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 on: September 19, 2017, 01:48:26 am 
Started by Theforeshadower - Last post by Theforeshadower

Updated original post link as well.
-small modifications to enemies
-enemies can hurt you
-added a placement game over screen

Hadn't uploaded anything playable for some time, so I figured I would do so.  Enjoy.
As always, File 1 goes through everything as if it were a final release; File 2 let's you skip the intro; File 3 takes you to the debug rooms.

 on: September 18, 2017, 04:07:56 pm 
Started by Theforeshadower - Last post by Theforeshadower

-North Palace fully implemeneted.
-some room flags fixed
-actually implemented more of Parapa(forgot to add room flags ooops)
-more screnshots added to the original post

Next To-Dos:
-npcs for Rauru
-indoors for Rauru
-animated torches
-more water animations
-P Bags(otherwise known as "!@#$% bags" according to AVGN)
-tweaks to enemy AI and behavior
-ability to take damage

-A bug was found that only occurs in North Palace.  The sub item(inventory item) box in the top right corner is not drawn.  All code has been triple checked.  No idea why this is occurring as the conditions of North Palace are no different than any other room in the game.  There are also no special objects in North Palace. 

EDIT: Nevermind.  I am a buttcheek.  I forgot to set views in the North Palace rooms which the HUD depends on.  *cough*

 on: September 17, 2017, 08:11:22 pm 
Started by Martijn dh - Last post by Martijn dh
And here is the rest of the progress made last week.
So I'm running quite behind on schedule to get a full demo out for NCFC. To cut some corners I'll be using placeholders enemies (for now), cut the Moldorm bossfight tweaking (for now) and push building the Mansion F1 rooms past the first october demo. The reason I still plan on releasing a demo october 1st is to allow anybody who want to help test the option to do so.

Code: [Select]
0.18.56 (14 september 2017)
* Discovered and implemented new setup for animated tiles
* Finished retiling overworlds
* Improved boomerang interaction with hitswitches
* Finished mansion library area

0.18.57 (15 september 2017)
* Finished mansion fairy room
* Made progress tiling mansion F2 further
* Made more progress retiling dungeon area's

0.18.58 (16 september 2017)
* Finished garden shed
* Made more progress retiling dungeon area's

New schedule:

17 sept:
[CUT] Finish bugfixes/tweaks as mentioned in youtube comments
[DONE] Finish another mansion room: shed
[DONE] Finish another mansion room: fairy room
[DONE] Finish library sections

24 sept:
[IN PROGRESS] Finish mansion garden
[IN PROGRESS] Finish retiling all areas

1 okt:
- Finish remainder of mansion (F3)
- Finish remainder of mansion (F2)
- Release early demo

15 okt:
- Finish remainder of mansion (F1)

22 okt:
[OPTIONAL]: Add boss fight to Mansion + tweak all bosses (prio for Moldorm)
- Handle new forum feedback + whatever I missed

29 okt:
- Final NCFC demo

 on: September 16, 2017, 04:01:04 pm 
Started by Monster World RPG - Last post by Monster World RPG


You can download it by visiting its official website:

Watch here the videos:


info AT monsterworldrpg DOT com

GAME NAME: Monster World RPG
TOOL USED: RpgMaker2003
RELEASE TYPE: full free game (ver. 1.0)
LANGUAGE: english
SIZE: 148 MB (zipped)

About Monster World RPG
Monster World RPG is a fan game inspired by the Monster World (Wonder Boy in the US) series, made by SEGA and Westone for Arcade, Sega Master System and Genesis.
It's no a sequel, prequel or remake, but a brand new game in rpg style instead of platform.

The game you can download here is the COMPLETE VERSION, a complex rpg game developed with RpgMaker2003 with many different monsters.

Along with Max, the main hero, there's other five characters, which can be inserted or removed from the team as you wish.
Also there's many sidequests: all of them are kept in a special “book menu”, so you won't forget them.
The main hero also can be customized with different spells, magic weapons, and more.

The full version of the game is only the one you can download form its official website: the other version you can find around the net are old incomplete demos.


The place is Aqua Kingdom.
The hero of this story, Max, lives in the Valley of Peace near Purapril, the capital.
Since his friend Shion left for Purapril to do his knight duties, Max life got boring.
A morning while hunting in the woods he found a strange creature he never seen before.
Unsure about the creature's "taste" he decided to avoid making it his meal, but keep it as his pet.
Now that he has a "party member" he decide that's time for him to leave the valley for a more exciting life.
He decide to go to Purapril to meet again his friend Shion but while attemping to enter into the city two guards block his way forcing him to travel somewhere else.
Where will Max go now? Will Max be able to enter in town? And what is happening there?
Unbeknowst to him his "adventurous life" has already begun . . .


The hero of the game. He's a fighter, so he won't learn new skills by leveling up. Instead, he gets new skills by learning them from other people, by equipping certain equipment or getting special items.

Pepe is a strange animal that no one knows its species or place of origin. He can only say “pepe”, so Max gave him this name. His species is unknown so he's considered an “odd pet”. Pepe starts with some skills and learn more as his level increases. He can't use any equipment, but only attacking with his claws.

