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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

LEECH
who am i and how did i get in here
2599
author=Kaempfer
It could be possible with messy edges though, no? I mean, if a tile has full blocking, then the player couldn't move into that tile... at all. There are a few SNES games that handle pixel movement like that; they let you move pixel by pixel, but if you hit a blocking tile, you can't move into it at all (even if it seems like you should be able to).


Yep, thats better than no pixel movement.
WIP
I'm not comfortable with any idea that can't be expressed in the form of men's jewelry
11363
Pixel movement is almost worthless without 8 directional movement. And when you get into that, you will run into issues with pure box collisions. I can't think of a game with 8 direction movement with pure square box collision. All the games you can typically think of (Zelda, Chrono Trigger, etc.) have diagonal collision boxes as well.
I know all of this sounds difficult to implement, but it's really not. I have a method that checks for the ability to pass from one tile to another. It would still take me a while to do though, but it would really just be four rays extruding in the movement direction from the corners of the sprites' bounding boxes. Since everyone is the same size, it wouldn't really make a bit of difference.

Remember it would take me quite some time to implement, though. Think of how you would have to write the events' movement commands.
Magi
Resident Terrapin
1028
author=ldida1
author=Kaempfer
It could be possible with messy edges though, no? I mean, if a tile has full blocking, then the player couldn't move into that tile... at all. There are a few SNES games that handle pixel movement like that; they let you move pixel by pixel, but if you hit a blocking tile, you can't move into it at all (even if it seems like you should be able to).
Yep, thats better than no pixel movement.
IDK. Seems kind of worthless from a design standpoint if there is no explicit reasoning behind it. Most people just want pixel movement because "cool, different!" other than having a practical use for it.
Dudesoft
always a dudesoft, never a soft dude.
6309
author=Magi
IDK. Seems kind of worthless from a design standpoint if there is no explicit reasoning behind it. Most people just want pixel movement because "cool, different!" other than having a practical use for it.

It would be pretty sick for minigames and bullet dodging? Also, why not? It would further increase how different this is from 2k3, with one more Ooo! Different! feature.
tardis
is it too late for ironhide facepalm
308
i am pretty indifferent about pixel movement and just thought i'd bring it up for the sake of discussion (because ooh! it's cool!)

in general though, just get battles up and running and i will be a happy camper. you got this!!!
I don't know if this has been discussed before, but would a feature similar to VX's "Self Switches" be possible with 20XX? Meaning, switches that are specific to single events?

(For example, I make a switch that gives you an item and turns on "Self Switch A", and then the chest is open when Self Switch A is on. I can copy and paste this event a million times and they will all work properly.)
WIP
I'm not comfortable with any idea that can't be expressed in the form of men's jewelry
11363
author=Dudesoft
author=Magi
IDK. Seems kind of worthless from a design standpoint if there is no explicit reasoning behind it. Most people just want pixel movement because "cool, different!" other than having a practical use for it.
It would be pretty sick for minigames and bullet dodging? Also, why not? It would further increase how different this is from 2k3, with one more Ooo! Different! feature.

It adds a lot of unneeded complexity to the engine that is purely tile-based movement and collision. Pixel movement and collision itself are not difficult. But smashing it into an engine that plays games built under the pretense of tile movement is not a very good idea.
InfectionFiles
the world ends in whatever my makerscore currently is
4622
author=narcodis
(For example, I make a switch that gives you an item and turns on "Self Switch A", and then the chest is open when Self Switch A is on. I can copy and paste this event a million times and they will all work properly.)

^ I would love this feature, so freakin' much.
Problem is I'm not sure how to safely implement it in the save file.
tardis
is it too late for ironhide facepalm
308
errybody so excited
I already posted that I wasn't going to make it this 20th though, and I'm behind on too many other things.
tardis
is it too late for ironhide facepalm
308
oh wow, i actually hadn't even noticed it was the 20th when i posted that, i was just keeping 20xx in my HEART OF HEARTS
I think pixel-movement would be a good idea but I think this would require an external map editor..

One thing that has always plagued rm2k/3 was the fact you get 2 walking animations, many games like Chrono Trigger or Seiken Densetsu will have 4+. So having a way to have customizable charsets would be a great addition.

16X16 isn't too bad but having pixel-movement especially if you're making an action based game would be better.

Though having to recode the map system for rm2k might be a bit of a problem as it's closed source.

It might be easier to just code a new gui for rm2k3 using your own engine, giving rm2k a new look and a better back end. Also gives you more room down the road when you decide to add scripting or give tutorials on where to add such and such if a user needs it.
Rave
Even newspapers have those nowadays.
290
WC, could you prepare demo game for 20XX (you must have one which you use for tests since you have screenshots)?
Though having to recode the map system for rm2k might be a bit of a problem as it's closed source.

I'm recoding everything since this is a project from scratch. I'm building, this isn't a crack or a patch.

WC, could you prepare demo game for 20XX (you must have one which you use for tests since you have screenshots)?

http://rpgmaker.net/games/2917/
Something else just occurred to me, by some chance will the program be able to run GIFs? Like animated GIFs? For those who want to have animated monsters instead of using space for the battle animations? (then again, using the battle animations would be a more precise thing, be even then.)
GIF is a horrible format to use for animations, you're better off using Battle Chars. Then you can have charset, animation, or a mix of both. My program doesn't care how tall your animation sheets are either, so if you hack your editor to allow large sheets of battle animations, it will already work.
Well, I meant GIF's for monsters instead, battle charsets are fine the way they are. :p But if we are even able to animate even the monsters with battle animations then that's fine. :P
So I've been gone for two months, can anyone update me on this?