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Monster World Legends is a 30th anniversary tribute to the legendary Wonder Boy franchise. It is a side-scroller that blends action, platform, adventure, and RPG elements into one.

Engage in a 2-Dimensional, multi-genre game as you travel across areas new and old. Explore the ever-expanding Monster World and restore peace once again.

Features
  • A story that blends heroes and worlds of the past, present, and future

  • Over 10 playable characters

  • Open world and stage based game play

  • For the first time in the series, characters have voices

  • A vast variety of equipment, items, and skills to obtain

  • Classic Wonder Boy/Monster World game play with unique twists

  • A dual soundtrack

  • Various customization options

  • Bonus features


Story
Wonder World was once a peaceful realm. However, a horde of monsters invaded and over time, it became known as Monster World. The leader of the monsters was and extra-terrestrial creature known as Bio Mecha.

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

When a mysterious new evil threatens to destroy Monster World, chaos breaks loose causing time periods to collide with one another. Warriors written throughout history join forces in a quest to save the world from collapsing. Along with 6 brand new heroes to aid them, this may be their most difficult quest yet.

Latest Blog

Behind The Scenes:October 2017 Update

Hey everyone, just wanted to give you guys a huge update based on what's been going on with the game regardless of the Hiatus status. It will include things that are planned as well as things that are secretly complete or in the works. Without further ado, let's get started!

What is in the works?
The Structure: For quite some time now, I had plans on making the game solely stage based with some open elements. However, while that was nice and all, it would force the game to be a little too linear if you simply hopped from world to world without anything in between. Thus, the game is now an open-world hybrid of stages and world map segments similar to games like Super Mario 64 and Sonic Adventure. I was also inspired by Zelda:BOTW's shrines. Once a certain event in the game takes place, you will be able to freely choose how you take on the game. The world is divided into several worlds across the Monster World history as well as a wealth of completely new areas.

The Prototype: With the help of a new prototype engine, I was able to develop how the game's world would be structured. Before, I was upset that the teleport engine could not do what RPG Maker could do. Now the game has a complex room engine that while it is a lot of work to keep track of, it works perfectly. The prototype engine also helped me improve skills that I had lacked earlier in the year such as adding a Legend Of Zelda inspired mini map and coding that allowed me to finally be able to make more complex gimmicks such as a ferris wheel platform.


A screen of the prototype engine


Game Play/To Do List/Etc.:This is where things have gotten a bit deeper, but at times questionable. Here is a list of things that are going on that are either complete,in the works, or an idea.

  • Although each character has their own combat style, they also need a stage gimmick that allows them to travel the world. Returning characters will play like their respective origins.

  • When special attacks are done,a notification will appear to warn the player of upcoming danger or their own special skills as well.


Something like this would be good, but will be in a place that won't get in the way.

  • Kiki's play style now uses the power ups from Wonder Boy 3:Monster Lair, but with some new shots such as bounce and homing.

  • Bai's play style is an all-out close range combat style similar to Zero from Mega Man X. With the help of a magic orb, she can use magic, but like most people in Monster World, she has no natural magical abilities.

  • Ferkin is similar to Lydia, but his focus is greater on Magic. Lately, I've been playing Popful Mail(Sega CD version)to get a feel for how he should be thanks to Tatto.


  • Lydia is the first character in MW to be a Fencer.I've been thinking about giving her a shield as it is tradition for main characters in MW to have one.

  • Separate character HP into their own values and blend it with the Global HP.

  • Development Point System:This is built to develop characters individually. It is not to be confused with the Skill Point System that develops the global skills that everyone can use. Skill Points however, are used for both.

  • Let the player control how much recovery they use in the sub-tank item

  • Knockback:Implement it. A power up will be available that gets rid of it though.

  • Implement each character's Final Attacks

  • Kiki should be able to aim upwards and vertically while airborne

  • Auto-item setup

  • Add an Exp bar in the HUD or menu

  • Sprite system for main characters; this will enable costume changes

  • Battle Zones in between stage segments.

  • Collector’s Book

  • Branch out Item Menu to: Recovery,Food,and Key

  • Wing Boots Relic:Float Downward

  • Lydia’s Charge Sound:Make it stop after fully charged

  • Experience text when enemy defeated

  • Real time dark/light transition as you ascend and descend into areas

  • Add an enemy drop system(Specific)

  • Allow Lydia's Boomerang to collect items

  • Characters say different things depending on who you are in boss and NPC encounters.

  • Add a cooking system

  • Improve parallax scrolling

  • Add a red HP bar behind HP,MP,and AP, similar to how the old semi-final release was

  • Day/Night system that effects parts of stages

  • Voice on/off Setting

  • Removal of HP +10% in skill grid, instead it will be an equippable item

  • Flash Guard: If a guard is activated at the right time, it will give a brief invincibility period and gain a small HP/MP/AP Bonus

  • Pit Riser: Rise out of pits once. It works only once per try and resets itself once you land on safe ground.

  • Attract:Attract certain collectibles to you

  • Implement Story


There are a lot of other tasks that are kept hidden for surprise purposes and there are others that may be scrapped for future projects. Hope this brings you all out of the dark with this project. Don't let the hiatus status scare you because even if I'm not working directly on the project, there is always something being worked on for it's sake; whether it be a design document, prototype engine,sprites, or artwork.

For those of you who are interested, there is also an extremely short and experimental prototype demo that was mentioned earlier. It was built to simply test out what the teleport engine could be like and test out other various skills. You can download it here...

Monster World Prototype

Are there any questions or concerns that you may have? If you have any feedback of any kind, be sure to post it as I have no doubt it will be helpful in one way or another. Till' next time!

Posts

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kentona
The A is for DAPPER AF
20029
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
Guardian Angel of the Description Thread
14507
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
Guardian Angel of the Description Thread
14507
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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