Priscilla is a small fairy from Alsedo, the fairy village. She lives with Eleanora, the fairy queen. Being a fairy she mainly knows healing and assist spells.

Shabo is a death god, wich is actually a species, not a deity. Shabo knows many spells, mainly attack spells but also some assist spells. If used wisely he can be a great ally.

Hotta is a dwarf from Lilypad, the dwarf village. He can't use spells but istead uses special skills. He's a very strong character and can greatly damage the enemies. His only weakness is that he's the slowest character.

Junior is a baby dragon from Begonia. He may be just a baby, but due to his dragon lineage his power is great. He's almost as strong as Hotta and is faster, but has lower resistances and less skills.

MAX TEAM is a two men team composed by:
Massimo - author, storyboarder, chara designer, final tester, main advertiser;
Fernando - main programmer, tiles & faceset designer, music & sound, beta tester, final scripter.
MAX TEAM has also many friends who gave help listed in the credits of the game.

•   One thing that I hate of rpgmaker games are the charasets: they are to small and so the characters looks too much unexpressive. So we used the characters slots at their limits and sometimes for bigger characters we used more than a slot.

•   In rpg usually you got experience point or buy equipement in order to increase your party stats. This can be entertaining at the beginning, but later it becomes repetitive. For this reason, even if we kept the experience and equipment system, we decided to put in the game a way to customize your hero to give him different skills and map abilities in order to reach different zones (like castlevania or metroid).

•   Another weak points of rpgmaker videogames is that being them "free games" there's no manual or other things. Plus they lacks menu that usually are present in professional games. MWRPG has an online guide.

•   Last, a common rpg game engine will become rapidly repetitive and unappealing. Due to this MWRPG has many platform elements and minigames.

•   In order to advance in the game is more important to find secrets and upgrade items more than levelling up: in this way you have not to waste an entire day in fighting monsters.



Please feel free to comment the game on the forum as much as you want.
Your feedback is important for us.
In any case, to simplify our work for a future release of a version 1.1 of the game, you should send your comments to us to the following email address:
info AT monsterworldrpg DOT com

Thanks in advance and enjoy our game!!!

 on: September 16, 2017, 09:40:20 am 
Started by Theforeshadower - Last post by Theforeshadower

-added a video of game in current state to original post.
-Leevers added but not finished
-North Palace added
-intro cutscenes added/changed
-more intro dialogue added

Youtube direct link:

 on: September 14, 2017, 02:02:17 pm 
Started by Theforeshadower - Last post by Martijn dh
The good old days. I feel kinda jealous XD

 on: September 14, 2017, 01:58:09 pm 
Started by Theforeshadower - Last post by Theforeshadower
Ooh and nice going btw. Where are you finding the time for all this progress?

Went back to college fulltime.  When I get done with homework and in-between games with the online squad, I tab back into Zelda II and do whatever I can.  :)

 on: September 14, 2017, 01:39:07 pm 
Started by Theforeshadower - Last post by Martijn dh
For the boss, you might be able to save time by basing the head on this enemy:

Ooh and nice going btw. Where are you finding the time for all this progress?

 on: September 14, 2017, 01:24:24 pm 
Started by Martijn dh - Last post by Martijn dh
Just a quick question:
Are the sideways bookcases in the attached screenshot distracting?
I've added some space between them and the other bookcases, but I'm still doubting myself on this one. Outside input is welcome.

 on: September 14, 2017, 12:03:28 pm 
Started by Theforeshadower - Last post by Theforeshadower
Daily Update:

Nothing to upload, but, Parapa Palace nearly finished.  Just the final corridor, boss room, and pedestal room left.

I will attach a picture of the current enemy AI I am attempting to work on.  Custom edit for placeholder sprite.  If anyone is interested in trying to sprite, I would like a sword pulled back as if it is about to strike, then a lung forward with sword extended and shield off to the side similar to when Link is swinging his sword.

The idea is to use the same AI as the Darknuts/Ironknuckles(or whatever they were called in Minish Cap) for the Ironknuckles.  Stay defensive then lunge at the player.  The back will be the sweet spot.

I am also working on some Chus, Moblins, Octoroks, etc to begin filling the world.  Since Mazura is going to be a pain in the ass to sprite https://zelda.gamepedia.com/File:TAoL_Horsehead.png , I figured it would be a great time to begin bringing my Hyrule to life. 

As far as Mazura is concerned, the boss AI that is planned is going to be similar to Ganon's AI at the end of LTTP.  The dungeon item is the Eternal Lantern, so it would be best to incorporate it.  Use the lantern on some lightable torches, blind Mazura to reveal a weak spot, rinse and repeat.  Mazura would use sand spit or some kind of whirlwind to blow out the torches.

The only other idea to keep it even closer to LTTP bosses would be similar to the Armos boss fight in LTTP.  Have Mazura bounce around for a bit, then jump slam which exposes his back.  To incorporate the Eternal Lantern, could require the player to light the torches which would force Mazura to perform the leap slam.

Anyway, the focus is now to start getting some enemies and NPCs in before we worry about a huge task like Mazura.

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