text to invisible and reset the alt to zero

    Using the system timer this should work even on lagged systems, no?

    Also, have you guys had any experience with the 'text bubble' object... I'm using it kinda the same way but each time I'm creating and destroying it rather than making it visible and invisible. My issue with the text bubble object is for a flashing instant I see the arrow originating at 0, 0 no matter how I set it, it then goes to it's target which is to follow at a readable distance from my character's x and y action points. But for a flashing instant that bubble arrow comes from 0 0... drives me crazy ;p

  • If you truly want a way for it to work on laggy systems, you going to need to do something like this;

    • [Conditions to activate the event]

      • turn flag 0 on
    • Flag 0 is on

      • Add 1 to AV 1
    • IF AV is greater than or equal to [Game FPS * 10]

      • Turn flag 0 off
    • Flag 0 is off

      • Fade text away.

    This calibrates the system to use the fps as a timer.

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  • This sounds interesting and something that I have personally never heard of before. Would you provide more information and an example using the FPS as a timer. I am having a hard time getting my head around this and I think your example would be great for my website for everyone to see and use.

    Thanks,

    Marv

    458 TGF to CTF 2.5+ Examples and games
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  • Maybe you have heard of it before and just don't recognize it.
    Essentially there are two types of time in an app; Game Time and Real Time. In most cases, Game Time and Real Time are so close to each other (like within milliseconds) that one wouldn't ever need to worry about the difference. However, there are always those "What If" scenarios where anything could happen. A what if scenario for this situation would be "What would happen if I tell mmf2 to make something visible for 3 REAL TIME seconds?" Well if your app, cause any kind of lag, then the player might not see the visible item for the entire 3 seconds. The game could lag just before it happens and catch up just after the 3 seconds is over and the player would never see the invisible item [imagine if there were instructions]. Typically whenever you want to do an actual time based event, you want the time to be in GAME TIME. With GAME TIME, if the app/game lags, then the time will lag with it. Real Time is unaffected by any kind of lag while Game Time is.
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