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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

Select Char: FFL


Oh. Yeah. FFL is missing its sprite. That was a test sprite I used and I forgot to remove.

I can't get it to crash though, but I'll get rid of it in the default imports for next time.
If this replace exe on new WINDOWS too - it could be a miracle.
It's not a replacement anymore, it stands alone. No part of RPG 20XX has any relation or affiliation whatsoever to any of Enterbrain's intellectual property.

And yes, it runs on new windows.
Could it be interesting if RPG 20XX can import RPG Maker 2003 games?
author=JohnLeagsdurg
Could it be interesting if RPG 20XX can import RPG Maker 2003 games?

That won't be possible. You'll have to start a new project in 20xx.
Could it be interesting if RPG 20XX can import RPG Maker 2003 games?


Could it? It would be interesting. However, I don't have plans to add the ability to import RPG Maker 2003 projects at this time. RPG 20XX is too different from RPG Maker 2003.

Being compatible with the old format would strain the design making it harder to add useful features, and it's what killed the old RPG Maker 20XX project.

The goal here is to be similar to use and easy to use, that someone familiar with RPG Maker 2000/2003 could pick it up easily, but it is actually its own RPG creation toolkit from the design of the editor's interface right down to the engine itself.
However, maybe importing specific parts could be possible if you're open to that! I think it'd be a nice feature. At least a partial import/conversion of the map files, for instance. But hell, whatcha doin' is already cool enough :o
seeing that your editing this is it possible to edit the size of the character set boxes for bigger characters or is that impossible to edit ?
I'm not sure what you've just asked, but I'll try to answer.

Characters have a set size of 2x2 tiles with the bottom center tile space being where they are anchored to on the map. This is how big your typical objects and characters should be, but in a few cases you might want something bigger.

Events could also be made up of multiple tiles as one event. These can be huge. They could be large lifts, giant doors, moving destructible parts of the map, and the like.

And finally for large dynamic objects, there will be commands that let you draw in whatever layer the event belongs in (so the sorting remains correct). There will be a command to let you draw battle sprites on the map and I would recommend you use those since they can have any square frame size and you can animation into them. Drawing commands are what you'll get instead of the Show Picture command, but they aren't in yet.
thanks for the reply I look forward to the update , I love using 2003 but the one thing I hate is that taller character sprites can't fit in the boxes because they are too tall so I always have to edit and trim them so they can fit in the char set box.
Can you post an example (images of tall characters)? I might be able to make whatever it is you're trying to do easier in a future release.
I think he is talking about character sprites bigger than 24x32 per frame.
That's what I thought, but he said something about trimming and putting it in 2003. I want to see the artwork, seeing what he is trying to do exactly might give me new ideas.
Oh, SNES sprites from that weird Sailor Moon game. Because the game also had them fighting in the same scale of sprites, the whole battle sprite thing might not be far off. Although, I might make a better solution.
I have a slight issue that's completely my fault. The first download worked fine, created a new project, played around for abit and went to the database. Clicked on Items and saw I could put the maximum. I thought it would be interesting to see what maximum was hardcoded into the system, but 999999 was available, so I chose to go through with it to see if it worked, it didn't. After the obvious crash, I tried to open the program again and it wouldn't open up. The game icon was showing on my taskbar and task manager showed it was running, but nothing was showing on screen. So I figured the program was trying to load up the previous game I made along with the stupid amount of items, making it show up super slow or maybe not at all. I deleted the program file and the game files it had created and tried to download another copy, but it's still trying to open my old game file. Is there some way to get it to forget that there was a game file made? I'll make sure to not be so excessive next time =p

Ps. I thought about three possible additions I would have liked to have seen in RM.
More references for variables, such as monster stats or item equipped.
An event that forces a specific skill to take place.
and and event that can add data to the database. So a player can create custom items through crafting, or even make it a quest generator if one is crafty.
Adding data in game would have a large potential I'd think.
Is there some way to get it to forget that there was a game file made?


Delete:
C:\Users\<Your Name>\AppData\Roaming\rpg20xx

And also delete the project you did that in- it will re-crash the editor if you open it.

I thought it would be interesting to see what maximum was hardcoded into the system, but 999999 was available


There actually is a lower limit than that, but if you don't have enough RAM it will crash you anyways. If you have more than about 3GB in your system, you have enough RAM so if it crashes, it must be something else. I'd rather not set low limits just to fix problems- that's the Enterbrain route. The true solution is for the engine to accept insane limits (which are being developed one by one and raised slowly).

I'll make sure to not be so excessive next time =p


If you're not hard and cruel on the software, how will its weaknesses be found?

More references for variables, such as monster stats or item equipped.


Those are already implemented. Look under the "game" category when writing event scripts (it's the purple crystal icon). For future database items, there will be matching "game" commands so it will include enemies whenever they are implemented... well, enemies are identical to players.

To make an enemy, you need to have made a player for it. That future section in the database will sets its drop lists, habitats, AI, etc. Yes, that means you can also modify enemy types in the middle of the game if you wanted.

An event that forces a specific skill to take place.


This one is actually much closer since I had been working on animations. Animations are much more important gameplay-wise in RPG20XX.

and and event that can add data to the database. So a player can create custom items through crafting, or even make it a quest generator if one is crafty.


These a much further down the road and belong with the geo-mod. Geo-mod lets you edit maps during the game in persistent ways. Both these features can easily make save files huge, way past the original design. They're features I want myself too, but they'll have to wait after the first completion of RPG20XX.
Thank you Wolf Coder! You and this program are amazing, it's something I've been unconsciously looking for the whole time I've been trying out RPG Makers, something similar but with less "Make your game within these set parameters" type of deal. It seems like the people who code the RPG makers are focused on making their product a product, and not a tool to spread the magic of RPGs.

Anyway, keep up the good work! It's much appreciated =D
Will be there a very customizable battle engine where you can make different battle systems? (Also including the other menus/scenes)
Funny you ask that because I was at this very moment about to write a blog post explaining how that will work! Hang on a moment and it'll appear (it will notify you if you're subscribed to this game).