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Fantasia(aka Project Fantasy Platformer) is a Side-Scrolling Action-Platformer that uses elements from various genres of games such as RPG, Action, Adventure, and Platforming games.

Features
  • 16 Playable Characters (1 as of now)

  • 7 Color-Blasted Realms

  • Well-Balanced Gameplay

  • Fixed Abilities and Spells

  • Colorful Graphics

  • Over 30 Soundtracks

  • Cameo Appearances

  • Bonus and Unlockable Content

  • Several Modes(Coming Soon!!)


Story
The legend speaks of a Sacred Sword which possesses the ability to travel to other worlds. However, this sword can only open the gates to those worlds with the power of the seven Mystic Crystals.The legendary hero and his companions opened the gates and traveled across many lands. Unfortunately, they realized that opening the other-worldly gates released Gaia(The Monster King) and his Monster hordes into other worlds including their own.

In order to stop the destruction of the worlds, they defeated Gaia, sealed all of the gates, and hid the sword in thier realm. Peace reigned for 100 years. But, there comes a time where history repeats itself. And this is where our tale begins...

Playable Characters?
  • Lydia Earhart(Voiced by Yuffie)



Description: A cheerful girl whose hometown is having a Grand Festival. However, it is disrupted when monsters appear, destroy the town,and kidnap some of the villagers including her mother! What starts out as a simple rescue quest evolves into something greater with Lydia. From Breezy Beaches to Scorching Deserts to the Limits of the Sky, Lydia will stop at nothing to rescue the villagers, her mother, and soon the world.

Class: Magic Knight
AGE:13
Born:Unknown
HP:100
AP:100
ATK:4
SPD:4
DEF:4
Weapon Type: Sword & Shield
Special Skills:Tempest,Aura Sphere,High Jump
Auto-Effects: MP Regeneration
Advantages: Well Rounded, Can defend against projectiles and small enemies
Disadvantages: NA
Final Attack(s):NA
Difficulty: Normal

Latest Blog

FANTASIA: Development(3)

NEWS
I know that waiting for the hiatus to be changed to production is tedious, but bear with me, I have been developing lots of new material secretly until I can get a computer again. Fantasia IS NOT dead, I still make various changes daily such as the public profile and various information.


NEW CHARACTERS
One of the many things I've been developing is New characters and New designs for existing ones. For Example, Lydia looks different now. There are also 6 NEW characters to the left. I also, promised Gourd_Clae that Kiki(Blonde girl in the OLD section) would be the first character I added once I get back on production. So Far I have a total of 16 characters on the line for the game, but I may reduce that to 8 playable and all the other characters (including new ones the subscribers create) will be stored for another entry.


POLISHING REALMS
In the new development process I decided to forget about the name of "World" from the Mario games and decided to come up with something unique, so I call them "Realms" now. I have also been trying to polish the areas so I can finally move on, so I am trying out new level maps and boss strategies so that even casual players can play this game. I played through the game and noticed that in some areas, they are quite difficult. It looks like link_2112 and a number of other people were right about that. I plan on starting some levels from scratch.

PROGRESSION CONCEPTS
I came up with several ways the game is going to progress, but I want to hold a vote for what the people here would rather have for the game's level progression.

Progression Types
Fantasia will have 7 Realms with a certain number of Acts each (including bosses). Here are the possible ways the game could progress.
  • Each character plays 1/6 Acts and fights the boss, but the Acts will be lengthier

  • Each character plays different stages, fights specific bosses, and has their own path in each act(Branching Levels)

  • You select 2 characters of your choice and you can switch between them, but there are only 3 acts and a boss

  • Each character plays all stages, but fights the same bosses and has their own path in each act(Branching Levels)


Here is an example the Beach Realm, Tropical Coast. I still have a little bit to do with the other realms, but at least I know what I'm going to do with them once back on production.


Finally, I want to share some concepts I've been able to slightly work on. I am progressively getting better at pixel art and I would like some feedback on them.



  • Hiatus
  • XBuster
  • Game Maker
  • Action Platformer
  • 03/01/2012 09:55 PM
  • 05/11/2013 02:55 PM
  • N/A
  • 35497
  • 31
  • 457

Posts

Pages: first 123 next last
kentona
By the power of donations!
13164
I've been pining for a sidescrolling RPG for some time!
I hope you will like it when the first demo is released.
Oh this looks neat! I'm an old fan of side scrollin'! Been playing the damn things back in 86'! I made a short shooter using Game Maker but I wasn't too good at programming.
Wow, these are some sexy graphics. Are they completely custom or are they ripped from something?
I don't know about all of the graphics, but I can see there are several rips from the Wonder Boy in Monster Land games.
Some of the Sprites are ripped. But, I am constantly working on editing them to become original. For example, the palm trees in Seaside Coast are edited. They used to be fat, but I made them skinny to get a classic look to them.
This looks all kinds of badass.
Subscribed.
Ive touched every button but it wont connect NEW GAME.
author=Roy
Ive touched every button but it wont connect NEW GAME.

