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Contact Me

Comments go to my E-Mail address, I won't really answer them here

E-Mail: wolfcoder (at) dreamincode.net
Dream.in.code: http://www.dreamincode.net/
AIM: wolfcoder
Yahoo: umbracoder
MSN: wolfcoder (at) dreamincode.net
20XX Irc: irc.esper.net #20xx

Installation: Delete RPG_RT.exe and paste this program where it used to be. There you go.

Introduction

To address the old-age and technology of RPG Maker 2003's RPG Runtime engine, a replacement will be written that implements more modern features. This is intended to work both as a 1-1 replacement for the RPG_RT.exe executable and as an extender to allow features which would be cumbersome to implement conventionally as event scripts.

There are also a long string of bugs and feature requests that will be addressed with this engine, especially the more commonly known battle bugs and speed/agility problems.

This is not a patch, it is a ground-up open-source engine that plays RPG Maker 2k/3 games. There are others out there, but usually for systems like the GP32X, PSP, and DS so that you could play RPG Maker 2003 games on those systems.

This technology enables you to create something new with something old, comfortable, and most importantly, fun. The G.E.C.K. for example, still sports that Win95 look but uses the next-gen engine you actually play. After all, it's this engine that your users will actually see and not your tools.

Participants

Thanks to the following people who submitted games for me to test against:

Kentona (Hero's Realm)
Drakonais (Tiamat Sacrament)
J-Man (Phantasia 5)
Ocean (Paradise Blue)

These participants will decide the engine's current level of compatibility with the original system.

Features

Features that 20XX will extend onto your project:
- Fixes the hit list of bugs and annoyances with the original engine
- Many more supported image and sound/music formats
- 32 bit color with alpha images
- Bitmapped fonts let you draw your own font pixel-to-pixel (also 32-bit alpha possible)

Tell me what you want and I'll implement them depending on how annoying/frequent you are at asking for them.

Specs and Stats

License: LGPL
System: SDL / Win32
Video: DirectX 9 3D
Audio: FMOD Ex
Libraries Used:
- SDL (system)
- DirectX (graphics)
- FMOD Ex (sound)
- SDL_image (loading many different image formats)

Latest Blog

Cancelled

Cancelled

I have lots of scientific study and work to do, so my time is pretty limited. I've been thinking this engine was a bad idea three months in, but I wanted to finish it anyway. Almost a couple years later, it's become apparent that this project is dragging itself out. I'm not sure I'll even be finishing normal games either, this is the end of posting in-progress projects. Any further announcements of projects I'm working on will be after it has already been completed.

Bad Idea?

The idea of using any of the RPG-Maker series of engines, in retrospect, is a bad idea. They already exist as a suite to satisfy your curiosity and boredom. For the more ambitious game authors, I recommend you just pick up GameMaker, Acknex, or any of the other higher quality toolkits out there for lower prices or free. People claiming to be from the Terraria staff are planning an independent RPG Maker, you should be supporting those projects. Regardless of what you use, it always takes great effort to make a fun game- there are many better engines (in all use cases) than this one to make your game with. Hence, I've been trying to finish something I feel was a mistake for about a year now.

Hell, if I didn't already have a job, I'd ask the "Producer of Terraria" if they could use me in making an independent RPG Maker- something like that I feel is the true solution. Do it right from the ground up and discard the nonsensical Enterbrain designs altogether.

What Now?

RPG Maker 20XX is missing the cookie cutter battle system. It can be used to make games, but the optimal use will happen when the source code is modified to fit whatever game is being made. Yes, this is identical to editing the ruby scripts of XP/VX to match your game. This requires a few coders to make different flavors of 20XX and the rest of the consumers to make various games. It's not pretty, but I have to point out that I left behind some pretty usable materials.

I will leave Feld here to manage any newcomers to produce the different flavors of 20XX, and I will add anyone working with the code to the project staff. I will continue to respond to questions and comments via E-Mail, if you use anything other than E-Mail, your message will go unanswered. I recommend you e-mail me especially if you want to work with the code since the code is heavily commented but also very messy.

Conclusion

20XX was just a curiosity of mine, and I thought I might be able to help the community. There's only so much I can do, and I am sure I will no longer be capable of providing adequate support for 20XX by myself, and therefore it will not be enough to serve you well. I may release games in the future, but you will only see them here when they are finished. That means they're probably not going to be RPGs (I have finished games a long time ago, but they weren't RPGs).

