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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've been out of the loop for a while. Can someone, Wolfcoder or otherwise, make a definitive list of what this engine will be able to do? I'm deciding whether or not to craft Chronology around this engine, but what can it do?
It'll make your game for you!

I know it'll provide advanced display options for pictures, show more than one battle animation at a time, fix the broken ATB system, allow the designer to make global events for things like battle start/battle finish to get rid of copy+paste madness, several other great features.

I don't think you necessarily have to craft your game to suit the new engine, it just makes a lot of things simpler and/or better and can be implemented at any time.
So. Wolf.

Will you think about making an Srpg battle system for this when the main part is done? Like SimRPG maker 95, but able to do stuff.
I've been out of the loop for a while. Can someone, Wolfcoder or otherwise, make a definitive list of what this engine will be able to do? I'm deciding whether or not to craft Chronology around this engine, but what can it do?


Supported commands and instruction booklet contained inside download.

Will you think about making an Srpg battle system for this when the main part is done? Like SimRPG maker 95, but able to do stuff.


No, not really. The editor was built to handle enemies that have tactical RPG AI easily. It'd be really cumbersome and annoying for people to use and it would take me forever to write.
I don't think you necessarily have to craft your game to suit the new engine, it just makes a lot of things simpler and/or better and can be implemented at any time.

But the thing is, I kinda do, or at least I want to. New battle engine? Fixing the broken ATB (so I don't have to work around it) and other bugs? Global events? I mean, that's not minor shit, if I'm going to wait for this to be released I AM gonna have to know what it does so I can make my game accordingly.

Supported commands and instruction booklet contained inside download.

See, the thing is, I'm an idiot, so a list of commands (like the one you got tabbed on this page) aren't going to do me much good. Neither is waiting for a download, I mean, can't you just make a very basic bullet list of what this engine is going to do in VERY VERY layman terms?

I mean, give me something to work with here.
Neither is waiting for a download


You didn't notice the download button up there is lit? It also points to the latest version which can change pretty fast.

Because I can suddenly update the download at any time, it's better to have all the information inside.

I mean, can't you just make a very basic bullet list of what this engine is going to do in VERY VERY layman terms?


The instruction booklet is inside the download.
Oh, I thought you meant an upcoming download, not the current one. Sorry, I'm dumb, haha.
kentona
don juan de saskatchewan
13672
How are things coming along, anyway?
Arggh, it won't work for me. Basically it says its missing a whole bunch of sound effects. Also, is there a list of bugs/stuff this fixes?
How are things coming along, anyway?


I'm still in finals. I should be all set after this week though.

Arggh, it won't work for me. Basically it says its missing a whole bunch of sound effects.


It only looks in a few places for the RTP path, check to see that you didn't install the RTP to a weird place. Later, I'll add the actual environment variable instead for the RTPs. Ensure that you are using a non-modified editor. Ensure that the sounds really are in the correct folders and that RPG_RT.exe also does not tell you they are missing.

Also, is there a list of bugs/stuff this fixes?


Because this is not a patch and me writing something from scratch, it's easier to express in terms of what is implemented so far. It has its own world of bugs for me to fix. The only difference is that I'm actually going to attempt to fix the bugs that appear as opposed to just let it sit there and annoy people.
I'm definitely going to need some sort of tutorial on this. Yes, even with the instructional booklet and everything. It didn't really help.

It has its own world of bugs for me to fix.

I mean, what bugs does it fix present in the original program? Like, in the features it says "Fixes the hit list of bugs and annoyances with the original engine". Give me some examples.
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2671
From the top of my head, bugs/annoyances I've discovered with the player in the vanilla 1.08 version of 2k3 that shouldn't be present in the WCRPG player:

-Using items with battle animations should not show damage and the animation simultaneously (it should appear after the animation).
-Having a spell reflect twice won't crash the engine.
-Calling the same common event from a battle twice shouldn't cancel an enemy/ally's attack.
-Key input processing doesn't handle correctly on some newer machines.
-Forcing "row" as an option in battle.
-Forcing "Attack/Autobattle/Flee" from appearing in certain DBS variants.
-Stats can exceed the 1-999 range in-game but the menu won't display anything outside of that range (even if it's negative)
-Some midis don't play correctly (missing instruments) (though this might be a sound card issue!)

