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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

Those all sound like pretty specific requests. It would be easier to just have a mecha battle engine.
Ooooh, I have an idea, not sure if its been suggested. Maybe have an option or something with equipment having like 2 weapons, 2 armor, 2 Helmet, etc. instead of being limited to just 1 weapon each, so that way in case some of us want to equip 2 accessories instead of being limited to just 1.
I've tried to do something like that too. It might be a whimsical request, but it would be easy to implement.
author=NewBlack
Two helmets.. Stylish.


You could totally do this in Disgaea.
Equipping two of every piece of equipment would be a great thing, especially if you're not actually having the slots as Armor or Helms, but something else entirely.

This entire thing sounds and looks so awesome. I love seeing new updates and ideas being tossed around, because it makes me all the more excited.
LEECH
who am i and how did i get in here
2599
One of my games involved 4 types of eqiupment, L.Shoe, R.SHOE, HAT, RING.
I wanted to make it so you could wear 3 hats on top of each other.
DAMN YOU FOR NOT MAKING THIS 5 YEARS AGO.
Question, question. If I only have RM2k and download this program, will I be able to use the side-view battle system? =x
author=WolfCoder
Those all sound like pretty specific requests. It would be easier to just have a mecha battle engine.


Hahaha, yeah. But it's actually not too uncommon of a requests imo.

The ability to set a stat value to X instantly (ex. set HP to 500 or something) is non-existant in RM2k3 and I thought it's not a hard request (i.e.doing this in Rm2k3 requires more steps in variable calculations). Thought that you can just simplify the steps by adding a function to set it to x immediately, but I admit I am not too good with programming so it might be harder to program than I thought...

As for the resistances, yeah, it's complicated. I suppose that's because I use class to represent resistances in Rm2k3. If you can somehow make the system that allow you to change resistances of the PC that would actually be easier (i.e. adding a function that raise/lower resistance - cutting the need of the whole changing class to change resistances thing).

As for the equipment thing, I agree, more equipments slot is useful. Especially if you have say, 6 slots and interchangeable (no specific slot for each item).

Ah well. Cheers.
author=Saya
Question, question. If I only have RM2k and download this program, will I be able to use the side-view battle system? =x

You'll need RPG Maker 2003 and it seems like EasyRPG is going to kill compatibility with RPG_RT.exe so you can't just grab their editor when it's done.

An editor is something I'll do after I'm done with this thing. I suggest you find a copy of 2003... Somehow, In the meantime.

@s_w
I'll actually take entire battle engine requests later. It's where I do all the hard work of making a particular battle system. I won't ask for anything in return but you will have to write a very detailed proposal. Details to come later on this.


Also I ripped myself off using the CSS from WeaponBirth. I need to make a logo for this thing too.
Sorry if this question has been asked a tonne of times before.

But 32 bit with alpha... Can this be used selectively.. Say.. Can I just choose to have some resources in 32 bit and some in the standard rm2k3 settings (8 bit, no alpha, right?).

I have some amazing ideas and things I've been trying to make work on 2k3 for ages and this would make it so straightforward!
But 32 bit with alpha... Can this be used selectively.. Say.. Can I just choose to have some resources in 32 bit and some in the standard rm2k3 settings (8 bit, no alpha, right?).


Yes, it's automatic. It's even enabled if you're not in 20XX mode, just have the file there (or not).
I dont know if anyone proposed this but pretty please could you make command for showing the value stored in a variable,for instance in message box ? Because that would make everything million times easier. If it is proposed and implemented than THANK YOU.
author=Bonehead11
I dont know if anyone proposed this but pretty please could you make command for showing the value stored in a variable,for instance in message box ? Because that would make everything million times easier. If it is proposed and implemented than THANK YOU.

Not being an arse.. But do you mean.. Like typing \v{n} (except using square brackets) in a message. That already works.
Though the description thing could use some of that coding magic. Like the description of items, weapons, armor. etc.
Though the description thing could use some of that coding magic. Like the description of items, weapons, armor. etc.


This is already implemented. You can use anything but tempo commands in any box that holds a string that gets drawn on screen. So yeah, icons, colors, etc. Item names can be live and process variables and colors every time you see them.

Nested variables work to infinite nests or as long as you have room to type. So \c{\v{5}} will become whatever color number is stored in variable 5 and so on. All of this already works.
Would it be possible to implement a \i command to call the item name from the database? It would be immensely helpful if all you had to do was change the item name in the database and have all instances (called with \i where the number is the number of the item) would change to reflect that. It would be if, for instance, you needed to change a glyph associated with the item name or wanted to go another route in your naming conventions but had already added the chests containing the item. Likewise, it'd make a handy placeholder (You got a \i!) for quest items you hadn't finalized yet.

If there's a syntax command to call item names from the database already, PLEASE somebody make me look like an idiot.
KingArthur
( ̄▽ ̄)ノ De-facto operator of the unofficial RMN IRC channel.
1217
author=Kaempfer
Would it be possible to implement a \i command to call the item name from the database? It would be immensely helpful if all you had to do was change the item name in the database and have all instances (called with \i where the number is the number of the item) would change to reflect that. It would be if, for instance, you needed to change a glyph associated with the item name or wanted to go another route in your naming conventions but had already added the chests containing the item. Likewise, it'd make a handy placeholder (You got a \i!) for quest items you hadn't finalized yet.

I'd love to see this expanded to classes, skills, and monsters (\cl, \sk, and \m?) as well.
Sure why not, it literally takes me seconds to implement those as it's the same exact thing that happens when you use \n

Of course

I have to implement items first to be able to show their name.
TFT
WHOA wow wow. two tails? that is a sexy idea...
445
i heard a rumor that you will be implementing the ability to have enemy idle animations during battle. please confirm or deny.