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About

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

  • 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

  • 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.

Prequel

A prequel to the game is below. If you want to experience the full story, you can play Shantae and Asha:Dream Fantasia.

Shantae And Asha

Latest Blog

Back On Track!

Hello, everyone! Long time, no see! I have good news regarding this project. Due to the recent base version of Shantae and Asha being completed, a majority of focus has been shifted back to Monster World Legends. While an extra content package is planned for the other project, the majority of this year's production will be primarily focused here. There's a handful of things to discuss, so let's get this show on the road!

Engine Update

The very first step to getting this to where it needs to be is by updating the engine with everything I've learned about Game Maker since 2017. One of the biggest reasons why Shantae and Asha was crafted was to create something that forced me to learn the things I was afraid to learn. I was very upset with my lack of knowledge and in result, made Monster World Legends feel off.

Starting very soon, updates will be made to the engine to make it feel and display better in every way possible starting with its physics. My coding style has improved as well, so things should be easier to read from this point onward.

Spiritual Character References

Believe it or not, for those who submitted characters all those years ago, I think about them all of the time. In my head, I can see and hear the kinds of events I want them to go through in this game. Now that there is a definitive cut scene engine for my projects, they'll be able to interact with another more than ever before!

As for who they will function like, if you play Shantae and Asha, the characters I wanted to base them off of are already there. For example, Tatto and Yae are mirrors of Ferkin and Kiki. They will have slight differences and abilities however in MWL. I wanted to learn how to program as many character types as I possibly could in one game, so if you are wondering why there are so many cherry-picked playable characters and forms, it was so that I could gain the necessary experience needed for when I came back to this.

Lore And Materials Gathered For World Building

Simply put, I love the Monster World series as if it were my own IP. I know nearly everything there is to know about it and recently, I've come across a wealth of things that can assist in finally putting this together. This includes design documents of Monster World 3 and 4, sound effects that weren't available before, and much more!

Someone even FINALLY took the time to rip the sound effects from Wonder Boy in Monster World! This means that I have every sound effect, enemy, tile set, and background I'll need. The entire genesis lineup of resources is at last complete. I guess good things do come to those who wait, huh?

Brand New World System

Up to this point, Monster World Legends has lacked direction in what kind of world structure should be used. However, I believe I know what to do with it now. Since it is a time travel-based adventure, it will feature open and linear elements to make sure that it can be as well-rounded as possible.

Battle System Improvements

Thanks to a wide variety of games I've played over the past couple of years, I have become an even bigger battle system nut than before. I can't get enough of it! While I did enjoy the battle system of this game back then, when I tried it again recently, it didn't feel right. So, the game will receive a battle system update that'll shoot to be as clean and satisfying as possible.

Closing Words

While I am sorry that it's taken so long with this project, I can officially say that this game is in very good hands from this point on. For those who are still around, I hope you'll stick around a little longer and thank you for being patient with me. It's definitely not easy to put faith into something that doesn't seem to be going anywhere, but as long as one has the drive to continue, then nothing is truly lost.

Thank you so much for reading and may this be a successful development process from this point on! As a famous, gun-armed man once said, "Ain't no gettin' offa this train we're on, till we get to the end of the line!

Posts

I will add custom controls since It's a high demand:) People have complained about that since the beginning. I also removed the run button because holding it down is tiring and can jam it up. I spent the last hour or two testing the new Seaside Coast Boss, and my left hand is killing me. So, the next time you see an update, there will be several changes.

author=XBuster
I will add custom controls since It's a high demand:) People have complained about that since the beginning. I also removed the run button because holding it down is tiring and can jam it up. I spent the last hour or two testing the new Seaside Coast Boss, and my left hand is killing me. So, the next time you see an update, there will be several changes.


Will we still be able to run?
Is it possible that rather than just holding down the button to run you could make it so that pressing the "run button" toggles between walk and run?
author=Gourd_Clae
author=XBuster
I will add custom controls since It's a high demand:) People have complained about that since the beginning. I also removed the run button because holding it down is tiring and can jam it up. I spent the last hour or two testing the new Seaside Coast Boss, and my left hand is killing me. So, the next time you see an update, there will be several changes.

Will we still be able to run?
Is it possible that rather than just holding down the button to run you could make it so that pressing the "run button" toggles between walk and run?

