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Monster World Legends is a Side-Scrolling Action-Platformer that takes place directly after Monster World III. It uses elements from various genres of games such as RPG, Action, Adventure, and Platforming games.

Features
  • Several Playable Characters

  • Over 50 stages divided across a large, new world

  • Classic Platforming Gameplay


Story
Once upon a time, there existed a world where monsters and human beings could live in perfect harmony. However, a monster from another world known as Biomecha began
to cause chaos by making the monsters of Monster World go mad and turn against
everyone.

Due to this, a young man named Shion vowed to defeat the monsters and their leader to restore peace once again. Shion defeated Biomecha and restored peace.Shortly after the battle of Monster World, he vanished.

Engage in a 2-Dimensional, non-stop Action/Platformer/Adventure/RPG as you travel across the Ever-Expanding Monster World and restore peace once again.

Characters
  • Lydia Earhart(Voiced by Yuffie Kisaragi)



Description: A cheerful girl who lives in Baraboro Island. When the princess casts out a plea for help, Lydia sets out on an adventure that takes her across new, undiscovered worlds.

Class: Magic Knight
Weapon Type: Short Sword
Special Skills:Aura Shield, Fireball
Difficulty: Medium
Designer: XBuster

  • Kiki Lumie(Voiced by Sheena Fujibayashi)



Description:
An inventive, curious woman who comes across a magical, silk ribbon during one of her investigations.The ribbon has the power to hide her physical appearance and
she decides to keep it for now. What starts out as someone's else mistake leads her to a location that she has been searching for for years.

Class: Inventor
Weapon Type: Pellet Pistol
Special Skills:Pot shot, Ribboneer, Glide, Overshadow
Difficulty: Easy-Hard
Designer: Gourd_Clae

  • Bai Everette(Voiced by Presea Combatir)



Description: A girl that lives in Mystic Forest. Bai sees little trouble at her life. Since the rampages of the monsters at her forest, she just seeks the reason of it, and to stop it.

Class: Great Swordsman
Weapon Type: Great Sword
Special Skills:Tornado Swing, Heavy Rush, Wall Crush, Double Jump
Difficulty: Hard
Designer: orochii

  • Ferkin Alsedo(Voiced by Marth)



Description: Ferkin is a dark mage traveling through time and space trying to find his way home. Not really understanding the dynamics of time/space travel, he keeps winding up in weird places at weird times through trial and error. And the worst part is, every time he arrives somewhere new, he has to gather the components needed to cast the warp spell all over again. This time, it seems like his usual fetch quest is going to wind up saving the world.

Class: Dark Mage
Weapon Type: Staff/Rod
Special Skills:Yotsmungand, Maph, Invulnerable, Lapse
Difficulty: Hard
Designer: Dyhalto

  • Ryou kosuke(Voiced by Kratos Auron)



Description: A demon put a curse on him and now he must kill others to stay alive. There are plenty of monsters to keep him occupied until he can
find a way to break this curse.

Class: Samurai
Weapon Type: Dual Katanas, Ofuda Scrolls
Special Skills:Vampire, Transfusion
Difficulty: Medium
Designer: alterego

  • Glaedr


Description:He is a young boy raised by the Tyrant dragon. He learned the Fire Breathing technique from the dragons in Begonia Village and tends to be biased towards heat-based everything. Long ago,Shion killed the Tyrant Dragon and holds a grudge towards him and warriors alike, so he bears a powerful grudge against those kinds of people.

Class: Dual Swordsman
Weapon Type: Twin Blades
Special Skills:Fire Breath, Sword Charge, Flame Blade Fury
Difficulty: Hard
Designer: TheRexion

Latest Blog

Progress Report and Possible Engine Giveaway

Hello everyone:) Its been a minute since I gave you my last update on what's going on and I think its about time I tell you all and bring you out of the dark.

