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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

Ah, so you've finally decided to do it. :) Cool, I look forward to the results!
Currently Implemented
- 32-bit alpha images
- Music can be played in a loop from formats that FMOD supports

Doesn't XP and VX do that?
post=edumazieri
Currently Implemented
- 32-bit alpha images
- Music can be played in a loop from formats that FMOD supports

Doesn't XP and VX do that?


They do accept 32 bit alpha images, but I'm not sure about the music... Yet, 2k3 is far more awesome, for it has a resolution of 320x240, half of that of XP (wich means 1/4 of the work, wich speeds up the creative process), far simpler coding... 2k/2k3 are more artistical. So don't come with that "forget 2k3, cavemen. Go to VX." e________e
I wonder... If that's what I think it is... Could you allow filters, like hqx2, etc? For it'd be awesome. But prob. it's too hard.
I'd love for the ability to show pictures of higher definition. You know, regular pictures as opposed to the 256 color scheme we are forced to use.

EDIT: Also, this is awesome.
please please please fix the broken AGI system

as far as I can tell the way it is now it does something stupid like having a really fast character means that characters bar fills at a normal rate and it slows everyone else's down to a crawl

fixing algorithms in general is a big thing for me, having to modify everything with conditions or attributes to get damage where you want sucks

also tint screen in battle only works if you're using battle character sets. Battle animation battlers get shown "above" the tint, and it's a huge pain to try to work around this.

I don't know if these are the kind of things you're even trying to "fix" but they've bugged the piss out of me forever
You could make separate stats for Magic and Mdef too, you know. It'd be awesome. 8'D
I think a method of simply modifying formulas would be the best way to go.. you know, like in VX/P :P
"Doesn't XP and VX do that?"

And now 2003 will too.

"Could you allow filters, like hqx2, etc?"

I'll add shaders so you can do anything. See WeaponBirth? I could adapt that HLSL program.

"I'd love for the ability to show pictures of higher definition. You know, regular pictures as opposed to the 256 color scheme we are forced to use."

The editor will complain, but my engine won't. In fact I had to write some code that converts 8-bit images to 32-bit alpha textures.

"please please please fix the broken AGI system"

You and me both. The broken damage, AGI and speed problems are encouraging me to do this.

"also tint screen in battle only works if you're using battle character sets. Battle animation battlers get shown "above" the tint, and it's a huge pain to try to work around this."

Tint screen is going to be a problem for me to implement in this new video system, ironically. I'm thinking if it's possible to lock the framebuffer, tint, and release before I draw dialog boxes and HUD

"You could make separate stats for Magic and Mdef too, you know. It'd be awesome. 8'D"

I could do that but the editor will still have edit boxes for only 4 stats plus HP/MP. I was thinking of having a six-attribute mode that makes HP and MP derived stats along with others (to implement a WeaponBirth stat system with six attributes). Seeing as how you can mod strings in the editor it'll all match up.

"I think a method of simply modifying formulas would be the best way to go.. you know, like in VX/P :P"

Anything VX can do I can do better, I can do anything better than VX. But you know, this is all for you. I don't need this piece of software but it's apparent that everyone loves the fun of editing in 2k3 (myself included) and hates the antique software and bad decisions from Emptybrain.

The only reason this engine will be great is because the author is here for you to complain to and actually DO something about it. It's going to be buggy and wonky at first, but at least I'm not shipping it out as product and putting a 60 dollar price tag on it like that I want to do this the right way.
I'm especially looking forward to the 32-bit alpha images, as I use lots of gradients in my games. ^^
GL
Yeah, support for 32-bit stuff is already in by default. The problem is that the editor won't let you and you'll have to talk to Cherry about that. Cherry is working on the editor itself and I'm only writing the engine part of it all.

A possible work-around is to automatically use the copy of a file which has .32 before the extension (chipset.32.png for example) and .2 for double size (chipset.2.png or chipset.2.32.png or chipset.32.2.png). Not sure exactly what I'll do for that thought and it would be nice if the editor would just let you use a 32-bit image.
thought of a couple more things that have always been limiting factors for me and I'm guessing others as well that you might want to consider if possible

pictures in battle is a pretty big one, as is the size limitation of battle and battle 2 animation files. As it stands, you can only have 25 cells in each file, I think Cherry said that he managed to increase that limitation to 125 cells per file by changing the size of the picture that the program used, any chance this could be included?

