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Game Center CX : Arino no Chosenjo 2 (New Start?)
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<blockquote data-quote="Aaron Chmielowiec" data-source="post: 4963578" data-attributes="member: 334013"><p>Okay, quick update before bed.</p><p> </p><p>I found some inconsistancies with the item and spell effects as well as the implied meaning behind why certain items and spells can only be used in specific circumstances (it's probably a spoiler if I say much more)</p><p> </p><p>In any case, even though the game mechanics were working right, some of the phrases and labels were a bit ambiguous, and there was one serious typo that caused a group of charms that are supposed to "lower" enemy defense to say it was increasing it...oops.</p><p> </p><p>So I have touched up the items, weapons and armor some more, especially with some of the weird and rare items that happen to be in the first Guadia Quest game as well.</p><p> </p><p>The skills are all new but the bigger problem is just fitting them on the screen. It isn't a matter of adding extra pages of text in a dialogue or anything, these are the displayed name. There is a description window for the skills so that helps but I'm going to have to be pretty creative with these names. Mind you, in the magic spell lists there are moreso parody names for common spell names. Raise->Imup, Death->Dynow, Haste->Movit ... and so on.</p><p> </p><p>I will have a fair bit of time this week to work on this so once the skills are out of the way I'll polish up the Tower dialogue as best I can and then I can do some light testing. The battles are working out better now, for what it is worth.</p><p> </p><p>When I have a bit more of this done I'll post a few more screenshots for you.</p></blockquote><p></p>
[QUOTE="Aaron Chmielowiec, post: 4963578, member: 334013"] Okay, quick update before bed. I found some inconsistancies with the item and spell effects as well as the implied meaning behind why certain items and spells can only be used in specific circumstances (it's probably a spoiler if I say much more) In any case, even though the game mechanics were working right, some of the phrases and labels were a bit ambiguous, and there was one serious typo that caused a group of charms that are supposed to "lower" enemy defense to say it was increasing it...oops. So I have touched up the items, weapons and armor some more, especially with some of the weird and rare items that happen to be in the first Guadia Quest game as well. The skills are all new but the bigger problem is just fitting them on the screen. It isn't a matter of adding extra pages of text in a dialogue or anything, these are the displayed name. There is a description window for the skills so that helps but I'm going to have to be pretty creative with these names. Mind you, in the magic spell lists there are moreso parody names for common spell names. Raise->Imup, Death->Dynow, Haste->Movit ... and so on. I will have a fair bit of time this week to work on this so once the skills are out of the way I'll polish up the Tower dialogue as best I can and then I can do some light testing. The battles are working out better now, for what it is worth. When I have a bit more of this done I'll post a few more screenshots for you. [/QUOTE]
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@Sonic Angel Knight
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@diamondsofmayhem
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