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Click here for documentation (Includes material formats)

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

author=McBick
Just curious, but is this engine suppose to compete with XP/VX? Or is this just a boost to the capabilities to rm2k3? I'm guessing the latter. If it is meant to compete with XP/VX then what can this engine do that XP/VX can't? Also I read some where that you think rm2k3/XP/VX all suck, so what engine would you recommend to make 2d rpgs?


C++, Pascal.
author=Master_Miller
author=McBick
Just curious, but is this engine suppose to compete with XP/VX? Or is this just a boost to the capabilities to rm2k3? I'm guessing the latter. If it is meant to compete with XP/VX then what can this engine do that XP/VX can't? Also I read some where that you think rm2k3/XP/VX all suck, so what engine would you recommend to make 2d rpgs?
C++, Pascal.

Not sure what your talking about. If your responding to what I said in bulk then I still don't know what you mean because c++ and pascal are programming languages, not game engines, though you can create engines using those. Unless you mean to make your own engine.
Magi
Resident Terrapin
1028
author=McBick
what can this engine do that XP/VX can't?


1. can use chipsets 2. runs over 8 fps
Also I read some where that you think rm2k3/XP/VX all suck, so what engine would you recommend to make 2d rpgs?


You have to be more specific about what kind of RPG you want to make, because there's no general engine for making 2d rpgs that works quite right for everything.
What engine doesn't suck in your opinion is what I am looking for making rpgs.
Magi
Resident Terrapin
1028
This is kind of the wrong place to be asking that..
Not sure whether you'd be able to do this in the engine or if it's the editor, but the ability to change game over screens in-game would be pretty nice.
Rave
Even newspapers have those nowadays.
290
author=WolfCoder
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/
This game currently has no downloads.
:-(
I'd like demo with download since I want to test if it would run under wine (even tough you said that you don't support it)
author=Magi
This is kind of the wrong place to be asking that..

I'm not asking what engine to use to make games. I'm asking his opinion on which engine doesn't suck. Just curious what his standards are for a good engine.
(his?) standards for a good engine are basically almost nothing Enterbrain has produced. Other than that, this is not a simple question and it depends heavily on your game project.

You know what,

I'm not asking what engine to use to make games.
What engine doesn't suck in your opinion is what I am looking for making rpgs.

It's kind of hard pulling off this counter-every-point attitude if you create these really obvious contradictions. If you're not able to explain yourself clearly, double the effort you spend writing your post to make it clearer.

:-(I'd like demo with download since I want to test if it would run under wine (even tough you said that you don't support it)

Someone already tried this and I'm pretty it doesn't really work well in wine. You can see for yourself in any game- just compare with what the engine does in Windows with what it does in Linux/Mac.

Not sure whether you'd be able to do this in the engine or if it's the editor, but the ability to change game over screens in-game would be pretty nice.

You can re-route the gameover condition to a common event already in the game.
author=WolfCoder
You can re-route the gameover condition to a common event already in the game.


I'm not really sure what you mean by that. Do you mean your engine or the original? And if so, how would I do it in the original?
It's under one of the tabs, you can set the game over to a common event.
I think it's in battle layout. You can set it to call a specific common event when a game over occurs. You can even set it to teleport you somewhere when it occurs.
Oh awesome! Never noticed it before. Thanks!
author=GreatRedSpirit
I think it's in battle layout. You can set it to call a specific common event when a game over occurs. You can even set it to teleport you somewhere when it occurs.

Click for pictures:

Random Encounter:

Evented Encounter:

It's kind of hard pulling off this counter-every-point attitude if you create these really obvious contradictions. If you're not able to explain yourself clearly, double the effort you spend writing your post to make it clearer.
I stated what I wanted to know here.
author=McBick
I'm not asking what engine to use to make games. I'm asking his opinion on which engine doesn't suck. Just curious what his standards are for a good engine.

Oh and sorry I wasn't sure of your gender.
author=tardis
i want al-a-mode 7 effects

feed me 20xx

I'm pretty sure this would have to be coded outside the editor, or use some sort of command with the name of the map. Soming like map name.

It would be cool to see RM2k/3 running Mode 7, however because Rm2k/3 has such a low frame rate It would be pretty slow..
tardis
is it too late for ironhide facepalm
308
author=Rukiri
author=tardis
i want al-a-mode 7 effects

feed me 20xx
I'm pretty sure this would have to be coded outside the editor, or use some sort of command with the name of the map. Soming like map name.

It would be cool to see RM2k/3 running Mode 7, however because Rm2k/3 has such a low frame rate It would be pretty slow..


is it too late fo-