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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

Yes. And no. It is not going on GitHub. I do not want to use GIT. You can check out a copy of the source code using Subversion.


* I should clarify that GIT doesn't make sense for RPG20XX. It is true I don't like GIT, but I'll use it in situations where it would fit better than a Subversion repository. Ruby Wolf was worked on over a GIT, for example.

* RPG20XX is being developed and released through a single authority release channel. The conditions of (1) there either being strict check-in rules or a single author on the project and (2) the need for strong iterative history is why RPG20XX is released through Subversion over GIT.

* The export/import functions under the database combined with how RPG20XX stores programs, maps and other data as separate files allow for collaboration on creating a game via any version control. Normally, and especially for any collaborative RPG20XX game project you might want to work on, GIT combined with RPG20XX's export/import all function lets you plan and complete your merges. This would get very messy over a Subversion.
This has probably been asked before…but, Wolfcoder, are we able to commercially sell games we make with RPG 20XX?
Yes. The current license is GPL but I may release future versions under the LGPL which may be required when integrating a game with Steam. I don't know the specifics, though.

This software is being provided to you under the GPL license, so you accept the terms when you use it. Give it a read for more specific questions, but generally if you modify the source code to RPG20XX and publish a game, you must also provide the source code for your modifications.

The default artwork (whatever little is there) is CC-BY-SA-NC, although the future default project will contain CC-BY-SA assets but allow for commercial use. You'll want to make your own for a commercial endeavor though.

RPG20XX uses the FMOD Studio Programmer's API. You will need to grab a free indie license. It's free for one commercial indie game per year.

There's no royalty or anything for RPG20XX itself. FMOD is the only thing making this at all even slightly complex, and they'll just hand you a license for free anyways when you ask them.

There's a dormant PSG (Programmable Sound Generator) inside RPG20XX's engine. It may be used for LandTraveller. If it works well, I can provide it as an alternative to FMOD but it will limit you to .WAV and .OGG only for sampled sounds (will contain a synthesizer editor for classic PSG sound effects).
Magi
Resident Terrapin
1028
Yo, I downloaded the alpha and checked around for the first time. I think this engine has some really amazingly intuitive options for avoiding the need to script things. In RMVX Ace, it's very, very painful to script in new attributes, but the ability to simply link so many things like that to an event is very powerful.

I got vibes of older Game Maker 7 mixed with RPG Maker 2003 when I was messing around. Not a bad thing.

Are you planning on tackling the program's UI later, or possibly find a UI designer? Maybe you mentioned this already but I just couldn't locate that information.
I got vibes of older Game Maker 7 mixed with RPG Maker 2003 when I was messing around.


Exactly what I was going for. The engine design is heavily influenced by concepts introduced by the computer scientists Andre LaMothe and Mark Overmars. Most strongly the former and their 1999 book Tricks of the Windows Game Programming Gurus. It taught you a lot about very low level game engine design, although you have to look at the book anachronistically since nobody uses DirectDraw anymore.

Are you planning on tackling the program's UI later, or possibly find a UI designer? Maybe you mentioned this already but I just couldn't locate that information.


What do you mean by "planning on tackling the program's UI"?
Magi
Resident Terrapin
1028
Some of the windows in the UI are very busy at the current moment. It's not really a criticism, but I imagined that maybe down the road you would want to streamline it further to improve ease of navigation. No doubt you are a master at it, but my initial reaction was feeling slightly overwhelmed.

I'm not sure how valid it is to bring this thing up when 20XX is still in alpha, but there's a lot about this project that I don't know about compared to the old, old version.

e: I wanna clarify that the ui aside the stuff I saw was really exciting and intuitive in ways that RPG Maker should have been immediately after 2003, UI aside. If you set up a Patreon or something once the program hits beta I am sure I could throw more than a few extra dollars toward a good cause...
I agree with Magi that the current UI is not as good as RPG Maker 2003's. It would be worth considering changing it later on. However, you're probably too busy working on other things to make large changes now, so they should be done later in development.

Some things that bother me:


  • In the top menu of the editor, some icons are unclear. Why is Import a checkered square, and Database a rounded blue square?
  • Having to select a database item in the menu, and then click the "edit" button is inconvenient, especially if you want to make small changes to many items. It would be better to copy RM2K3, with the radio buttons becoming tabs located on top, and enlarging the window so that the edit menu can be integrated into the database menu.

Some of the windows in the UI are very busy at the current moment.


It's actually pretty barren from what I had in mind.

but I imagined that maybe down the road you would want to streamline it further to improve ease of navigation.


Yes, mostly in the script editor (support of keyboard accelerators, etc.). Once RPG20XX enters BETA, that's really the time to polish everything possible.

If you set up a Patreon or something once the program hits beta I am sure I could throw more than a few extra dollars toward a good cause...


Patreon was designed for people who released videos and things, but I might consider it. It does have a normal donation button and link. The biggest thing I need however are bug fixes. Those are the only things even a single-person-army can't do by themselves.

In the top menu of the editor, some icons are unclear. Why is Import a checkered square, and Database a rounded blue square?


"Database" and "Resource" are somewhat abstract concepts. I'm open to icon designs that convey? these better, though.

with the radio buttons becoming tabs located on top, and enlarging the window so that the edit menu can be integrated into the database menu.


That method makes everything incredibly messy in both code and UI design, although I agree with the feeling. It works the way it does at the moment to make things as simple and bug free as possible, but I have plans for the database editor dialog.

