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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

Sounds like there are a thousand things I could do with the battle system, however, it will be much easier when I've written and debugged the battle system and then you can see what's in there and what's not.
Yeah, no reason for WolfCoder to go too overboard adding new features since it's going to be open source.
Is this an easy way for stupid people like me to use this and get a lot out of it? A Help File or something? I know next to nothing about code.
The point of this engine is just that, you replace the original engine and then you're ready to rock. I'm going to include the following line in the .ini:

Year=20XX


As a sort of joke and a flag to enable all basic extensions for 20XX for new projects. This will automatically place the syscall stack at variables 1-6 (A, B, C, D, E, F) and set the first monster group as the global battle events group (as well as other fun stuff).

I'm going to write a .PDF file for the instruction manual as this engine nears completion. Really, once you know how to use a syscall, that's pretty much 95% of all the extra features.

The companion game will also demonstrate these features in an actual project too.
Okay, well, I just hope you know that I'm retarded at code. As in, I don't know the first thing about it. I'm willing to learn given the info and the tools, but I just want you to keep in mind that not everyone who would like to use this program (i.e. me) isn't going to have the type of knowledge that you may take for granted.
Oh don't worry, this is an out of the box program. You should know how to script events otherwise you couldn't use RPGM2003 in the first place, but beyond that I don't really assume anything. You only would have to learn how to program if you wanted to modify this engine to do something like have a very unique battle system.

The point of this engine is that you don't want to even download and sludge through scripts in XP or VX to implement the functionality RPGM2003 almost already had nor do you want to mess with converting and doubling all those graphics. Well, apart from it being a fix for Emptybrain's handiwork.

As in that one blog post, I said I wouldn't implement a scripting language since the users of this engine are using this engine because they don't want to write game engines (of which they would have to if they wanted to get excitement out of XP or VX).
author=WolfCoder
Year=20XX

You make megaman proud

Also, I haven't followed as closely as I would like. Are you replacing the executable that runs the datafiles generated by the RM2k3 editor, or are you replacing the RM2k3 editor as well?

Like, I am wondering if I am using your engine to MAKE a game, or just using it to PLAY a game made in 2k3.
I was wondering if you could possibly implement a turn based battle system as well as ATB? Just as a switch or something that you could simply choose. Idk if that's possible but it would be amazing.
author=Lennon
I was wondering if you could possibly implement a turn based battle system as well as ATB? Just as a switch or something that you could simply choose. Idk if that's possible but it would be amazing.
It sounds like something like that is out there:

author=Darken
author=Don_Davis
I'm using a patch which allows it to change the 2k3 into turn-based rounds. It's a beta and ignores agility of enemies and heros, but it's better than nothing.

I'm interested in this actually. Where can I get this?
Theres that, yes. But it would be nice to not have to patch anything at all.
"You make megaman proud"

It's where the name came from too. It's an engine designed to make RPGM2003 last much longer with new technology. Since I can't decide on some definite year for this engine, I decided to 20XX it. It's like RPG Maker 2003 X to what Megaman X did to Megaman.

The other name candidate was RPG Maker 2101. War was beginning... But I decided that would actually be a little stupid.

"Like, I am wondering if I am using your engine to MAKE a game, or just using it to PLAY a game made in 2k3."

You're using the original (or 2009U) editor to make a game project. This is a replacement for RPG_RT.exe. But you're making a game with lots of new features and fixes because of this engine.

"I was wondering if you could possibly implement a turn based battle system as well as ATB? Just as a switch or something that you could simply choose. Idk if that's possible but it would be amazing."

I plan on this since I won't directly support 2k games. I might also include a 2D Tales of Phantasia streets of rage mode just what was planned for WeaponBirth for truly furious battle action, but I can only guarantee I'll work on the turn based system. The turn based system will be timed like FFX where speed can let you move many times to one if it's pretty high.

When this engine is complete, I will pretty much just spend time fixing bugs and adding new battle systems. You'll be able to change battle systems using a syscall even to any battle system you want mid-game to support special battles.

Special battles? Like in Phantasy Star IV where you fought with your vehicle on giant monsters. You might have a first person MODE7 tank shooter system someone wrote for you that you can switch to.
That sounds so badass, you don't even know. FFX had a pretty amazing battle system, so if it truly is like that then I'm sold.
It has to be. I can't stand 2000's battle system it's so boring. At least in FFX I had to actually think about what I did next using the list of faces and letters to see who's going next.
this is gonna be so baller it hurts

I am actually delaying working on the gameplay (and ultimately, the release) of my game to line up with this release, even though I'm shipping out for the seven seas late next month. That's how psyched I am for this!
I might semi delay NL as well. I say semi because by the time I'm ready to do any actual gameplay this will probably be out anyways.
Best of all, I am going to try to finish this up in time for Christmas since I've heard several people making plans relying on me. It'll be a really rough barely-working version, but the fact that you're going to start using it for real then will really help kill any bugs that matter since you will run into them trying to finish/start your games

I'm going to return to full speed again here pretty soon after I finish grading some students papers to finish off this semester.
words cannot describe the awesome that this is.

A couple suggestions from me:
Possibility to allow common events to run during battle. My reason for wanting this is because I have a game time clock, which is a common event, that doesn't count the time in battle. Obviously, an easy way to solve this specific problem is to have an in game clock event built into the engine, that always tracks time played. You have the ability to call the system time, but it'd take some wrangling to transform that into play-time. Anyways, my reason for wanting in battle common events is minor, but I'm sure someone else can think of a really GOOD reason for it.

Again with the battle: Support for multiple status effects is a huge plus, but building upon that, it'd be sweet to allow it to scroll through status animations if you have multiple status effects (with the exception of a few, like petrification). Using the gauge battle system in rm2k3 basically requires you to make custom bchars for each status effect, but the one with the highest priority is the only one showed. Having it scroll through the status effects you have would add visual value to this, to display that you have multiple status effects without the need for text or symbols to show you. I believe most snes era final fantasies used this kind of system.

Many of the other suggestions I would've come up with are already, or already in the process of being implemented. I look forward to this. A lot. You don't even know.
Actually, speaking of game time, I'd like to know what you're doing with save files. I think they should show playtime/location instead of level and character. If that's possible, it would be great to have.
"but it'd take some wrangling to transform that into play-time."

Just record the date the game was started. Make a common event that calculates how far the current system time is from that time and then use that as a macro to keep requesting game time.

Or I could just have an option to return play time instead of system time in that function.

"Again with the battle: Support for multiple status effects is a huge plus"

How you described them is pretty much how I'm going to implement them plus a folder for icons that will be displayed in menus instead of the name of one effect.

"You don't even know."

Well, being an old RPGM2000/2003 fan I kind of do, actually.

"I'd like to know what you're doing with save files."

Yes, here's one of the few drawbacks to 20XX in addition to not directly supporting RPGM2000. You will not be able to use old .lsd files, you'll have to start your saved games anew in my engine since it will use it's entirely different save format. This new format will resist you adding and removing things from the game at the cost of being bigger. It'll be easier to release updates to your game with this format.

Games saves and global 20XX settings for your personal taste will all go in a folder titled 20XX in your home directory (in Vista/7 this is the folder with your user name and in XP it's also the folder with your name but in a different place). This is how WeaponBirth does it too and it allows me to save stuff without having to ask for UAC elevation (I hope).
Can you give us some very basic, general possibilities to the battle system, so we know what to expect? Multi hit attacks or something like that as an example?