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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

Just read the blog posts in order, it should give a good idea.
Dudesoft
always a dudesoft, never a soft dude.
6309
I'm confused. So you put this program in the RM2k3 program folder, or the project folder?
with your actual game, right next to RPG_RT.exe
Dudesoft
always a dudesoft, never a soft dude.
6309
I must be pretty dumb, because it isn't changing a thing.
edit: Am I supposed to open the game in RM2k3 or is there a program in the files on your download link?
Magi
Resident Terrapin
1028
You double click the executable in the folder and it will play your project. Adding year=20xx to rpg_rt.ini will enable all the advanced features.
Dudesoft
always a dudesoft, never a soft dude.
6309
Ah, so what about the editor? Will I be able to edit the game with advanced features or what's all this then? (I'll check when I get home I guess!)
Versalia
must be all that rtp in your diet
1405
author=Dudesoft
Ah, so what about the editor? Will I be able to edit the game with advanced features or what's all this then? (I'll check when I get home I guess!)


It works kind of like some VX scripts, where it ties a function to a switch or variable. For example, "Mirror Picture" function to flip a picture, which RM2k3 has no default support for, probably has a "MIRROR PICTURE SWITCH" (let's say Switch 001 for simplicity's sake). If you turn on SWITCH001 then the next time you use Show Picture, it will be Mirrored. Turn it OFF and Show Picture with a different picture and it will not be Mirrored.

So, it doesn't change the Editor, it just changes some of the stuff you can do with it.
Actually, you should probably read the instruction booklet that comes with the download since it tells you exactly how it works (switches are not involved in calling the extra features).
Dudesoft
always a dudesoft, never a soft dude.
6309
I just need some down time to figure this out. Life is too hectic right now.
Versalia
must be all that rtp in your diet
1405
Okay, VARIABLES. But yes.
author=Conmon
Will .avi's be supported?

Of course not. The movie command will do nothing in this game- you shouldn't be using straight-up movie files in your game. If you have to use movie files, consider using a different engine. Strongly consider actually creating scenes normally using events, scenes, pictures, animations, etc. and have it all execute in runtime.
author=WolfCoder
author=Conmon
Will .avi's be supported?
Of course not. The movie command will do nothing in this game- you shouldn't be using straight-up movie files in your game. If you have to use movie files, consider using a different engine.

How come?

I've seen it used in an interesting way to create 3d-like animation.
I've seen it used in an interesting way to create 3d-like animation.

If you want a 3D game, use a 3D engine. This is an engine designed to make neo-retro 2D RPG games with an emphasis on runtime quality. This is not an FMV game engine, and the show movie command doesn't really work that well or get used often. People don't like downloading huge games here either.
I'm talking bout mode 7 effects, not FMVs. Also, I was asking how come you shouldn't be using movie files in game. I don't think the movie command needs any more functionality because it would be a waste because most rm2k3 users never use the movie command.
LEECH
who am i and how did i get in here
2599
You might aswell leave it in wolf. How hard/long will it be/take to code?
tardis
is it too late for ironhide facepalm
308
author=ldida1
You might aswell leave it in wolf. How hard/long will it be/take to code?


there is no 'leave it in,' as WC is making this engine from scratch, not modifying RPG_RT.exe.
author=McBick
I'm talking bout mode 7 effects, not FMVs. Also, I was asking how come you shouldn't be using movie files in game. I don't think the movie command needs any more functionality because it would be a waste because most rm2k3 users never use the movie command.

Honestly... Does that even make sense/is that even possible?
there is no 'leave it in,' as WC is making this engine from scratch, not modifying RPG_RT.exe.


Yes, and I would have to connect a video player or something like mplayer. This engine already has enough DLLs.

I'm talking bout mode 7 effects


Mode 7 has nothing to do with the movie command. Mode 7 is just one of those features, everyone is going to expect an old school RPG engine calling itself the engine that goes up to 11 to at least have Mode 7.

What you see on the screen is already in 3D, it's only a matter of applying a projection matrix to the tile map, and then retain events as point sprites, and then have the parallax become the background with the bottom edge of it being the horizon point.