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RPG 20XX is a redesign of RPG Maker 20XX... Which was an upgrade replacement for RPG Maker 2003's engine. This newer engine will have nothing to do with the RPG Maker series of engines apart from the familiarity of the editor and engine features.

RPG 20XX should provide lots of advanced features yet remain faithful to the retro scale of RPG Maker 2003. It should not require actual writing of program scripts and instead provide a clever implementation of a click-together event scripting system similar to the older RPG Maker engines. Most notably the ability to re-adjust the battle calculations purely through event scripting.

Lots of common tedium and annoyances of RPG Maker 2003 should be eliminated. RPG 20XX will provide global battle events for all battles, a quest system, simplified character development, local save variables per event, and other simple conveniences.

All of this is currently licensed under the MIT license so you can check out the source code any time if you really wanted to. It will be a community project, free as in price and in freedom to create the RPGs in a fun familiar way like you always wished RPG Maker 2003 could do these days.

If you use this software, you agree to use the software under the MIT license: https://opensource.org/licenses/MIT
Copyright © 2014, 2021 WolfCoder Workshop LLC


Latest Blog

RPG 20XX Asset Starter Pack

First things first, I'll need to gather stock assets to create RPG 20XX's default asset pack. It's like an RTP except "Run Time Package (RTP)" doesn't make sense here since all required assets get built into .2xg files and players of your game won't have to go download it separately. I'm organizing what I had found before with what I can find off stock asset sites, but I think maybe the RPG creation kit that was born on RMN ought to have assets from the community.

If you have assets you're willing to contribute that have lots of "Generic RPG Energy", let me know. You'll need to license them under a creative commons license so we can all use them. Don't worry about formatting, I'll convert them, just make sure they're drawn to 16x16 pixel tile scale.

The resulting asset pack will have all of the sources cited even when attribution isn't a requirement, so be sure to let me know how you want to be credited and if there's links to something you want to include.

Anything simple and easy to map with but with an appealing retro generic RPG look is great. Here's an example I made using art I found elsewhere:

Posts

I love this engine, but i'm wondering if theres a way to change to sprite COMPLETELEY. Kinda like changing the model.
author=WolfCoder
If you're on Windows 7 and above, delete C:\Users\<Your Name>\AppData\Roaming\rpg20xx for a "factory" reset. This folder is somewhere else in Windows XP.

The editor will start blank and you'll have to open existing project/start new project. None of your game projects get deleted by doing the above.

If you open a previous project back up and the editor breaks again, ZIP up and send me that project. Sometimes you have to do a specific thing for the editor to break. If so, try to recreate your steps.

The editor does this if reopened after an internal fault.


That worked. Thanks.
If you're on Windows 7 and above, delete C:\Users\<Your Name>\AppData\Roaming\rpg20xx for a "factory" reset. This folder is somewhere else in Windows XP.

The editor will start blank and you'll have to open existing project/start new project. None of your game projects get deleted by doing the above.

If you open a previous project back up and the editor breaks again, ZIP up and send me that project. Sometimes you have to do a specific thing for the editor to break. If so, try to recreate your steps.

The editor does this if reopened after an internal fault.
I can't run the editor. When I run it, the icon appears on the taskbar, but does nothing. If I try to run a second instance of it without closing the first one, i get an error saying "Could not find any engine files, check your installation of RPG 20XX".
Oh, I see.
Thanks for clearing that up.
The default battle system isn't quite finished. You'll notice the enemy AI isn't active either.
I can't enable random encounters.
No matter which parametes I set, there is no response and the character just doesn't encounter anone at all.
You know what? I'm going to dust off the old XP virtual machine here and see if I can fix it, out of principle. Having a tiny global usage stat was always my reason for making Linux a low priority, so this is instead entirely out of honor rather than reason. My older stuff worked on Windows XP just fine, you see.
2.Windows XP

Seems to be the culprit.

I will have to figure something out, but for now please use a non-obsolete version of Windows.

This has been happening frequently in my latest projects where it not used to be. Because Windows XP has taken its place alongside 2000 and 9X, I may consider not supporting it.

If you have a Linux or Mac system, try using WINE and see. I am considering supporting WINE since it supports NT6 and above (Windows XP is NT5).

Hilariously enough, it was working just fine on Windows 10 until some update Microsoft put out that completely broke all the file selection dialogs. I have a bad feeling about 10. It started out OK but it keeps getting updated to be more and more hideous.


I haven't made any decisions yet and it is too early to do so. Only during testing right now will I recommend at least Windows Vista and above. If this one feature turns out to be the only problem, it might be fixed to support Windows XP after all.

