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This would adjust for lag between frames.
Otherwise you can just use game_get_speed(gamespeed_microseconds) to return the speed of the game in microseconds, again count them up each frame and you know the micro seconds.
//Create event
global.sec = 0
//step event
global.sec+= (delta_time*0.000001)*room_speed;
//Draw event
draw_text(obj_stopwatch.x,obj.stopwatch.y,string(global.sec div 60) + ":" + string(global.sec mod 60))
Hope it helps someone in the future.
//step event
if global.stopwatchrunning = true
//step event
global.sec+= (delta_time*0.000001)*room_speed;
So when global.stopwatchrunning is false it wouldn't run.