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Arcade Spirits Activation Key Crack


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About This Game

Arcade Spirits, a romantic visual novel, follows an alternate timeline set in the year 20XX where the 1983 video game crash never occurred. After a turbulent work history, you are granted employment at the Funplex, a popular arcade, home to a host of unique personalities and customers. Where will this new-found employment take you? Who will you meet along the way? Will you find the romance you're seeking?


  • Design your own character from the ground up - pronoun, hairstyle, skin tone, hair color, eye color and more are completely customizable and are reflected throughout the game in both gameplay and artwork!

  • With roleplaying-based choices, you will be able to grow your personality and relationships in any way you desire; Friendship, Platonic or something more intimate! Work hard and build the relationship you desire with a total of seven romanceable characters!

  • The Identity Identifier System, or IRIS, can track your relationship statuses with all characters throughout Arcade Spirits as well as your personality traits, from Quirky, Steady, and Kindly, to Gutsy and Basically.

  • Everything you choose in Arcade Spirits, from your relationships to your personality, your crisis management moments, and a myriad other decision will have an effect on the future of your arcade!


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Title: Arcade Spirits
Genre: Indie
Developer:
Fiction Factory Games
Publisher:
PQube Limited
Release Date: 12 Feb, 2019


Minimum:

  • OS: Windows XP
  • Processor: 1 GHz Intel or AMD Processor
  • Memory: 1 GB RAM
  • Graphics: DirectX or OpenGL compatible card
  • DirectX: Version 9.0c
  • Storage: 100 MB available space

English



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Reviews aren't usually my thing so bare with me on this.

This game is heart warmingly sweet and was the best pick-me-up after a long tough week. I have only romanced one character, Percy, and just his track alone was great, but the main character really sold it for me. Every one can probably relate to this MC and they really made the game far more investing. I can't wait to start a new game and try a new route with a new romance.. I don't often review games I've played, but this was the best Visual Novel I've ever played. It's clearly a labor of love, with a wide variety of characters, no sexuality limits, and a charming, roller coaster ride of a story. The art was expressive, vibrant, and unique, and the voice acting was passionate. Everything from the UI to the music was great, and you can really tell how much (exhausting) fun the developers had in the process. I sincerely hope that anyone who enjoys a good visual novel tries this one out, because I think you're missing out otherwise.. Reviews aren't usually my thing so bare with me on this.

This game is heart warmingly sweet and was the best pick-me-up after a long tough week. I have only romanced one character, Percy, and just his track alone was great, but the main character really sold it for me. Every one can probably relate to this MC and they really made the game far more investing. I can't wait to start a new game and try a new route with a new romance.. Unlike Japanese visual novels, the content won't make you feel like you're going to be put on a watchlist for sex offenders.

I mean that's a pretty big plus already, but it's also fun to play and the romance stuff is completely optional which is pleasing to my cold unloving android heart.. I'll admit at times some of the writing (especially for humor options) could be a bit cringe, but overall it was a fun experience, and I believe in the dev team enough to show my support with my wallet.
I rate this game one high score obsessed husbando out of the precious time I have on this earth.. This game was so much fun.

I ran into it via LRR's YouTube page back when Graham Stark was talking about his voice acting role and I was immediately intrigued by the fun, flavourful art style and the highly entertaining snippets of writing I saw. Having now played it, this is very high up my list of favourite dating sims, probably a close second after Dream Daddy.

Super LGBT friendly, with an entertaining plot, great character customisation and a lovely cast of endearing characters. If you like inclusive, story-driven romance in your games, Arcade Spirits is more than worth a shot - you owe it to yourself to give it a try.

I've played through start to finish once, in about 6 hours I guess, but I'm already into a second playthrough and enjoying it immensely. What an excellent and endearing game.. Not much of a reviewer on Steam (or in general), but I felt passionate enough about this game to take a shot at it.

I played this game on a whim, looking for romance VNs with LGBT characters and options. And, honestly? This is probably my favorite one so far. It's not by any means perfect, of course, but I literally pulled an all-nighter the same day I bought it to finish one playthrough, and I'm plenty motivated to play more. I've never been an achievement hunter, so doing multiple routes when I've already picked a favorite has never been very favorable for me; why romance the other characters when I found my favorite? With Arcade Spirits, though, I'm thinking twice on my original standpoint of that principle. I think the characters are pretty well-written, and I'd love to do other playthroughs with the rest of the cast. Each one has a really compelling story to them, and I find depth in even the ones I had initially written off as being more two-dimensional than others. There's something for everyone. Plus, all of them are hot in their own way. You can never go wrong with a dad bod, fight me on that.

