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New Demo Out Today!!
XBuster- 10/01/2014 04:04 PM
- 1087 views
Hello everyone, I am here to announce that a NEW Demo for Fantasia is coming out today. However, there are ups and downs to this demo. I hope you will enjoy the experience. Here are the pros and cons of the Demo.
CON)You can only play as Lydia and Princess Purapril(For a short time).
The character select option has been locked because all of them are heavily being remade.The reasoning for this is because originally, each character had DoubleThe sprites they needed to function. Now, I found a way to flip the sprites instead of doubling them(which wastes a lot of space).
PRO)There is a total of 28 stages to play through(20 Main, 3 Special, 2 Story, and 3 bosses).
Whats New?
Things to know
If anything goes wrong, there is something you don't like, or anything of the sort, Please let me know! I want every bug squashed and every bad design to be tweaked. Otherwise, Enjoy!
CON)You can only play as Lydia and Princess Purapril(For a short time).
The character select option has been locked because all of them are heavily being remade.The reasoning for this is because originally, each character had DoubleThe sprites they needed to function. Now, I found a way to flip the sprites instead of doubling them(which wastes a lot of space).
PRO)There is a total of 28 stages to play through(20 Main, 3 Special, 2 Story, and 3 bosses).
Whats New?
- Updated Power Ups(A total of 32)
- Story Stages(Only Lydia's Story is playable at the moment)
- Replaced SFX(Luckily MW4 had a hidden sound test and I got all of them)
Things to know
- All character stories are being designed. Each character will have their own
intro stage and will eventually meet each other at the world gates.However, only
Lydia has a playable story.
- If you get a game over, you lose half of your money
- Introduction and Story Mode
If anything goes wrong, there is something you don't like, or anything of the sort, Please let me know! I want every bug squashed and every bad design to be tweaked. Otherwise, Enjoy!
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Compared to the last version I played, this is pretty awesome. I have some gripes, but overall it's looking good.
I didn't know this was a wonderboy fan game until I got to the actual castle gates. Is it just the castle town that is the same as the actual game? I don't like when fangames reuse the old maps. One town would be fine but much more and I would be disappointed. I didn't play much beyond using the second character.
The opening is kinda wonky. I don't think you really need all those disclaimers as an opening. Maybe show it once when you start a new game, but not every time I load the program. It's annoying and I already know you stole your resource and that they belong to the person who created them. It takes waaaay too long to get to the title screen.
The opening story text was kind of long winded. Most of your text is long winded. It reminds me of FFxiv. The npc's go on and on when you talk to them and it's all fluff. They speak all these words and actually say very little. Remember old games, the npc's would get right to the point. Here you inserted comments like "I remember visiting that area when I was little" instead of just saying "go to this area". Comments like that might seem to give more emotional meaning to the text, but to me just come off as pointless fluff. When it's overdone. A few here and there are fine, but it just seemed like every text box was 3 boxes long and full of fluff. Like in FFxiv, I find myself mashing the button to get through the ordeal and just speedread to gleam the important info. Try and be more concise and limit the amount of flavor text your adding to the basics. (this is more just my opinion, others may want to see more of that stuff. so take this with a grain of salt. or a pound of it)
The movement of the character was ok. Some issues with jumping out of the water. It didn't seem to respond to me carefully jumping out of the water. I could only jump out of the water when I mashed the jump button.
The attack animation looks weird in how it does a full circle. The characters body doesn't seem to move much and the sword is all over the place. Not a big deal. It just didn't look like a natural sword swing movement. The hitbox is fine. I was able to land on top of an enemy and hit it with my sword. So from a gameplay point of view, it works well.
I don't like when something is forced on me. Like fullscreen. Most computers have different hardware and they can't always display the game the same way. So for my computer, it distorts all the graphics and causes some kind of strange lag to all the music/sound effects. And I can't take it out of full screen. OH GEEZ, I didn't see the instructions before. Looks like I can go to windowed mode. Unfortunately it doesn't solve the glitches. Sound is stuttering and the graphics are all deformed. Oh and every time the music starts over, the game freezes for a second.
The graphics aren't unplayable, just minor glitches. But they're everywhere. A lot of the trees have vertical lines next to them. The font has pixels out of place, forming sharp little corners on them. Things like the health bars, which should be perfect rectangles, have strange lines and angles in them.

This is windowed mode.
