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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

benos
My mind is full of fuck.
624
A easy search option would be nice while searching for example, charset files in the database. To make it easy for me to search faster. Or like when you type down a file, it targets straight too it, like just type b and it'll go straight to the first file that starts b.

That's only if you got a lot of resources....
I don't think there will be any changes to the editor, so that's not possible with this program. You want to suggest that to someone like Cherry who does alter the editor with stuff like Ultimate 2009.
I am afraid i have used other software for making RPGs and nothing is as easy to use for me as RPG maker, so i will NOT be moving on to anything else... the only problem with the RPG maker series is how EB tends to remove good things and add other things in each new addition, rather than just adding new stuff....
What needs done is someone needs to make an RPG maker similar to EBs, but with everything in tact....nothing removed....
2003 was the ultimate one for me.... but their are options that should have been part of it, like unlimited pallets for one, and also options for turning things on and off like that ... meeter for taking turns..... the ATB.
And maybe an option for making monsters animated.
XP and onwards are all pretty cool.. but their is just always something missing in my opinion.

My only hope is that someone at some point makes an advanced version of 2003.. with all kinds of bells and whistles.... even maybe wide screen.. and so forth.. like i thought 20xx WAS going to have but ofcrouse is cancled now, which i don't blame wolf coder at all, ya gotta do what you gotta do... i'm just saying what i would like to see done in the future....
Soo... I've decided to try out the program, but I don't exactly know how the program works, so I wanted to ask if anyone knows of any tutorials/guides for working with the program, since I don't really want to list my problems, like "I can't make events", or "most of my database is not available" (even though I just did). I couldn't find any.

On top of that, when I want to test my project, the test-game crashes. Even when I created a player spawn event I get a message from windows saying "This program has stopped working". I'm on Windows 7, tried running as admin, and tried compatibility with Windows XP.
This is a work in progress, you can't make events because that part hasn't been created yet. If you follow the blogs you will see when things are created.

Crashing on test play sounds like a bug. That is one of the few things that is supposed to work.
Sailerius
did someone say angels
3214
author=Link_2112
DynRPG is the next big thing

Not really. RM is fundamentally lacking in big ways and DynRPG is only a bandaid on a gushing wound. A next-generation RPG-making engine needs to be completely reimagined rather than being "RM2k3 but with..."
That would be best, yes, but dynRPG was actually the next big thing(at the time of that post). What you are describing would be the next big thing after dynRPG. Which is what this engine is becoming.
On top of that, when I want to test my project, the test-game crashes. Even when I created a player spawn event I get a message from windows saying "This program has stopped working". I'm on Windows 7, tried running as admin, and tried compatibility with Windows XP.


ZIP up the .2xp file along with your .bin and .dat folders and send them to me. I'll see if it crashes and why.
Thanks for the responses.

http://www.sendspace.com/file/roq1a4

Here's the entire project. Just tested it again to make sure that it works (or rather, doesn't work). Still the same result.
Thanks. I'll keep your project around and run a test before releasing the next version. The next version will not be released if the project you just sent me crashes it on my machine.

If it passes and the next version is released, and it still crashes for you, there are other ways for me to try and detect the problem. Here's hoping everything is fine the next release, though~
Just out of curiosity, how will stat-per-level progression work in RPG Maker 20XX?
So if I wanted my primary Attack guy's Strength value to follow a curve like this...

...I could do that?
Yes.

You're probably asking how. You can specify any attributes that apply to characters, these are constant numbers that can only be changed through event commands. Then there is another part of the database called "derived" where there is a spot for event commands. These will be filled in with the default system, but you can change them completely or just edit them slightly.

The first N derived stats will be labeled and reserved depending on your chosen default battle system. So if it is assigned for "damage" then it gets run every time the battle system asks for the damage inflicted upon B for attacker A. Sometimes it asks for a different value, like the ATB speed factor for character A when compared to an enemy B (it runs the page repeatedly for all enemies, assigning them to B each time).

You can toggle if an attribute or derived will show up on a player's stats display screen.

If this is too confusing, you can leave the pages alone as they will always be created at default even when making a blank project. Or you can edit just a little part of it (most common use case I expect).
I think I understand what you're saying, but obviously it'll be easier for me to be sure once I get my hands on the program and start fiddling around with it.

author=WolfCoder
The first N derived stats will be labeled and reserved depending on your chosen default battle system.
So we get to choose what battle system we want? Like a choice between RPG Maker 2000 or 2003?

Also, speaking of ATB speeds, how will the ATB set up in 20XX compare with that of 2003?

Sorry if it seems like I'm interrogating you, I'm just looking forward to working with this engine and I'd like to know more about it.
So we get to choose what battle system we want? Like a choice between RPG Maker 2000 or 2003?

Yes, it's a way for you to decide if you want to do an ATB or turn based, and eventually there will be an action RPG and strategy RPG system.

Also, speaking of ATB speeds, how will the ATB set up in 20XX compare with that of 2003?

It will be fast. You can change the speed, of course. It will assign the normal speed to the slowest character on the field, and everyone else will be faster. If you get in a fight with something 20 times faster than you, the blitz of attacks you suffer will illustrate the difference in speed quite well I'd imagine.
So then I'm assuming how fast a unit moves in an ATB battle is determined as some kind of ratio where it's like...

(normal atb speed) * (this guy's speed) / (slowest guy's speed)

...or some derivation of that.
It is whatever you decide it to be.
Thiamor
I assure you I'm no where NEAR as STUPID as one might think.
63
When events are added into this, I'd like to know something. Would it be possible for me to use 20XX to host a manga on, and sell it as a manga reader?

I'm working on creating a manga, and using something like this, I can actually limit a great deal, the time it'd take to pirate it. Can I get permission to do so, or is it not okay and illegal in some way?