Erockbrox, thanks for your review.
Apart from the usability of the level editor, the thing that interests me the most is the whole "Make your NES game. No coding required" aspect:
Can you really define, for example, enemy behavior, items and game physics without altering Assembly code, either by a visual GUI or by using a simple script language?
Let's say I want to program an opponent who always does the following:
Running around in clockwise formation, then in another counter clockwise formation, and all this between two and five times.
Then shooting into the general direction of the hero either in a straight or diagonal line.
Then moving in a random straight line between six and 18 tiles.
Repeat.
Can I do this via a simple script that looks something like this?
Code:
(
(
TURN(RIGHT)
MOVE, 2
), 4
(
TURN(LEFT)
MOVE, 4
), 4
), RAND(2, 5)
SET_HOR_DIR(GET_HOR_DIR_BY_X(HERO_X))
SET_VERT_DIR(GET_VERT_DIR_BY_Y(HERO_Y))
SHOOT
TURN(RAND)
MOVE, RAND(6, 18)
Or is the NESMaker just a tool to create graphics and build more screens for the adventure (or platformer or shooter) template program and every actual game behavior change is only done by altering the real Assembly code?
Or another example: How easy is it to change the slippery default game physics of "Mystic Searches" into a "Zelda"-like "Press d-pad and immediately walk, release d-pad and immediately stop"?