Fantasic Idea! I can do that easily. I never would have thought of that.However, most 2D action games don't use a run button. Instead, it will have a neutral feeling like Mega Man or 2D RPG games (not to fast, not too slow). Its so hard to choose how to handle this situation. I guess the next demo will speak for me.
Reminds me of the 'Adventure Island' games I was so fond of as a kid. :)
author=XBuster
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 know exactly what you're talking about! I've played too many action games, and there are several flaws. Don't worry though, I already fixed all that you mentioned. I play the Megaman Zero series all the time, so I am trying to make it similar to that.

I agree that Game Maker needs to have more games on this site, and some action games made in RPG maker are...well, bad. I used game maker because of it's easy to use interface and simple design. I've played every megaman game (Classic)(X series)(Zero series), and other action games, so I'm improving this game often.

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.


I just downloaded the latest version (Fantasia 1.2 Demo Update) and everything Darken wrote still seems to be the case.

The graphics look pretty decent, no real problems there. The attack animation looks wonky though. Like...the slash comes out and THEN he swings his arm. It could use a few more frames too, the slash and the character swinging.

The HUD is taking up way too much space with it's giant boxes. I don't need to be told that the number counting down is the time, that's pretty much implied. Same with score, but really I don't need to know my score and lives left all the time. The health bar is hard to read at a glance but it's basically useless because I will look at the number instead. The number that is bigger and easier to read. The positioning of the heart, health bar, and number together is weird too. The bar just takes up space. It's a tiny bar of color inside a similar color and the gradient makes it look fuzzy instead of a clear line of where your health is. The green on orange looks bad, imo. And then it changes when you're low health to orange, making it even harder to read.

I would try different designs for a HUD. Completely different, not just rearranging the existing boxes.

When I get game over it should bring me back to the world map.

The sound effects are gross haha I don't like them. Mostly when your killing monsters.

I can't attack while pressing a direction, and that is really bad. It makes the game annoying and unplayable for me. I like smooth controls and having to stop to attack sucks. It should at least attack and stop my movement, not ignore my request to attack u.u It's hard to attack with Magic when I want to.

The biggest problem with all the controls is that I have to press 1 button and 1 button only. Often times something won't work if I press 1 button while holding another. It's like you're checking if I pressed jump, and not if jump is being pressed. I'm not too familiar with coding in GM yet, but I would say you need to look at how you are tracking buttons and tweak it to be more fluid.

You're positioning of monsters is too punishing to the player. It seems like every jump has an obstacle ready to hit me, some of them aren't even visible until you get hit by them. The level is crowed with monsters, I can't move 5 steps without having to avoid something. And there are several coconuts in low trees that are totally hidden by the leaves, so as you're walking by you get hit by it. That makes no sense. Not every tree needs a coconut. Isn't this an early demo and not the last stage?? Where's the easy?

When I get hit by a monster and there is another monster coming, I have seemingly no window to move out of the way. I'm stun locked with no movement during my own invincibility frames. If I get hit in the air and I'm over the water(which seems to happen all the time >|) I have no chance to try and tilt my way back to the ledge. I'm doomed to fall in a certain way that drops me right into the water.

Is that Final Fantasy music? :/ Whyyyy. If you're going to rip music you should look for obscure games so at least they are fresh and not over used or just so obviously out of place. The music seemed to skip a beat and pause the game for a frame when the music loops. When the FF music comes on, it's an even bigger pause. May by my PC though.

A Zelda warp sound? u.u see above

In the corner for the display of my remaining lives, it says "x-1". Why have an X? Oh wait, every time I die it's going up haha glitch. You should put a branch that tells it if you have negative lives it equals zero to trigger game over, GM can do that right? Or you might have it work a different way.

In the help file you said not to use Magic too much, well I'm spamming the shit out of it and my meter is always full when I need it.

I sometimes get stuck in a wall and a sound effect is repeated very fast. I can jump out. It happened when I got hit and fell back close a wall. It happened one time as I was falling to my death, I was saved by the wall but could only jump out to my death again. It happened again as I was climbing a ladder and I figured it out; if I move close to the wall while on the ladder I'm "in" the wall, and when I jump it glitches out.

That first big jump is made too difficult by the randomly popping up enemies. Not only do they jump at random heights, but if you try and time it and you simply can't. You just have to get lucky, because if there is an enemy in the air you're gonna die.

Item's bounce too high. One clock piece was bouncing about 3 times my height.