First of all, the game itself is doing a lot better than what I had intended it to be. I know that bringing in new ideas often pushes a game's completion date further and further, but its been well worth it so far. Due to the fact that this game is becoming more modern and being inspired by games such as Super Mario Galaxy and Sonic Lost World, the platforming has become better and more fluid.

Also, many stages have been re-polished and many new stage ideas are yet to come. I have so many concepts I want to implement, but I have only planned 64+main stages. Each stage is planned to look somewhat or completely different from any other stage to create that feel of variety and that each stage is its own world.

There is a special item I've created in the game called a "BGM Disc". With this disc, you can download any midi you'd like and play the song from a customized menu. The item is designed to have 120 playable songs from various games and 20 of which you can add yourselves. I wanted the songs to be midi because they are small in size and run a bit smoother. An MP3 version of the item is being looked into, but they currently don't work too well.

As far as the characters go, I'm going to release an updated roster of all of the current and planned playable characters from the game. They all may make an appearance in this game. But, I may save some for a new fangame. I'm thinking about making a Sega All-stars in Monster World.

Again, I apologize for the game taking so long. It started out simple, but the more I learned about the engine and the MW franchise, the more ideas that came to my head and the further I had to push back the release date. I pray that you'll enjoy it once I release the last to final demo and the final game itself.

And speaking of the game, if things are looking good within the engine itself, I believe that I will go ahead and release the engine to the public. You WILL NEED Game maker 8 pro for it to function. It has over 2500 sprites, 100 sounds and songs, 1000 objects, over 100 backgrounds, over 12 huge chipsets, and a ton of rooms from stages to towns and much more. Anyone will be able to edit and create a decent 2D platforming world easily with this engine as I explained how everything works in comments and tried to make it as easy as possible to understand.

<<<CHARACTER ROSTER>>>

Lydia>>>Monster World Legends
Kiki>>>Monster World Legends
Bai>>>Monster World Legends
Ferkin>>>Monster World Legends
Ryou>>>Monster World Legends
Bock>>>Wonderboy in Monster Land/Monster World I & II
Lizard Man>>> Monster World II
Mouse Man>>>Monster World II
Hawk Man>>>Monster World II
Lion Man>>>Monster World II
Piranha Man>>>Monster World II
Shion>>>Monster World III
Princess Purapril>>>Monster World III
Darkworld Prince>>>Monster World III
Asha>>>Monster World IV
Leo>>>Wonderboy: Monster's Lair
Dynastic Hero>>>Dynastic Hero
Mail:Popful Mail (Guest Star)
Princess:Magical Pop'n(Guest Star)
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Sonic>>Sonic the hedgehog
Tails>>>Sonic the hedgehog 2
Alex Kidd>>>Alex Kidd in Miracle World
Tyris Flare>>>Golden Axe
Gilius Thunderhead>>>Golden Axe
The Warrior>>>Golden Axe
Rhys>>>Phantasy Star III

<<<LENGTH>>>
I plan for the game to be at least 4-8 hours. With adding a storyline in between stages and making Story stages as well, the game's length easily increases. Also, there are 100 treasure chests and several key items to obtain around the 70 or so stages in the game. It is also challenging as a whole, which means losing lives is common.

<<<STAGES>>>
As far as stages go, there are 56 Main stages, 6 color-block stages, 8 story stages, and about 24 extras planned. I would like there to be 100 stages actually. Each stage with its own name and song so that no song is repeated in any other stage. Think of each stage as a "Zone" in a Sonic game. No Zone(exempting Green Hill Zone) is repeated and every one has its own special song. The same goes for Mega Man games.

Well, that's about it for this time around. This project has become something I never expected and I remember kentona saying in a blog somewhere to start out with a huge project to make the smaller ones look easy. So, I'm doing just that. Good luck with your projects everyone and have a blessed day.

Posts

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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!
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 agree that Game Maker needs to have more games on this site, and some action games made in RPG maker are'nt so good. I used game maker because of it's easy to use interface and simple design.

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
Bludgeon of Inspiration
11445
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
Bludgeon of Inspiration
11445
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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