• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS
What we have here is a game made within the "magical girl" sub-genre of anime. What does that mean? To me, it's about female protagonists that have some manner of transformation process to battle the forces of evil. It's about the drama of falling in love for the first time. It's about the true meaning of friendship. Sometimes, it's about being off-the-wall silly.

Okay, so this game might not have all of this, and my definition may be totally off-base, but I will do what I can to provide as much of this as I can.


Basic story: Momotami Ruri is a 16-year-old girl. She has recently transferred to Iwayama High, and is ready and willing to make as many friends as inhumanly possible. She comes across a strange pendant, and inevitably gets herself involved in a mystic battle. Who are her adversaries? What do they want? Can Ruri balance her normal life and her super-heroine life?


Personal background: The term "uchioniko" was made by lumping a few Japanese words together. However, because I didn't do research on this term, it might not actually have any meaning, or is otherwise completely gibberish. For full disclosure, I was looking for something that would translate to mean "demon within the girl". However, no matter what Google translator, or any translator, would tell me, I can't bring myself change the name of this game. What can I say? The name has attached itself to me, and I really like how it sounds.


Other links of interest:
This game's game-thread on RPG Maker Web.

Latest Blog

An early present

If one recalls the last blog I wrote for this game, I was musing about doing a Christmas release. By all accounts, I certainly thought I would have this release ready after the holiday, rather than before. Then again, I found myself working on this game with the goal of getting this out by Christmas in mind. It wasn't the smoothest ride (December is always a weird month), but, I guess I can say that it more-or-less happened!

This particular release should not not require Ace's run-time package (RTP) on one's computer at all. This is mostly because I just want to call this game "done", but, I'll hold off on the "Complete" flag for a while just in case. Though, I'm not actively working on it either, so, "Hiatus" would be the logical flag.

Note that if one should want to play the "Nugget Crash Curse" version of the game (Yes, this is still up!), Ace's RTP would still be required for that. If one doesn't have the RTP, and wants to perform some kind of comparison between the two versions, one should be able to get it from this page, using the VX Ace tab.
  • Completed
  • Marrend
  • RPG Maker VX Ace
  • RPG
  • 03/17/2012 01:47 PM
  • 07/14/2021 07:57 PM
  • 12/23/2012
  • 161649
  • 26
  • 1764

Tags

Posts

Pages: first prev 123 next last
author=bigtime
With your blogs and recent pictures Ive seen, I was curios as to how far done you are with this project. No real reason, just curios.
you've been spelling certain words wrong i shall correct them
author=Billy1414
author=bigtime
With your blogs and recent pictures Ive seen, I was curios as to how far done you are with this project. No real reason, just curios.
you've been spelling certain words wrong i shall correct them

Between this and the other post Billy, hahhahaha.
Marrend
Guardian of the Description Thread
21781
I keep hearing a Might and Magic VI (Or was it one of the other ones?) shopkeeper saying "Fine relics and curios!"

Not that I don't know what bigtime is trying to say, but still.


*Edit: Updated the download! You can't really get very far in this version, though. Like, you-can't-leave-Iwayama not far. The event that tells the player that there isn't more content isn't as unique as the ones that were in Arbiters From Another World, but I did take page from that game.
Oh cool Im actually gonna go download now.
author=Marrend
I keep hearing a Might and Magic VI (Or was it one of the other ones?) shopkeeper saying "Fine relics and curios!"

Not that I don't know what bigtime is trying to say, but still.


*Edit: Updated the download! You can't really get very far in this version, though. Like, you-can't-leave-Iwayama not far. The event that tells the player that there isn't more content isn't as unique as the ones that were in Arbiters From Another World, but I did take page from that game.
ok i played it and idk what to do im in school playing as this very hyper and a bit strange girl
that reminds me of this http://images.wikia.com/finalfantasy/images/6/68/Vanille.png except she aint a lesbian
and i talked to that beach girl sitting next to me and stuff is that all; like a tour?
Marrend
Guardian of the Description Thread
21781
Sadly, a tour of Iwayama High is all this is right now. I said as much in my edit, didn't I? Anyway, the next release should see some stuff actually happening. Probably.