Spinning attack sucks. It's weak and rarely kills anything in one hit so it's almost like I'm not even attacking as I get hit in the air and die. It wouldn't be so bad if I had a choice of what attack to use in the air, cause then I'd just use something more useful.

Character starts not standing on the ground.

I'm making a lot of hail mary jumps, and lots of times I jump into a pit and die.

If you stand on a falling piece of bridge it stops falling, then starts falling again.

Instead of one long range platform, have 2 smaller ones. So I don't have to wait what seems like FOREVER, for the platform to come back. Or if I want to plow through the level I'll have something to jump on nearby. I don't want to have to wait for no good reason. Plus then I'm just standing on a platform doing nothing, that in itself seemed like a wasted opportunity. Put some gems or something. I'd still rather a series of small platforms.

I hope you do something better with the Time's Up message ha I think having a timer is lame, unless it's only used for bonus points and you don't DIE when time is up. When I hit stage clear the timer was still going, I would have died if I was at low time. I only had 27 seconds left, too. Mission says "get to the end before the time runs out", that should be the only use for a timed death level..when it's that stages mission. You could have other missions like kill every enemy or collect all the gems. Personally, I think that's the best way to use that awful level timer idea. As an uncommon occurrence where the level is suited for the objective so it's not frustrating.

Give me one of those checkpoint crystals at the start of the level :/ So I can spend more time in the level and playing the game. It takes way too long to die. Multiply that 10 seconds by how many times you're going to die in a game and it's a considerable amount of time. I don't need to be serenaded upon my death, just send me back in coach. Even if you don't want it in the final product, put it there for testers. And give them unlimited lives, or in my current case shut off game over by putting lives in the negative. There is no consequence to dying so I can actually test the game. Instead of playing it normally and rage quitting because it takes many attempts to jump over all the danger water pits. I bet if I die on stage 2 and get game over it sends me back the title, right? Then I'd have to do stage 1 again to get to stage 2? heh I'm on 5 now and there's no way I would be if game over wasn't disabled.

Even with unlimited lives, I don't feel like fighting the controls to beat the boss. It's way to hard to efficiently hit and run.

All these things lead a very rigid and frustrating game. I prefer a fluid and intuitive game. This wasn't fun in it's current state. I know it's early on so I'm hoping it gets better. Do yourself a favor(if you're not already doing this). Don't start adding all kinds of new levels and characters and bosses, until you get this first character moving fluidly and work out the kinks like attacking, hit-boxes and invincibility frames using a single test map. Test as many combinations of game play mechanics as you can. Try and tie up lose ends of coding, like when you beat a level everything else should shut down so you don't die from an enemy or the *shudder* timer. It's not easy, but try and think of other things like that that will happen if the code is left running.

wow I played the old version just for fun and it's even worse haha That jump height was way too low and the attack animation too small. At least you're improving.
Okay, I may as well say I agree with Link here except:

I absoolutely love the HUD every last piece of it. I don't think any of it looks ugly either. Since the HUD isn't ever going to block your vision, it's perfectly fine taking up the space it does, plus it's transparent and it looks nice. I, personally, wouldn't change anything about your HUD.

I...didn't find the first jump hard at all. Am I weird? Just cas magic on the fish then run jump and do a spin slah in the air while going across. I make it everytime. However others have had problems so I suggest only having one fish and shortening the jump just a tiny bit.

I would suggest only using the timer for "Get to the end of the stage in time!" goals. Otherewise, don't use it and don't make it kill me. (Basically what Link said)

Rather than shortening the death sequence, (Which is hilarious) put more checkpoints. Like 4-5 to each level.

You're supposed to use your shield to bounce back the spike balls and then slash at him while holding your ground to force him back. However I would suggest more hearts for healing, or at least make them respawn after a while.

I agree with most everything else Link said. I'm also still in favor of getting the option to map your own controls.
Couldn't agree more. But, like you said, you have to think about what to do before you make a move. If you see fish coming out of a pit, shoot them, then move.

I'm not disappointed though. There is a blog that shows the list I made before the this demo came out.

New Blog...

Is it a crime to use Final Fantasy Music? I can use whatever music I like thank you! Besides, I already removed this yesterday.

I could write a huge comment going back and forth with this, but I 'm more focused on improving the game, not arguing about every little thing. Some things Link_2112 said are nit picky, but some of the other comments are true. I already know that though. Trust me, I've played more games than most people expect and I have a list of things I need to fix (Blog above). Sound effects? Come on!

