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.
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.
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.
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.
...why the project is on Hiatus, WC is currently busy with work and graduate studies. It doesn't mean the project is dying or halted, but hey, WC is busy, and the project still continues in earnest within the hands of the various testers. Check out the project board to see what they're cooking up, and feel free to help out and pitch in.
Everyone is still free to email WC for any sort of questions/
I finally fixed the fullscreen feature! I actually had implemented it already but it wasn't working until now. I also deprecated the VideoSize=# thing, you can simply change the video size using ALT+# where # is the scaling factor. Even more, this setting will be remembered for every single RPG Maker game you play in the engine since I also added configurations.
The engine can't safety change window/fullscreen during play, and the engine will use the maximum video size possible for your screen since changing the video size would likely crash the engine. I'm thinking of simply having it tell you to reboot after you hit ALT+ENTER with a message like "Next time 20XX is run, the game will be in fullscreen/a window".
Anyways, all of this will be in the next release. As for sending bug reports and testing samples, I recommend e-mail. The more you send, the more I hunt, the more stable 20XX becomes and then perhaps it may leave BETA.
New version! It's got all of these fixes plus loading of XYZ files.
Fixed a bug when wrapping event coords south for drawing and for examining
XYZ image loading was implemented
Fixed a problem where the player's facing direction gets messed up using recall position repeatedly
Fixed a problem where the memory leaks and the engine crashes when changing map tilesets repeatedly
Fixed a problem where shaking the screen and then stopping the shake has the screen stop disheveled
Fixed the lower tile above problem, lower tiles set to above hero work now
After this epic fight and finding working ZLIB files off of someone's random project to link the existing zlib1.dll to my engine, I can now read the XYZ image files!
Finding a working set of ZLIB files for your project is insane if you're on Windows, everyone and their dog felt like their convoluted configuration of zlib1.dll was the best.
Anyway, XYZ files are literally just "XYZ1", and then the width and height as 16-bit unsigned numbers with the palette and pixel data compressed using ZLIB. The next release of 20XX will be able to run games that had .xyz files.
Whether or not you prefer sushi or bread, the download has just been updated and this engine has just entered BETA! Only a few basic features are missing, and the battle system remains. The battle system is still in the distant future though, this engine must go through lots of debugging before it becomes stable enough for me to move on to the battle system.
Now is the time to run this and let it crash and glitch many times.