I'll go back and edit my introduction post, but some clarification.
Common Event 001: Clock is set to trigger as a parallel process. The condition switch being switch 0006: Game began
And as for my variables:
0001: Minutes Played
0002: Hours Played
0003: Days Played
0004: Years Played
0005: Clock Minutes
0006: Clock Hours
0007: Clock Days
0008:: Clock Years
0009: Clock Ticking
Variable 0009 ticks every in real life 15 seconds and is arguably the key to the whole clock working. When it ticks, 1 minute passes in game, but only on the fourth tick does a minute of gameplay time pass, so three fourths of the time it'll just bypass the first conditional branch completely and it will just resolve variables 0006-0009, the in game clock.
I created a second common event for interacting with the clock and calling the current in-game date and time, and that seems to be working flawlessly if I could just get time flowing using the parallel common event.
As for how i start the clock:
I have an autorun event:
Control Variables [0007: Clack Days] +=1
Control Variables [0006: Clack Hours] +=7
(Insert intro cutscene that plays fine)
Control switches [0006: Game Began] = On
Control self Switch: A = On
Second event page is blank and triggers if self switch A is on so it should break the loop, and indeed the intro cutscene has not looped, I just can't move at all.
@Shaz I literally only have two common events and the second is not parallel. As for local events, during trobleshooting I tried moving the autorun event/intro to a separate map with my character, and it froze there too, The only think using that switch is the autorun event, though I did have to use an event to flip the switch on.
@gstv87 I don't recall havng to start the common event, just whatever I was doing did not seem to be starting it, I thought once I flipped the required switch the clock would start moving, but in my toubleshooting last night I resorted to trying to call the common event, and that was freezing me up without fail, I guess because they never end. So hopefully I've shared enough to find out why time was not passing
edit Well, I'm not sure why it's suddenly working but I just tried the game an it actually seems the clock is running. not sure why it wasn't working yesterday, I did not change anything this morning, apart from changing the wait time from 900 to 9, so the clock was flowing super fast, but even so, wait 900 should be 15 seconds and last night I was waiting around for minutes and the time was not moving. I don't get it at all.
60 frames = 1 second
900 frames = 15 seconds
??
I suppose I should be grateful it's working now. I switched it back to 900 and time appears to be flowing properly, but I'm positively baffled as to why it is working now when it wasn't last night. I may have spotted a flaw in my second common event for calling the date and time, but it seems easily fixed with a conditional branch.
suddenly my game is taking quite a while to load though, and I haven't created much, basically just four maps, and only two (the interior of a home) are completed and have all their events.
I started on the overworld map, though just barely, and also the forest map surrounding the cottage you start in, but there's only 6 events there and I haven't gotten into the serious eventing yet. Namely I've gotten to the point where I want to start working on a minigame but I did not want to jump ahead to another common event until I had the clock one working.