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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

I think it's best to leave it alone, and have the option as a syscall for new projects.
Have you done anything cool with the 'Conditions'? Namely, make poison take effect every turn instead of literally everyones turn?
No I'm not there yet. I usually just set the values of poison with it happening every action in mind and it's all good. I'm currently disassembling events so I can run them.
author=WolfCoder
I think it's best to leave it alone, and have the option as a syscall for new projects.

Agreed.



how about customizable text speed
*edit*
For clarity, I mean Player defined text speeds. Or maybe just "Hold button, speed runs at normal speed/is instant".
Text speed will be a global option effecting every game you play in 20XX.
Oh yeah! There was one thing I wanted to ask about.

Would it be possible to increase the amount of cels that can be active in a battle animation? The current limit is 8, but that's not enough for more intricate animations.
You're going to have to talk to Cherry about that. My engine can do anything I build it to since it is from scratch, but the editor I have not touched.
Magi
Resident Terrapin
1028
Will there ever be something like one of those auto-enter patches to make customized title screens?
Yeah, don't forget it's a requirement that I implement existing hacks people use so their game still works. You'll be able to use syscalls to move the default menu components around too using a metrics command. I'll post the prototype of the Set Metrics syscall when I have made the default menus. There's already a prototype there to jump into sub menus as well (equip, items, etc.) in case you want to do a CMS that's not as C.

Lots of additional features and stuff will be all grouped into syscalls so it's easy and faster to implement.
I dunno if this is an issue for you or Cherry, but how about maps larger than 500 by 500? I'm trying to do a really big world map, and while you can do this with multiple smaller maps, it kind of becomes an issue when you want to have some sort of player controllable transport vehicle

also, would in game zoom modes/changeable resolution of any sort be possible, especially for battle? If for instance, I wanted to show a big, multi part enemy that I want to really dwarf the party but won't fit on the screen the way things are now?

thanks again for your time.
"but how about maps larger than 500 by 500?"

That's something cherry has to do, my engine already supports maps of almost any size.

"also, would in game zoom modes/changeable resolution of any sort be possible, especially for battle? If for instance, I wanted to show a big, multi part enemy that I want to really dwarf the party but won't fit on the screen the way things are now?"

I don't know what you're saying here. You can already make a huge enemy that fills the entire screen or multiple ones and both would dwarf the party.
It probably has been asked already, but... Custom death animations for foes? Like... In the "monster" tap, you get a small box with a list of premade (and edittable, just like battle animations) death animations, and you can set one for a foe? I don't know if this is too much work, but it definately looks like so, I'm sorry. Well, is it possibble?
I've already been thinking about animated monsters. My idea was for them to just be animated for anything. I don't know if I'm going to implement this and how yet though.
author=WolfCoder
I've already been thinking about animated monsters. My idea was for them to just be animated for anything. I don't know if I'm going to implement this and how yet though.


It would be really awesome! Well, if you can disable it, you know. It's too much work for bothering, on simpler, smaller or not-graphicaslly oriented games. Also, another thing that came to mind, customisation of in-battle HUD (and all) is made available through the syscall commands? So I can create a not so C BS, together with the not so C MS?

><"
Yeah, you will move the elements around. I'm doing this because I know people will complain about where all the parts of the HUD are so I'll let them move it around.
"also, would in game zoom modes/changeable resolution of any sort be possible, especially for battle? If for instance, I wanted to show a big, multi part enemy that I want to really dwarf the party but won't fit on the screen the way things are now?"

I don't know what you're saying here. You can already make a huge enemy that fills the entire screen or multiple ones and both would dwarf the party.


I guess the best example I can think of would be FFVII where if you're fighting Emerald weapon or ruby weapon, the screen zooms out because they're so big so that it can fit the entire monster on the screen, whereas if it stayed at the same zoom it does when you're fighting the littler enemies, only his feet would show up.

I guess I mean an enemy that's much bigger than the ones you can fit onto the screen now?

I'm not talking about having automatic camera zooms, just some sort of command to zoom the screen out during battle. This may be way too difficult to implement or not possible, it's just a thought
It probably has been asked already, but... Custom death animations for foes?

This would be cool if possible, but I could settle for something else, like not letting the battle automatically end when you kill all foes before all battle events are executed, this way it would be easier to do something like "when enemy 1 Hp reaches 0 play death animation over enemy 1" ...Well, at least I guess so.
author=WolfCoder
FF7 was also a 3D game.


I thought this new engine was too, now? ;D

I like alterego's idea, actually, since it would let variables be changed and switches to trigger before the battle ended, or it would allow little cutscenes in battle. It would also allow "continuous" battles. "Is that the last of them? Oh no, here come some more!"
author=alterego
It probably has been asked already, but... Custom death animations for foes?
This would be cool if possible, but I could settle for something else, like not letting the battle automatically end when you kill all foes before all battle events are executed, this way it would be easier to do something like "when enemy 1 Hp reaches 0 play death animation over enemy 1" ...Well, at least I guess so.
But it wouldn't look as nice, I mean, you can't do all the flashes and stuff, at least it went wrong last time I tried. I don't remember correctly, but I fhink the battle ended before the animation appeared. Well, that's a good Idea. I hope I can go over it.