## donderdag 25 december 2014

### Mam Bow 2 - Retro Space Shooter - now available to Sneak Preview

It's been a while since I've been able to put in some work on Mam Bow 2.
Finally got 2-3 (soon) levels done and it's even available to test and play on Google Play.

Have a look & let me know what you think.

## dinsdag 16 december 2014

### How to copy and compare 2D TextureRegion Arrays ?

I am working on a "simple" shuffle puzzle in which a pictures gets divided into pieces and the pieces get shuffled.
The puzzle is solved when the player manages the shuffle all the pieces back into their original position.

I divided the original image into pieces depending on the amount of rows &amp; columns I'd wanted to give the puzzle - that is amount of puzzle pieces horizontal and vertical - and stored each puzzle piece in a 2D TextureRegion[][] array.

Then tried to make a copy of this array, so that I could shuffle up the pieces of the original array and then compare them to check whether my puzzle pieces matched the original array (hence the puzzle would be solved).

Trying to do this I ran into two issues:
(*I have 2 2D-TexureRegion Arrays: puzzlePiecesInArray & puzzlePiecesInArrayCopy)

#### 1. Copy an arrays content can't be done with a simple statement like:

1.    puzzlePiecesInArrayCopy = puzzlePiecesInArray;

After I added all the puzzle pieces to my puzzlePiecesInArray this is what I tried to do, but now both pointers (array names) actually point to the same array and comparing puzzlePiecesInArrayCopy to puzzlePiecesInArray would always return true as a result.

Thus in order to create 2 identical arrays i used a for loop to get the content of each array index and store it in the array 's copy like this:
1. for (int j = 0; j &lt; row; j++) {
2.         for (int i = 0; i &lt; col; i++) {
3.         puzzlePiecesInArrayCopy[i][j] = puzzlePiecesInArray[i][j];
4.         }
5. }
(later i found out I could have also done it by using Arrays.copyOf)

#### 2. Comparing two arrays like:

1. if (puzzlePiecesInArray == puzzlePiecesInArrayCopy) {
2.       // puzzle is solved code here
3.    }

doesn't work.

But i could compare individual array indexes like:

1. if (puzzlePiecesInArray[1][2] == puzzlePiecesInArrayCopy[1][2]) {
2.            // do something
3.    }

But now i had to figure out a way of how to compare all the indexes AND check if ALL results would be true AND only then run the code for the puzzle being solved.

Comparing all the indexes could easily be done with a for loop, but then somehow I had to think of a way to keep track of all the result so that at the end I could check if all results where true (this is puzzle is solved!).

I look around on the web to see if I could find a way to do this more easily and i found that java has a class called Arrays that has a method "equals" that is able to check if the content of arrays are the same.
This actually didn't work, but there was another method .deepEquals(array1,array2) and this actually does the trick.

So now i could do my array comparison with a simple line of code:

1. if (Arrays.deepEquals(puzzlePiecesInArray, puzzlePiecesInArrayCopy)){
2.          // puzzle solved!
3.      }

http://www.geeksforgeeks.org/compare-two-arrays-java/
http://stackoverflow.com/questions/1564832/how-do-i-do-a-deep-copy-of-a-2d-array-in-java

## vrijdag 12 december 2014

### Tapdaq: Community driven mobile advertising focussed on indie developers

This looks interesting:

-->> Tapdaq @http://vimeo.com/76465588

## zondag 26 oktober 2014

### First app in the Store: Manbow Jr. - free "early release" version

While Manbow is occupied with destroying Kliever's home planet Manbow's son Jr. is occupied with something completely different?
"Is it a bird? Is it a plane?". No! It's Mam Bow Jr.!!

Mambow Jr. is a "teaser" game to the Norakomi's soon to be released Mambow2.
Based on one of our old time favourites, but spiced with the graphics and music of Mambow2, Mambow Jr. requires some serious skill to complete all 7* levels with our trademark 6 button on-screen movement controller. (don't say we didnt warn you)

Eat or be eaten!
Try to eat everything before THEY will get you.
Do you have the skill?

## donderdag 2 oktober 2014

### Development Log: Deva Prologue

The Project based on MSX' Goonies has been baptised "Deva Prologue" and gonna be a prequel to Norakomi's yet unfinished MSX game Deva that has been in development for quit a while now.

Currently graphics are being reworked by Robert Vroemisse who also created the Graphics for Deva.
And Deva's soundtrack composed by John Hassink will be re-used in Deva Prologue.

The Deva Prologue Title Screen + Soundtrack:

Deva MSX project demonstration:

## woensdag 27 augustus 2014

### Manbow2 Endboss level 3 almost done...

Boss for level 3 is as good as done.
Multiple scrolling layers; a fade out of part of the map and a fade in for a new background;
The snakeballs spawn randomly.

I still have to finetune some stuff like different scrolling speeds, enemy health, spawn-"speed" of snakeballs & a killanimation + transition to next screen when you kill the enemy.
This is what it looks like now:

## zondag 24 augustus 2014

### Latest on Manbow2 port

My main focus for now is getting the Manbow2 port done.
I feel like it shouldn't take too long anymore untill we get it finished (a couple of weeks max), but somehow everything takes a bit more time then expected.

