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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

Don't know if this problem's been addressed by anyone else, already got fixed, or if I'm just being dumb about something. I'm using the most recent version (as of October 9th), running it in Wine if that helps.


It actually measures the pixels in your font to produce the above. You've given the font file, I will be able to try it and see if I can capture the behavior.

How is the average progress of the engine to completion?


As I've said, it has been capable of making games since January as I released a demo for it. It has been about the remaining commands and the default battle system. The default battle system is a requested feature, but I recommend you make your own. Specific commands are in to make it easier.

There are still a few basic commands that might not be in yet, but at this point, nothing critical anymore.

At this stage, there are so few people reporting new bugs, people testing, etc. so the project is slow. This project moves as fast as people are testing it. Because it has been so quiet, I am focusing on LandTraveller in the mean time.

Would it also have a front-view battle system?


There is distant plans to add this option to the default battle systems, but it is recommended you make your own.

Could the windows and the battle windows could be also moved?


There are ways of using the default menus, using only part of the default menus, adding a special command to the default menu, or writing your own. If you implement your own unique RPG system, of course you would have everything to your liking.

RPG20XX was made specifically for those who are used to doing really strange things with RPG Maker 2003's event scripts. In RPG20XX, everything is an event script, even the formulas that control all your stats and battle calculations. I have said the "Derived Statistics" is the most powerful feature of the engine, I recommend practicing by editing the existing scripts and seeing what happens. Mastering this single feature will let you do a whole lot in terms of custom RPG systems within minutes.

Of course, if you feel a specific sort of command or function is missing in the event scripts, let me know. I personally would prefer a few powerful commands, but I've thrown in an additional library of shortcuts, special commands, and more for you.
I thought there are yet lots of stuff left already to do. It seems like this project takes forever to finish till' the far future, i just want to start using it when it's stable. :(
Thanks WC

Like I said, this problem I'm having with the fonts is probably pretty low-priority, but if it turns out to be one of those odious little bugs then I hope I'm being helpful.

Been messing around with those derived stats myself recently, starting to figure it out. I imagine there are plenty of smart people out there who won't have this problem but I doubt I'll be making any substantial progress with the maker until someone writes a tutorial (or at least until I can look under the hood at some else's project). Anyways, that's my problem.

Keep up the good work, and hopefully we'll all be doing the same with the elegant and stable product you've already given us.
i just want to start using it when it's stable. :(

It will not become stable until it is used

Like I said, this problem I'm having with the fonts is probably pretty low-priority, but if it turns out to be one of those odious little bugs then I hope I'm being helpful.

Everything helps, thank you.
Buy me a new computer so I can test this for you :)
Dumb question: What is RPG 20XX's equivalent of the "wait" command from other RPG Makers? How do I halt an event's script for a specific duration?
Hi Wolfcoder

I'll try to be concise but I wanted to update you on the problem I've been having, and ask a few more questions.

I tried using the fonts you made as examples, and I'm having a problem where the fonts seem to get cut in half, like so.





I'm also having the problem where the text is running together. My solution to this was to make the size of the spaces on the font sheet, which is why it's so big.

I've also been trying to import icons, and noticed a few quirks. First of all, am I correct in assume icons have to be 16x16? I've only been messing around with the default menu, but the icon ends up in a funny place. Any way to change it around, or is that getting in to custom menu business? The final thing I found was that when I changed the icon set I was using for an item and went to the status menu, the game crashes, saying 'Asset Armor .2xn not found', 'Armor' being the icon I was no longer using. The present icon shows up fine on the equipment screen, btw, it's just when I go to the status menu.

The last thing I want to ask is about portraits. How big are they supposed to be. The ones I want to use are 40x40, but they don't seem to work. Bigger? Smaller?

Anyhow, thanks again.
Dumb question: What is RPG 20XX's equivalent of the "wait" command from other RPG Makers? How do I halt an event's script for a specific duration?


It is still "wait". You'll find it under the control category (gray arrows). Either do 0 for a yield (it doesn't wait any time but it lets all the other events continue for the frame) or it is in 1/10s of a second.

The last thing I want to ask is about portraits. How big are they supposed to be. The ones I want to use are 40x40, but they don't seem to work. Bigger? Smaller?


Faces are 48x48.

These are all strange problems you're having with the font. Adding space to the font shouldn't really work since it measures the letters automatically, and then spaces it itself.

Go ahead and ZIP up the .2xg and the .2xp and the .dat and the .bin folders, and send them to me. I can take a look and debug all your problems in one go.
I'm really getting into and playing around with RPG 20XX finally, and I'm determined to make something good with it.

So, I hope you don't mind that I keep asking questions. :)

Question about attributes:
- I'm assuming attributes are where we'll edit player stats for default and custom battle systems, yes?
- For attributes such as "Atk Grow" and "HP Grow", can this amount change exponentially with each level? Like on level 2 the character gets an extra 6 HP, but on level 3 they'll get an extra 9 HP, and so on.

About Custom Battle and Menu systems:
- I'm not exactly sure where to get started on those. Any advice? Would it be like editting the default systems for the engine or making it from scratch completely? And where exactly should one start either way?

Thanks, Wolfcoder. RPG 20XX is looking amazing!
Here's a link to my dropbox, let me know if it doesn't work.

I got the file, but I haven't gotten around to debugging yet.

