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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 Kisaragi)



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:Announcements!!

I have several announcements regarding characters, updates, and a new demo coming out.
IF YOU HAVE CREATED A CHARACTER PLEASE READ!!

While adding things into the game, I noticed that adding in everyone's characters at once is very time consuming and can be a bit tedious. For those who have created a character I need to ask you a question. If I uploaded a page of every basic function of fantasia along with the characters, could you edit them? I believe that I will be able to add characters faster if I had other people working on them while I simultaneously create the game.

All I need is...
  • Jump(1 frame)

  • Attack(3 frames)

  • Defend(1 frame)

  • Movement(3-5 frames)

  • Hurt( 1 frame)


I can do all the special attacks, but It would be much easier and faster if I had everyone collaborating on sprite editing. Please and Thank you:)

What has been done?
  • Able to analyze enemy HP by pressing A

  • Able to view status by pressing S

  • Restart stages by pressing R(Does not work in mid air)

  • Able to return to the Title screen using T

  • Playable HUB Maps instead of stage maps

  • Hazy Desert Inspired future level designs

  • 4 new monsters

  • Characters are heavier for quicker jumps

  • Levels are currently being redone

  • New HUD


Possible HUB Sample Demo Coming out tonight!!

I plan on releasing a new demo that will be the Rebirth of the 1.1 Demo. The previous one was the 3rd Demo, but now that the game is being re-imagined, It will be called 1.1 Rebirth. It will feature 4 levels of Tropical Coast and 1 level of Hazy Desert. After that, I will probably put the levels I don't use anymore as an extra, but they are no longer in the main game. There is some progress since the last one, but until I make a HUGE update with NEW characters and stages, this should keep you occupied.

NEW IMAGES:
Here are some recent Images I've uploaded for the game.

Hazy Desert Act 1

Tropical Coast HUB


TESTERS NEEDED!!
I am going to release the demo to the public, but if you would like to test the game and tell me if you find any bugs or design issues, please let me know. I would greatly appreciate it:)
  • Production
  • XBuster
  • Game Maker
  • Action Platformer
  • 03/01/2012 09:55 PM
  • 06/13/2013 03:09 AM
  • N/A
  • 38876
  • 32
  • 498

Posts

Pages: first 123 next last
kentona
don juan de saskatchewan
13672
I've been pining for a sidescrolling RPG for some time!
I'm glad to hear that:) 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
1628
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.
7458
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.
7458
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.
Pages: first 123 next last