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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 look forward to the day when we no longer have to break our tools to get them to work.
author=WolfCoder
I'm not sure that function does anything in the original engine, so I might as well make it do what you think it actually does.

It does actually. If you have events with standard move commands set up (ie. if an NPC is walking around the map randomly), and "Continue events while message is being displayed" is unchecked, the walking events will stop dead when event actions are being made.

For example, if you've got a cutscene going while that randomly walking NPC is in view, the NPC will not move if that is unchecked. If it's checked, the NPC will walk around during your cutscene, even if it was started from an autostart event.
^this^ useful when you don't/do want zomborz/touch encounters to keep approaching the hero as the player examines/reads something.
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2966
No feature requests here; I just want to congratulate a fellow programmer for keeping up with this. Great work!
That's it? Bleeeh, well, I'll think of something else then.
Magi
Resident Terrapin
1028
author=PepsiOtaku
It can be. Cherry already released a patch for it: http://cherrytree.at/cms/lang/en/download/?did=16
Yeah I have long known about all of Cherry's patches and am already using this one. The problem is these likely won't be compatible at all with 20XX as it has been written from the ground up. That's why I am hoping it'll be a possible feature. Shouldn't be hard to do at all.
True enough. I would love to see this wild feature included one day that's in Power Mode 2oo3 called "control register 0." It controls title screen commands and works like this:

cr0 is hard-coded to variable 0001. The value of v0001 will automatically be set to 1 on start-up if there are save files present, otherwise it's set to 0. If you set the value of v0001 to "255", the load game menu will boot up. I believe if you set it to 254 or something, it will call the "quit game" command, but that's kind of useless as there's already an event command that does that.

It's neat because you can create your own custom title screen, and make a version that displays when you first start up the game (without saves present), and one that displays when there are saves using a simple branch of "if var 0001 is '1' do this, else." It gives the designer a lot more freedom than the standard rm2k title screen.

Another nice feature to have would be a way to skip the default title screen (like in power mode). It would have to go hand-in-hand with the above.
Those are already drafted for features too, I'm going to expand it so you can call submenus directly. If you have no text entered into the New Game box, the title screen will not appear (not implemented yet).

Check the Special Commands tab before checking to see if XYZ feature will be in the engine.
Hey, do you think you can auto code a make game feature? Think how the Wii is to gaming as this would be to RPG making. Just click a "make awesome game" button and win.

I think that would be great.
I know you're being funny, but some long time ago I had the idea for an organic artificial intelligence that could make suggestions and come up with ideas as you made the game.

Kind of like Clippy only with the mind of HAL9000.
This engine is the best thing that ever happened to the world.
Dudesoft
always a dudesoft, never a soft dude.
6309
Move over Malcolm X. RM 20XX is here.
Dudesoft
always a dudesoft, never a soft dude.
6309
Magi
Resident Terrapin
1028
a beta will be an excellent birthday present........
Magi
Resident Terrapin
1028
Very shortly before so yeah, let's go with that... = )
Forgive me if this has been discussed, but the threads are getting rather lengthy.

Wolf, are you going to code both an option for either ATB and turn based, or is it ATB only?
ATB first, and then turn based. And then possibly other battle systems. There will be an option to set what battle system you want and to even change battle systems in the middle of a game. No one seems to like scripting so for now I'll just write all the extra battle systems myself for you.
WIP
I'm not comfortable with any idea that can't be expressed in the form of men's jewelry
11363
YES TO SCRIPTING
author=WIP
YES TO SCRIPTING
heh.

But how would that be implemented? Would you write scripts in text documents, and somehow the engine will call them?

Actually, that'd be pretty cool.

What language would the scripting be written in?