The characters eyes are closed far too often. It looks like you simulated blinking, but it's more like 50/50 between open and closed. And every time I swing my sword, he closes his eyes. Or her. I dunno.
Most everything else was pretty fun. Good use of animations and layers. Good level design. Some of the layers/animations seem a little fast. Like the ocean and the clouds. It's like there is a hurricane forming behind me.
It was annoying when I was the second playable character, though. The double jump/flying thing didn't always work. Sometimes I would press jump a second time and hold it, and she wouldn't fly. And too often I was blocked by huge invisible barriers. The way some platforms prevent you from jumping was weird. It appears that I should be able to jump, but I can't. And not being able to attack while jumping? Could you explain the logic behind that?
Oh, there was one thing that bothered be in the tutorial level. That part where you bounce up and backtrack. As you fall there is a ledge with some kind of item on it. I couldn't get it. The first time I fell, I didn't know it was there. So I went back around. I tried a few times but I wasn't able to land on that ledge. And it's such an annoying trek that I just gave up.

I didn't know this was a wonderboy fan game until I got to the actual castle gates. Is it just the castle town that is the same as the actual game? I don't like when fangames reuse the old maps. One town would be fine but much more and I would be disappointed. I didn't play much beyond using the second character.
The opening is kinda wonky. I don't think you really need all those disclaimers as an opening. Maybe show it once when you start a new game, but not every time I load the program. It's annoying and I already know you stole your resource and that they belong to the person who created them. It takes waaaay too long to get to the title screen.
The opening story text was kind of long winded. Most of your text is long winded. It reminds me of FFxiv. The npc's go on and on when you talk to them and it's all fluff. They speak all these words and actually say very little. Remember old games, the npc's would get right to the point. Here you inserted comments like "I remember visiting that area when I was little" instead of just saying "go to this area". Comments like that might seem to give more emotional meaning to the text, but to me just come off as pointless fluff. When it's overdone. A few here and there are fine, but it just seemed like every text box was 3 boxes long and full of fluff. Like in FFxiv, I find myself mashing the button to get through the ordeal and just speedread to gleam the important info. Try and be more concise and limit the amount of flavor text your adding to the basics. (this is more just my opinion, others may want to see more of that stuff. so take this with a grain of salt. or a pound of it)
The movement of the character was ok. Some issues with jumping out of the water. It didn't seem to respond to me carefully jumping out of the water. I could only jump out of the water when I mashed the jump button.
The attack animation looks weird in how it does a full circle. The characters body doesn't seem to move much and the sword is all over the place. Not a big deal. It just didn't look like a natural sword swing movement. The hitbox is fine. I was able to land on top of an enemy and hit it with my sword. So from a gameplay point of view, it works well.
I don't like when something is forced on me. Like fullscreen. Most computers have different hardware and they can't always display the game the same way. So for my computer, it distorts all the graphics and causes some kind of strange lag to all the music/sound effects. And I can't take it out of full screen. OH GEEZ, I didn't see the instructions before. Looks like I can go to windowed mode. Unfortunately it doesn't solve the glitches. Sound is stuttering and the graphics are all deformed. Oh and every time the music starts over, the game freezes for a second.
The graphics aren't unplayable, just minor glitches. But they're everywhere. A lot of the trees have vertical lines next to them. The font has pixels out of place, forming sharp little corners on them. Things like the health bars, which should be perfect rectangles, have strange lines and angles in them.

This is windowed mode.
The characters eyes are closed far too often. It looks like you simulated blinking, but it's more like 50/50 between open and closed. And every time I swing my sword, he closes his eyes. Or her. I dunno.
Most everything else was pretty fun. Good use of animations and layers. Good level design. Some of the layers/animations seem a little fast. Like the ocean and the clouds. It's like there is a hurricane forming behind me.
It was annoying when I was the second playable character, though. The double jump/flying thing didn't always work. Sometimes I would press jump a second time and hold it, and she wouldn't fly. And too often I was blocked by huge invisible barriers. The way some platforms prevent you from jumping was weird. It appears that I should be able to jump, but I can't. And not being able to attack while jumping? Could you explain the logic behind that?
Oh, there was one thing that bothered be in the tutorial level. That part where you bounce up and backtrack. As you fall there is a ledge with some kind of item on it. I couldn't get it. The first time I fell, I didn't know it was there. So I went back around. I tried a few times but I wasn't able to land on that ledge. And it's such an annoying trek that I just gave up.

