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RPG 20XX is a redesign of RPG Maker 20XX... Which was an upgrade replacement for RPG Maker 2003's engine. This newer engine will have nothing to do with the RPG Maker series of engines apart from the familiarity of the editor and engine features.

RPG 20XX should provide lots of advanced features yet remain faithful to the retro scale of RPG Maker 2003. It should not require actual writing of program scripts and instead provide a clever implementation of a click-together event scripting system similar to the older RPG Maker engines. Most notably the ability to re-adjust the battle calculations purely through event scripting.

Lots of common tedium and annoyances of RPG Maker 2003 should be eliminated. RPG 20XX will provide global battle events for all battles, a quest system, simplified character development, local save variables per event, and other simple conveniences.

All of this is currently licensed under the MIT license so you can check out the source code any time if you really wanted to. It will be a community project, free as in price and in freedom to create the RPGs in a fun familiar way like you always wished RPG Maker 2003 could do these days.

If you use this software, you agree to use the software under the MIT license: https://opensource.org/licenses/MIT
Copyright © 2014, 2021 WolfCoder Workshop LLC


Latest Blog

RPG 20XX Asset Starter Pack

First things first, I'll need to gather stock assets to create RPG 20XX's default asset pack. It's like an RTP except "Run Time Package (RTP)" doesn't make sense here since all required assets get built into .2xg files and players of your game won't have to go download it separately. I'm organizing what I had found before with what I can find off stock asset sites, but I think maybe the RPG creation kit that was born on RMN ought to have assets from the community.

If you have assets you're willing to contribute that have lots of "Generic RPG Energy", let me know. You'll need to license them under a creative commons license so we can all use them. Don't worry about formatting, I'll convert them, just make sure they're drawn to 16x16 pixel tile scale.

The resulting asset pack will have all of the sources cited even when attribution isn't a requirement, so be sure to let me know how you want to be credited and if there's links to something you want to include.

Anything simple and easy to map with but with an appealing retro generic RPG look is great. Here's an example I made using art I found elsewhere:

Posts

author=Sailerius
I just wrote a script and never had to worry about it.

cool story bro
KingArthur
( ̄▽ ̄)ノ De-facto operator of the unofficial RMN IRC channel.
1217
Don't feed the troll.
Ciel
an aristocrat of rpgmaker culture
367
Hey Wolfcoder, would you ever consider modifying RMXP's executable, or whatever, to make it run at a respectable frame rate? That's XP's only real fatal flaw, it seems to me fixing it would yield similar results as adding a lot of functionality to 2k3.
Magi
Resident Terrapin
1028
author=Sailerius
I just wrote a script and never had to worry about it.

too bad there isnt a script that can fix your shitty posting
TFT
WHOA wow wow. two tails? that is a sexy idea...
445
i am sure by script he meant cut and paste from various sites.
author=Sailerius
I just wrote a script and never had to worry about it.

Sailerius is a pretty cool guy eh? HE JUST WROTE A SCRIPT,NEVER HAD TO WORRY ABOUT IT, AND DOESN'T AFRAID OF ANYTHING. OMG!!!1111111

author=TFT
i am sure by script he meant cut and paste from various sites.
or that too.
Hexatona
JESEUS MIMLLION SPOLERS
3702
ONe thing that would be nice to fix would be the enemy attacks.

for example, if you have an animation for a basic attack when your heroes use it the animation plays, and when it's done the damage goes.

however, when the enemy does the same thing, the damage and animation play at the same time.
I was snowed in for the past couple of days but I'm back.

author=Ciel
Hey Wolfcoder, would you ever consider modifying RMXP's executable, or whatever, to make it run at a respectable frame rate? That's XP's only real fatal flaw, it seems to me fixing it would yield similar results as adding a lot of functionality to 2k3.


it's literally something like frame_rate = 60, placed next to the line of code that defines the font. However, it's nothing like 2k3 or 20XX will be and it could not satisfy the needs of most of these posters.

I just wrote a script and never had to worry about it.




however, when the enemy does the same thing, the damage and animation play at the same time.


Remember that there is nothing for me to fix since I'm writing this from scratch and not reverse engineering RPG_RT.exe. This also means any problems found in 20XX would have been put there by me.

Interesting project, do you know EasyRPG?


I think I had links to their videos at some point, I don't know. Until they have the codes and the downloads, it's not really much. Don't forget the same goes for me, but I said I would release something substantial by Chirstmas so that is what I'm going to do.
it's literally something like frame_rate = 6

Graphics.frame_rate = 60

(Just remember that like almost everything everything is done frame by frame)
What frame by frame means as opposed to something like 20XX is that my engine assumes no frame rate and uses a variable to multiply with all speeds. You know meters per second right?

Well the length of a second constantly changes as my engine runs frames. I can't know how long the next frame will be, but if I predict using the lengths of previous frames, I can figure out some length of a frame. I convert this to be proportional to 16 frames a second.

Why 16FPS? Because that's the ratio Acknex uses and the ratio I'm used to when figuring out speeds. This is also known as system ticks. 32 pixels per tick is 32*t.

Now frame by frame simply assumes constant frames and moves by some constant value per frame, which for RPGMXP's simplistic graphics is usually given except on this netbook. I always have a problem playing RPGMXP or RPGMVX games on this thing since they lag really bad on here. I don't understand since I can get 2X resolution graphics in alpha running at near 50~60FPS in 20XX.

Anyways, I'm thinking of letting you mess with the time factor which will speed up or slow down the entire game. It'll be almost effectively the same as the fast forward in your emulator. However, I am debating this. If you're fast forwarding through the game, there is something wrong with the game. I will let you adjust battle speed though so you can implement a turbo mode to make battles crazier.
author=WolfCoder
author=fdelapena
Interesting project, do you know EasyRPG?