I think a strong point to this story is how heartfelt is all is. You're in a rut, down on your luck, thinking you're doomed to a vicious cycle of your hopes and dreams being crushed over and over, no matter how hard you try. (Okay, so you nailed my personal life right on the head. Well played.) You're given options to jump into the unknown and take risks that can just as easily lift your spirits as they can crush them, all the while having a small band of friends behind you every step of the way. Call me sentimental, but I found a personal reassurance behind that. And with each connection I made to a character, the more invested I became in their happiness and well-being. Misty eyes were had many a time.

... Okay fine, I may have full-blown cried too. Don't @ me.

The art itself is a really cute style, and the preview images alone are what drew my attention. Some pictures with major and minor characters side by side make the lack of detail in the minor characters a bit more jarring and obvious, but that's just a small complaint. The player especially has little choice in the matter, considering the customization options and what tweaks you'd have to do for lighting and shading in the individual scenarios. Still, I found some pictures a bit awkward in having a base colored character next to a fully-detailed one with shining hair and dynamic shadows.

Tying in opportunity with risk, happiness with sadness, and comedy with seriousness, Arcade Spirits is one heck of a roller coaster. So strap in, everyone, and enjoy the ride. I couldn't recommend this game more if I tried. I rate it 5 socially awkward, dorky technician cuties out of 5.. Not much of a reviewer on Steam (or in general), but I felt passionate enough about this game to take a shot at it.

I played this game on a whim, looking for romance VNs with LGBT characters and options. And, honestly? This is probably my favorite one so far. It's not by any means perfect, of course, but I literally pulled an all-nighter the same day I bought it to finish one playthrough, and I'm plenty motivated to play more. I've never been an achievement hunter, so doing multiple routes when I've already picked a favorite has never been very favorable for me; why romance the other characters when I found my favorite? With Arcade Spirits, though, I'm thinking twice on my original standpoint of that principle. I think the characters are pretty well-written, and I'd love to do other playthroughs with the rest of the cast. Each one has a really compelling story to them, and I find depth in even the ones I had initially written off as being more two-dimensional than others. There's something for everyone. Plus, all of them are hot in their own way. You can never go wrong with a dad bod, fight me on that.

I think a strong point to this story is how heartfelt is all is. You're in a rut, down on your luck, thinking you're doomed to a vicious cycle of your hopes and dreams being crushed over and over, no matter how hard you try. (Okay, so you nailed my personal life right on the head. Well played.) You're given options to jump into the unknown and take risks that can just as easily lift your spirits as they can crush them, all the while having a small band of friends behind you every step of the way. Call me sentimental, but I found a personal reassurance behind that. And with each connection I made to a character, the more invested I became in their happiness and well-being. Misty eyes were had many a time.

... Okay fine, I may have full-blown cried too. Don't @ me.

The art itself is a really cute style, and the preview images alone are what drew my attention. Some pictures with major and minor characters side by side make the lack of detail in the minor characters a bit more jarring and obvious, but that's just a small complaint. The player especially has little choice in the matter, considering the customization options and what tweaks you'd have to do for lighting and shading in the individual scenarios. Still, I found some pictures a bit awkward in having a base colored character next to a fully-detailed one with shining hair and dynamic shadows.

Tying in opportunity with risk, happiness with sadness, and comedy with seriousness, Arcade Spirits is one heck of a roller coaster. So strap in, everyone, and enjoy the ride. I couldn't recommend this game more if I tried. I rate it 5 socially awkward, dorky technician cuties out of 5.. I don't often review games I've played, but this was the best Visual Novel I've ever played. It's clearly a labor of love, with a wide variety of characters, no sexuality limits, and a charming, roller coaster ride of a story. The art was expressive, vibrant, and unique, and the voice acting was passionate. Everything from the UI to the music was great, and you can really tell how much (exhausting) fun the developers had in the process. I sincerely hope that anyone who enjoys a good visual novel tries this one out, because I think you're missing out otherwise.. I'll admit at times some of the writing (especially for humor options) could be a bit cringe, but overall it was a fun experience, and I believe in the dev team enough to show my support with my wallet.
I rate this game one high score obsessed husbando out of the precious time I have on this earth.


