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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

Heh, no problems and no need for ceremonial speech. Yes, documentation is an important step after we all figure out the best way to use RPG20XX.

A lot of Freedom Open Source programs have sub-par documentation or no documentation at all. Or sometimes, way too much documentation with nowhere to start. RPG20XX will have the right amount of documentation. There is an instruction manual planned, you can see the outline here:

https://subversion.assembla.com/svn/rpg20xx/rpg20xxe/manual/rpg20xx.pdf

The first part of the manual will just be a bunch of tutorials to get you started in order from the easiest to the most advanced. The rest of it will be a reference for specific things for you to look up (commands, etc.).

The reason you see a lot of people able to do things is because this software is made to be very similar to RPG Maker 2000, 2003, XP, etc. yet there are several parts of it that are somewhat different. Being hardcore RPG Maker users, they can easily figure out RPG20XX.
Another question: are you going to increase the amount of animated tiles that you can have in a tileset? Because I've been trying to make a tileset with animated grass that has cliff edges, but I can't think of any way to have that without any problems at all that would require less than 9 different tiles, but the current version is limited to 7 animated tiles per set.

I mentioned something about a tile transpose command. It will perform what you need.


.. once it is implemented.
Oh! I forgot to mention ANY or ALL of the autotiles may be animated with any number of frames running down you wish (see the water tiles as an example). That should help you animate the cliff grass or whatever. You can configure the animation speeds individually per tile. And its 8 normal animated tiles, not 7. So you might not even need tile transpose to do what you need.
But if the cliff grass is an autotile, I can't set direction-specific block for each edge.

Currently, I'm using upper tiles for the edge pieces, but this means I have to use events if I want to have other upper tiles near the cliff edge, which is an acceptable, but inconvenient fix.

(By the way, the tileset going to be my submission for the new RTP. Here's a preview)
I have a few questions about the intended battle system(s).

  • How much control will I have over the battle background as the battle is progressing?
    Like, would I be able to make something that looks like the Giygas battle, then change the image 4 times then have it scroll vertically to be replaced by another image like in the final boss battle for Final Fantasy 6?
  • Would I be able to cue special effects through attacks? Like could I make the screen wobble and turn blue (or even replace the current background with a different one) when I use a Flood attack? Could I make special effects only apply to the battle background, like make only the battle background shake when I use a Quake attack?
  • In the same vein, could I have it where characters that are unaffected by an all-targeting spell not undergo the special effects that go with the spell, like having floating characters not shake with the screen when I use the Quake attack, but all grounded characters shake?
  • Would it be possible to make a battler with no battler image? I would use this to create a battle like in the Final Fantasy 6 battle I posted above.
How much control will I have over the battle background as the battle is progressing?
Like, would I be able to make something that looks like the Giygas battle, then change the image 4 times then have it scroll vertically to be replaced by another image like in the final boss battle for Final Fantasy 6?

I don't need YouTube vids, I beat both them games. Anyways, almost anything you can on the map you can do during battle. Common events may run during battles. Now specifically for backgrounds, they are their own entry in the database and you can create complex backgrounds.

Would I be able to cue special effects through attacks? Like could I make the screen wobble and turn blue (or even replace the current background with a different one) when I use a Flood attack? Could I make special effects only apply to the battle background, like make only the battle background shake when I use a Quake attack?

It could be possible to trigger effects like that through derived. Check and see if the Target is using an attack of that element or something.

In the same vein, could I have it where characters that are unaffected by an all-targeting spell not undergo the special effects that go with the spell, like having floating characters not shake with the screen when I use the Quake attack, but all grounded characters shake?

Animations you create take into account hit or miss (2003 did this too if I recall). In RPG20XX you can have frames that hit. It won't shake them (or other targeted stuff) if it misses.

Would it be possible to make a battler with no battler image? I would use this to create a battle like in the Final Fantasy 6 battle I posted above.

Yes. You'll even be able to make the panoramic enemy graphic react to being hit through the derived events.

I didn't create derived just for special effects, it was mostly to create much more strategic and varied battles out of anything.

(By the way, the tileset going to be my submission for the new RTP. Here's a preview)

Hm. It could use a lot more shading to bring the shapes out of everything.
author=WolfCoder
Anyways, almost anything you can on the map you can do during battle. Common events may run during battles. Now specifically for backgrounds, they are their own entry in the database and you can create complex backgrounds.
Alright so a few follow-up questions.

  • In the FF6 battle, the screen scrolls up directly into a new battle. Would such a transition be possible, where one battle fluidly proceeds to the next? I suppose you can do something resembling that in RM2k3 already with events and scrolling maps.
  • What exactly is a "complex background"? I assume it's a background which already has it's own effects/animation?
It lets you add layers and set properties, etc. so backgrounds get their own database entry and dialog.
TFT
WHOA wow wow. two tails? that is a sexy idea...
445
can you transfer your 2k3 game to this? i remember talk of that being a thing a long time ago.
Zeigfried_McBacon
Play stupid games, win stupid prizes.
3820
author=TFT
can you transfer your 2k3 game to this? i remember talk of that being a thing a long time ago.
Nope. That was ditched a while ago.
The whole point of the reboot was to follow my own advice back when I cancelled the old RPG Maker 20XX and make it its own standalone toolkit done the right way. The whole reason why RPG Maker 20XX was an uphill climb was to decode all of Enterbrain's bizarre formats.

Now that I don't have to do that, I can build RPG 20XX much easier.
Will future versions include increment buttons and scroll wheel support for number entry fields? It was convenient to be able to change numbers without having to let go of your mouse. Maybe also that thing where you can drag the mouse up or down to change numbers quickly by large amounts.
You mean 'spin controls'? Perhaps.
Will this be able to load games currently being made with the original 2003 version?
Not 100% sure if I should post this here or email someone but I'm currently experiencing an issue with the program. Under the database, I was just clicking around looking at things, and one of the items under Composite(I think this is what it was called, I can't get into the application now) caused the program to stop working and crash. I now cannot open the program properly. When I double click, the icon shows on my task bar but doesn't show anything on my screen, and will open up multiple instances if I attempt to do that. I'm running Windows 8.1, with most recent updates. Not sure if you need anymore information regarding my system, or if theres any type of log file I can grab you. Feel free to delete this if it's the wrong place, and sorry in advance.
Seems like the same issue as I have: refer to this post to remove the issue (although it pretty much cleans up your game).
If you can get it to crash again and narrow down what you actually do to cause the crash, I can use the information to destroy the bug.
author=WolfCoder
If you can get it to crash again and narrow down what you actually do to cause the crash, I can use the information to destroy the bug.
Attempt to recreate symptoms:
Wipe roaming folder
Copy new RPG20xx files into a new folder
Run application
Windows 8 has a fit saying the softwares not verified and I should be careful(so I run anyways and thats the bottom line cause wolfcoder said so)
Create new project, fill in nothing for simplicity sake
Open Database
Select Composite
Scroll to bottom of list
Select Char: FFL
Attempt to edit to see what happens lol
Same problem happens
https://drive.google.com/file/d/0B6C0Tv3XXJmPUDY1MXNGZTdQQXc/edit?usp=sharing
That should be the zip file with my two .png files that show it

Not sure if I can provide anything else.

This time, I can reopen it and it opens no problem.