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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

Last I heard from WolfCoder was 2 days ago. I was discussing some errors people were having with my mapping contest entry.
author=SGCN
Last I heard from WolfCoder was 2 days ago. I was discussing some errors people were having with my mapping contest entry.


Any mention of how far along things were?

author=Link
Oh, no clue.

Keep on testing people.

Actually, is anybody else even testing this? I only know of like 4 people including myself.


Me too, but we could probably find more testers if we had a call to arms. Should I? Problem is, I don't know much about testing, so I'd need your help with coming up with what a tester should look for/do. Link/SGCN can PM me with what I should put on a 'testers call to arms' blog.
Sounds good, I'll reproduce and then attempt to remove this later. I'm a little busy this week, but only a little. All the bug status are listed in the usual place.


This was a response from WolfCoder a week ago. The most recent email I got makes no mention of the current progress.

You can always check out the current changelog: https://subversion.assembla.com/svn/rm20xx/rpgm20xx/web/20xx-changelog.txt
and the latest bugs: https://subversion.assembla.com/svn/rm20xx/rpgm20xx/web/20xx-bug-list.txt

As for testing, I've actually been working on a small demo CBS which is nearly done.
author=Link
You can always check out the current changelog: https://subversion.assembla.com/svn/rm20xx/rpgm20xx/web/20xx-changelog.txt
and the latest bugs: https://subversion.assembla.com/svn/rm20xx/rpgm20xx/web/20xx-bug-list.txt

As for testing, I've actually been working on a small demo CBS which is nearly done.


If I'm reading that right (and you quoted it wrong, lol), the above is WC's words, correct? If so, well, I guess the Haitus is a break. Still, it would be nice to hear directly what's going on. I Emailed him, but that shouldn't stop anyone else from doing so either.

I am serious about the call to arms, but like I said, I'd need some help on what to write.
Link_2112
rush rush rush
3605
author=Feldschlacht IV
Me too, but we could probably find more testers if we had a call to arms. Should I? Problem is, I don't know much about testing, so I'd need your help with coming up with what a tester should look for/do. Link/SGCN can PM me with what I should put on a 'testers call to arms' blog.

Hmm, I can think it over to see if I can actually write out some pointers.

author=SGCN
As for testing, I've actually been working on a small demo CBS which is nearly done.

Looking forward to that. I've been meaning to create a CBS but still need to do some more research before I can start. I've never attempted it before, so I imagine it will be slow going for me.


http://www.mediafire.com/download.php?t8bcofn3x193nrk

And it's done. It's just a simple battle demo to show what 20XX is capable of. I love how I can just output names of skills and items instead of creating hundreds of individual pictures. The load data and load list functions are also incredibly useful if you're looking to make a CBS. The load data function lets you get properties of database objects such as monster stats, skill info etc. and store them into variables.

Even though the new 20XX functions make things easier, making a CBS still takes a LOT of effort so hopefully WolfCoder's beefed up DBS will be enough.

Haven't really tested it out much so it might be a bit buggy. I'm interested to see how many people can get this to work.

Back to testing:

I guess the first thing to do is make sure people can actually run the engine. There are at least 3 people who had problems getting my map contest entry to work, someone needed to update their directx, some said it was laggy and someone had a bizarre text box pop out of nowhere. Make sure the testers describe exactly what happens if it fails to run and tell them to include screencaps.

I don't really have a testing process. I just pick something to test and just roll with it. Sometimes I find shit by accident. I know that Kentona found an error where the hero could still move during an enter hero name command while in a parrallel event, so you could get people to test other stuff in parallel processes.

I'd like people to test out the move event commands more thoroughly, especially the jump commands. You could tell them to make a cutscene with complex movement patterns and see if it flows through smoothly.

I think Link posted a similar idea somewhere about getting different people to code the same thing, like a fishing mini-game for example. Hope this helps.
author=SGCN
20XX CBS Stuff


So I DLed this and tried to open it and got something along the lines of

"d3dx9_42 could not be found"

Which is funny because isn't that outdated? Oh well, I added the file to the folder and tried again and got.

"Could not create effect buffer"

And then it froze and crashed.

