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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

That is the permanent solution. I remember Windows always having horrid DPI support. Like I said, Microsoft is pulling the rug out under me and I just tried all the API calls (and .exe manifest settings) that promised me they would disable virtual DPI scaling.

In Windows 8/10 they sort of made it a single font size setting. I'd recommend just doing that so all your applications work as expected but the text is huge enough to read.

In the engine during game play, you can press F1..F4 to change the pixel scale. This setting is memorized across all RPG20XX games.
Magi
Resident Terrapin
1028
Interestingly, what solved this problem for me was changing the scaling percentage to 150% or 200%. 20XX works with these options, but not 125%. In that case, this would just be a small issue that may affect ~1% of users?
Hi Wolfcoder

Since you're kind enough to keep working, I thought I'd give you the rundown of my current brace of problems. I'm aware many of these might be problems you're already aware of, and some might be the result of stupidity on my end as opposed to actual problems that need fixing. Also, I'd be happy to send you my 2xp files or anything else you need. I'm running 20XX on a Mac, using a parallel desktop with Windows 7

Sooooo, here's my report

First thing that happens when I click on the exe is I get an error warning reading 'Could not draw GDI bitmap'.

I click ok and everything runs fine, except none of the default files show up. When I go to import a tileset, I get another error message reading 'Could not open image (name and location of file)', followed by another message 'Could not track source file (name and location of file)'. But then, the file shows up in the resource box.

Clicking out of the tab, I get a warning reading '(name and location of file) no longer exists, was moved, or can't be accessed. It won't be automatically updated anymore, re-import it manually to add it back to the index.' I click ok, and the same message pops up again, like, a bunch of times. Eventually, a different box pops up reading '...and more files that can't be located, re-import the file manually to track modifications to assets.'

After I get that last message, it finally lets me open the database with no issue. I go in to the tileset tab, and click on the file I just imported. That's when the program gives me the message 'The exception Integer division by zero. (0xc0000094) occurred in the application at location 0x001b692e. Click ok to terminate the program.' And then it crashes.

All this occurs as of version .28, though as far as I know I've got this message through all the versions you've released. I haven't tried testing 20XX on my PC lately (cause it's broken) but as of a few versions ago I don't recall having most of these problems. So who know? Maybe you do, but in any case I hope this is helpful.

does it support pixel by pixel movement?
Interestingly, what solved this problem for me was changing the scaling percentage to 150% or 200%. 20XX works with these options, but not 125%. In that case, this would just be a small issue that may affect ~1% of users?

I just tried that and it's glitching out for me at any DPI setting. In 1.5 years of development with 1398 downloads, it might really effect only ~1% of users. It's interfering with my program's ability to update itself. The methods I link to only allow my program to detect odd DPI settings. Because it can, there might be some obscure method or workaround I can throw in that only activates when odd DPI is detected. Despite people having rare problems, I like to still address and resolve them whenever I can. I try my hardest never to blame the end user's machine, rather, that RPG20XX should detect and adapt.

I'm running 20XX on a Mac

Also try it with the Mac version of WINE. I'm just curious if it works. Running RPG20XX using WINE on Linux is a valid platform (I'm testing against it), so you can submit bugs about the program if you're using WINE.

First thing that happens when I click on the exe is I get an error warning reading 'Could not draw GDI bitmap'.

Something may be preventing the AlphaBlit from working. Can you give me a rundown of how you're running Windows 7, exactly? And what the basic operating system display settings are?

All this occurs as of version .28, though as far as I know I've got this message through all the versions you've released. I haven't tried testing 20XX on my PC lately (cause it's broken) but as of a few versions ago I don't recall having most of these problems. So who know? Maybe you do, but in any case I hope this is helpful.

All your problems sound like something is denying RPG20XX access to a lot of things. I'm not entirely sure. All the details about your environment would be helpful.

Just to be sure, this is a new install? Try deleting the C:\Users\<Your Name>\AppData\Roaming\rpg20xx folder and starting a new project to see if it still crashes.

does it support pixel by pixel movement?

That's a future feature, and it's going to be coming more recently than I previously planned since I need pixel movement for LandTraveller.


