dinsdag 10 juni 2014

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

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.

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.

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 song available for download:
-> Manbow2 review

Showcase Youtube videos: 

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:


- 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
- Add PowerUps
  • 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

- 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
Incorporating Add Networks
  • 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...