Arcade Spirits v1.03:
Welcome to Arcade Spirits v1.03! It's a minor patch, as we seem to be quite stable now; just doing some little tweaks and tunes to keep things smooth. I've been watching streams to figure out where our trouble spots are, and anywhere I can improve the text without changing story elements, I'm happy to do so.

PATCH NOTES

  • Adjusted narration at the start of Level 02 to flow better with your characterization in Level 01.
  • Adjusted the Gavin / QueenBee scene in Level 05 a little if you're on the Power of Friendship path.
  • Various typos fixed. Let us know if you spot any others!
. Demo Updated With Voice!:
​Good news -- the updated version of the Arcade Spirits demo is now available! Here's a list of what's new.
  • Voice acting is now available! In the full game several key scenes will be fully acted, and emotional reaction lines are used elsewhere; for the demo we're only using the emotional reaction lines.
  • Music and sound effect volume has been rebalanced.
  • Teo is slightly smaller (he was too zoomed in before).
  • Teo and QueenBee's Kindly paths have additional character details.
The full game releases February 12, 2019! So enjoy the demo, and we hope to see you then!
. Stepping Stones to Arcade Spirits:
First up, I want to say Woohoo! and Thank you! to everybody who responded so positively to our announcement of voice acting. I also know a lot of you want to audition but we aren't doing open casting calls at this time. We may open up one or more roles in the future, and if we do, you'll hear it here first. We promise. Until then, thanks for your patience.

Now, then! I had a long blog post written up about emotional sincerity, about how our game was meant to wear its heart on its sleeve and reject “lol cringe” attitudes... but it seems I already wrote that post like a year ago, so I had to scrap it. You can read it here[stefangagne.com] if you like, though.

So instead of a pathos appeal, let's talk ethos. Let's talk about my past experience in game development, and how it lead to Arcade Spirits. This is Stefan speaking; Aenne has her own tale to tell and I'll see about getting her on the blog to chat about it later.

Most folks know me from two different paths I took -- writing (cough) anime fanfic and then original novels, and writing Neverwinter Nights modules. But truthfully Arcade Spirits first started out as an absurd little project from 1999 called “Culture Shock,” which was my attempt to write a visual novel engine in JAVASCRIPT to be playable in a browser. ...look, it was 1999, JavaScript was almost respectable at the time, okay?


It was a different time. A far weebier time.

Eventually I canned the project as I just didn't have access to the art resources I needed to actually do it, and JavaScript was clunky at best. Although there was this new thing I'd learned about at Otakon, attending a panel about... what was it called... Ren-py or something? Which seemed viable...

...but before I could dip too deep in those waters, Neverwinter Nights was released. And that changed everything. With a strong toolkit-based approach and an excellent dialogue editor, I was able to create storytelling adventures using a popular platform. I was in on it from day one, releasing Penultima, followed by Penultima ReRolled and the more horror-based elegia eternum series. Finally, I very nearly created an official Bioware campaign named the HeX coda, but corporate miscommunication resulted in the project being dropped from their roster and instead released for free.

(Interestingly, Fist of Discomfort -- the game-within-a-game of Arcade Spirits -- almost was a Neverwinter Nights module. I'd experimented with making a simplified brawler game out of the D&D based fightin' engine, complete with those flashy GO! arrows you'd see in Final Fight.)


All my NWN games were very character-driven, as you can see here.

But D&D wasn't really ideal for storytelling, because no matter how hard I tried I could never quite get the combat balance right. I could make stories featuring memorable characters, including some of the “dating” mechanics seen in Arcade Spirits, but it wasn't quite enough to really explore narrative potential. Exploring relationships -- both romance and friendship -- through game systems has always fascinated me. To make that dream a reality, I needed a different tool.

For about ten years I opted to go back to writing novels. I didn't need artists or musicians or coders to write a novel, just my own brain and a keyboard. It felt like a style I could actually work in without hitting the limitations I'd hit trying to be an entire game studio by myself. Meanwhile, the indie scene for games kept growing and growing, and visual novels started becoming more and more prominent...