I'm not too surprised. 20XX stopped working for me since the early incarnations. No idea why either, hah! Hopefully these are ironed out in time. Or maybe my hardware is just outdated-
Yeah I really wanted to use 20XX to, but it continuously crashes on me. I asked a few people and the general consensus was that my video card was bad/outdated, so I don't really think it will work unless you have some late hardware. :<

Edit @SGCN (cool avatar by the way) - Immediately upon running it. It gives the old "RM20XX has encountered a problem and needs to close" error message, so it's not even remotely usable for me.
@Skie: Chana got a similar "d3dx9.dll is missing" error. WolfCoder's response was to update directx9. I actually got the "Could not create effect buffer" message the first time I ran v0.72B and it crashed. I ran it a second time and it worked. It's probably a hardware thing but I can't even get the tint screen command to work and I have a decent graphics card =/

EDIT: A guy with the same problem: http://rpgmaker.net/games/2664/?post=334893#post334893

@Miracle: Any error messages pop up, or does it crash as soon as you run it?

EDIT: Shoutouts to Senna. That sounds like the worst error you can get. Maybe if you're using Windows you have to run it as an admin? WolfCoder can get it to run on a netbook so I'm not sure what's going on...
author=SGCN
@Skie: Chana got a similar "d3dx9.dll is missing" error. WolfCoder's response was to update directx9. I actually got the "Could not create effect buffer" message the first time I ran v0.72B and it crashed. I ran it a second time and it worked. It's probably a hardware thing but I can't even get the tint screen command to work and I have a decent graphics card =/

@Miracle: Any error messages pop up, or does it crash as soon as you run it?



I have this exact same problem with this software, and I have a very up to date computer and hardware.
Essentially same problem though, crashes-- gives me a "Could not create effect buffer" error after double clicking the RPG_RT.exe. After using the "wcrpg2kxe" it doesn't say anything and acts as if nothing happened. Then I can use the RPT_RT file again without any problems.
Link_2112
rush rush rush
3605
author=SGCN
And it's done. It's just a simple battle demo to show what 20XX is capable of. I love how I can just output names of skills and items instead of creating hundreds of individual pictures. The load data and load list functions are also incredibly useful if you're looking to make a CBS. The load data function lets you get properties of database objects such as monster stats, skill info etc. and store them into variables.

Even though the new 20XX functions make things easier, making a CBS still takes a LOT of effort so hopefully WolfCoder's beefed up DBS will be enough.

Haven't really tested it out much so it might be a bit buggy. I'm interested to see how many people can get this to work.

This is pretty boss, man. Those battlers are very nice. The animations are pretty slick, where'd you get those? Did you animate the enemies yourself? Nice edits all around.

When the screen shakes there appears to be something else underneath it, looks kind of weird. After battle and screen faded to black, there was some white fuzz visible. Other than that I didn't encounter any bugs or anything, I just did 2 battles. Used main attack, skills, and all limits.

Awesome example of what 20xx can do, yeah those data commands and draw name commands will save so much time. Now I'll just peak inside and get some "inspiration" for my CBS :D
Back to testing:

I guess the first thing to do is make sure people can actually run the engine. There are at least 3 people who had problems getting my map contest entry to work, someone needed to update their directx, some said it was laggy and someone had a bizarre text box pop out of nowhere. Make sure the testers describe exactly what happens if it fails to run and tell them to include screencaps.

Really, though. It's happening to far too many people. Too bad.

I don't really have a testing process. I just pick something to test and just roll with it. Sometimes I find shit by accident. I know that Kentona found an error where the hero could still move during an enter hero name command while in a parrallel event, so you could get people to test other stuff in parallel processes.

Yeah, I would say whenever you test something put it in as many places as you can think of. Put it in a touch event, a talk-to event, a call event, a loop, a parallel process...

Try running a command multiple times in succession, that seems to have caused some commands to bug out.

Um...when you are testing a function keep it simple. Don't make a long winded process that incorporates multiple events, if something goes wrong it will be harder to determine what caused the issues. Only when you have fully tested a simple function and proved it to be working should you add 1 new thing, then follow it up with a test before adding anything else. Then if there is a problem you know it was the new thing you added. Never add 5 new things then test it.

When you encounter a bug, do your own testing to see if you can pinpoint exactly what the cause is. If you can, try applying that same condition to other commands to see if the issue is widespread. Example; you use the flash sprite command on the hero and it crashes. Take out only the flash command, if it doesn't crash you know what the problem is. Now try flashing a different event. Extreme testing, create a brand new game and have only 1 event that flashes the hero. Maybe it was something else running parallel that caused the flash command to crash the game. I wouldn't spend TOO much time doing that though, chances are WC will run a debug and fix a tiny code error to resolve the issue.

