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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

So, will this maker support .jpg and .gif files?


I think it might already, not sure. You have to get them through the editor first. JPEG and GIF are formats you really should not be using for any kind of game.

Question; is there a way to enable the exe to support two accessories instead of one in an individual's games? Also, you mentioned before about making the weather effects better, are you still doin', most notably the ugly ass sandstorms.


Not sure about the first question, but I've already implemented the HLSL system and it works. I'm currently working on a Blossom (Sat. Bloom) filter to check the screen effects. It follows I can compose both particles and screen shaders to hopefully make better weather.
Would enabling a second accessory be as simple as copy pasting the ability to equip one accessory, except two? It wouldn't be noticeable in the editor; the player would just be able to equip two accessories, and if my calculations are right, the editor should still support code that could have special effects if the player is equipped with special accessories that does something if equipped in tandem.
Would enabling a second accessory be as simple as copy pasting the ability to equip one accessory, except two?


I'm afraid game engineering isn't that simple, and if this were possible it would be a bad idea to do. It's actually a complicated system where each slot is meant for something, so I would have to evaluate any possible breakages if I did this.

The easiest way would be to add a second equipment slot, however, you would not be able to set any equipment as default for it. Adding a second equipment slot has large effects on how the game gets saved, and other things.

the editor should still support code that could have special effects if the player is equipped with special accessories that does something if equipped in tandem.


The editor has nothing to do with this, and the task of ensuring that both accessories work at the same time would be mine. This is another thing I would have to be careful about.
Ah, it's okay! Just something I was wondering.
By the looks of it, progress seems to be very promising. With a program like this, I would like to see it surpass beyond 2k and 2k3 versions, and to me, time never matters, so I will wait, even if it may take years. Once the engine is more stable than the 2k3 or rivals that of the newer ones, I might try my hand into it and make a test game out of it.

But for now, I'll just use the others. With lack of understanding in programming and still learning in development, I can't just dive into the pool of information; I don't know how to swim in it, anyway.
With a program like this, I would like to see it surpass beyond 2k and 2k3 versions, and to me, time never matters, so I will wait, even if it may take years.

It should enter BETA sometime this season (means it has most of the features implemented and I'm just finishing up and bug fixing).

Once the engine is more stable than the 2k3 or rivals that of the newer ones, I might try my hand into it and make a test game out of it.

The problem is that everyone feels this way. You have to realize it cannot possibly become that stable unless you all test parts of it now and find lots of bugs for me to fix. Some of you have and whenever you do I always find things to fix.
Is there a way for the engine to accept our custom glyphs?
You can edit the fonts, and the 32-bit exfont file is inside the .exe itself just like before. It needs to be 32-bits in depth as a Windows .bmp, though. I was going to add another way later.
No, not the fonts, the glyphs. Unless we're talking about the same thing?
I'm pretty retarded.
Just thought of something, would it be possible to say "auto-generate" stats for monsters? For example, set a level that you're meant to face said monster at, and it'll automatically fill in appropriate stats (which you can go in and change individually afterwards if you want). It'd save a lot of time and help with balance issues that a lot of first games seem to suffer from.
That's an editor thing and it doesn't really have to be because balance means so many different things to so many different people. Everyone has their own idea of what balance is.

You'll actually have a better time using Excel to help you generate appropriate monsters and watch out since the battle algorithms in 2003 help file are wrong (RPG_RT.exe gives different results). People calculate hits to kill, damage per strike, etc.
Is calling encounters not supposed to work or is it just me?
Actually, more questions too

-Is there a way to make the exe interpet effects of skills to do a certain percentage of damage lesser or greater than a normal attack? Setting moves to do a set number of damage can get real wonky and can mess with balance. For example, Limit Breaks in FFVII always did say, 1.3 or 1.5 or 2x damage of a normal attack, never making them obsolete, even when better Limits with better multipliers become available.

Or can the engine already do this?

-you still doin the ffx battle system thing rite. Extra points for the ability to display the lists of upcoming turns like FFX?

-The way events work during battles is really wonky and unreliable. I'll be helping test this myself.

-Is there a way to make enemies perform skills, positive or negative towards a specific target? For example, it does a wounded boss no good if his lackeys are tossing around cures at the other lackey with full HP.
Is calling encounters not supposed to work or is it just me?

It only works when you use the start combat command, otherwise you don't run into random battles.

Or can the engine already do this?

Neither, I am not there yet.

-you still doin the ffx battle system thing rite. Extra points for the ability to display the lists of upcoming turns like FFX?

Something like that for RPG Maker 2000.

-Is there a way to make enemies perform skills, positive or negative towards a specific target? For example, it does a wounded boss no good if his lackeys are tossing around cures at the other lackey with full HP.


You should hold off questions you have with the battle system until there is a battle system to ask questions about.
benos
My mind is full of fuck.
624
Hopefully you can fix the message box bug that cuts off any writing.
Actually fixing it would introduce a few problems.
benos
My mind is full of fuck.
624
Eh, you could make it so the writing is a little smaller. Though, yes, problems, unless no one wants it that small. :)

Anyway, the message box only does four paragraphs though.
Yeah, I'm going to leave the dialog box alone. I've got enough bugs to keep my hands full still. While I fixed some major things in this last update, some games freeze now and other games (like Lost Legacy) spam you with error messages that don't make sense.