Then in 2016, Aenne Schumann suggested working on a project together. She had friends who could help, resources we could tap. I had money to bankroll the venture and an idea that had been forming since 1999. Both of us combined had a diverse array of perspectives about arcades and arcade culture, which could be used to write a stronger story than either of us could have created alone. And we had the tool I'd learned about so long ago, RenPy. The time was finally right to make this work.

No more limitations. No more compromises. If I was only ever going to get one shot at making a professional video game I wanted to go all out -- hire amazing artists, collaborate with them, work with a publisher, get this in front of as many people as possible. If it tanked, I'd soak the loss and at least say “I did it, I crossed that off my bucket list.”

But if it succeeds. If this grand fiasco actually succeeds...

Well. We'll see, won't we?. Consolation Prize:
We’ve been asked this quite often — “Will Arcade Spirits be coming out on Switch or PS4 PS VITA or XBox One or Ouya or Intellivision or the Fairchild Channel F?” Console gamers like their story-driven games too, and it’s perfectly understandable to want a port.

Let me say up front we are NOT ruling a console port out. But I figured this week, I’d let you peek behind the curtains and see why isn’t not as easy as checking the ‘Compile Switch Version’ box and hitting OK.

Arcade Spirits uses the open source Ren’Py engine, which is a wonderful Python-powered system that gets you up and running quickly when making a visual novel. It’s powerful and customizable and has many of the features we needed right out of the box. We didn’t have to code our own save game system, or our own history buffer, or any of the standard visual novel systems — it just does it for you without much fanfare.

Alas, one thing we hadn’t realized when deciding to use Ren’Py is that there are no console ports of the engine. It’s open source, yeah, but requires Python, OpenGL, and a host of other tidbits to be ported before it can even consider the possibility of starting to maybe work on another system.

It’s not impossible — anybody with enough know-how and skill could probably port it. But so far nobody has, so we’d be starting from square one on a task we are woefully unprepared for. There’s a reason I picked a scripting system for this game instead of coding it down to the metal in assembly, folks. I ain’t that amazing at coding.

(UPDATE: A new wrinkle in the works. For a Switch port, it’s not enough to port the engine — since it’s not based on Unity, essentially every individual visual novel would need to be one whole and cohesive project with a complete dev kit and development contract, and likely still need to involve Renpy’s development team. So it’s a much taller ask than I had anticipated in the first place. Not sure if this is the case for PS4 but it’s likely the same issue. Fortunately there is a UWP version of Renpy in the works, so XBox One is possible, but still a long ways off and may have other hurdles.)

So, what’s the alternative? Basically, moving the whole kit ‘n kaboodle over to another visual novel engine, one which already has console support. Notably any system designed for Unity would do the job. But porting a game, even one as “simple” as a visual novel, is difficult. How do I do the customized visual effects and UI, when I don’t know enough to customize Unity to my needs? What about future localization efforts? It’s a tough sell, especially when we’re releasing in Q1 2019.

That leaves us with three options. Figure out how to port Ren’Py (or hire someone to do it), figure out how to port the game to another engine (or hire someone to do it), or let it slide for now and maybe switch engines before starting a sequel.

I won’t say what option we’re taking because, well, we don’t know! Right now we’re focused on getting the Win/Mac/Linux version out the door in good shape, so you have a quality game from day one. But… if that game sells well enough, if it’s clear there’s a burning hunger for Arcade Spirits… who knows what may happen?. Streetlight People / Headlines From 20XX:
Apologies, forgot to upload last week's dev blog -- and it was a doozy, so let's make sure we don't pass it completely! I'll roll last week and this week into one post.

Today we're talking about the new animated backgrounds we're adding, one of which you can see in our updated demo. Nearly every single background in the game is animated, adding lighting effects and other subtle animation cues. Little things that bring the otherwise static images to life.

Today, let’s go over three scenes, and how they’ll be different under the new animation. First, we’ll look at the Funplex.



