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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

Development Hell/Not Dead/News

Hello everyone, just wanted to let you all know that the Monster World Legends project is still alive and its going through some tough times. So many things are going through some tough decision making and to be honest, I think its for the absolute best.

I apologize for not releasing any updates about anything. Its been a dry year sort of for this project, and its best to keep some things a secret. Not only that, but I've done some things that a developer or person in general should never do; and that is to neglect themselves for the sake of (insert thing here). I recently read a great article about this topic and its changed how I view things. Nothing is worth your well-being.

As for the project, I have some things to discuss about the changes.
  • Worlds now vary in design

In previous builds, levels were built in large rooms with lots of stuff around and all, but with the feedback of several people here on RMN, levels are now less clustered and some levels will take place in several rooms. For example, you could be in a beach area for a bit, then you would enter an underwater cavern, then on the other side of the beach. Not only does this keep some levels fresh, but it does wonders for FPS.

  • Story is being touched upon/deciphering good storytelling

Since this game has so many characters in it, the story has potential to become big.Monster World games have always had a good chunk of story in their games, but the only characters that would talk were NPCs. For this entry, every character talks. They all have their own lives, doubts, fears,likes, and dislikes. There aren't many platform games with deep,RPG like stories out there. But, is it really necessary? I'm having issues with this point.

  • Learning more about advanced techniques

Lately, I've realized that Game Maker is a very powerful program. With a huge encyclopedia of possible things it can do, I've been diving into learning more about how these codes and effects that could advance MWL to its fullest potential;of course this is extra fluff rather than something game-changing.I want the game to not only play good, but look good as well.

Well, that's all I have for you all at the moment. The feedback I've received with MWL has been a huge help and I'm thankful to have people that are completely honest and want nothing more than to see the project be the best it can possibly be. I hope that you continue to stick with me in such troubling times. Till next time!

Posts

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kentona
▲▲▼▼◄►◄►(B) (A)
19581
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, and Guardian Angel of the Description Thread
14288
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, and Guardian Angel of the Description Thread
14288
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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