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.
The previous logo was a rip off of Konami's old logo, but now we got our own.
(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)

Links:
-> 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:

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
- 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
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
Incorporating Add Networks
  • Chartboost(?)
  • Revmob(?)