• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS
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

Change of Focus

Hello everyone, it has been quite some time since I've posted something for this and I'm terribly sorry for the information drought and all. With some things changing and looking up, I decided to go into detail about why certain things happened and why there was such a long period of time with no updates.

Just to make things clear, I am not trying to justify what I've done or make excuses, nor is this for a pity party of sorts. I'm here to be upfront, honest, and transparent with you all so not only can the game get back on track and better than before, but so there is a better understanding of the whole situation. That being said, let's dig into this.

Why was another break taken from the project?

When the game had reached a certain state, things began to be incredibly deep and to be honest, I was tired and didn't know what to do with the project anymore. The amount of resources was simply overwhelming(over 5000)to work with and had began to think that the project was way too ambitious.

To make matters worse, almost no one in the entire sprite-ripping community had sprites from the series with the exception of a few that had a small, but helpful amount. Other than those, I had to literally play through all the games in the series myself and get about every NPC, character, item, tile set, sound effect, and much more(and there are 8 games to get content from!).

Too many ideas

When we play games and see something we like, we get inspired and often times want to implement something akin to those systems in our projects. My biggest issue was that I was infinitely thinking of new ideas and systems to cram into the game and that is very dangerous behavior when being a developer of any sort because you'll never get things done and by the time you're ready to implement them all, you're kind of tired.

Before this blog was made, I took a long look at some of the prior ones refresh myself on things that were said or mentioned and that was one of the issues. The more things introduced, the longer that game takes to create and the more stressed/ burned out I got. So in order to make more significant progress and reduce the workload, a lot of those ideas and concepts were scrapped for future or other projects.

Too Much Unnecessary Content

When any type of game is made(especially fan games), we all get the tendency to fill them with Easter eggs, and references that can often break the fourth wall. Like the topic above concerning too many ideas, there was a large tendency to add so many Easter eggs and bonus content, that I had completely lost focus on the main game itself. This included things like playable characters, cameos, and all that good stuff.

In order to gain a strict focus and make it purely a Monster World game, most(if not all) of this content was removed altogether. Not only does this lift a heavy burden off my back, but they no longer pose a threat of taking the spotlight away from the core game.

Lack of decent/ less stressful coding skills

Lately I've been looking through the code of the game and realized that the game is a complete and utter mess. The whole time the game was on hiatus, I was thinking "What could be done better?" or "There has got to be a simpler way to do this!". It turns out, I was making it a LOT more stressful by not learning the core functions of Game Maker and experimenting with code enough, thus making it a hassle to program and deal with. What was once doable with 5 or 6 lines of code is now done with just 2 or 3. This allows for rapid creation of things like skills, equipment, and logs.

Another thing I did terribly was the text engine. Instead of looking for a decent way to do it, I simply went with the old coding that is incredibly inferior to the one that could be created now. Before, it displayed 6 lines of text and could only handle "Yes and No" choices. Now it's decided to show 3 lines of text and handle 4 options at a time. The list goes on and on about what could be done better with coding, but I believe you all get the gist of what I mean.

So what's the plan?

The plan now is simple and many of it's phases are already underway or have been for quite some time. Let's recap on what is being removed...

  • Removal of extreme Easter Egg usage

  • Scrapping of extra ideas that aren't needed

  • Removal of most cameo content

  • Bad coding that makes the project harder to deal with


A lot of scrapped or saved ideas have already been implemented into another project I'm working on and that one is almost done. It can be said that the game itself had so much put into it, that it had to be split up in order to make things more manageable.

With these gone, I strongly believe the game will come to fruition sooner rather than later and not only increase the game's quality overall, but puts a powerful focus on creating a new Monster world game rather than making a cluster of stuff that has nothing to do with the franchise.

Closing Words

With all of that said, I honestly don't know what else there is to discuss at this time. If I missed something or you have any questions, concerns, or quarrels, I'm all ears; whether it is through PM or commentary. Again, I take full responsibility for everything regarding the game and I can't blame you if you've moved on or lost interest at this point.

But, I will work as hard as I can to make the game as good as it can possibly be no matter what it takes and I can't do that without all of you; the ones who helped the project make it this far in the first place with your commentary, advice, and overall honesty with me as a whole. Thank you all and I'll see you again soon.

-XBuster

Posts

Pages: first 1234 next last
kentona
Autobots rollout, eh?
20427
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
14854
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
14854
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 1234 next last