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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 just wanted to see if it worked. ^v^~
I don't have anything playable made by myself right now. :/
kitten2021
Returning from RMVX Death
1093
Wolf, I had stepped away from 2k/3 for so long because of all the problems it had... But I think you just made me love it again. :3

Thanks for the hard work! Looking great so far.
benos
My mind is full of fuck.
624
I tried it, and panaroma doesn't show.
tardis
is it too late for ironhide facepalm
308
just installed this in the tired old husk of a project that is The Colony, and upon booting it up, immediately after the title screen an error message telling me "Invalid Switch Get (0)"

if i click okay, it repeatedly pops up and traps itself into a deathspiral of said message, making the game unplayable past the title screen.
Dudesoft
always a dudesoft, never a soft dude.
6309
You should use a valid switch.
I tried it, and panaroma doesn't show.


Yeah, panorama's don't work yet.

You should use a valid switch.


I've got the suspicion that RPG_RT.exe ignores exceptions like these. Check your code for a place where you set a switch by reference and the reference var is zero.

If I can verify this, I'll add a quiet exception mode. You really should have the exceptions turned on for new projects though.
author=WolfCoder
I tried it, and panaroma doesn't show.
Yeah, panorama's don't work yet.

You should use a valid switch.


I've got the suspicion that RPG_RT.exe ignores exceptions like these. Check your code for a place where you set a switch by reference and the reference var is zero.

If I can verify this, I'll add a quiet exception mode. You really should have the exceptions turned on for new projects though.


I actually think I might know what this meant! aha

Because 20xx uses var 0-6 for it's own uses right?
Wrong, it's because everything in the database for RPG Maker 2003 starts at 1.

you have to add too the .ini
Year=20XX

to enable the extras, and then the default registers start at 1 to 6.


a switch operation using a variable reference can error if the input variable is zero, and there is no switch 0.
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2966
author=tardis
just installed this in the tired old husk of a project that is The Colony, and upon booting it up, immediately after the title screen an error message telling me "Invalid Switch Get (0)"

if i click okay, it repeatedly pops up and traps itself into a deathspiral of said message, making the game unplayable past the title screen.

If you aren't referencing any switches via variables, try to figure out specifically what event(s) is causing the issue.

Make a copy of the start party map and delete events from it, testing as you go, and see what works. Also check common events.
tardis
is it too late for ironhide facepalm
308
checked it out and that's exactly what was happening. killed the common event and all was well with the world.

now i'm just trying to figure out how to get my shiny new .bmp font file to work.
Don't forget to make sure it's a 32-bit alpha .bmp file, and that your alpha channel is correct. Double check that the file you save is shown to be in 32-bit depth when right clicked and examined.

It must have the same name as one of the existing fonts, and be sure to use that in your game (if you replace MS Gothic, be sure your system is set to use MS Gothic in the editor).

The system color pattern gets multiplied with the font image, which is what the multiply filter in Photoshop does. This means pure white text becomes the exact color of the system graphic for every white pixel.

So, if you surrounded each letter with black pixels for an outline, it would result in an outline. For best results, use grayscale colors when drawing your font. Don't forget the alpha channel can also be used to draw ClearType effects.


I used this tool ( http://www.codehead.co.uk/cbfg/ )
to generate the fonts, but it's hard to use correctly and easy to use wrong for this purpose. I still had to manually make my alpha channel in Photoshop.


Oh yeah, and if Year=20XX is in the .ini and you put nothing in the New Game slot of String (Vocabulary), the title screen gets skipped.
benos
My mind is full of fuck.
624
Hopefully we can use gif format, even if it's a format that doesn't animate. I got gif files for face/item/etc picture sets I found all around the net on japanese sets called "Cardwirth". It's where I found the face for Whisper, the mysterious masked guy from DREAMWALKER.
With Graphics Gale *ahem*

*Don't remember if the free version can load .gif, tough.
tardis
is it too late for ironhide facepalm
308
http://rpgmaker.net/forums/topics/8123/

just saw this on the forums and thought i'd ask about this...
how hard would pixel movement for the player be to implement? or at least 8-dir tile?
I second TARDIS' suggestion. I've always wanted pixel-wise movement like in Golden Sun D:
Magi
Resident Terrapin
1028
Pixel movement would also require changing the way tile collisions are handled... It is difficult to implement that kind of system when you have limited control over the exact places where tile passability ends. That boils down to editor modifications for decent control over pixel movement, but I am sure something very rudimentary is possible.
It could be possible with messy edges though, no? I mean, if a tile has full blocking, then the player couldn't move into that tile... at all. There are a few SNES games that handle pixel movement like that; they let you move pixel by pixel, but if you hit a blocking tile, you can't move into it at all (even if it seems like you should be able to).