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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

At first, the engine will have the default battle system from 2003 with some basic fixes (agility!). Then I will add the turn-based FFX-style order list to let you make 2000-like games (with battlers visible if you added battle charsets for them). Multi-hit attacks are already possible in 2003, I remember making a sword that hit six times.
Multi hit skills, I meant to say.

This is only an example (if you already have it), not necessarily a request. Maybe I shouldn't (no pressure!), but I'm currently building my game around the assumption I'm going to get my hands on this project. I don't mind holding off until I get some better tools, but I don't want to put a bunch of work into the battle system/skills/etc if I'm going to get something in a few weeks that blows it out of the water, you know?

Just sort of to know what to expect.
You should probably just assume a 2003 battle with the ability for global battle events. Apart from that, you can always check the syscall page up there as they work during battle. Once you have a battle engine in your hands and it works, then you can see additions and stuff being made to it. Because of the global battle event page, you could easily modify your game to add any extra features you feel you need. Oh and it's going to be much faster! My speed inversion might make your battles a little too fast so you can always adjust the speed using the syscall.
yeah well

i dont know what a syscall is.
It's an abbreviation for system call.

I made a list here

There's an explanation for how you use it. It's done this way so I can extend the engine with lots of extra commands to make things easier.
Oh! Thought of some other things the DBS could use:

absorption of elemental attacks. I would like the ability to modify one's resistance to elements using skills. And the ability to cause attacks that usually cause damage to cause healing instead for those with the proper resistance. Also, the way elemental weakness works in the dbs is wonky. If the target is weak against one element in a multi-element spell, the spell will always do damage as if he was weak to it, even if he was resistant to all the other elements in an attack.

Perhaps some type of system where it averages out the percentages for weakness/resistance and uses the modified value could be in order?
Skills that increases (or decrease) resistance to elements don't seem to work at all in the dbs.

Also, casting offensive magic on friendly targets, and defensive magic on enemies. Kind of in conjunction with the above, making undead weak against healing magic and having the ability to cast healing magic on them would be cool.

Having skills that cause stat lowering on the user in addition to effects on the target would be nice too. Y'know, using powerful magic that halves your INT after use as it's drawback. Or having skills that put status effects on the user or his allies. (regen?) Or skills that put a status effect on the user in addition to attacking the enemy (paralyze you after a massive attack, or whatever).
"absorption of elemental attacks."

I think 2k3 already did this, you could type negative numbers in the attribute effects.

"Also, the way elemental weakness works in the dbs is wonky. If the target is weak against one element in a multi-element spell, the spell will always do damage as if he was weak to it, even if he was resistant to all the other elements in an attack."

I'll have to preserve lots of the behavior of the default battle system otherwise it will break lots of games for people unexpectedly. I'll consider how to switch DBSs and how to configure them after the first ATB DBS has been made and bug fixed.

"Also, casting offensive magic on friendly targets, and defensive magic on enemies. Kind of in conjunction with the above, making undead weak against healing magic and having the ability to cast healing magic on them would be cool."

This however I think I'm going to have.

"Having skills that cause stat lowering on the user in addition to effects on the target would be nice too. Y'know, using powerful magic that halves your INT after use as it's drawback. Or having skills that put status effects on the user or his allies. (regen?) Or skills that put a status effect on the user in addition to attacking the enemy (paralyze you after a massive attack, or whatever)."

I know, but I'll figure these out after the first DBS has been completed. I love going insane with scope creep, but it's nicer to do when I've finished the battle system itself to begin with first.
I knew the editor would accept negative numbers, but I wasn't aware if that was some kind of patch I had or not. As I recall, however, giving it a negative value caused the target to resist the attack more often than just absorb it (I actually don't recall it absorbing the attack at all, but a quick test proves my memory wrong), however the main reason for wanting the absorption feature wasn't so I could set it by default, but have skills that can actually modify it.

In the past, defensive moves I've made that increase resistance to a specific element don't do anything, and I'm not even sure if lowering an enemy's resistance is even supposed to be possible through the same tickbox on an offensive ability, or if it's a bad translation and it means "ignore resistance". Anyways, they don't currently work, as far as I can tell, or if they do, they don't work noticeably enough to matter.
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2966
You need v1.08 of rm2k3 if I recall
TFT
WHOA wow wow. two tails? that is a sexy idea...
445
if you somehow added panorama layers that would be pretty rad.
"if you somehow added panorama layers that would be pretty rad."

I was thinking of actually doing auto-previous-level-parallax or whatever.. Don't know what I'll call it. This is when the map before this map in the tree in the same level is drawn zoomed out as the parallax. The actual below map becomes the parallax so you could do tower or mountain levels.

Either way, parallax layers is also something I want to implement so you could replicate the old school 3D-ish HUGE TRACKS O LAND scenes where they used H-Blank to shift the map each scanline and added cloud layers.

Or I could actually emulate H-Blank effects so you can take one parallax and define scrolling offsets for each scanline.
So when you say Global Battle Events, you mean that you only need to program the events of the first monster group, and then that group's events would apply to all the following groups below? And events placed in groups below will run in addition to the global group?

Because that would be a godsend for DBS Modifications and such if so.
It'd beat copying and pasting 1000 times over.
author=Skie Fortress
So when you say Global Battle Events, you mean that you only need to program the events of the first monster group, and then that group's events would apply to all the following groups below? And events placed in groups below will run in addition to the global group?

Because that would be a godsend for DBS Modifications and such if so.


Oh praise white Jesus yes.
Interesting project, do you know EasyRPG?

Cheers!
author=Skie Fortress
So when you say Global Battle Events, you mean that you only need to program the events of the first monster group, and then that group's events would apply to all the following groups below? And events placed in groups below will run in addition to the global group?

Because that would be a godsend for DBS Modifications and such if so.
One thing, though, to be careful. If you use, say, an 8 monster battle as a template, if you later make, say, a 2 monster group and the code in the battle event references say, Monster 7, RM2k3 WILL CRASH.

What I did in my recent 2k3 projects is make 8 templates - one for each number of total monsters. And when I need a new monster group I copy & paste the appropriate template.

For 20XX, I think it'd be sufficient to have the engine NOT CRASH if it encounters a non-existent monster reference.
author=kentona
author=Skie Fortress
So when you say Global Battle Events, you mean that you only need to program the events of the first monster group, and then that group's events would apply to all the following groups below? And events placed in groups below will run in addition to the global group?

Because that would be a godsend for DBS Modifications and such if so.
One thing, though, to be careful. If you use, say, an 8 monster battle as a template, if you later make, say, a 2 monster group and the code in the battle event references say, Monster 7, RM2k3 WILL CRASH.

What I did in my recent 2k3 projects is make 8 templates - one for each number of total monsters. And when I need a new monster group I copy & paste the appropriate template.

For 20XX, I think it'd be sufficient to have the engine NOT CRASH if it encounters a non-existent monster reference.

I actually bypassed the nonexistent monster thing by creating a system of switches to turn on and off depending on the amount of monster targets in battle. And then programmed skills to reference those switches so that if say, a battle had two monsters, then the skill information for monster's 3 and 4 wouldn't be processed, skipping the issue entirely.
Sailerius
did someone say angels
3214
I just wrote a script and never had to worry about it.
author=Sailerius
I just wrote a script and never had to worry about it.

Forgot your [/craze |
author=Sailerius
I just wrote a script and never had to worry about it.


look at this guy everyone