I test my game all the time! so I know when I encounter a glitch such as getting stuck. The same things happened to me while playing. Also, everything in the HUD is necessary! You HAVE to know how much time you have left! Have you even played Super Mario Bros? The time is up there at all times! There is nothing wrong with the HUD at it's current state. However, score will have to go because there is no use for it.
author=Gourd_Clae
You're supposed to use your shield to bounce back the spike balls and then slash at him while holding your ground to force him back. However I would suggest more hearts for healing, or at least make them respawn after a while.


The only problem is that in the demo there was never a need to use my shield, so when it came time for the boss it didn't cross my mind. Even though this is only a demo, you need to think of these things. If a boss is going to use some gimmick, introduce the player to that gimmick in the leading levels.

You can always download Joy2Key and remap the keys yourself. I used it for my gamepad.
Yeah, that's true. There are so many things to add, remove, consider, and fix at this point. Right now, Lydia's gameplay functionality is priority. Once she's done, the other characters will be able to join the party. Here are the characters so far. They all look great! I need more though. I want to have a huge roster of playable characters. But as of now, this is fine.

More guys are needed ohohoho! But all characters look good C:.
By the way, not for now probably, but is there a possibility to, let's say, multiplayer options? (and by multiplayer I don't mean "online" play, but 2-Player Co-op, or even an Arena!).
Or a mode in which you can fight all the other characters and access boss battles whenever you want?
author=orochii
More guys are needed ohohoho! But all characters look good C:.
By the way, not for now probably, but is there a possibility to, let's say, multiplayer options? (and by multiplayer I don't mean "online" play, but 2-Player Co-op, or even an Arena!).

YES! I had that idea a long time ago! I planned a VS mode and a boss battle mode(pick a character, and a boss). I also plan on adding mini games that will deliver a different sense of gameplay every now and then.

2 player co-op is possible. I'll consider adding it:) I will also have to look up a tutorial on how to make it.

I may also have a character switch-out system during gameplay. You will be able to switch between characters in an instant by pressing a button (similar to MMZXA and Lufia: Curse of the Sinistrals).

MegaMan ZX Advent Example



BurningTyger
Hm i Wonder if i can pul somethi goff here/
1289
do you need voices for characters besides Lydia? Since Ferkin, Bai and Ryou are clearly guys-, I could do a voice for one or more of them. (I can do an OK girl voice if I must, but I consider it merely passable . . . :P)
Sure thing:) I use voice clips from existing games and I have at least 200MB worth of character voices from super smash bros.Brawl, Kingdom Hearts, Tales of Symphonia,ect. I've never had someone do original ones before, but it does sound interesting. Also, Bai is a GIRL. If you do make any voice acting, make sure they are in WAV format and send them to me.
BurningTyger
Hm i Wonder if i can pul somethi goff here/
1289
Sure .I also experiment with making music- currently it's mostly random-generated, then redone using Synthfont- but I'm trying to master composing. Anyway I have lots of tracks-some form games that have been canceled-if you wanted to have original tunes instead. Now do you have any particular persoaltiy traits for any of the chatterers? it would help me figure things out. BTW for existing examples of my VA check out the samples form the RM Radio Play.
Ratty524
The 524 is for 524 Stone Crabs
13387
Oooh! Ooh! Can I submit a character idea? *insert big, wide, mischievous grin*
@BurningTyger- I would love to have some original music:) I can also edit them(if a MIDI) using Anvil Studio. Anvil Studio is a really useful MIDI program in which you can edit instruments, tempo, tracks, and you can even create your own music. Is there any way you can send them to me?

@Ratty524- Absolutely:) You can download the character creation pack in one of the earlier blogs. I think it was Character Contest or something. The instructions are simple (Model, Info, Voice,etc). Trust me, making characters is one of the most fun parts of this games design process. Have fun:) If you have any more questions, don't hesitate to ask. Also, there are some examples above and there is a large green image in the images section showing what I do with your characters sprites once you submit a model to me. I look forward to seeing what character(s) you have in mind. You can submit as many characters as you like and eventually they will be used as battle sprites in a future Fantasia RPG. Again, Goodluck and have fun:)
Ratty524
The 524 is for 524 Stone Crabs
13387
Alright, I'll take a look-see.
BurningTyger
Hm i Wonder if i can pul somethi goff here/
1289
I'm not a really good spriter but i may try