The perceptive among you might see my link and then ask "non-obsolete operating system, what about Android?". That's a good question..
1.The editor
2.Windows XP
3.Yes.
The problem is that somehow your operating system doesn't support getting the current default locale... Which doesn't make sense. It needs to be able to do this so it knows what language the game was originally written in. So if you did write a game in French and hand it to people who have systems in a different language, it can internally and automatically display the French text properly (although I've only tested it with Japanese at the moment).

Which .exe file? What is your operating system version? Are you trying to use this in WINE?

And when you said "but with French" are you telling me your system locale is set to the French language?
I have a problem the .exe file won't work it saiz "get system default locale name doesn't exist in kernel32.dll" but with french...so what's the problem..?
author=WolfCoder
Yes, but the player will have this ability, not the developer. The player will configure the controls to their liking.

For complex controls (I do not recommend complex controls, but specific game types require them), I'll later add a system that lets you set aliases and defaults. You give an input a "name" and then a default binding(s). Games that re-use the same names can re-use the same player preferences. Altogether this will let players configure once and play always.

You can also press Z for "okay", TAB for "menu", one of the letter keys also does "menu", X can "cancel".


Gotcha. Allowing the player to re-route the controls is probably one of the coolest things you could do for RPG 20XX. Allowing the developer to set the "default" controls is basically what I was asking, but either way, this is good to know!


author=WolfCoder
PS: The website is very slow, but you only click submit once. It will post every time you click submit. They never fixed this bug, its been this way for years.


Yeah, that was an accident. I've known about it since I joined the site long ago. :P
Will games made with RPG 20XX allow the developer to reroute the games controls to other buttons on the keyboard?

Yes, but the player will have this ability, not the developer. The player will configure the controls to their liking.

For complex controls (I do not recommend complex controls, but specific game types require them), I'll later add a system that lets you set aliases and defaults. You give an input a "name" and then a default binding(s). Games that re-use the same names can re-use the same player preferences. Altogether this will let players configure once and play always.

Using Ruby Wolf as an example, can we change the "okay" button to something other than "enter", open the menu with something other than the "esc" button, or cancel with something besides "backspace"?

You can also press Z for "okay", TAB for "menu", one of the letter keys also does "menu", X can "cancel".


PS: The website is very slow, but you only click submit once. It will post every time you click submit. They never fixed this bug, its been this way for years.
Wolfcoder, I have a question, and I apologize if you've said this before and I missed it:

Will games made with RPG 20XX allow the developer to reroute the games controls to other buttons on the keyboard? Using Ruby Wolf as an example, can we change the "okay" button to something other than "enter", open the menu with something other than the "esc" button, or cancel with something besides "backspace"?
Funny you ask that because I was at this very moment about to write a blog post explaining how that will work! Hang on a moment and it'll appear (it will notify you if you're subscribed to this game).
Will be there a very customizable battle engine where you can make different battle systems? (Also including the other menus/scenes)
Thank you Wolf Coder! You and this program are amazing, it's something I've been unconsciously looking for the whole time I've been trying out RPG Makers, something similar but with less "Make your game within these set parameters" type of deal. It seems like the people who code the RPG makers are focused on making their product a product, and not a tool to spread the magic of RPGs.

Anyway, keep up the good work! It's much appreciated =D
Is there some way to get it to forget that there was a game file made?


Delete:
C:\Users\<Your Name>\AppData\Roaming\rpg20xx

And also delete the project you did that in- it will re-crash the editor if you open it.

I thought it would be interesting to see what maximum was hardcoded into the system, but 999999 was available


There actually is a lower limit than that, but if you don't have enough RAM it will crash you anyways. If you have more than about 3GB in your system, you have enough RAM so if it crashes, it must be something else. I'd rather not set low limits just to fix problems- that's the Enterbrain route. The true solution is for the engine to accept insane limits (which are being developed one by one and raised slowly).

I'll make sure to not be so excessive next time =p


If you're not hard and cruel on the software, how will its weaknesses be found?

More references for variables, such as monster stats or item equipped.


Those are already implemented. Look under the "game" category when writing event scripts (it's the purple crystal icon). For future database items, there will be matching "game" commands so it will include enemies whenever they are implemented... well, enemies are identical to players.

To make an enemy, you need to have made a player for it. That future section in the database will sets its drop lists, habitats, AI, etc. Yes, that means you can also modify enemy types in the middle of the game if you wanted.

An event that forces a specific skill to take place.


This one is actually much closer since I had been working on animations. Animations are much more important gameplay-wise in RPG20XX.

and and event that can add data to the database. So a player can create custom items through crafting, or even make it a quest generator if one is crafty.


These a much further down the road and belong with the geo-mod. Geo-mod lets you edit maps during the game in persistent ways. Both these features can easily make save files huge, way past the original design. They're features I want myself too, but they'll have to wait after the first completion of RPG20XX.