Now that I think of it, I should probably put in more NPCs (or stuff in general) in Iwayama's hall. Not to mention having some NPCs in Ostune's classroom. Not exactly my cup of tea, but this is the position I'm now finding myself in.
author=Marrend
Sadly, a tour of Iwayama High is all this is right now. I said as much in my edit, didn't I? Anyway, the next release should see some stuff actually happening. Probably.

Now that I think of it, I should probably put in more NPCs (or stuff in general) in Iwayama's hall. Not to mention having some NPCs in Ostune's classroom. Not exactly my cup of tea, but this is the position I'm now finding myself in.
Throw some kids in that dont have much to say. There kids after all. Just fill your class rooms with random people talking about whats for lunch today. 0-0
Marrend
Guardian of the Description Thread
21781
Okay! I've updated the game, and it is now more or less in the state it was in for the Nugget Crash Course! Well, story-wise, anyway.

What comes next is kinda up in the air, though. Fast pacing was a problem before, but now I'm wondering if the pacing is now too slow. There might not be enough game to make a proper call. Well, I'll leave this version up for a while as I consider my options with an evil grin and steepled fingers.
author=Marrend
Sadly, a tour of Iwayama High is all this is right now. I said as much in my edit, didn't I? Anyway, the next release should see some stuff actually happening. Probably.

Now that I think of it, I should probably put in more NPCs (or stuff in general) in Iwayama's hall. Not to mention having some NPCs in Ostune's classroom. Not exactly my cup of tea, but this is the position I'm now finding myself in.
oh sorry then i dont remeber you saying that it was a tour
Marrend
Guardian of the Description Thread
21781
My overall attention to this game has been diverted of late, and will continue to be so for, well, I'm not sure. So, that's why you're seeing that damnable "hiatus" flag on this project again. On the other hand, I've not totally forgotten about it, and it has not been "cancelled". So there is that.
author=Marrend
My overall attention to this game has been diverted of late, and will continue to be so for, well, I'm not sure. So, that's why you're seeing that damnable "hiatus" flag on this project again. On the other hand, I've not totally forgotten about it, and it has not been "cancelled". So there is that.
This is good news not to be cancelled. Hiatus is still like a dagger to my side.
Marrend
Guardian of the Description Thread
21781
I should get back to this at some point...
Marrend
Guardian of the Description Thread
21781
Minor update to show that I'm kinda back onto this game:

I'm trying to reduce the amount of TP characters have at the beginning of battle. I've been toying with some code that takes a character's level, and dividing it by a number. Sometimes, the division is clean (no decimal), but most times it isn't. I'd like to use normal rounding rules if possible, always round up if necessary. I've been fiddling with the "floor", "ceil" and "round" functions to this end. However, they all seem to do the same thing? Not sure what that means.
author=Marrend
Minor update to show that I'm kinda back onto this game:

I'm trying to reduce the amount of TP characters have at the beginning of battle. I've been toying with some code that takes a character's level, and dividing it by a number. Sometimes, the division is clean (no decimal), but most times it isn't. I'd like to use normal rounding rules if possible, always round up if necessary. I've been fiddling with the "floor", "ceil" and "round" functions to this end. However, they all seem to do the same thing? Not sure what that means.
Well at least effort is being put in.
author=Marrend
I've been fiddling with the "floor", "ceil" and "round" functions to this end. However, they all seem to do the same thing? Not sure what that means.


It seems that "Floor" should always eliminate a decimal component by rounding down, "Ceil" should always round up, and "round" should go to whichever is closer.

What's the exact line of code that you're working with?

