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The parent object for timeline objects, i.e. objects that act as substitutions for GM's built-in timeline system. View any of the objects in the _TIMELINE folder inside the project for an insight into how they work.


Name Type Significance
_TIME Integer The current position of the timeline. Note that unlike the built-in timelines, this is updated on the Step rather than the Begin Step event, meaning that if you want to change the position of the timeline, you should set it to your desired position minus one.
_RUNNING Boolean Whether or not the timeline is currently running. (control for this must be handled in each individual timeline object, refer to the example stage)


Trigger # Actions
Create 1 Declare local variables.
Alarm 0 1 Unpause the timeline.