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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

So, will this maker support .jpg and .gif files?


I think it might already, not sure. You have to get them through the editor first. JPEG and GIF are formats you really should not be using for any kind of game.

Question; is there a way to enable the exe to support two accessories instead of one in an individual's games? Also, you mentioned before about making the weather effects better, are you still doin', most notably the ugly ass sandstorms.


Not sure about the first question, but I've already implemented the HLSL system and it works. I'm currently working on a Blossom (Sat. Bloom) filter to check the screen effects. It follows I can compose both particles and screen shaders to hopefully make better weather.
Would enabling a second accessory be as simple as copy pasting the ability to equip one accessory, except two? It wouldn't be noticeable in the editor; the player would just be able to equip two accessories, and if my calculations are right, the editor should still support code that could have special effects if the player is equipped with special accessories that does something if equipped in tandem.
Would enabling a second accessory be as simple as copy pasting the ability to equip one accessory, except two?


I'm afraid game engineering isn't that simple, and if this were possible it would be a bad idea to do. It's actually a complicated system where each slot is meant for something, so I would have to evaluate any possible breakages if I did this.

The easiest way would be to add a second equipment slot, however, you would not be able to set any equipment as default for it. Adding a second equipment slot has large effects on how the game gets saved, and other things.

the editor should still support code that could have special effects if the player is equipped with special accessories that does something if equipped in tandem.


The editor has nothing to do with this, and the task of ensuring that both accessories work at the same time would be mine. This is another thing I would have to be careful about.
Ah, it's okay! Just something I was wondering.
By the looks of it, progress seems to be very promising. With a program like this, I would like to see it surpass beyond 2k and 2k3 versions, and to me, time never matters, so I will wait, even if it may take years. Once the engine is more stable than the 2k3 or rivals that of the newer ones, I might try my hand into it and make a test game out of it.

But for now, I'll just use the others. With lack of understanding in programming and still learning in development, I can't just dive into the pool of information; I don't know how to swim in it, anyway.
With a program like this, I would like to see it surpass beyond 2k and 2k3 versions, and to me, time never matters, so I will wait, even if it may take years.

It should enter BETA sometime this season (means it has most of the features implemented and I'm just finishing up and bug fixing).

Once the engine is more stable than the 2k3 or rivals that of the newer ones, I might try my hand into it and make a test game out of it.

The problem is that everyone feels this way. You have to realize it cannot possibly become that stable unless you all test parts of it now and find lots of bugs for me to fix. Some of you have and whenever you do I always find things to fix.
Is there a way for the engine to accept our custom glyphs?
You can edit the fonts, and the 32-bit exfont file is inside the .exe itself just like before. It needs to be 32-bits in depth as a Windows .bmp, though. I was going to add another way later.
No, not the fonts, the glyphs. Unless we're talking about the same thing?
exfont = glyphs dude
I'm pretty retarded.
Just thought of something, would it be possible to say "auto-generate" stats for monsters? For example, set a level that you're meant to face said monster at, and it'll automatically fill in appropriate stats (which you can go in and change individually afterwards if you want). It'd save a lot of time and help with balance issues that a lot of first games seem to suffer from.
That's an editor thing and it doesn't really have to be because balance means so many different things to so many different people. Everyone has their own idea of what balance is.

You'll actually have a better time using Excel to help you generate appropriate monsters and watch out since the battle algorithms in 2003 help file are wrong (RPG_RT.exe gives different results). People calculate hits to kill, damage per strike, etc.
Is calling encounters not supposed to work or is it just me?
Actually, more questions too

-Is there a way to make the exe interpet effects of skills to do a certain percentage of damage lesser or greater than a normal attack? Setting moves to do a set number of damage can get real wonky and can mess with balance. For example, Limit Breaks in FFVII always did say, 1.3 or 1.5 or 2x damage of a normal attack, never making them obsolete, even when better Limits with better multipliers become available.

Or can the engine already do this?

-you still doin the ffx battle system thing rite. Extra points for the ability to display the lists of upcoming turns like FFX?

-The way events work during battles is really wonky and unreliable. I'll be helping test this myself.

-Is there a way to make enemies perform skills, positive or negative towards a specific target? For example, it does a wounded boss no good if his lackeys are tossing around cures at the other lackey with full HP.
Is calling encounters not supposed to work or is it just me?

It only works when you use the start combat command, otherwise you don't run into random battles.

Or can the engine already do this?

Neither, I am not there yet.

-you still doin the ffx battle system thing rite. Extra points for the ability to display the lists of upcoming turns like FFX?

Something like that for RPG Maker 2000.

-Is there a way to make enemies perform skills, positive or negative towards a specific target? For example, it does a wounded boss no good if his lackeys are tossing around cures at the other lackey with full HP.


You should hold off questions you have with the battle system until there is a battle system to ask questions about.
benos
My mind is full of fuck.
341
Hopefully you can fix the message box bug that cuts off any writing.
Actually fixing it would introduce a few problems.
benos
My mind is full of fuck.
341
Eh, you could make it so the writing is a little smaller. Though, yes, problems, unless no one wants it that small. :)

Anyway, the message box only does four paragraphs though.
Yeah, I'm going to leave the dialog box alone. I've got enough bugs to keep my hands full still. While I fixed some major things in this last update, some games freeze now and other games (like Lost Legacy) spam you with error messages that don't make sense.