Removal of the horrible autobattle function that no one uses and only ends up screwing up custom battle events. The option to at least change out the "Row" command. Fixing Reflect tennis, and the bug that Nightblade posted about in Help and Resources how selecting and then cancelling certain commands will cause those commands to execute anyways.

Finally, are you planning on having compatibility with existing patches, like Cherry's stuff? I think he's actually already done fixes for most of the above, but it'd be cool to have it hardcoded into the program too.

Sorry if it sounds like I'm being really demanding, but I have a huge list of gripes with the program, most of them battle related, and I'm pretty psyched that you're going to be rewriting a lot of this stuff, thanks for doing this. I'll probably think of even more things here later on.

"I think Cherry said that he managed to increase that limitation to 125 cells per file by changing the size of the picture that the program used, any chance this could be included?"

I've been talking to Cherry as I want to integrate my engine with theirs. Cherry has been helpful in providing me datasheets for the .L files, but they haven't told me very much about how I can detect RPG Maker 2009. To fix many capping problems, I'm only going to cap against edge cases (death occurs at HP=0, etc.) and let all the other values go wherever the data takes them.

"Removal of the horrible autobattle function that no one uses and only ends up screwing up custom battle events."

Autobattle, random dungeons, and movie playback are on my list of things I'm going to cut from 20XX. No one uses these and they just cause problems trying to get them to work anyway.

"Fixing Reflect tennis, and the bug that Nightblade posted about in Help and Resources how selecting and then cancelling certain commands will cause those commands to execute anyways."

I'm surprised these bugs made it through Emptybrain's testing stage.. If they had one. If there's any bugs in my engine, I'll be here to hear about, reproduce, and fix them.

"Finally, are you planning on having compatibility with existing patches, like Cherry's stuff? I think he's actually already done fixes for most of the above, but it'd be cool to have it hardcoded into the program too."

I knew about this, I'm going to emulate patches since some games rely on them.

"Sorry if it sounds like I'm being really demanding, but I have a huge list of gripes with the program, most of them battle related, and I'm pretty psyched that you're going to be rewriting a lot of this stuff, thanks for doing this. I'll probably think of even more things here later on."

If you think you're being demanding, you're doing the right thing~ Hahaaa! I've had the same gripes, it all encourages me to write this program. I hope to have a working version done by this Christmas with 75% emulation level. Emulation level is the amount of games playable out of tested, and features supported in those games.
This is looking really sweet! Finally after so many years someone is doing what we all have always wanted, thanks WolfCoder! ...now I can't really remember many things that I would like to be fixed besides the one already mentioned, but something that would be cool as well is being able to 'detect' specific status on both the enemy and the player with simple fork conditions in the default battle system.

Aaand, I'll try to think up some more, but in the mean time I wish you the best of luck with this.
"but something that would be cool as well is being able to 'detect' specific status on both the enemy and the player with simple fork conditions in the default battle system."

I wasn't sure about that, but one simpler thing I always hated was that only one status effect could be active at one time. I'll have a mode where multiple status effects can be active on someone at one time and the priority determines which effects get applied first.
Please have an option for vsync. 2k(3) tears worse than wet toilet paper. And remappable controls, the default gamepad layout is weird (and I usually don't use the right side of the controller for two button games anyways). It's like the devs forgot the platform they were working on.
"Please have an option for vsync. 2k(3) tears worse than wet toilet paper."

I've never had 2k3 tear on me, but OK. Can't hurt.

"And remappable controls, the default gamepad layout is weird (and I usually don't use the right side of the controller for two button games anyways)."

As per the new Vista environment, I'll store new game saves in your user folder, and some settings you set will be global to my engine so that everyone's games use one pair of settings. For example, if I had an option for text speed override to display all at once until button press for next page, it will apply to ALL games. This goes for controller since I bet you don't want to set the controls every time you download a new game (especially if you're a reviewer).

"It's like the devs forgot the platform they were working on."

The Japanese actually do this to hell on PC games where it plays like a console game since console games are more popular there. Also explains why it didn't come with mouse control either..
LEECH
who am i and how did i get in here
2599
Im gunna start working on "Finscéal" when this is done. Now rm2k3 WILL ACTAULLY BE FUN TO USE.