Rojart, thats evil because you assume that the user always has 60 frames per seconds.
This is a much nicer approach:
Code:
var passedSeconds = 0;

// ...

while(level_ent)
{
	passedSeconds += time_frame / 16;

	minutes = passedSeconds / 60;
	seconds = passedSeconds % 60;
	wait(1);
}




Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com