Other programmers are welcome to take the source code (everything available from the SVN) and branch off in an attempt to adapt or modify the engine.

Posts

well i saved your youtube page so i can follow your progress and learn of it new location.
One of the new locations is going to be at Meridian Dance (link up there in the description).
thx!! i'll cheer for you there i guess
glad to hear this is sticking around.

Here's a request that might or might not be simple, but how about the ability to underline, bold, or italicize text in messages/abilities, etc? Would make adding at least a little emphasis and emotion to messages a lot easier.
That's a bit much actually. The engine uses raster fonts to draw text, so implementing those would be a bit involving.
Would it be possible to open more than one event window at the same time?
I know bold and italics would be difficult (or impossible with some custom fonts), but wouldn't underline be possible?
They're all actually equally as hard to implement to me. The actual underlining, italics and the like aren't that hard, it's the text system I developed.
I think this has bee asked before, but will using a custom font be possible? I've made a few very simple fonts (as RM2k3 usually only allows very simple fonts) and I'd be bummed out if I couldn't use it.
Found a bug. Just downloaded the 'new'(?) download, tried with the longing ribbon, and somehow...

UNPLAYABLE! I don't know what happened, but the menu insists on opening and closing, like a poltergheis activity. Maybe it's that the game is cursed...
Well, open up the events that handle this menu (common events, right?) and check your commands against the .ods file and see what's implemented so far and what's not (Excel can open it, or OpenOffice).

If every command in there should run as you intended, then send me your game.


I'm going to take a quick guess here before anything, I bet you have a loop and one of the "gates" in the loop is checking to see if you pressed the open menu button. The check input command isnt implemented yet so it also does not wait for a user to press a key either, so it skips over that command.

author=Kaempfer
I think this has bee asked before, but will using a custom font be possible? I've made a few very simple fonts (as RM2k3 usually only allows very simple fonts) and I'd be bummed out if I couldn't use it.

Download the engine. Modify the two .bmp files, and don't forget there's an alpha channel you need to keep up. There you go~
It's not really my game, you see. I tested it with tlr because I'm in a tlr frenzy these days, so... I can't do much, I guess! :/
Don't worry, once I do implement some more, the link can now be very quickly updated. This new download system will speed up updates really fast. It takes me only a few clicks to immediately package and update the latest engine.
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2670
The idea of downloading WC's engine and overwriting other people's RPG_RT in an attempt to play it with faster battles/cooler menus even when it's complete seems silly to me. 20xx has too many idiosyncrasies to simply assume this sort of thing was expected from other developers.

Naturally, it's the game developers who need to make the choice to upgrade and then do the required testing to ensure the game is functional. For best results, try it out with a fresh project--see what works and what doesn't yet.

Also it's an alpha so many games will likely be unplayable at this point.

(I wonder how 20xx will handle my 0th battle animation. haha)
It's not a beta yet, it's only an alpha.

The idea of downloading WC's engine and overwriting other people's RPG_RT in an attempt to play it with faster battles/cooler menus even when it's complete seems silly to me. 20xx has too many idiosyncrasies to simply assume this sort of thing was expected from other developers.

This engine is useless if, when it passes the beta stage, can't be dropped into any vanilla RPG_RT.exe-based game project. Keep in mind you're still downloading alphas.

In the time between mine and Joeseph's posts, the download up there has changed about 4 times.

My engine can be considered out of beta once about 95% of RPG Maker 2003 games run just fine.
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2670
author=WolfCoder
It's not a beta yet, it's only an alpha.
Right, I think that was force of habit from my canned reply to people who hate on Minecraft, which is in beta. Edited earlier post.

EDIT: I also neglected to recall the year=20xx in the .ini was required for all the registry/syscall features that would cause any traditional RPG_RT-based project to explode.
i tried running Ascendance, but SDL_Image keeps reporting unsupported image formats, which is weird. Be sure to remember this engine will not run XYZ formats, I think it has some XYZ images named with the .png at the end.
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2670
Yeah Ascendence's images are all XYZ; he did something tricky to them. (But then again you can just import them with 2k3 and they go back to normal PNG.)