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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

I think it's best to leave it alone, and have the option as a syscall for new projects.
Have you done anything cool with the 'Conditions'? Namely, make poison take effect every turn instead of literally everyones turn?
No I'm not there yet. I usually just set the values of poison with it happening every action in mind and it's all good. I'm currently disassembling events so I can run them.
GreatRedSpirit
Sometimes it is too cold too
4783
author=WolfCoder
I think it's best to leave it alone, and have the option as a syscall for new projects.

Agreed.



how about customizable text speed
*edit*
For clarity, I mean Player defined text speeds. Or maybe just "Hold button, speed runs at normal speed/is instant".
Text speed will be a global option effecting every game you play in 20XX.
Oh yeah! There was one thing I wanted to ask about.

Would it be possible to increase the amount of cels that can be active in a battle animation? The current limit is 8, but that's not enough for more intricate animations.
You're going to have to talk to Cherry about that. My engine can do anything I build it to since it is from scratch, but the editor I have not touched.
Magi
Resident Terrapin
1028
Will there ever be something like one of those auto-enter patches to make customized title screens?
Yeah, don't forget it's a requirement that I implement existing hacks people use so their game still works. You'll be able to use syscalls to move the default menu components around too using a metrics command. I'll post the prototype of the Set Metrics syscall when I have made the default menus. There's already a prototype there to jump into sub menus as well (equip, items, etc.) in case you want to do a CMS that's not as C.

Lots of additional features and stuff will be all grouped into syscalls so it's easy and faster to implement.
I dunno if this is an issue for you or Cherry, but how about maps larger than 500 by 500? I'm trying to do a really big world map, and while you can do this with multiple smaller maps, it kind of becomes an issue when you want to have some sort of player controllable transport vehicle

also, would in game zoom modes/changeable resolution of any sort be possible, especially for battle? If for instance, I wanted to show a big, multi part enemy that I want to really dwarf the party but won't fit on the screen the way things are now?

thanks again for your time.
"but how about maps larger than 500 by 500?"

That's something cherry has to do, my engine already supports maps of almost any size.

"also, would in game zoom modes/changeable resolution of any sort be possible, especially for battle? If for instance, I wanted to show a big, multi part enemy that I want to really dwarf the party but won't fit on the screen the way things are now?"

I don't know what you're saying here. You can already make a huge enemy that fills the entire screen or multiple ones and both would dwarf the party.
It probably has been asked already, but... Custom death animations for foes? Like... In the "monster" tap, you get a small box with a list of premade (and edittable, just like battle animations) death animations, and you can set one for a foe? I don't know if this is too much work, but it definately looks like so, I'm sorry. Well, is it possibble?
I've already been thinking about animated monsters. My idea was for them to just be animated for anything. I don't know if I'm going to implement this and how yet though.
author=WolfCoder
I've already been thinking about animated monsters. My idea was for them to just be animated for anything. I don't know if I'm going to implement this and how yet though.


It would be really awesome! Well, if you can disable it, you know. It's too much work for bothering, on simpler, smaller or not-graphicaslly oriented games. Also, another thing that came to mind, customisation of in-battle HUD (and all) is made available through the syscall commands? So I can create a not so C BS, together with the not so C MS?

><"
Yeah, you will move the elements around. I'm doing this because I know people will complain about where all the parts of the HUD are so I'll let them move it around.
"also, would in game zoom modes/changeable resolution of any sort be possible, especially for battle? If for instance, I wanted to show a big, multi part enemy that I want to really dwarf the party but won't fit on the screen the way things are now?"

I don't know what you're saying here. You can already make a huge enemy that fills the entire screen or multiple ones and both would dwarf the party.


I guess the best example I can think of would be FFVII where if you're fighting Emerald weapon or ruby weapon, the screen zooms out because they're so big so that it can fit the entire monster on the screen, whereas if it stayed at the same zoom it does when you're fighting the littler enemies, only his feet would show up.

I guess I mean an enemy that's much bigger than the ones you can fit onto the screen now?

I'm not talking about having automatic camera zooms, just some sort of command to zoom the screen out during battle. This may be way too difficult to implement or not possible, it's just a thought
FF7 was also a 3D game.
alterego
RMN's wet blanket
1582
It probably has been asked already, but... Custom death animations for foes?

This would be cool if possible, but I could settle for something else, like not letting the battle automatically end when you kill all foes before all battle events are executed, this way it would be easier to do something like "when enemy 1 Hp reaches 0 play death animation over enemy 1" ...Well, at least I guess so.
author=WolfCoder
FF7 was also a 3D game.


I thought this new engine was too, now? ;D

I like alterego's idea, actually, since it would let variables be changed and switches to trigger before the battle ended, or it would allow little cutscenes in battle. It would also allow "continuous" battles. "Is that the last of them? Oh no, here come some more!"
author=alterego
It probably has been asked already, but... Custom death animations for foes?
This would be cool if possible, but I could settle for something else, like not letting the battle automatically end when you kill all foes before all battle events are executed, this way it would be easier to do something like "when enemy 1 Hp reaches 0 play death animation over enemy 1" ...Well, at least I guess so.
But it wouldn't look as nice, I mean, you can't do all the flashes and stuff, at least it went wrong last time I tried. I don't remember correctly, but I fhink the battle ended before the animation appeared. Well, that's a good Idea. I hope I can go over it.