Hi the End,
From the pictures I cannot figure out what you did, so if you want an answer, you must attach an .aia and I will look at it maybe tomorrow.
Anyway, it is a bit tricky. I have the counters of the time in an array. At the beginning I look what the number of minutes is and I multiply that with 600. Now you have the time for each player in tenth of seconds (which is also the time interval for the clock).
At each timer event, you can now just subtract 1 from one of the counters (the counter for the current player). If the counter is <= 0, the game is over.
If you want to display the time left, you have to do some calculations:
Get the count in tenths of seconds (hmilli in my blocks). You already have it that way, but you must take the right list element.
The number of seconds is floor(hmilli/10). the number of seconds is hmilli / 10 and you want the highest integer smaller than that.)
To find the minutes and seconds division, you do quotient(sec / 60) which is actually the same as floor. The seconds are the modulo of the seconds and 60, just actually the same as the remainder of sec / 60. The tenth of seconds is similar, but now the remainder of hmilli / 10. (hmilli was tenth of seconds and this remainder is therefore a number 0-9 as a fraction of a second.
Look at my setLabelText procedure, it is much easier to see there. The trick is to keep the counters in tenth of seconds, the same as the time interval of the clock.
Hope this helps, Cheers, Ghica.