Have you tried pressing Enter? I'll download it and see what you mean......*downloading*..... It works fine.
This looks really interesting, I'm gonna try this out and hand you my thoughts.
author=XRazorBlackX
This looks really interesting, I'm gonna try this out and hand you my thoughts.


Great!! I look forward to it.
I've seen Game Maker games with gamepad support. Is that possible for you to do? I haven't played an action game on the keyboard in years.
Hmm.. I've never thought about it. But, I will look into that for people who don't want to use a keyboard. I'll take that into consideration. Good thinking!
alterego
RMN's wet blanket
1582
This game looks interesting. I wonder why I wasn't subbed to it already? ...Well, I just fixed that. =P

I'll give the demo a go whenever I have some free extra time...
Dude this game feels really awkward. Do you use hitbox detection at all? It's hard to tell if your sword's going to hit in relation to the enemy and it feels all too fast. Idk if you compare your game to like any action platformer like maybe castlevania there's a mechanical instance that feels "right." It sucks because it's really hard to discuss controls and pinpoint what's wrong with this game. Keep in mind I'm talking about the fundamentals here...

I think the main problem is the sword speed feels too fast, like it's just one frame that appears for a split second. In any action game there's usually a delay during or before the attack to give it the right feel. It's really hard to explain. Plus the jumping sword attack feels really finnicky, I cannot tell how far its range is because you're just spinning a sprite without actually showing the slash. I'm glad that theres an action game on here that isn't in frackin rpg maker but you really should look at the difference between say... idk megaman zero's sword slashes to lydia's

author=Darken
Dude this game feels really awkward. Do you use hitbox detection at all? It's hard to tell if your sword's going to hit in relation to the enemy and it feels all too fast. Idk if you compare your game to like any action platformer like maybe castlevania there's a mechanical instance that feels "right." It sucks because it's really hard to discuss controls and pinpoint what's wrong with this game. Keep in mind I'm talking about the fundamentals here...

I think the main problem is the sword speed feels too fast, like it's just one frame that appears for a split second. In any action game there's usually a delay during or before the attack to give it the right feel. It's really hard to explain. Plus the jumping sword attack feels really finnicky, I cannot tell how far its range is because you're just spinning a sprite without actually showing the slash. I'm glad that theres an action game on here that isn't in frackin rpg maker but you really should look at the difference between say... idk megaman zero's sword slashes to lydia's


Hitbox detection is in the plan, I just haven't added it yet.This is just the early demo. I haven't updated it in about a month or two. Changes are being made daily in fact. I know exactly what you're talking about! I've played too many action games, and there are several flaws. Don't worry though, I already fixed all that you mentioned. I play the Megaman Zero series all the time, so I am trying to make it similar to that.

I agree that Game Maker needs to have more games on this site, and some action games made in RPG maker are...well, bad. I used game maker because of it's easy to use interface and simple design. I've played every megaman game (Classic)(X series)(Zero series), and other action games, so I'm improving this game often.

Everything you've mentioned is already fixed in the version I'm working on.
Believe me, I notice most of the flaws before people even notice them. I plan out everything on paper, so I know what to add, remove, and consider.
Marrend
The Armageddon deals -6400 damage.
7357
I fear I could not get very far because of "key jamming" issues. For example, I'm holding three keys at the same time (The space bar to jump, the left arrow button to go left, and the up button to enable high-jump), and the computer only recognizes two button presses ("go left" and "jump"). Well, I figure that I need to be able to high-jump to get to the next platform, anyway, because normal jumping obviously ain't getting me there!

In no way am I blaming you, or the game, for this, but how possible is it to set up customizable controls?
author=Marrend
I fear I could not get very far because of "key jamming" issues. For example, I'm holding three keys at the same time (The space bar to jump, the left arrow button to go left, and the up button to enable high-jump), and the computer only recognizes two button presses ("go left" and "jump"). Well, I figure that I need to be able to high-jump to get to the next platform, anyway, because normal jumping obviously ain't getting me there!

In no way am I blaming you, or the game, for this, but how possible is it to set up customizable controls?


I was considering that:) You're playing the beta demo, which has several flaws. I will update this game soon with fixed gameplay and animations.
author=XBuster
author=Marrend
I fear I could not get very far because of "key jamming" issues. For example, I'm holding three keys at the same time (The space bar to jump, the left arrow button to go left, and the up button to enable high-jump), and the computer only recognizes two button presses ("go left" and "jump"). Well, I figure that I need to be able to high-jump to get to the next platform, anyway, because normal jumping obviously ain't getting me there!

In no way am I blaming you, or the game, for this, but how possible is it to set up customizable controls?
I was considering that:) You're playing the beta demo, which has several flaws. I will update this game soon with fixed gameplay and animations.

Actually, at the risk of any tutorials, you really need to add customizable controls. It's just the smart thing to do.
Marrend
The Armageddon deals -6400 damage.
7357
author=Gourd_Clae
Actually, at the risk of any tutorials, you really need to add customizable controls. It's just the smart thing to do.


Well, the only change to the help file that I would see if that it would reference the keys it mentions as the default ones, and, oh, by the way, this is how you change the controls. Or, setting up custom controls would be a main menu option and probably be self-explanatory.
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