"Poses" as you can see in the default character sprites imply you can create the 4-directional animations for jumping and attacking you would in a top-down isometric action RPG. The pose feature is just a way to force a specific frame in a character sprite so you can make custom animations for events. The pose commands are already in. Weapon handling is going to be in the next release for sure, I might as well do pixel movement too. Weapon handling lets you specify grip points, angles and frames with weapon sprites for both the default battle system, custom battle systems, and it would be handy for an action RPG system.
Thanks for the response & going to get you all that when I get home. Believe it or not, I've never tried opening 20XX with Wine, so that'll be a good test. Like I said, this might entirely be a problem on my end, but since you're hungry for bugs I thought I'd give my input. BTW, if it needs repeating that you for putting your hard work and valuable time in to 20XX. You are awesome.
Ah, it's not a problem. RPG20XX just happens to be something I need, too.

Perform the "factory reset" I mentioned above first before doing anything. You mentioned you tried RPG20XX a long time ago. If you skip too many upgrades, I've found the editor freaks out. The rpg20xx folder in your AppData contains your game settings (for playing games) editor settings, and game saves. Deleting it doesn't delete anything from your actual game projects.

The actual format for the project data, maps, map tree, etc. is kept in a flexible format designed to resist changes to the spec. Having your project corrupted from an upgrade is one thing I went out of my way to prevent, but you should still back up your projects before you do anything.


EDIT:
You're used to being lucky if a program works in WINE. RPG20XX is different. It MUST work in WINE. If it doesn't, report it as a bug. I'll MAKE it work in WINE. This is what I meant by a valid platform.
Hi Wolfcoder, um, opening it in Wine seems to work fine. I actually never thought to check that. In other news, the Paypal link seems to be down on this page. Thanks!
I can't seem to figure out how to give images transparent backgrounds? Such as a string of words used for a title. I'm reading the documentation and examining the sample files but I'm not sure what I'm doing wrong. Any one want to give me a clue?
I can't seem to figure out how to give images transparent backgrounds?

Right now its either using the alpha channel (and saving as 32-bit .BMP or .TGA) or using the color (R=255,G=0,B=255). For some reason, FreeImage doesn't load the alpha channel in .PNG files.

Hi Wolfcoder, um, opening it in Wine seems to work fine.

For Linux or for Mac?
author=WolfCoder
Right now its either using the alpha channel (and saving as 32-bit .BMP or .TGA) or using the color (R=255,G=0,B=255). For some reason, FreeImage doesn't load the alpha channel in .PNG files.

Fine by me, #FF00FF is a damn ugly color anyway.
Sorry for multiple posts.

For some reason when I go to select a full sprite for a player, no options to select an imported full sprite appear. When I click okay, the program crashes. I don't have this problem with imported face sets. This same errors occurs when setting full sprites for events, it crashes.
Did you create a entry for it under "composite" first and make it a full sprite? You have to, first. It's annoying for me too right now, RPG20XX will be able to detect this in the future and make one for you.
author=WolfCoder
Did you create a entry for it under "composite" first and make it a full sprite? You have to, first. It's annoying for me too right now, RPG20XX will be able to detect this in the future and make one for you.


Ah, I did not do that. I'm having no issues now.
It's common for people to want to import the sheet and use right away like they used to, so in the future RPG20XX will do something with those. Probably list all unassigned images under full sprite or something, I haven't decided yet.
For some reason the new version of the editor doesn't update the screen unless I point my cursor over toolbar. That never happened before.
Was it warning you something about different DPI scaling settings? What operating system are you using?
Sorry for a very late answer, been quite busy lately.

author=WolfCoder
Was it warning you something about different DPI scaling settings?
Yes, it was.

author=WolfCoder
What operating system are you using?
Windows 8.1.
The fun thing, I don't think this bug was in the previous version, and I run it on the same PC with the same OS.
So, I might have found something funky going on with the bitmapped fonts.

I created my own font sheet and when I make sure to check the outline or drop shadow style for the text it looks like this.



Pretty spiffy, huh?

Well, all's well and good, but then when I leave the text style blank this happens.



Big car crash, and I'm having flashbacks of Victor's Sfonts all over again. Well, no big since I'm perfectly happy to leave the text with the drop shadow turned on, but I'm uncertain if this is a bug or simply a consequence of my ungodly big font sheet. This is the sheet in question, BTW.



Don't know if this problem's been addressed by anyone else, already got fixed, or if I'm just being dumb about something. I'm using the most recent version (as of October 9th), running it in Wine if that helps.

Also, thanks again for this wonderful project.
So...i's been a while i've never came anymore to see this project, but i have some questions:

1. How is the average progress of the engine to completion?
2. Would it also have a front-view battle system?
3. Could the windows and the battle windows could be also moved?