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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

well i saved your youtube page so i can follow your progress and learn of it new location.
One of the new locations is going to be at Meridian Dance (link up there in the description).
thx!! i'll cheer for you there i guess
glad to hear this is sticking around.

Here's a request that might or might not be simple, but how about the ability to underline, bold, or italicize text in messages/abilities, etc? Would make adding at least a little emphasis and emotion to messages a lot easier.
That's a bit much actually. The engine uses raster fonts to draw text, so implementing those would be a bit involving.
Would it be possible to open more than one event window at the same time?
I know bold and italics would be difficult (or impossible with some custom fonts), but wouldn't underline be possible?
They're all actually equally as hard to implement to me. The actual underlining, italics and the like aren't that hard, it's the text system I developed.
I think this has bee asked before, but will using a custom font be possible? I've made a few very simple fonts (as RM2k3 usually only allows very simple fonts) and I'd be bummed out if I couldn't use it.
Found a bug. Just downloaded the 'new'(?) download, tried with the longing ribbon, and somehow...

UNPLAYABLE! I don't know what happened, but the menu insists on opening and closing, like a poltergheis activity. Maybe it's that the game is cursed...
Well, open up the events that handle this menu (common events, right?) and check your commands against the .ods file and see what's implemented so far and what's not (Excel can open it, or OpenOffice).

If every command in there should run as you intended, then send me your game.


I'm going to take a quick guess here before anything, I bet you have a loop and one of the "gates" in the loop is checking to see if you pressed the open menu button. The check input command isnt implemented yet so it also does not wait for a user to press a key either, so it skips over that command.

author=Kaempfer
I think this has bee asked before, but will using a custom font be possible? I've made a few very simple fonts (as RM2k3 usually only allows very simple fonts) and I'd be bummed out if I couldn't use it.

Download the engine. Modify the two .bmp files, and don't forget there's an alpha channel you need to keep up. There you go~
It's not really my game, you see. I tested it with tlr because I'm in a tlr frenzy these days, so... I can't do much, I guess! :/
Don't worry, once I do implement some more, the link can now be very quickly updated. This new download system will speed up updates really fast. It takes me only a few clicks to immediately package and update the latest engine.
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2966
The idea of downloading WC's engine and overwriting other people's RPG_RT in an attempt to play it with faster battles/cooler menus even when it's complete seems silly to me. 20xx has too many idiosyncrasies to simply assume this sort of thing was expected from other developers.

Naturally, it's the game developers who need to make the choice to upgrade and then do the required testing to ensure the game is functional. For best results, try it out with a fresh project--see what works and what doesn't yet.

Also it's an alpha so many games will likely be unplayable at this point.

(I wonder how 20xx will handle my 0th battle animation. haha)
It's not a beta yet, it's only an alpha.

The idea of downloading WC's engine and overwriting other people's RPG_RT in an attempt to play it with faster battles/cooler menus even when it's complete seems silly to me. 20xx has too many idiosyncrasies to simply assume this sort of thing was expected from other developers.

This engine is useless if, when it passes the beta stage, can't be dropped into any vanilla RPG_RT.exe-based game project. Keep in mind you're still downloading alphas.

In the time between mine and Joeseph's posts, the download up there has changed about 4 times.

My engine can be considered out of beta once about 95% of RPG Maker 2003 games run just fine.
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2966
author=WolfCoder
It's not a beta yet, it's only an alpha.
Right, I think that was force of habit from my canned reply to people who hate on Minecraft, which is in beta. Edited earlier post.

EDIT: I also neglected to recall the year=20xx in the .ini was required for all the registry/syscall features that would cause any traditional RPG_RT-based project to explode.
i tried running Ascendance, but SDL_Image keeps reporting unsupported image formats, which is weird. Be sure to remember this engine will not run XYZ formats, I think it has some XYZ images named with the .png at the end.
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2966
Yeah Ascendence's images are all XYZ; he did something tricky to them. (But then again you can just import them with 2k3 and they go back to normal PNG.)