The Funplex has three main effects going on. The first, and most commonly used across all the revamped backgrounds, are glowing elements glowing brighter than before, with the extra glow fading in and out softly. It’s almost impossible to see unless you’re looking for it, but adds some life to the scene. next, the prize game at the bottom left has a shifting color scheme, to reflect the lights inside the game changing colors. Finally, there’s a simple animation of the UFO Catcher crane lowering and raising.

Next let’s go to Flotsam Beach, home of the Obligatory Beach Episode Where Everybody Wears Sexy Swimsuits.



The streetlights (in the niiiiiiiight) pulse, in a bit more obvious a fashion as this is an old Mid-Atlantic beach town under disrepair. Similarly, some of the tube lights in the arcade will flicker, showing the double tube bulbs before turning back on full strength. I considered a cloud animation, since the clouds animate during the daytime scene, but figured the lighting was more important.

Finally, let’s look at a scene from later in the game, which I won’t spoil beyond showing you this vague imae of a run-down arcade...



Lots of stuff going on here — glitched out game screens, pulsating neon lights, error codes, and more. It’s a flashier scene, to be sure.

“But wait!” you might say, as I’m pouring the gasoline and getting the match ready. “What if I don’t want to be distracted by fancy background effects? Also, put down the matches, please.”

Not a problem! We've revamped the Preferences menu. Not only did we improve the ‘Style’ option to show you what each of our three UI styles looks like, but we added an option for the background animations. It defaults to Slow, which should provide ambiance without being distracting — but you can turn them Off completely, or even make them Faster if you want something flashy and fun! It’s up to you.

As we finish up the story and start polishing up the game, we’ll have more new features to show you — including a pretty big one which we’re not ready to talk about yet. Let’s just say there’s a reason I had to crop down the Preferences screen…

Okay, with the technical stuff aside, let's do some goofy shenanigans next.

I like world building. Hey, who doesn't? And frankly I've been wanting to do more world building for 20XX, the timeline in which Arcade Spirits takes place, where the video game crash of 1983 never happened. How are things different? How are things the same? Let's find out.

Not sure if these are canon or not -- we'll know if we end up selling so well that a sequel becomes a good idea. So hey, if you want more... y'all know what to do. Spread the word!

Introducing THE (entirely fictional) 20XX TIMES, an (entirely fictional) Newspaper From The Year 20XX.

--- President Mitchell Embroiled In New Emulation Controversy – Tweets Focus on "No Hot Sauce Collusion"

New allegations have risen regarding President Billy Mitchell's most recent high score submission to Twin Galaxies for Donkey Kong. Independent investigators have verified that his video evidence was created using MAME emulation, thus negating his score.

When pressed for a comment, President Mitchell instead focused on another scandal facing the White House, concerning illegal campaign contributions made by a hot sauce manufacturer from Georgia. Sources say that he was encouraged to divest his own hot sauce company prior to election as President in exchange for a sizable campaign contribution, filtered through numerous individuals.

Twin Galaxies has struck President Mitchell's score from the record books pending a complete investigation. The White House has issued no comment, although press secretary Roy Shildt stated that President Mitchell remains adamant that any reports of falsified scores are “fake news” from “dishonest scoreboards.”

--- Nintendo to Announce the Nintendo PlayStation-U Pro, With Features Similar to Atari XLX

Sources close to Sony of Japan say that an announcement is just around the corner regarding a new release of the Nintendo PlayStation-U, dubbed the “PlayStation-U Pro,” which will have both advanced 3-D capabilities and better support for consumer-grade CRT televisions for full backwards compatibility with classic titles.

Critics have long lambasted Nintendo for having a distinct lack of backwards compatibility with still-hot retro titles and eSports standards, forcing players to re-purchase barely upgraded remasters of classic titles if they wanted to move forward to the next iteration of Nintendo hardware. Meanwhile, their primary competitors in Atari and Sega have maintained twenty-plus years of backwards compatibility, able to read and play any discs from earlier consoles through embedded hardware or emulation.

“Nintendo thinks they deserve the attention of gamers, just because they beat everyone to optical media back in the 90s,” an alleged source within Atari posted on Facewall today. “And don't get me wrong, the Nintendo-Sony partnership really moved the whole industry forward. But they did so at the expense of supporting home ports of arcade classics. Atari believes in game preservation, and will always maintain full backwards compatibility.”

