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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

What do you mean exactly by that?
Does this improve upon the buggy move event command?
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2966
move event is buggy?
Could be, don't forget that this is a new world with a new set of bugs. This means they must be found and eliminated. Forget every single old bug ever existed because this isn't some patch.
A few things I'm wondering if its possible to do in this...

-A 'willpower' effect, like in Breath of Fire III-IV, when there's a certain chance that a character will auto revive when downed.
-The ability to show elemental resistances/status resistances on a characters status screen.
-An 'ammo' system for a gun using character? Okay this is pushing it but safe to ask, yeah?
Assuming that all the old battle events will be compatible with the new engine's battle system then an ammo system will work fine. I have an ammo system in my project made entirely from battle events, using items as ammo (not the crappy MP as ammo way :P)
Put a limit bar, to able special attacks. = ]
How about somehow identifying weapons as 'Same Damage From Back Row'? FF6 (among many other games) had weapons that would do the same damage from the back row as the front row. But that wasn't possible to do in RM2k3 (since it wasn't a built in function AND there is no way to detect what row a character is in at any given time).
author=kentona
How about somehow identifying weapons as 'Same Damage From Back Row'? FF6 (among many other games) had weapons that would do the same damage from the back row as the front row. But that wasn't possible to do in RM2k3 (since it wasn't a built in function AND there is no way to detect what row a character is in at any given time).


This to the max.
Yeah, that's a great idea! That'll add a lot of strategy opportunities.
Status effects that last a set number of global turns, not a set number of that characters turns would be rad. Currently, getting paralyzed is pretty much game over if you don't have someone else in the party to cure it.
All of this stuff is far beyond the (my, not yours) scope here, once I get global battle events and event pointers to work correctly, you'll easily be able to write whatever system you want (95% of all of the above you could add much more easily than before).

When I add features, I add them based on how many different uses a particular feature would have. That way when you make whatever it is you want, it isn't so cookie-cutter anymore.

Some of you are trying to write a battle engine from scratch right from the start with my engine (because of all the drawing functions I've been adding). I'm going to see how hard it is to remove the grid for action systems, and adding accessor functions so you can define whatever custom battle system you make as though it were the default one (monster, groups, etc.).

See, if I can get all of that to work, then I've already completed much on the default battle system at the same time. This yields twice the features in half the work, not to mention making action RPGs more possible if I can get events to move off the grid AND add some collision primitive functions.
Yeah, that's cool!

Since the question about the status screen

author=me
-The ability to show elemental resistances/status resistances on a characters status screen.


^ ...is in regards to the menu system and not the battle system, does that mean its not possible for me to do? I want to make it integrated with the current status screen so the player can view it with ease.

As far as that goes anyway, the status menu doesn't work all the way in the version I played. Is it not finished yet?
Yeah, the menu isn't finished. But I think you can remap commands to common events instead if you want custom submenus.
Tell me what you want and I'll implement them depending on how annoying/frequent you are at asking for them.

Really? Okay, there's alot of serious problems with battles.

1) HP = 0 doesn't actually work. You have to create an extra character there, or it finishes the battle.
2) You have to pretty much force status effects to get some of them to cast. I had to do a turn 0, then change status or the monster.
3) No mass monster targetting for the coding (if you have a special attack, this means a whole lot of of lines, followed by the very common error because there aren't enough monsters on the screen.
4) Expand the conditions for the monster group screen, (not the overhead part with turns and stuff, the sub conditions). Both the conditions for if the hero/monster is under a status, and the hp % is missing. You have hp under the main, but this means you have to keep making pages for new characters, rather than just conditions on a single page. Also, there's targetting for monsters, but none for heroes that I remember.
5) Certain things don't work both ways for enemies/party. A permanent don't-act effect (like stone) results in gameover for the party, but does nothing to (and because you can't specifically make a condition for monster status, you have to put if Monster can act (then Else). This results in also screwing things up if you have a temporary status like Sleep (it would also be nice if you could differentiate between status effects that can potentially cause gameover, and those that can't. Oh yea, and Reflect routinely causes a glitch, short of 1HKOing enemies using a special attack (something about "sharing violation.")

Autobattle, random dungeons, and movie playback are on my list of things I'm going to cut from 20XX. No one uses these and they just cause problems trying to get them to work anyway.

Definitely cut random dungeons. And probably the autobattle and extra slider in battle. But I actually use the movie play feature. Rather than cutting it, I'd rather it get expanded so it could play wider variety of stuff (like windows media video files).

Btw, I can't get this to work. At all. It says something about a Direct 3 problem.
benos
My mind is full of fuck.
624
In the hero section, I think you should change the color of the attack Parameter Progression. Yellow really hurts my eyes. And ours. :p Of course I can tune down the brightness of my pc anyway.
benos
My mind is full of fuck.
624
author=dragonheartman
move event is buggy?


It is buggy, because one my events in my Kingdom game ends up moving away, but pointing where for them to move is confusing with left and right.
@bulmabriefs144

I'm not sure I understand some of your points, and others were gripes with the editor.

Definitely cut random dungeons. And probably the autobattle and extra slider in battle. But I actually use the movie play feature. Rather than cutting it, I'd rather it get expanded so it could play wider variety of stuff (like windows media video files).


I had already explained the problem with adding video playback to anything.

Btw, I can't get this to work. At all. It says something about a Direct 3 problem.


This requires DirectX 9 and above, make sure you have the latest DirectX and video drivers.
Sorry if this is dumb, but I've tried to install this various times on different games and I've gotten the same error: the engine can't find the RTP resources.
Your RTP sources have to be in their default locations, if they're in weird places it might not work. I always would suggest to just add only what you use since RTP games annoy everyone else who try to play them.

Or you may have a version of RPG Maker that installs a default location I haven't seen yet.