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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. This particular entry follows the events of Monster World III.

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

  • Over 50 stages divided across a large, new world

  • Various genres of gameplay

  • 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 gameplay with unique twists

  • Various customization options


Story
Wonder World was once a peaceful realm where humans could live without conflict. However, a horde of invading monsters invaded and over time, it became known as Monster World. The leader of the monsters was and extra-terrestrial beast known as Biomecha and it started the Monster War by making the monsters attack the residents of the world.

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.

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

Latest Blog

New Updates!

Hello everyone and Happy Thanksgiving! Its a special day, so I thought I'd share some new content and a series of brief videos that go in better depth than the one released earlier in the Media Section.

Enhanced Sound Engine

First order of business is the sound engine. The past couple of weeks has been strictly focused on the sound engine. MWL could not support MP3s and the sound effects were cutting off the music and had bad quality. Why? Well, because I had too many sound effects and music in the game causing it to run out of memory and cause glitches in sound.

The solution to this was to make all of the music and sound effects external in folders. What does this mean for the engine and the players? It means that the engine has shrunk down significantly; maximizing its optimization. For the players, it means you can edit both sound effects and music! And does that mean the game can support MP3s now? Well, take a look at this and it'll answer your question...


Next, there has been an update in the amount of platforms and gimmicks. There was one in the 30 minute video of the Media section, but this one is extended a bit by adding both a balance platform and piano keys. Can you guess the secret song played on the piano?


In the previous video, there was an item test, but there was so much going on that you couldn't depict what was what, so here is a better in-depth video of the items.


I always wanted to add this, but I found a way to make a custom day/night engine that is simply a special effect in certain areas. Here is the sample on Moonlight Castle.


Adventure Maps Return!!!

Over the course of development there have been some very difficult decisions on what kind of stage map to add. Should it be Mario Styled with simple blue and red buttons, or should it be a complete "walk everywhere" map. I chose the latter.


What's next on the to do list?

  • Complete and Polish the character roster

  • Remake/Enhance/Extend Stages

  • Add Story Mode

  • Add New Bosses and polish older ones

  • Finish the last few equipment to collect

  • Finish the next 4 sets of skills on the skill grid

  • Complete the soundtrack

  • Polish Coding

  • Get Final Version Testers

  • Release the Game

  • Release a Deluxe(DX)Version.

Posts

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kentona
The A is for ANGAGE
18897
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
13695
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
13695
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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