This is alot of information, but this is exactly what I needed! I'll explain the reasons behind the things you mentioned and answer your questions.
1)The Monster World Maps-
I did rebuild the maps in MW3, but I'm only using a select few since this is the same world as MW3 and is a sequel to the game as well.These only serve as a "remember this" kind of thing. I didn't want to linger too much on the past areas because I wanted to be more original(which is why I'm creating original levels and towns).
2)The Opening-
I forgot to mention that you can skip the previews by pressing start(Enter).
However, I also agree on this and I want the Intro to be as short as possible.
I may just use the Wonderboy/Westone Page and the Sega Logo.
3)The story text-
I also agree that the introduction and some of the npc text is sort of long.
I've been working on finding ways to make them all shorter, but there are some things that I want to implement.I know this is a game, but characters are supposed to have emotions, so I want them to have character and emotions instead of being robots that just tell you what to do and don't feel anything.
4)Water Jump-
Like in most mario games, you can only jump out of the water towards the surface. This is similar to that concept.Swim up until you reach the surface, then jump like you normally would.
5)Lydia's Animation-
I also agree that lydia's sword animation is a bit off. I've been planning on remaking that after I finish all of the levels. The characters will be polished once the main levels are done.Once that is done, I'll have more freedom with making extra levels and polishing.
6)Fullscreen-
Sorry about that, I forgot to turn fullscreen off. I only did it because the resolution is wierd on my computer. The problem you're having on fullscreen is the same problem I have on my windowed mode. Sometimes, laptops can be a pain when it comes to resolutions.
7)Restarting music. I have a plan where I'm going to use an ogg soundtrack. Right now, the media player option serves its purpose and does stop the game briefly. I will fix this soon.
8)Blinking-
I will fix this also, I want them to blink realistically.I haven't added this to Lydia yet. If you look at the princess in the intro scene at the castle, you'll see that she blinks realistically.
9)Flying Jump-
I'll have to look into this myself, It could be that you didn't land first.
10)Tutorial Level-
that item you saw is a gem switch. Hit it to make invisible gems and coins visible(Similar to mario's P-switch).
I'm very glad that you're enjoying the game. I hope you hear more from you in the future.Thanks for playing and I enjoyed the feedback.
1)The Monster World Maps-
I did rebuild the maps in MW3, but I'm only using a select few since this is the same world as MW3 and is a sequel to the game as well.These only serve as a "remember this" kind of thing. I didn't want to linger too much on the past areas because I wanted to be more original(which is why I'm creating original levels and towns).
2)The Opening-
I forgot to mention that you can skip the previews by pressing start(Enter).
However, I also agree on this and I want the Intro to be as short as possible.
I may just use the Wonderboy/Westone Page and the Sega Logo.
3)The story text-
I also agree that the introduction and some of the npc text is sort of long.
I've been working on finding ways to make them all shorter, but there are some things that I want to implement.I know this is a game, but characters are supposed to have emotions, so I want them to have character and emotions instead of being robots that just tell you what to do and don't feel anything.
4)Water Jump-
Like in most mario games, you can only jump out of the water towards the surface. This is similar to that concept.Swim up until you reach the surface, then jump like you normally would.
5)Lydia's Animation-
I also agree that lydia's sword animation is a bit off. I've been planning on remaking that after I finish all of the levels. The characters will be polished once the main levels are done.Once that is done, I'll have more freedom with making extra levels and polishing.
6)Fullscreen-
Sorry about that, I forgot to turn fullscreen off. I only did it because the resolution is wierd on my computer. The problem you're having on fullscreen is the same problem I have on my windowed mode. Sometimes, laptops can be a pain when it comes to resolutions.
7)Restarting music. I have a plan where I'm going to use an ogg soundtrack. Right now, the media player option serves its purpose and does stop the game briefly. I will fix this soon.
8)Blinking-
I will fix this also, I want them to blink realistically.I haven't added this to Lydia yet. If you look at the princess in the intro scene at the castle, you'll see that she blinks realistically.
9)Flying Jump-
I'll have to look into this myself, It could be that you didn't land first.
10)Tutorial Level-
that item you saw is a gem switch. Hit it to make invisible gems and coins visible(Similar to mario's P-switch).
I'm very glad that you're enjoying the game. I hope you hear more from you in the future.Thanks for playing and I enjoyed the feedback.
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