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Click here for documentation (Includes material formats)

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

tardis
is it too late for ironhide facepalm
308
have you dumped your cache, magi? or done a hard refresh on either page?
Yeah, your browser might be keeping the cache. It goes away when I refresh.
I'm here to bug you for some features! Not sure which ones are/aren't already implemented or on the to-do list already, since I am too terrible to figure out the one posted.

Could we get a reverse battle animation option which works outside of the DBS? I'm planning a CBS using battle animations from a previous game, and it'll really save a lot of time changing those animations to fire the other way.

Any chance we can increase the dimensional limits on charasets? Again, it's for CBS purposes.

On that note, battle animations that target charasets won't shake them. Any way we could change that?

Alternately, is it possible to make it possible to target pictures with battle animations?

LEECH
who am i and how did i get in here
2599
author=Neok
Alternately, is it possible to make it possible to target pictures with battle animations?



I like that idea...
Could we get a reverse battle animation option which works outside of the DBS? I'm planning a CBS using battle animations from a previous game, and it'll really save a lot of time changing those animations to fire the other way.


This one is simple enough, but I can easily forget.

Any chance we can increase the dimensional limits on charasets? Again, it's for CBS purposes.


What do you mean by this?

On that note, battle animations that target charasets won't shake them. Any way we could change that?


I thought it would shake them already? It would make sense for it to anyway.

Alternately, is it possible to make it possible to target pictures with battle animations?


I'm not sure about targeting pictures, but a method to spawn battle animations at any position is something I'm adding since you can have many animations at once (particle effects, etc.).
LouisCyphre
can't make a bad game if you don't finish any games
4523
Neok wants character sets that are larger than 24 x 32.
Bigger sheet sizes could mean anything. Does it mean an increase in resolution? Characters per sheet? Frames per character?
Any chance we can increase the dimensional limits on charasets? Again, it's for CBS purposes.
What do you mean by this?


For example, I'd like to fit something as big as this (or even bigger)



into one charaset. Preferably with the normal 3 animation frames per direction.

On that note, battle animations that target charasets won't shake them. Any way we could change that?
I thought it would shake them already? It would make sense for it to anyway.


As far as I can tell, shaking doesn't work on charasets. Only color flashes work.

The most important features for me would be the reversed battle animations and large charaset sizes. Being able to shake them with battle animations would be good too, but it's not super-essential.
I'm not sure if this just fixes bugs the regular rm2k has or adds features but...
Can you make an option to make the DBS like persona and Final fantasy X, e.g no ATB, turn order is decided by speed and you have as much time as you want to select attacks?
author=Laharl
I'm not sure if this just fixes bugs the regular rm2k has or adds features but...
Can you make an option to make the DBS like persona and Final fantasy X, e.g no ATB, turn order is decided by speed and you have as much time as you want to select attacks?


Pretty sure you can do that with the DBS as it is.
Nah I don't you cant, you can make it so that enemies don't attack when you select magic but thats about it.
It still uses the ATB no matter what.
This one lets you switch battle systems since I don't directly support RPG Maker 2000. That way, you can try running this in 2000 and set it to the CTB battle system.
Yeah but that comes out in first person!
which isn't the style I'm going for.
Anyways this programs great keep up the good work!
Yeah but that comes out in first person!

No it won't.
Btw, forgot to ask. Multiple animations is definitely spiffy, but will it still be possible to stop animations in mid-play? Right now, something I do when I need to stop an animation immediately is to just play a blank animation (which replaces the current one). It'll be nice if I can still do something like this in your engine.
Really looking forward to seeing where this goes
Wow, I don't know much about coding but this definitely looks impressive and a huge improvement over the original engine (which did indeed have bugs everywhere). Just a question: I'm considering using Game Maker for my games, since I have some experience with it and I've heard it's one of the most powerful game engines out there. However, since I'm only going to use it to make RPGs, would you recommend I use this instead (Or XP, for that matter, since I have that too)?
You'll actually have an easier time writing your own engine instead of using Game Maker. This is because you would pretty much end up writing your own engine anyway if you used Game Maker. I suggest you learn C, SDL, and OpenGL or DirectX. SDL will take care of input, threads, and lots of system calls, but knowing WIN32 can really help you.

If you don't want to do all that work, then you'll have to use an off-the-shelf RPG Maker. If you took this path, then XP and VX aren't really good choices since you didn't want to make your own engine, unless you already have figured out how to combine scripts and use someone else's system somehow.

My engine would be the best choice if you're in between. While it will work straight from RPG Maker 2003, you can download the source code / project files and edit in Visual Studio. It extends the system a little so you can customize it too. It'll (and in some cases, already has) some of the features touted by other peoples XP/VX scripts.
Hm, thanks for the advice. Is Game Maker really that user-unfriendly? Why do people use it then? o_O Anyway, I'll try to learn a programming language myself, and if making an engine from scratch is too difficult I'll use this. So far it looks like it can do pretty much everything XP/VX can do anyway. :D
Is Game Maker really that user-unfriendly? Why do people use it then?


If you think Game Maker is user-unfriendly, then you're in for a terrible shock in the reality inside the world of video game creation. Game Maker is actually a pretty usable system in comparison to all other methods. It's a nice prototyping or beginner tool as well.

o_O Anyway, I'll try to learn a programming language myself, and if making an engine from scratch is too difficult I'll use this.


"Too difficult" is not a term that you should be capable of comprehending. Even if you love making video games and video game engines and are good at it, be prepared to spend months staring at your books and computer screen. That would be the optimal case, it could even be worse. Still, the rarest and most important resource in video game creation is the engine.

It's easy to do passable art, writing, and game design.. When compared to the hefty engineering it takes to make a good game engine. Even making a passable engine is difficult. I really hope someday I can create engines as good as companies like Conitec and Valve. It's also the most labor intensive of any other part, and most people seem to not like it. I do not understand them, I think it's pretty fun. Too bad I have finals.

So far it looks like it can do pretty much everything XP/VX can do anyway. :D


Well, not yet. People want it to though, so eventually it will. There will be no scripting system after all- the whole point of me making this engine is so you don't have to. It would actually be a very lazy thing to do if I made a programming language and relied on my users to make fun engine scripts.. Sounds familiar >.<