While many game developers have pushed for adoption of HDTV for higher resolutions and crisper images, a counterpush by gamers for CRT support in order to properly display older titles was embraced two generations ago by Atari and Sega, resulting in the multi-monitor setups common today.

--- Exidy Partners with Gottleib For New “Indiecading” Push

With the rising trend of bespoke arcade games crafted by independent video game developers, it was only a matter of time before one of the big names sat up and took notice. In this case, two mid-tier players in the arcade scene are teaming up to scoop up the rights to mass-distribute several indie titles, under the “Indiecading” name.”

“Exidy has always pushed forward with innovative new gaming experiences,” explained CEO Paula Westenbach. “Together with Gottleib, we believe we can get a wider exposure for these great titles. No longer will you have to go to a smaller arcade to enjoy these amazing games – we'll be in Deco's Palace, DisneyQuest, and several other major chain arcades.”

Exidy-Gottleib are currently in negotiations for the rights to Magical Moon Cuties, the hottest independent title on the scene. If all goes well, we can expect to see this game in an arcade near you within the next fiscal quarter.

--- OpEd: MicroPlay To Unveil Revolutionary New Ultra-Responsive Arcade Joystick; Snake Oil or The Next Big Thing?

Here we go again, folks – another company claiming to have the next big thing in arcade hardware. MicroPlay, a recently formed mash-up of the decaying corpses of FunWare and Sinneslöschen, have announced their first commercial product, a new “psi-responsive” joystick.

According to Cooper Technologies, the parent company which bought out what was left of those two once-slightly-better-than-mediocre companies, this new joystick will “use bio-electric feedback to read the user's intentions, providing unparalleled responsiveness in arcade gaming.” So basically it reads your mind. Through your hand. Meaning... why tap the joystick at all, if it's just going to predict what you want to do based on your thoughts?

Yyyeah, I'm thinking this is yet another flop from Cooper Technologies. From my research, only ONE tech initiative of theirs has gotten past the investment stage – remember the Phantom Console, which ended up basically being a phantom? That was them. They also had a large market share in the technology behind the Nintendo 32x, that abysmal add-on. About the only thing they've ever done which went anywhere was “Iris,” a dime-a-dozen virtual assistant with extremely limited capabilities and a heavy-handed sponsorship by PizzaYums. But hey, she's cute, and people like cute apps, so...

I've said it before, and I'll say it again – arcades are driven by highly short-lived gimmicks, but ultimately are ruled by classic titles that bring people back time and again. All sorts of gimmicks have come and gone, including force feedback, and virtual reality. (Although recent moves by the Oculus-Ouya partnership suggest they may be taking a run at that cheeseball 90s helmet-and-gloves idea again.) So I wouldn't expect much of anything from these supposed telepathic joysticks.

Besides, with Fist of Discomfort expected to move on to optional USB controllers with its forthcoming iteration, who really needs built-in control innovation? Just bring your favorite input device to your local arcade, and ha. Arcade Spirits v1.1:
The game's in good shape, 99.97% of bugs and typos are gone, and any significant story edits we wanted to make are now made. This patch is mostly polishing things up, with one feature addition to make loading save games easier.
  • Upgrades engine to Ren'Py 7.2.1.
  • Saving your game between levels caused some UI confusion before, where you had to manually click 'Return to Game' after loading. We've fixed this issue; now when loading you'll be dropped back into the game immediately.
  • Fixed a minor transparency issue in Ashley's icon.
  • Fixed typos.
. Arcade Spirits v1.2:
This version brings some fixes, UI improvements, and as always... less typos.
  • Missing Level 03 achievement restored, if you missed it. The game should automatically grant Level 03 to you on bootup if you've cleared Level 04 already. If it doesn't, let us know!
  • Brackets no longer allowed in text input.
  • Character maximum in text input now enforced up-front.
  • Teo appears properly in 08 when going along with the Gavin and Teo plan.
  • Changed Ashley's romance and friendship endings slightly.
  • Typo fixes.
. The Many Voices of Arcade Spirits!:
Here's a conveniently desktop wallpaper sized poster of all the voice talent behind Arcade Spirits! Click to embiggen, share and enjoy.



You can learn more about each individual voice actor via these links:
So, what do you think? Any voices you're excited for in particular? Anyone new to you that you're interested in hearing? Let us know!


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