When a bug gets fixed, continue to test all variations of it. There could be a certain condition that still crashes or it interferes with something else.


I think Link posted a similar idea somewhere about getting different people to code the same thing, like a fishing mini-game for example. Hope this helps.

This would be fun. Sometimes when I think of what I want to make I draw a blank, so having a set goal and trying to create it sounds great. Better make sure everyone can actually run it before attempting this, though. Could start making a list of suggestions for it now.
@Link: Yeah, I edited the poses and the battle animations. Credit to MrBubble for the original VX animations (http://mrbubblewand.wordpress.com/download/)

The screen shaking thing looks weird because of the panorama. It's actually like that in vanilla 2k3 too. Perhaps WolfCoder can put in some black bars on the edge of the panorama during shaking? Just before the battle ends during the hide screen, the battlers appear for like a split second. Not sure why though, it may be the combination of hide screen and recall memorised position that's the problem.

I'd also like battle animations to appear above battlers too.
Link_2112
rush rush rush
3605
author=SGCN
@Link: Yeah, I edited the poses and the battle animations. Credit to MrBubble for the original VX animations (http://mrbubblewand.wordpress.com/download/)

The screen shaking thing looks weird because of the panorama. It's actually like that in vanilla 2k3 too. Perhaps WolfCoder can put in some black bars on the edge of the panorama during shaking? Just before the battle ends during the hide screen, the battlers appear for like a split second. Not sure why though, it may be the combination of hide screen and recall memorised position that's the problem.

I'd also like battle animations to appear above battlers too.


Oh, those are VX animations? hah I don't play VXP games so that explains why I don't recognize them.

The thing with the white fuzz is different than seeing them for a split second. I encountered the same fuzz in your mapping contest entry. When you talk to the chick to make it night, the screen fades to black and I see white fuzz. It's as if instead of making the entire screen black, it tints each object, and the really bright pixels appear white in the final moments of the tint...or something.
Sounds like the hide/show screen command is the cause of this fuzz. You could create a test project and see if you can replicate this.
Link_2112
rush rush rush
3605
Do you see it on your PC? I also noticed what looked like a transparency issue in mainly the roof tiles of in your mapping entry. Like a small group of random pixels were transparent and as I walk by something underneath is shining through.
No transparency issues on my end. Should report this to WolfCoder.
Link_2112
rush rush rush
3605
Maybe. It's most likely an issue with my video card. It's awful. I'll record a video of it.
Some thoughts/questions

1. The input commands? The buttons are all rearranged and well, that makes testing pretty difficult in itself.
2. The new weather effects OH MY GOD. Thanks, WC!
3. Still having some trouble from time to time getting the project to find the proper RTP resources.
4. My icons/glyphs are all messed up!
Man, if I didn't already have a project I've been working on for a long time I'd make a new one and help debug. Love the presentation of this engine especially with the menus.


I did try to load my game into it. I don't know what it is that's crashing my game. It has some custom menu's, title screens, working on a CBS and all that. So obviously one of those is the cause but couldn't get past my title screen for sure which is just a CMS. I even tried to isolate it by creating a new game, uploading the resources and copying the event/map to see if it was any common events or settings by duplicating all the settings.

The only odd points I can say about it was. It was a title custom menu. So it had key processing and variables to represent that, if anyone hasn't tried a basic custom menu yet. Jumping labels using variables to represent and such, loops, all that jazz. That might be a cause. It also had a parallel process that quickly went through pictures like 13 frames constantly changing a pictures source every .1 seconds. So basically animating a picture by making it change constantly. Then switching to another picture and animating that in the same way and constantly repeat. Though I had nothing like this on other maps that crashed.

The ones that seemed to crash the most were ones with labels, jumping labels, loops, key processing and such in events that started automatically. It also had a couple commands to change system graphics.


But there was another map/event that was just below this map on the tree and it crashed for no reason as well. I even deleted every event on it, it had a parallax background and I took that off too. Blank. Don't have any idea why that crashed. Unless just being beneath the crashing title event on the map tree effected it somehow.

Obviously not very detailed bug reporting. Just some things I noticed in my attempt. My big guess would be either having to do with key processing, labels and loops with automatic started events. Wish I could figure it out. The engine seems really great.


But I'm already invested in the daunting task of making a TBS attempt. Which just the basic enemy AI to avoid each other took ages.
i dont even know how to go to the site to make the game