I'm sure there's more. :)
I mean, what bugs does it fix present in the original program? Like, in the features it says "Fixes the hit list of bugs and annoyances with the original engine". Give me some examples.


I've been meaning to re-word that. I'm writing this from scratch, so there are no bugs for me to fix. Bugs that no longer exist do not need to be fixed. This is not a patch.

If you were to start writing an RPG engine from scratch, you can say for sure that every single bug in RPG Maker 2003 ever no longer exists in your project.

But, now there will be an entire new world of bugs. Bugs that will be my fault and mine to fix.

I'll definitely write some tutorials later once this is over to get people to see some example combinations of features.

@dragonheartman

Yeah, any bugs in the original program are useless to report to me since they are bugs that simple don't exist in my engine (unless I manage to screw up as badly as Emptybrain). What this fixes, or simply does better, is have a battle system that acts a better way. Broken agility, for example, was intended by the developers and therefore something you should report.
No offense Wolf, but dragon directly answered the question much better and directly. It's all good, though. I just want to know what bugs will no longer exist from RPG 2003. All the stuff you're talking about is true, but it doesn't answer my question.
NewBlack
☽ TRASH THAT IS A WASTE OF TIME
4830
From memory.. (so I'm sure Wolfcoder can correct me if I'm wrong about some of these, sorry)

But I'm pretty sure 20xx can (& I'm not sure which ones are for definate and which ones have just been proposed):

* Support 32 bit images (this is huge!)
* Allow 4+ party members
* Will have a totally reworked (or completely original?) battle system with none of the infamous stat issues. I also think there's going to be a choice of turn based.
* There's the possibility of enemy idle animations.
* Allow a custom layout of menu entries (items, equip etc.. In any order you want)
* Allow waves of enemies within the same encounter.
* Display multiple battle animations on screen simultaneously.
* Allow transitional transparency between parts of pictures shown on screen.
* Run in double resolution.
* Can draw GUI elements/numbers by command (no more using show elaborate layers of pictures for health bars or numbers on screen).
* I think the buggy-as-hell parts of "move event" have been fixed entirely.
* Special graphical effects via framebuffer wizardry - Basically fancy shit like applying graphics shaders to particular objects on screen (think, bloom effect, blurs, etc).
* Native reverb possible on music (I think midis only).
* Map tree break immunity (I think)
* Pixel-based font support (you can use your own font sheet image instead of a TT font or anything like that)
* Widescreen support.
* Turns water into wine.

I can't think of anything else right now and some of those might be wrong! I find the programmer's jargon very hard to understand and follow myself. I know a lot of the features require the use of the first six variables in your project to make use of some of the new engine's new features (because you'll still be using the regular rm2k3 to build your games... But the project will be interpreted by 20xx's engine instead of the normal RTP_RT).

Hope that helps some.
I'm not sure if this is an editor or an engine problem but will this project support 120 pictures like Aton's David/Goliath patch does?
Clyve
GOATSE FOR LIFE
1858
Wolf, I can't remember if anyone has asked of if it's been brought up, but do you plan to add a steal command to the battle engine by default, and data values for items that can be stolen in the database?
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2671
author=Clyve
Wolf, I can't remember if anyone has asked of if it's been brought up, but do you plan to add a steal command to the battle engine by default, and data values for items that can be stolen in the database?
That would likely also require a change to the editor. (To add the command to each particular hero.) -- unless WC has some awesome workaround in mind (which he very well may, but I'd say is a bit beyond the scope of this project).

I'm not sure if this is an editor or an engine problem but will this project support 120 pictures like Aton's David/Goliath patch does?
This also would require a change to the editor, but you can easily hack the editor to include values greater than 50.
"There's the possibility of enemy idle animations."

Actually, the enemies will be as capable of movement as the standard battle chars. You'll get to set all their frames and stuff under Animations 2 if you want to.

"Map tree break immunity (I think)"

The map tree breaking thingy is the editor.

"That would likely also require a change to the editor. (To add the command to each particular hero.) -- unless WC has some awesome workaround in mind (which s/he very well may, but I'd say is a bit beyond the scope of this project)."

I'll have to see if there's already a built in way for battle commands to use common events and/or global battle events. Then you can implement whatever you feel like.
will i have to re load my project or will it still be open(i never close my project because i am not working on any other project)