So what's the plan:
The plan is to get levels 1,3 & 9 from the original game recoded in java, create a graphic user interface for touch devices so it can be played on your phone and tablet & then get a downloadable beta version so it can be played, tested & so we can hopefully get some feedback.

The maps (background image) for all the levels are done.
Level 1 now has a background animation for the pre-cave part as well as randomized astroid debris flying in from the back that needs to be evaded.

Furthermore: enemies are now spawning powerup pods which can be taken to increase speed, strength of the ship's weapons, add missiles and options to your arsenal and change projectile types.
Weapon system is not fully finished yet, but basics have been made.
I also added a splashscreen with the norakomi logo & a simple menuscreen.

The screenrecording has been improved slightly.

Here's another peak into level1:
(Next videoshot will be from a different level...)

So the next important steps:
- add enemies for level 9
- add end-boss for levels 1,3 & 9
- create GUI for touch devices
- create a settings screen

### New logo!

We got a new logo!
Thanks to Robert Vroemisse who's working with my brother on our Platform Game based on The Goonies and on Deva for the MSX.

(TY!)

## dinsdag 10 juni 2014

### Looking for an enthousiast & lead programmer to port Manbow2 to Android

Hi,
We are looking for an enthousiastic programmer who can take the roll as lead developer and wants to help us port Norakomi's Manbow2 to Android.
Manbow2 is a sequal to Space Manbow which was developed by Konami and originally released in 1989 for MSX2/2+.
Space Manbow is generally considered the best horizontal shooter on MSX2/2+, one of the few games which has the quality seen on consoles of the same time period. Norakomi was a big fan of the original game and because Konami didn't create a sequal to the game, Norakomi decided to create one himself which got released in 2007 for MSX2/2+.

Who are we looking for?
Someone with a good to fluent understanding of java and preferably with experience in creating apps for Android.
Someone  who can help us with the creation of the game engine in a relative short period.
Someone who knows how to adapt the game to smartphones and tablets & incorporate add networks (we also wanna create an add free version!).

Manbow2 consists of 9 levels. Music has been composed by the original Manbow2 team.
All graphics are done, althoug some graphics need to be reworked.
(for visuals & music please look at the links at the bottom)

Since we have a very low budget we are looking for creative sollutions to pay you (see payment section). This means that we're looking for more of an “enthousiast” then a “professional” with a “get-in, get payed, get-out” mentality. (we want to get you payed though!)
We're looking for someone who thinks this is a cool project and loves to be a part of this.

Payment
Currently we have a very low budget, so for someone interested in this project I am looking for creative sollutions to get you payed.
For example:

Have you give us a desired payment amount you would like to get for this project.
I will then try to get you payed for this amount in parts by way off:
1. Pay you a relative small fixed price out of our own budget.
2. Combined with giving you co-ownership of the game, meaning a certain % of revenues from the game will be going to you.
3. See if I can get additional funding by means of (small) investors (crowdfunding, kickstarter, personal networks), game-design tutorial creation and/or what else...
4. Any other ideas are welcome & I will promise to do my best to get you payed what you (reasonably) desire to be payed.

Who are we?
Currently Norakomi  consists of:
Bart (the original lead developer/music composer on Manbow2) who's currently coding on a game based on MSX The Goonies :
Me, Rik, junior programmer; currently working on a game based on MSX's Knightmare & Bart's brother:
And a graphic designer that has worked with Bart on other projects in the past and currently helping out on his Goonies project.
Norakomi is based in Amsterdam , The Netherlands.

Contact
If you would like to get any kind of additional info please contact me!

On Manbow2
All music & graphics and level design ( 9 levels) are finished.
Manbow2 was programmed in the MSX Assembly language and for the MSX computer (256kb Ram, 2,97Mhz)

-> Norakomi releases Manbow2 2007:
-> Manbow2 review

Manbow2 – level 7:

Manbow2 – story line:

## donderdag 22 mei 2014

### Norakomi is looking for graphic designer, music/sound composers & coders that would like to participate in our projects

Norakomi is looking for graphic designers, music/sound composers & coders that would like to participate in our games projects based on MSX's Knightmare & The Goonies & future projects.
If you are interested contact us on Google+ or post a message on this blog.

Here an update for where both projects are at right now:

## woensdag 23 april 2014

### Course of action - Knightmare Clone

So far the Knightmare based game has been upgraded with a TitleScreen, some pre-game en in-game background music and soundeffects and a GameOver screen.
The music & sound effects aren't working that great yet. Too often the music becomes jittery, speeds up or skips part. I've been using different classes for audio output from different libraries and asked around how to solve this, but haven't figured it out yet.

I thought it would be good to write down a course of action. Even though it seems like the game engine is almost finished, there is probably still a bunch of stuff that needs to be done before this will be transformed in such a way that it'll be suitable for uploading to the Google Play Store.

