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!)