(This is my favourite project of mine!) NOTE: X key shows variables including o variable which is offset in standard hours from midnight for the dozenal clock. Press X key for customisation options, or Z key for hiding the options. Pro-tip: for the offset o variable, roughly get the bar to where you want it to be, then click on the bar and use the arrow keys to fine-tune it. Note: the r variable (radix) only changes the digital clock at the moment. I will make the analogue one support many radices in 1.3. Wow, 7 (dozenal) people have seen this (including me). I was not expecting that; I was expecting perhaps 3 or so. Credit to Google Images for the image the numbers were based off of (press Y to see image, X to close image) Space to switch between black-and-white and colour modes, Y to show the image the numbers were based off of. If you want to know how I made it, scroll down beyond the variable names and meanings. You can use this in ANY project, but I would prefer credit. "d" variable stands for direction. If d is 0, 0 is at the top, and 6 is at the bottom. If d is 1, 6 is at the top, and 0 is at the bottom. "b" variable stands for base. This is just the style of clock. "h" variable stands for hands. This shows how many hands on your clock minus 1. The green hand was made for fun. - How I made it - First, I got the numbers from a certain image from Google Images (you can see the image by pressing Y, in case you didn't read text higher than this section) and I used a certain image-editing app I might not be allowed to mention the name of, as I do not know the guidelines, but I essentially flood-filled the image, so the digits were very contrasting. This didn't take very long, but I had to make some adjustments. This was so I could vectorise the image using a certain website that is safe but I still do not know if I can mention it here, in black-and-white, and it would not pick up the background and think it was part of the numbers. Then I adjusted in TurboWarp (I can mention that) the numbers manually using the vector point editing mode to make them look better after the vectorisation made some look bad. Then I replaced the 12 with the 0 conveniently found in the 10, simply rotated the 2 and 3 to make ↊ and ↋, then I added colours to the digits, again, using TurboWarp (just letting you know, you can do this TurboWarp stuff in Scratch, but Scratch is laggy at least on web so I don't use it to make projects). I then made another version which had all numerals flipped. Then I aligned the numbers using a grid-circle and cloned lines that was removed from this project because nobody would probably care. I made the hands, the base, the studs, blah, blah, blah. About the hands, the conversion to REAL dozenal time was daunting and I was pretty stumped. However, I realised I did not need to do that and all I needed to do was take some code for hands and the decimal time (that I made clocks about, and which is different to the normal twenty-four-hour-time) and constantly multiply the rotation speed by 12 for each next hand. Sure, this means that I could not get a digital clock because I did not know how (I do now), but I did not care that much, and there IS a website I can mention that shows dozenal time with a digital (and analogue) clock, it is this website: https://clocks.dozenal.ca/ Oh, by the way, this is probably the first Scratch project ever to utilise decimal-time-like full-day dozenal time, instead of half-day dozenal time (see list item 1 at the bottom of the Notes and Credits), or twenty-four-hour-time with each unit (hours, minutes, seconds) converted to dozenal (see list item 2 at the bottom of the Notes and Credits). Both projects are cool. This version of dozenal time is like decimal time, but dozenal. To clarify, I thought of the colourful analogue clock numbers on my own, even though there was already a similar concept done. Note: This entire project was shared on the day it started. 1. 2.