Previews exist for material resources, but not for database entries. An important ability for an author would be to flip through a database list and view all the information about each entry in the preview.

Double-click to edit exists as a shortcut in other dialogs (setting autotiles for a tileset, as an example). It'll be used here later when I can confirm the database editor is solid enough.

The separation between Player and Enemy is getting annoying. It is almost the rule (with few exceptions) that for each enemy Player there is only one matching Enemy entry. I'm considering merging the fields. This would make it so there are only Player with the option for "Is Enemy". If "Is Enemy" is checked, it lets you click a button to edit the enemy properties for AI, drop lists, and the like. This also eliminates the possibility the author forgets to check "Is Enemy" for each player that is being used to define an enemy. I can recycle the Enemy data type into something else more useful.

Probably an entire data type dedicated to weapon handling.

Authors will also need the ability to EDIT another database entry mentioned by the current one they are editing. Say the author is giving a Player default equipment. They need to both PREVIEW each equipment from the selection dialog, and maybe they will want to EDIT it real quick without having to close out of the Player editor. Caution has to be exercised that the author doesn't accidentally create specific chains of editor dialog boxes that may cause catastrophic damage to the database.

On top of all this, don't forget I gave you inheritance. This makes every field of each child database entry you didn't edit match the parent. If you later edit the parent, all children are also updated. Use this well to shave 80% of your time spent editing database items.


I have a lot of plans to polish, accelerate and make more robust the editor once BETA is reached. Right now its very explicit in everything you do. It has a lot of accelerators and automata already, but those are just to make testing less tedious.
Magi
Resident Terrapin
1028
Is there any way I can avoid the error: "Could not copy fmod.dll from ~\rpg20xx\engine\fmod.dll to ~\desktop\rpg20xx\fmod.dll" when doing a playtest? I've tried running with administrator privileges, but it still gives me the same problem and I get stuck in an endless loop.

:X
Don't put the game project in the same folder as the editor.

NEVER run any component of RPG20XX as administrator either. It doesn't need it. The only thing keeping malicious data from possibly hijacking RPG20XX and using it to take over your machine is the fact I designed it to work in protected modes. It also prevents RPG20XX from seriously damaging your system when it malfunctions.

This is a very very bad practice I see people do in general for software when something doesn't work. Often when you see a piece of software that does similar things, but the author recommended you run it in administrative mode, either 1. the author doesn't know what they are doing or 2. the author is doing nefarious things to your machine with the software.
Hi, sorry if this has been asked in this long thread, but I have some questions and suggestions for Cherry. How do I get into contact with them?
I found this page through a Google search.
Beats me, he just talks to me whenever he feels like it.
Magi
Resident Terrapin
1028
I recently found an issue with the program not refreshing the editor properly if Windows is set to scale up more than 100%. I have a higher DPI monitor and have to set the scaling level to 125 in Windows 8.1 for anything to be readable.

Unfortunately, 20XX's editor dislikes me because of this! It runs much more slowly and the screen doesn't properly refresh unless I click somewhere in the window and force the screen to update the map trees, check boxes, maps, etc.

Hopefully windows 10 will deal away with scaling options, but until then I either have to test the program with barely any legibility or work while it is relatively unstable...
Unfortunately, 20XX's editor dislikes me because of this! It runs much more slowly and the screen doesn't properly refresh unless I click somewhere in the window and force the screen to update the map trees, check boxes, maps, etc.

Windows is pulling the rug from under me on this one. Everything is specified in pixels (for tiles) and the program asks Windows what size stuff is. Dialog boxes are specified in DLUs (Dialog Units?) so those should scale fine. I don't know what I can do, but I can check and see if this occurs on Windows 7.

Hopefully windows 10 will deal away with scaling options, but until then I either have to test the program with barely any legibility or work while it is relatively unstable...

It seemed fine on my 1080p monitor. Try giving me a 1-1 resolution screenshot of the program. Something else might be the problem and I can use the visual artifacts to trace the issue- wherever it may be- in my editor program.

PS:
You can change the tile zoom size to make those larger, too
Magi
Resident Terrapin
1028
I'll try to put together something that visually communicates the problem tonight. (~4 hours) or so from now!
Nevermind, I found the issue.

https://msdn.microsoft.com/en-us/library/windows/desktop/dd464659%28v=vs.85%29.aspx

Windows Vista and above, if you increase the DPI setting, a virtual DPI manager fucks with my program without its knowledge and makes everything glitch out. It looks like there might be a way for my program to disable it for itself. This might make the program revert to its original size ignoring your scaling but at least it would stop glitching and you wouldn't have to change your global scale just to run RPG20XX at all.
Magi
Resident Terrapin
1028
A high DPI monitor has been the bane of my existence. They still don't have enough support to be worth the pricetag. At the end of this year I'm just going back to 1920x1080... Maybe in the year or so following, things will have caught up!
The suggestions aren't working either, program still freaks out. I'll have to add a warning dialog at the start if it sees odd DPI settings.
Oh, return your DPI/scale size to normal, but then under the window theme settings, make the font all big. There should be a way to make the title bar and controls all big by doing this.

Luckily, the end user product game engine itself is completely unaffected by this DPI madness.
Magi
Resident Terrapin
1028
I'll give that a try later. Hopefully this issue will have a more permanent solution eventually!