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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

At first, the engine will have the default battle system from 2003 with some basic fixes (agility!). Then I will add the turn-based FFX-style order list to let you make 2000-like games (with battlers visible if you added battle charsets for them). Multi-hit attacks are already possible in 2003, I remember making a sword that hit six times.
Multi hit skills, I meant to say.

This is only an example (if you already have it), not necessarily a request. Maybe I shouldn't (no pressure!), but I'm currently building my game around the assumption I'm going to get my hands on this project. I don't mind holding off until I get some better tools, but I don't want to put a bunch of work into the battle system/skills/etc if I'm going to get something in a few weeks that blows it out of the water, you know?

Just sort of to know what to expect.
You should probably just assume a 2003 battle with the ability for global battle events. Apart from that, you can always check the syscall page up there as they work during battle. Once you have a battle engine in your hands and it works, then you can see additions and stuff being made to it. Because of the global battle event page, you could easily modify your game to add any extra features you feel you need. Oh and it's going to be much faster! My speed inversion might make your battles a little too fast so you can always adjust the speed using the syscall.
yeah well

i dont know what a syscall is.
It's an abbreviation for system call.

I made a list here

There's an explanation for how you use it. It's done this way so I can extend the engine with lots of extra commands to make things easier.
Oh! Thought of some other things the DBS could use:

absorption of elemental attacks. I would like the ability to modify one's resistance to elements using skills. And the ability to cause attacks that usually cause damage to cause healing instead for those with the proper resistance. Also, the way elemental weakness works in the dbs is wonky. If the target is weak against one element in a multi-element spell, the spell will always do damage as if he was weak to it, even if he was resistant to all the other elements in an attack.

Perhaps some type of system where it averages out the percentages for weakness/resistance and uses the modified value could be in order?
Skills that increases (or decrease) resistance to elements don't seem to work at all in the dbs.

Also, casting offensive magic on friendly targets, and defensive magic on enemies. Kind of in conjunction with the above, making undead weak against healing magic and having the ability to cast healing magic on them would be cool.

Having skills that cause stat lowering on the user in addition to effects on the target would be nice too. Y'know, using powerful magic that halves your INT after use as it's drawback. Or having skills that put status effects on the user or his allies. (regen?) Or skills that put a status effect on the user in addition to attacking the enemy (paralyze you after a massive attack, or whatever).
"absorption of elemental attacks."

I think 2k3 already did this, you could type negative numbers in the attribute effects.

"Also, the way elemental weakness works in the dbs is wonky. If the target is weak against one element in a multi-element spell, the spell will always do damage as if he was weak to it, even if he was resistant to all the other elements in an attack."

I'll have to preserve lots of the behavior of the default battle system otherwise it will break lots of games for people unexpectedly. I'll consider how to switch DBSs and how to configure them after the first ATB DBS has been made and bug fixed.

"Also, casting offensive magic on friendly targets, and defensive magic on enemies. Kind of in conjunction with the above, making undead weak against healing magic and having the ability to cast healing magic on them would be cool."

This however I think I'm going to have.

"Having skills that cause stat lowering on the user in addition to effects on the target would be nice too. Y'know, using powerful magic that halves your INT after use as it's drawback. Or having skills that put status effects on the user or his allies. (regen?) Or skills that put a status effect on the user in addition to attacking the enemy (paralyze you after a massive attack, or whatever)."

I know, but I'll figure these out after the first DBS has been completed. I love going insane with scope creep, but it's nicer to do when I've finished the battle system itself to begin with first.
I knew the editor would accept negative numbers, but I wasn't aware if that was some kind of patch I had or not. As I recall, however, giving it a negative value caused the target to resist the attack more often than just absorb it (I actually don't recall it absorbing the attack at all, but a quick test proves my memory wrong), however the main reason for wanting the absorption feature wasn't so I could set it by default, but have skills that can actually modify it.

In the past, defensive moves I've made that increase resistance to a specific element don't do anything, and I'm not even sure if lowering an enemy's resistance is even supposed to be possible through the same tickbox on an offensive ability, or if it's a bad translation and it means "ignore resistance". Anyways, they don't currently work, as far as I can tell, or if they do, they don't work noticeably enough to matter.
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2671
You need v1.08 of rm2k3 if I recall
TFT
WHOA wow wow. two tails? that is a sexy idea...
265
if you somehow added panorama layers that would be pretty rad.
"if you somehow added panorama layers that would be pretty rad."

I was thinking of actually doing auto-previous-level-parallax or whatever.. Don't know what I'll call it. This is when the map before this map in the tree in the same level is drawn zoomed out as the parallax. The actual below map becomes the parallax so you could do tower or mountain levels.

Either way, parallax layers is also something I want to implement so you could replicate the old school 3D-ish HUGE TRACKS O LAND scenes where they used H-Blank to shift the map each scanline and added cloud layers.

Or I could actually emulate H-Blank effects so you can take one parallax and define scrolling offsets for each scanline.
So when you say Global Battle Events, you mean that you only need to program the events of the first monster group, and then that group's events would apply to all the following groups below? And events placed in groups below will run in addition to the global group?

Because that would be a godsend for DBS Modifications and such if so.
It'd beat copying and pasting 1000 times over.
author=Skie Fortress
So when you say Global Battle Events, you mean that you only need to program the events of the first monster group, and then that group's events would apply to all the following groups below? And events placed in groups below will run in addition to the global group?

Because that would be a godsend for DBS Modifications and such if so.


Oh praise white Jesus yes.
Interesting project, do you know EasyRPG?

Cheers!
kentona
don juan de saskatchewan
13671
author=Skie Fortress
So when you say Global Battle Events, you mean that you only need to program the events of the first monster group, and then that group's events would apply to all the following groups below? And events placed in groups below will run in addition to the global group?

Because that would be a godsend for DBS Modifications and such if so.
One thing, though, to be careful. If you use, say, an 8 monster battle as a template, if you later make, say, a 2 monster group and the code in the battle event references say, Monster 7, RM2k3 WILL CRASH.

What I did in my recent 2k3 projects is make 8 templates - one for each number of total monsters. And when I need a new monster group I copy & paste the appropriate template.

For 20XX, I think it'd be sufficient to have the engine NOT CRASH if it encounters a non-existent monster reference.
author=kentona
author=Skie Fortress
So when you say Global Battle Events, you mean that you only need to program the events of the first monster group, and then that group's events would apply to all the following groups below? And events placed in groups below will run in addition to the global group?

Because that would be a godsend for DBS Modifications and such if so.
One thing, though, to be careful. If you use, say, an 8 monster battle as a template, if you later make, say, a 2 monster group and the code in the battle event references say, Monster 7, RM2k3 WILL CRASH.

What I did in my recent 2k3 projects is make 8 templates - one for each number of total monsters. And when I need a new monster group I copy & paste the appropriate template.

For 20XX, I think it'd be sufficient to have the engine NOT CRASH if it encounters a non-existent monster reference.

I actually bypassed the nonexistent monster thing by creating a system of switches to turn on and off depending on the amount of monster targets in battle. And then programmed skills to reference those switches so that if say, a battle had two monsters, then the skill information for monster's 3 and 4 wouldn't be processed, skipping the issue entirely.
Sailerius
did someone say angels
2303
I just wrote a script and never had to worry about it.
author=Sailerius
I just wrote a script and never had to worry about it.

Forgot your [/craze |
author=Sailerius
I just wrote a script and never had to worry about it.


look at this guy everyone