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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

Well, my RTP hasn't moved from its default location (C:\Program Files (x86)\rpg2003\RTP), and all the files I'm 'missing' seem to be present. Do they have to be in the resource folder of the game itself?
I am guessing it is the (x86) in the location causing the issues.

Stupid 64 bit OSes. (This has happened to me at work with PROFESSIONAL SOFTWARE unable to find certain .dlls because they were installed in the default location on 64 bit server).

EDIT:
you can try copying the RTP folders and put them in just the regular C:\Program files\ and see if that works.
Yeah. I am guessing there is an environment variable for the RTP, but multiple different versions of RPG Maker can mess with it.

I'll add the 64-bit folders for now.
That seemed to do it! Thank you.
I made it so it would read the (x86) versions too anyway, I have a 64 bit desktop.
I didn't feel like going through all of the pages to see if you answered this... but will this engine be able to handle eventing (like cbs and cms) and picture usage better without lag? In rpg maker 2003 it starts to get laggy, will this one be better? I hope that makes sense haha.
I don't know, my engine would be faster if it pooled images for pictures, but I also know your original problem is usually caused by showing and erasing pictures too much. Try updating your pictures as little as possible as every show picture command makes the original RPG Maker 2003 jump a little.
Magi
Resident Terrapin
1028
I've forgotten, does changing the font in msgothic or msmincho.bmp work yet? Or are there any issues...
You can edit up the font, be sure to keep it saved as 32-bit .BMP file. The system color gets multiplied with the colors as you edit, so you can do outlines, extra shadows, anti-alias, whatever. This was working since last year. If it weren't, you couldn't see any text.
Hmm.... This is a bit old-fashioned for me, but it is, at least, something which uses a slightly better system (on only one thing) and is less used by other RM2K users.
Actually I redid lots of the default systems, has additional commands, and will have some shader features for advanced graphics. It should now run 2003, 2000, and 2000 Value. That and it's most likely to withstand the advances in OS system and run on newer systems.
This project looks amazing. I noticed it can be downloaded now. Would it actually be safe to start a project on it or is to soon?
It's actually much safer to start a new project than to upgrade an existing one, the only problem is there is no battle system quite yet. In Garnet Lion, I'm just getting the art in there.
author=WolfCoder
It's actually much safer to start a new project than to upgrade an existing one, the only problem is there is no battle system quite yet. In Garnet Lion, I'm just getting the art in there.


I'll wait until it's fully good to go with a battle system and everything. I really like how you're making the default system into eye candy. I'm sure the battles will be intense as well. A suggestion I have for the battles is allowing customization in the default battle system unlike rm2k3. I'm sure you're already on that though. This is just amazing work. Good job, Wolf.
Bug?: Icons are all wonky. I set custom icons for my game, but the exe. mixes them all up. Is there/will there be a way to restore them?
You can replace the icon inside the .exe to change the icon of the .exe. You can edit wicon.bmp to change the icon for the window. For best results, make a 16x16 image and double the pixels exactly (nearest neighbor) for wicon.bmp. I think wicon.bmp is in 32-bit depth so be sure to save a file in 32-bit depth.
benos
My mind is full of fuck.
624
How about a search function in the hero or battlechars section to search for results of A-z of your battlecharsets, so I don't go looking for them by scrolling down a long line of sets, becomes annoying. So I could search for roco or something in charsets or faceset range, and you'll get results pretty quickly. Solves problems when you got hordes of resources in the way.

Like if you type roc and should come up. Hopefully that'll become neat feature.
This is an issue you have with the editor and not my engine nor RPG_RT.exe.
benos
My mind is full of fuck.
624
So, will this maker support .jpg and .gif files?
Question; is there a way to enable the exe to support two accessories instead of one in an individual's games? Also, you mentioned before about making the weather effects better, are you still doin', most notably the ugly ass sandstorms.