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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

Now bare in mind I love RPG Maker 2000/2003 and this is a wonderful prject, but is this really worth all the effort. Concidering VX Ace can do all of what this currently can (from what I understand) plus more and easier at that (for the most part). I'm not downing this at all it's a fantastic job for what it did to a very old program, I'm just wondering what advantage it has over the new makers.
Well, this project is free, for starters...
It will be easier to use, for another. Since it will require no text-based scripting language, but should potentially be equally (or similarly) as powerful. Also it would be easier to port, since it's open source, to other systems.

The list goes on but that's some of the main highlights.
Concidering VX Ace can do all of what this currently can (from what I understand) plus more and easier at that (for the most part).


RPG20XX can and will easily be faster, more powerful, and easier to use than VX Ace once it has been completed.

I'm not downing this at all it's a fantastic job for what it did to a very old program


It does nothing to an old program. It is an entirely new RPG creation tool. The RPG_RT RPG Maker 20XX replacement was cancelled long ago and this RPG 20XX project took its place.

I'm just wondering what advantage it has over the new makers.


This is a different answer depending on each prospective game author. For some people, it won't have any advantages over VX/Ace and for others it will have every advantage over VX/Ace.

Well that and

Well, this project is free, for starters...
This is still being worked on? How far along is it?
author=Nightblade
This is still being worked on? How far along is it?
http://rpgmaker.net/games/2664/blog/12524/

This was released yesterday. The project is indeed still being worked on and it seems to be going at a very promising pace. I don't know if WolfCoder even knows when it'll be completed though.
It was rebooted in Janurary, it's been worked on since then. It's going faster than I expected all of a sudden.
Zeigfried_McBacon
Play stupid games, win stupid prizes.
3820
A minor feature request; would it be an issue to have different battle formations like Breath of Fire 2 and being able to mod thew effects of different formations?
I assume you mean for the default battle systems. I've only got front/back row stuff planned. Breath of Fire 2 and 3 had several patterns that effect the players. This is a neat idea, but it's a little too involved for the default battle system.

Of course it could be modified in with clever use of derived, battle events, or other things. Lots of highly complex effects can be done in just a few added commands to derived if you sit and think about it for a moment.
sorry if you got this question a million times before but what are some advantages over ace?

PS I Acedo own Ace
This is a different answer depending on each prospective game author. For some people, it won't have any advantages over VX/Ace and for others it will have every advantage over VX/Ace.
I have missed this information being posted already, but since this is being built to be familiar to RM2k3 users would it be possible to add a "Common Battle Event" window?

Having battle events for a hundred encounters and then noticing there is a rare bug on page 12 is... a daunting problem.
That was a planned feature since November 2010 for that reason.

I just wrote the derived statistic system. That gives you a ton of control over the ability to modify the default battle systems. But of course for adding additional GUI elements, parallel systems, or whatever, common events will simply continue to run during battles (if you want them to).
That's excellent. I take it that means that damage can be found via an actual calculation instead of just Attack Power-Defense Power+???=Damage (or however Rm2k3 does it now)?

I have always wanted to have inherent character strength and then modify it by the weapon's damage instead of just having it be a single number. It sounds like that'll be more than possible now or in the future, which is great.
I take it that means that damage can be found via an actual calculation instead of just Attack Power-Defense Power+???=Damage (or however Rm2k3 does it now)?

Indeed. You can experiment right this moment with maxhp and maxmp in the default example project in RPG20XX's download (don't forget to set the font size to 14 or it might draw weird in the engine).

I have always wanted to have inherent character strength and then modify it by the weapon's damage instead of just having it be a single number. It sounds like that'll be more than possible now or in the future, which is great.

You can go far beyond that too and add strategy to any default battle system.
In RPG Maker 2k(3), when you import graphics you get a window to select the transparent color, but in 20xx you need to make the transparent bits magenta and cannot select a different transparent color. Will this change in a future version?
There will be an option to set transparent color to one of your choosing, but beware: the editor tracks and updates resources you edit and automatically updates them for you (so you can edit the original image and it'll be updated). This is convenient, however, be sure you use this same transparent color for all resources.


Or if you're using images already in 32-bit with alpha channel, none of this applies to you :3
Easier to use than Ace? Now I haven't gotten very far with either engine, only doing single basic test maps, but with Ace I was at least able to figure out how to place a character on a map to even try it out, whereas I don't have a damned clue how that's to be done with this. I can access the Resources folder where I can customize a character sprite (Alex, the other three characters, as the default) but there is no option to put them on the map. Also when trying to put together a map I accidentally covered the entire screen with trees (I had it on paint bucket instead of pencil) with no "undo" option I could see. I really don't understand how to use game engines, will there be any tutorials for this? Or should I just look at a video going over how to use RPG Maker 2003 and get the same results? Or should I just throw in the towel and give up any attempts at making any kind of game altogether?
..Or you could read more carefully and see it's not finished yet and I'm currently writing it. There will be tutorials and an instruction manual when RPG20XX is further along.

Right click somewhere and click new event to make a new event.
I very well understand this has a ways to go, thank you very much. What I actually was saying was that I, as someone relatively new to this sort of thing, wanted to test out some very basic things for myself and was unable to figure out how to do said very basic things though many others are seemingly able to test out more complex thing with this program. So basically it was to inquire whether the inability to put a character on a map or undo a faulty selection was something that I just could not figure out or if it was something else. It is good to hear there will be some tutorials, I also understand that nobody is going to be farting out a tutorial immediately, I am just asking if there will be. So that was answered. Your comments and responses are most certainly welcome, I thank you for your most gracious time. Saludos.