Marrend
Guardian of the Description Thread
21781
author=Muninn
author=Marrend
I've been fiddling with the "floor", "ceil" and "round" functions to this end. However, they all seem to do the same thing? Not sure what that means.
It seems that "Floor" should always eliminate a decimal component by rounding down, "Ceil" should always round up, and "round" should go to whichever is closer.

What's the exact line of code that you're working with?

For ease of example, the following code is what I'm using for the the higher-level characters, which start at level 50:
#At the beggining of each battle, each character has TP equal to one-quarter of that charater's level. Rounded up?

$game_variables[1] = $game_actors[17].level / 4
$game_variables[1] = $game_variables[1].ceil
$game_actors[17].tp = $game_variables[1]

$game_variables[1] = $game_actors[18].level / 4
$game_variables[1] = $game_variables[1].ceil
$game_actors[18].tp = $game_variables[1]

At level 50, the first lines of each code-block would result in 12.5. Rounding up, which is what "ceil" is supposed to do, should get me a 13. Instead, I start the battle with 12. The same thing happens with "floor" (Though, that's how that is supposed to work.), and "round". The only other function I'm aware of that deals with decimals is "truncate". As far as I can tell, "truncate" provides the same functionality as "floor".
Disclaimer: I've not actually worked in RPGMaker, so this is going to be extrapolated based on what I know as a programmer.

What's probably happening is that each variable can only store values that are integers. (If RPGMaker variables can store non-integral values, than this entire post is likely useless). Most programming languages that don't automatically cast variables to a type capable of handling nonintegers will simply drop the problematic component when necessary. Thus, code such as this:
$example_variable = 2.5

Will simply drop the decimal, and be functionally identical to code such as this:
$example_variable = 2


The problem in your code is that you perform the necessary math, store the result of said math in a variable (which results in the decimal component being eliminated as per the "floor" command), then call the desired operation on the resulting variable, which has no additional effect because the decimal component has already been eliminated. If you change the code to something like this:
#At the beggining of each battle, each character has TP equal to one-quarter of that charater's level. Rounded up?

$game_variables[1] = ($game_actors[17].level / 4).ceil
$game_actors[17].tp = $game_variables[1]

$game_variables[1] = ($game_actors[18].level / 4).ceil
$game_actors[18].tp = $game_variables[1]

Or even shortening it further:
$game_actors[17].tp = ($game_actors[17].level / 4).ceil
$game_actors[18].tp = ($game_actors[18].level / 4).ceil

The code should give you the proper output.
Marrend
Guardian of the Description Thread
21781
I'll try that, but let me tell you a small story about the TP regeneration code I'm running. An example of how it looks now:

$game_variables[1] = $game_actors[1].tp * $game_actors[1].mhp / 100
$game_variables[1] = $game_variables[1].truncate
Change HP: [Ruri], + Variable [0001:num]
$game_variables[1] = $game_actors[1].tp * $game_actors[1].mmp / 100
$game_variables[1] = $game_variables[1].truncate
Change MP: [Ruri], + Variable [0001:num]


Without the "truncate" line, I was getting a floating decimal with three places! I didn't expect to see such a result, so I put in the "truncate".
Marrend
Guardian of the Description Thread
21781
Hrm. I'm wondering how much this whole thing with TP even matters. The only reason I wanted to to ensure that I was rounding up is so that a Level 99 character would have 25 TP at the beginning of a fight rather than 24. Who's going to grind hard enough to get to level 99? I might be revamping rewards for fights, but I seriously doubt there will be enough EXP to merit all this fuss.

On a side-note, I have managed to work in a bit more story into the game. I'm aiming for the next demo release to be as far as the first boss fight. I cannot give any approximations as to when this release will be, but I don't think it's a huge stretch to say "sometime next month".
Marrend
Guardian of the Description Thread
21781
author=Marrend
I should get back to this at some point...

So. Much. This.


*Edit: Well, finishing Chapter 2 didn't take as long as I thought! Then again, I only put in what was necessary for the game to move, and nothing else. Is that really such a bad thing, though? I don't think so!
Pages: first prev 123 next last