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Thanks Arlasoft for the suggestions, they will be useful as this grows. I have comment nodes that will be good to give that kind of teaching side and I will make up a series of files for that at some stage too, as well as make a game with it. In most cases it is as close to coding in assembly as you could get but node based. The macros themselves could contain those things like Hud (with font asset, number of characters for score, Position etc) then the address it would fetch the data from and so on... It's forever evolving and I am in free-fall just trusting the process hoping things will click into place. 

Once the core work is done, right now getting assets and character sets imported and then a collision macro set-up, more things will come to the forefront of what works for me and for the new-comers will start to take premise. Looking forwards to seeing what people can make in any case, even at this early stage.

Each macro has (or will have) a CODE and HELPER button, the code shows the full breakdown of the instructions used, MACRO_SID is pretty big, the helper explains a little about its purpose only. I will have extensive documentation about each opCode but much of that is just extrapolations from what one can find online, so I hope this fills a void for anyone wanting to take a leap from basic to assembly.