I think I had links to their videos at some point, I don't know. Until they have the codes and the downloads, it's not really much. Don't forget the same goes for me, but I said I would release something substantial by Chirstmas so that is what I'm going to do.


We have code always available since 4 years ago in sourceforge. You can download it anytime. We already released some binaries for end users last month, too.

LMU Map reading works, like your, water animation, etc. System menu is almost complete working, reading from LDB. Game interpreter works with some map event commands, automatic and parallel processes already working. Now working in editor, too. I want to show some database data tab in editor before chrismas.



Greets!
Cherry already has a download that can add lots of things to the original editor. Writing a new editor is something you should be doing after the engine runs at 100% emulation. This is going to slow you down and may fatigue you from doing so well on the engine. These people already have a database editor complete with tabs, what they want is an engine that does it all and beyond and most of all doesn't have the horrible game-breaking problems the original had.

I plan on having the engine nearly complete without battles by Christmas in a state where their games pretty much run. It'll be really rough but it'll still run. I'm thinking of trying to see if I can release something a bit further than that.
Yes, but this editor is open source and from scratch, not a binary hack of the original.

The parallel creation of the editor is because we already made a library for editor and player to read RPG200x format and we want to debug if readers are working properly, to help fixing any reading issue for player and have a visual reference of all data.
Yes, but this editor is open source and from scratch, not a binary hack of the original.

None (no more than very little) of these people care. They want the tech and it doesn't matter how open source my engine is if I do not deliver to the satisfaction of most of my users. This is also why my engine was built on Windows and DirectX- they (again, no more than very little) wouldn't care if my engine had a native Linux port. In fact, this allows me to support HLSL and all the goodness while maintaining the it works after I copypastad' the files into my game folder feature.

Lots of them don't even know what we're talking about.

That screenshot above to them looks like a broken version of RPG Maker 2000 running on what kind of looks like a Mac. Compare to Cherry's eye-candy editor windows with syntax coloring and lots of features you don't need but are awesome! It's like 2009 Ultimate! Sounds cool.

we want to debug if readers are working properly

I made simple text files for that. I sometimes copy and paste them to log updates. Other than that, correct behavior of the engine has been the only other thing I needed to go off of. Even if there are errors or deviations, it's alright as long as the engine's resulting behavior is satisfactory and it plays the game.

It is not so much the engine itself as the existence of someone here who can prove their quick responsiveness to bugs, problems, and serve the public trust- that is what the problem was in the first place otherwise I would not be here doing this.
Umm... But... Uh... I'm interested in porting games to PSP, in fact, I was searching, and...
author= Puck, wich can jave its post seen here: http://www.rpgrevolution.com/forums/index.php?showtopic=38742
here's an interpreter for RM2K/3 games floating around out there called EasyRPG. There are ports of it for a few systems, including DS and PSP, apparently. I haven't tried it myself, because I don't have a hacked PSP or a DS flash cart, so I couldn't tell you how to use it or how well it works.

The project blog is here. It's in Spanish, though.


I found this. I was searching because I did heard about it some time ago and my brother just earned a PSP, I'll give it to him personally on 25th december. (I have until there to customize it) so... I thought on making a quick adventure as my own personal gift, for him!

Well, it's not working, eh...? :/
I can't port a game to the PSP right now, ne.

Also, sorry if this is the wrong place! I just really want to make my brother happy!! *_*
HLSL LOL

Well, I'm not one of those caring users, but anyways I desire most satisfaction for your project.

Let's do something more productive instead of writing here.

Cheers.
Well, it's not working, eh...? :/
I can't port a game to the PSP right now, ne.

Hehe, I know it's not going to work anywhere near acceptable on the PSP for a long time. And I've written stuff for the GBA/DS before, I'm not even sure you can write a good port for it unless you write some kind of a recompiler.. And even then that would take forever. It all sounds so magical, doesn't it...?

HLSL LOL

Well, I'm not one of those caring users, but anyways I desire most satisfaction for your project.

Let's do something more productive instead of writing here.

Cheers.

HLSL LOL

So you come here to plug n' troll your half-finished software and then tell me to do something more productive than write here? Right, message received.
Alternatively the people working hard at improving the editor could work together with the people working hard to improve the engine hmmm (let's all be pals)

To be honest I think the feedback on this project is going to improve in quality 100 fold when people download the Christmas release and see what it is exactly you're actually doing, what they can do with it and what they can suggest to realistically build on that (although whether or not the advice will be worth anything remains to be seen).

I don't know about these other jerks but I am pretty stupid so all the added functionality in the world ain't going to excite me unless I am sure I can figure it out. Likewise, I don't need to know what my hammer is made of so long as you promise me it's not going to snap while I'm hammering in nails. I am pretty sure you, WolfCoder, understand that most people think like me (just gimme something that works damnit) so I am not worried about the end result being supremely usable.

I'd be more excited about the bitmaps fonts if I hadn't worked so long on making my custom font look good under the restraints of RM2k3. There's always the next game!

edit: this is pretty much just a support post, I support this
To be honest I think the feedback on this project is going to improve in quality 100 fold when people download the Christmas release and see what it is exactly you're actually doing, what they can do with it and what they can suggest to realistically build on that (although whether or not the advice will be worth anything remains to be seen).


Yeah! I hope the data harvest is plentiful!

all the added functionality in the world ain't going to excite me unless I am sure I can figure it out.


I'm targeting RPGM2003 users, so being as easy to use is vital. Having these advanced features and not having horrible bugs is the other part of this project. Being up-to-date kind of implies these two as well as keeps the platform from rotting of old age.
I just tried the Alpha on a random RM2003 game and it worked exactly like it was supposed to. Great job so far! ^__^