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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

Umm... And what about items doing other stuff rather than only calling A SINGLE DAMN SWITCH? I mean... We could cut the switches used by 10 if we could use 2 switches! AND cut it all to A SINGLE VARIABLE if we could do "use this item > Variable x becomes = item ID OOOOOOOOOR simply "47".
Probably someone has already said that, ne? Also, tiles... There could be a way for 8 tile based movement instead of 16? and a way to add (optionally) 4 passabilities in each still 16x16 sized tile? It would be awesome! But it DOES sound hard and I believe the map stuff is already coded... >:
Anyways, good luck, this is very, very awesome. *-*
And coded for DS and GBA? o_o
Whoa + wow
tardis
is it too late for ironhide facepalm
308
i think stuff like 8-way movement and the item stuff would be editor-related, not engine. i could be completely wrong, though.
"And what about items doing other stuff rather than only calling A SINGLE DAMN SWITCH?"

If you've set an interrupt to trigger when some particular switch is on, the item will cause that interrupt to run and then suddenly the item does whatever you want it to. Heh, could even have an item that makes the engine close. Could also help you when you want to do a really complicated move command... I'll think about it.

"Also, tiles... There could be a way for 8 tile based movement instead of 16? and a way to add (optionally) 4 passabilities in each still 16x16 sized tile? It would be awesome! But it DOES sound hard and I believe the map stuff is already coded... >:"

If it doesn't destroy my engine too much, I was thinking of either having 16x16 movement or free-grid. Free-grid or gridless is where you move more like in the Legend of Zelda. I hope making that work with the standard tileset collisions won't be too hard but this is a feature action RPG makers desperately wanted and didn't want to drop 80 or whatever dollars on a piece of software they can't figure out. Same with 8x8 movement. I could do that, but it's not something I'll do for a long time.

"And coded for DS and GBA? o_o"

Yeah, that's what NovaForce was going to be before I canceled it. I also wrote some programs for the NES and tried to write a NES emulator for fun. I like the GBA/DS, writing for ARM processors is kind of fun.

"i think stuff like 8-way movement and the item stuff would be editor-related, not engine. i could be completely wrong, though."

I have to get creative of how the engine should interpret what the editor is telling it.
5 Set Global Battle Event : (A=0 for off,otherwise the Monster Group ID to become global)
Sets a monster group to have its battle event to run for all battles in addition to existing battle events.
6 Draw Number : (A=x pixel location to draw from,B=y pixel location to draw from,C=number to draw,D=0 for system graphic, 1 for battle gauge graphic)
Draws a number in the current system font or current gauge font (depending on the value of D) at the location (A,B) which is the top left corner of the number displayed.


holy fuckin christ this is awesome
I'm going to implement the escape characters in Show Message so I can get to implementing all of those. Variable Operations works now so I can go ahead and implement this. Especially the drawing of numbers, I think that's going to be something I really want to get working.
I don't know if this was already suggested, but maybe you could try and fix the way monster names are displayed in battle. For instance, instead of showing the same monster name 3 times, it shows it once and has 3 next to it, like old Final Fantasy titles. That always bugged me.
That's because it selects a specific monster that way. I'm going to redo ALL of the menu systems and that includes battle interfaces though. It's not even going to match 2003 at all and it doesn't have to.

You'll be configuring more finer details using the system calls if you want. The out-of-the-box settings should be great though.
This engine sure does sound nifty, I think I asked this before, but are you gonna break the damage, and stat cap from 999 to 9999 and damage from 9999 to whatever high now?
The engine will allow damages over 9999, and I think the stats are limited by the editor because my engine reads whatever is there.
Just checkin', still alive over here, right?
Funny you should ask, I'm going to make a log entry to explain why I suddenly went dead silent. I'm still boiling with nasty little microbes for the time so it'll be a few more days of absolute standstill. Don't worry, you know how much I can accomplish in just 5 hours out of a single night, I can pick this up again.

I did manage to implement ExFont as a custom sheet of 16x16 pixel icons you can draw though. Instead of using the old system, I'll let you use a sheet of 16x16 32-bit icons.

Also Fallout New Vegas
Not sure if you can do this, but it would be nice if the Display Message window wasn't larger than what you can actually type in it. You know, change it around so we know where the end is instead of having some of your text just disappear off the edge of the dialogue box.
That's something wrong with the editor of which I think there is actually a fix for.
Could I port game from rpgm2k3 to this? If yes, I cant wait.
You don't port games you simply run them right as they are. It's a replacement for RPG_RT.exe in your game folder.
You mentioned before that you're fixing the Agility to be FFX style, with it being turnbased with the possibility of multiple turns. Is there going to be a way for the player to tell who's turn is coming up next like in FFX? And how will the algorithm work in that system?
Also, your comment before about multiple battle systems with your program is a real possibility, right?

author=WolfCoder
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.

Because if its still a 'yes', well, that's pretty fucking awesome.
Wait, there is a homebrew RPG_RT port for the PSP? Really? Where can I find this?
author=MasterTherion
Wait, there is a homebrew RPG_RT port for the PSP? Really? Where can I find this?
I've messed around with it a bit. I don't know how much more advanced it has gotten in the past year or so, but at the time, it couldn't do as much as wolfcoder's engine.
You mentioned before that you're fixing the Agility to be FFX style, with it being turnbased with the possibility of multiple turns. Is there going to be a way for the player to tell who's turn is coming up next like in FFX? And how will the algorithm work in that system?


This is for turn-based battle mode, and it will list them off somewhere the current turn order. I haven't designed anything about this as it's not going to be implemented until all the standard RPGM2003 features are included. The extended turn-based battle system is intended for those who want 20XX to be more like RPGM2000 than RPGM2003.

Also, your comment before about multiple battle systems with your program is a real possibility, right?


It's not a possibility, it's a critical necessity. Everyone and their dog will want a particular battle system and my job after the engine is done is to be adding battle systems that people want.

Wait, there is a homebrew RPG_RT port for the PSP? Really? Where can I find this?


EasyRPG. But as Ramza said, they just barely got to where I am at only they have different things implemented. Both of our engines can play a really rough version of games.

You're going to be waiting a long time to get a good, smooth port for the PSP from them and I'm only targeting the Games for Windows platform so I'll never make anything for another system.