- I'm assuming attributes are where we'll edit player stats for default and custom battle systems, yes?

Both attributes and derived actually. Attributes are like numbers you can store with the character themselves. It has a variety of uses, for example, if you had Skill Points or something, you can store them in there.

Everything is an event script, so are the calculations here.

- For attributes such as "Atk Grow" and "HP Grow", can this amount change exponentially with each level? Like on level 2 the character gets an extra 6 HP, but on level 3 they'll get an extra 9 HP, and so on.

Go to the derived statistics for the stats and it will show you how they're calculated. You can entirely replace this system, I wrote it in to sort of pretend like its RPG Maker 2003 stats.

- I'm not exactly sure where to get started on those. Any advice? Would it be like editting the default systems for the engine or making it from scratch completely? And where exactly should one start either way?

There are two categories, draw and battle. You can draw HUD elements and the like with the draw commands, and do battle things with the battle category.

For doing your own system, like I did in Ruby Wolf, generally you'll want to create a battler. The command that creates the battler sets the ID in a variable (I tend to use local variables for that so it can belong to the event).

When something is to be done to something else, you set the Source and the Target. There are Target ... commands that do this. Then you do a Do Skill command to perform the action. There's one for events and one for the screen. It will make the damage numbers and stuff pop up for you.

There are ways to make custom popups for numbers, icons, etc.
It seems like the font.2xv is not the same font bitmap you've sent me. I renamed the font you uploaded to font.png, deleted font.2xv in the resource menu, and re-imported it and it seems to work.
However, as you can see, the font is a little off center on the y axis. This isn't the font's problem, the engine wasn't centering it properly. I'll go ahead and fix this.





When you import a resource, RPG20XX will track changes for you. If you go back to the original file and edit it, and then go back to the editor, it was already updated for you and you can just hit play test.
It only says something to you if the original file is missing or moved. If you put a different file in its place, it will import from there instead.
The font inside the .2xg you gave me was some 8x8 character font instead of the one you sent me which was 16x16, but I can't be sure that this how it happened.

Now for the missing armor.2xn thing on the status screen, it is actually using your new icon. It is having a problem because there's a space in the file name.
Instead of EXFONT, you can insert icons into text anywhere (names, labels, anywhere) with \i so it becomes \i.
The engine actually uses this functionality itself and does "\i Clothes" when it attempts to show you your status.
You can import an icon that doesn't have spaces in the file name for now, but I did fix this for the next version.

When I turned off the text styles, the engine does mess up the spaces. I went ahead and fixed this for the next version.
If you want the text a solid color, you can edit the patterns in the system graphic.

I've PM'd you the links to the updated EXEs so you can try them out.
Thanks Wolfcoder. Believe it or not, the ability to reproduce those classic fonts is a big reason the project excites me so much. Big whatever to MV right now, 20XX all the way!

I think the font .xv I used in the zip was one of the ones you provided, by the time you sent me instructions I had erased the old file and wanted to test the problem with your font, that's probably how that happened and sorry I wasn't clear on that! Thanks for the bit about the armor thing, I forgot how wacky things can get with those spaces.

If any of this helped with the bug-smashing then I am extremely pleased. BTW, I donated a little bit on PayPal a while ago, I hope it got to you. I could care less about being credited or whatever, and I'm actually a little embarrassed to mention it, but I hope you were able to buy yourself a nice dinner or something as thanks for all your hard work.
Big whatever to MV right now, 20XX all the way!


I think it not costing 70 bucks is a big plus. It's also entirely my job to make sure RPG20XX gives you the features you actually wanted as opposed to me throwing in a script engine and relying on the community to do my job for me.

Although a professional would still want to edit the source code to their liking. The license in future versions of RPG20XX will have to change to something open source yet compatible with things like Steamworks, etc. At the moment it is LGPL.

Thanks for the bit about the armor thing, I forgot how wacky things can get with those spaces.


The BBS ate all my square brackets and the content inside them, but I think you know what I meant.

If any of this helped with the bug-smashing then I am extremely pleased.


Oh yes, it does. The speed of the project is determined by the amount of incoming bug reports I get. Thanks for your feedback~

BTW, I donated a little bit on PayPal a while ago, I hope it got to you.


It probably did, and thank you.
Just trying out 0.31

One thing that bothers me so far, is that when I enter a submenu (item, equip, or skill) I can't go back to the main menu with ESC. It happens in a new project with copied defaults.
You can press "back" which is currently X, or Backspace. This suggestion makes sense though, so I'll add it to the list.

Remappable keys are actually already implemented, but what is missing is the menu that lets you change those.
This is a bit unusual.

When I use one specific teleport event I created, the spritesheet for the PC flashes on the screen. It only does this in one instance, and does it with whatever sprite I'm using.

Here's what I mean:


See, right in the middle there. I even tried erasing and recreating the event, with the same thing happening.

I zipped the .2xg,.2xp, .bin, and .dat, if that helps.
https://www.dropbox.com/s/t19hsqg5v5n00jl/MOTM%20Archive.zip?dl=0
It's the teleport event at the door of the tent on the "Tent of Many, Many Monsters", right South of where the player start is.

I see it, I've fixed the problem. Thanks for reporting it.

If you can't wait, you can replace the EXE in the /engine folder with the new one and test play will use it:

https://subversion.assembla.com/svn/rpg20xx/bin/engine/rpg20xx.exe