So here:

Coding:

- Enemies:
• Enemy movement: currently all the enemies have a similar and simpe movement path. Give different enemy types  different movement paths
• Enemy health system: Incorporate a health system so that certain enemies need to be hit more often.
• Enemy sound effects: add sound effects to certain enemies
• Finish Boss enemy
- Our hero:
• Create different animitions for when our hero moves or stays at the same place
• Upgrade a weapons system, meaning give our  hero te possibility to pick up different weapons
• Shield: Add a possibility to get a shield
• moving balloon like powerups that enables to switch weapon
• fixed position powerups for extra point, extra life & instantly kill all enemies on screen

- Levels
• Adding 2 more levels. New enemy types & new bosses
- Visuals:
• Change to landscape mode: portrait mode might not be suitable if we wanna incorporate a graphic on-screen movement controller. Changing to landscape mode means everything needs to be resized appropriately

- Movement controller:
• Currently keyboard input is being used to control movement and to fire an arrow. A graphic interface needs to be created to read out touch input from tablets and phones which can be used to control our hero
Reskinning:

- Graphics:
• Everything needs to be redesigned & we might even wanna use a totally different theme.
• Finish the Norakomi Logo so we can add a SplasScreen to the game with our own logo!
- Music:
• intromusic
• backgroundmusic (main theme)
• boss music
• sound effect: death of hero, fire animation sound on death of enemies, sound effects on enemy bullets hitting shield, sound effect on arrow hitting powerups, sound effects for different enemy types
• Chartboost(?)
• Revmob(?)

## dinsdag 15 april 2014

### Goonies Clone game/code design nearing it's final stage

The code for the game-part of the MSX Goonies clone is almost done!

So how far are we?:
- More enemies have entered our level
- There are keys all over the map for unlocking doors
- Our hero has a punching animation enabling it to kill enemies & can die with a view change to the game over screen
-  +We got background sound!

We have also have some redesigned graphics for the first level.

Here's a video update (& yes... Finally some better video quality!):

## dinsdag 8 april 2014

### Sneakpreview Knightmare Clone

Here a sneakpreview of what the game looks like.

The initial design for the first level of our Knightmare clone is almost done & since other levels will be based on this one the initial design for all levels is almost finished.
Occasionally you see me switching between the yellow-black-reddish tilemap image & the background image.

Collision detection of our main character with the background is done, so where he could initially walk over water and through walls, he has now been made more human like.

I added three enemies as a test as well and even have made a small fire animation when an enemy gets shot, but all the enemies still need to be coded into the game.

On the right you see a screenshot from the whole map and where I'm planning to spawn the different type of enemies with the medusa like endboss on the top of the map.

Ofcourse like alwayzzz... Graphics will be totally reskinned...

## maandag 7 april 2014

### Video- en screenshots Goonies clone project

The code that will take care of collision detection and enemy spawning have been finished & initial design of the maps for the first 2 levels have been done. Just to give a little bit of insight on what that would look like here are some screenshots of level 1 & 2:

Our team got joined by a graphic designer who will redesign the graphics for our Goonies clone.
I'm getting excited, cause we're getting nearer and nearer to the final stages of our project where we can take care of some finishing touches, implement some mobile ad networks & finally upload our first game to the Google Play Store...

Here is a videoshot from out Goonies Clone project:

Video quality is a bit low, but that's because i messed up with recording.
O well...better next time.

## maandag 31 maart 2014

### Norakomi porting Retro Games to Android

It's been a while since we decided to start recreating and redesigning some old computer games for Andoird phones and tablets & i thought it to be time to start blogging to keep track of progress.

So far we got 3 projects running:
1. A port and redesign of the popular MSX game Knightmare  & setting up a game engine/code framework for future 2D vertical shooters.
2. A port and redesign of the MSX game Goonies & setting up a game engine/code framework for future platform games.
3. Flappy Manbow 2: A clone of the popular Flappy Bird game that will eventually function as teaser for a future port of  Norakomi's Manbow2 which was brought out on cartridge a couple of years ago for the old MSX computers only.

So where are we at?

• Goonies-port: initial designs of first 2 level are finished; enemies and score design needs still to be setup though. Setups for the Splashscreen & MenuScreen are done, but need to be finished. Proper music needs to be added & finally we need to reskin the whole game so we can upload it to Google Play.
• Flappy Manbow 2: currently this project stands pending because our main focus lies with the other 2 projects. I've been working on this project as part of a tutorial & reskin & recode it later.
Here a small peak of what the game is gonna look like gameplay wise. Loads of stuff still needs to be done and fixed though...
The game's look will later be changed to reflect Manbow 2's original graphics.

• And eventually we wanna port Manbow 2 to Android. Here's what Manbow2 on MSX looks like:

• Knightmare-port: initial 1st level map has been designed, basic collision detection and enemy & hero movement have been implemented. Maps & all graphics need to be redesigned. SplashScreen/MenuScreen & music need to be implemented.

More screen-/videoshots will follow soon...