Mar
21

Call for input

Hi there everybody,
This is just a quick shout out to all the CB fans out there who may e have a console and play a variety of games. Last year we posted a tech test of a couple of control approaches we were considering. Well this time around we’re revisiting that discussion as we start to lock down features of the game.
We want your input on what style of control you like, tell us what stands out about your favorite control style ( giving the name of an example game) and why,including how the camera works and shows the action to you, ie 1st person, 3rd etc. As you know Codebearers is going to be an action adventure so please keep the choices to that genre. It doesn’t matter what platform your favorite game is on just let us know in the comments section of this thread and we’ll add it to our review list.

Looking forward to your feedback.

Mar
17

Breaking the silence….

Breaking the silence,
Well it’s long overdue and we are profoundly sorry for the quiet stillness that has surrounded this project.  So it is very much time that we gave you all a little bit of an update on where things are as regards Project Codebearers…..

It was not without a great deal of consideration that we approached the idea of building an action adventure game based on this award winning work of The Miller Brothers, and we talked long and hard about the demands it would put on the team here at Kaio.  The delays & hiccups we have experienced were something we had hoped we had accounted for in our projections, unfortunately there were one or two which caught us by surprise.  Alas there are always going to be unexpected bumps in the road with a project such as this and this is a lesson we have learned the hard way.

We are as determined as ever to make this project a success, and to that end we have had to overcome a number of challenges of producing a quality game with limited budget and a small team.  We even had to take an unforeseen hiatus from working on the game while a number of practical issues such as office space and staffing were worked out.  But rest assured we are determined to make this a great and engaging game that compliments the stories which The Miller Brothers have in their collective consciousness.

Although we may not be releasing the regular weekly updates the way we wanted to, we are working feverishly to craft a game that you, the fans, will want to play.
We know that certain timescales have slipped (we had hoped to time our release with that of the great new console the Ouya however there is just too much to get ready for that) and others may still slip, but we are committed to only releasing the game when it’s ready for you, the fans, to enjoy to its fullest.

In more encouraging news, our tests with the new ouya console have gone well (some of the technical delays have been related to re-working control paradigms to fit with console controllers as well and not just touch interfaces) and we are now seeing Solandria in all its glory on this great console, this also paves the way for us to develop Codebearers for other new hardware platforms which are beginning to join the marketplace (Gamestick & Nvidia Shield to name only 2).

We also decided to make the game episodic in its nature, this was in part due to the operating agreements in place with the ouya console.  However it also allows us to release the initial stage of the game as a free to play/download version, with subsequent episodes brought at a much lower price point than we had envisioned for the completed game (or even proportionally).

We hope to have more news to post soon, but rest assured we are passionate about great games with great stories to tell, and we want to make sure that this is one of them.

Dec
11

We couldn’t help ourselves, the Psy effect caught up with us.

We couldn’t resist posting this on youtube.

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YouTube Direkt

Jul
17

Facial Motion Capture

Big thanks to Miguel for putting together this 3 pager on how to use facial motion capture from the great new software from Brekel.

Attached to this post is a PDF file detailing how to implement facial motion capture obtained from the incredible Brekel Kinect Pro Face motion capture software.
Newly released this incredible tool allows you to record realistic motion capture to easily add lip-sync and expressions to your in-game characters.

We decided to share how we were able to integrate the output from Brekel into our 3dsmax rigged models without the use of Maya or Motion Builder.

We’ve also included by an example file of our choice of bones file which you would save in step 5, this is only an example as everyone may have different requirements as to which bones are needed in their final animation/rig.

Please note we are using 3dsMax 2012, other versions may vary

And here is our example Bones file Max Version Brekel Example 1

And here is our example of the same file in FBX format Brekel Example 2

We’ll be posting some example output from this in the next week or so.
So check back soon for more info.

The PDF Guide is shown below…

Here is our PDF guide Brekel_to_3dsmax

If you find any better ways or tips & tweaks to the process drop us a comment below and we’ll add it to this guide.
Once again Big Big Shout out to Brekel for an amazing tool.

Jul
05

Convention Utility Shiny Survey

Presenting something a little different, Shiny Survey (not quite a game, but still very useful)

We would like to announce the launch of Shiny Survey, the new iPad app designed and built for convention exhibitors everywhere.
Allowing you to build your contact & lead database without having a LIVE internet connection and so saving on exhibitor costs.

Click here to purchase from the iOS App Store.

How often have you wanted to collect the names & addresses or any other data from the visitors to your booth and had to rely on traditional pen & paper methods rather than using the reliability and functionality that having a tablet devices provide? Not only that but when you have access to the internet and that nice sign up form you paid for on your website, you have to rely on the often painfully slow, overcrowded and overpriced internet connections provided by the show venue, and when it goes down you must have that pen & paper at the ready!

Many of todays exhibitors have many forms of media presentation which lend themselves to showcasing their products or vision, most of which can be easily converted to movie files, these are too valuable an asset to have only available on a website or power-point/keynote presentation.

This is where we felt Shiny Survey could step in and bring a better sign up experience to your booth visitors.

With Shiny Survey you can display a rolling video of any length, providing that all important product information to the passer by and with a simple tap of the screen the rolling video shrinks to give space to your sign up form in the top left corner of the screen. When your visitor has entered the required data the video re-sizes back to full screen and your visitors’ details are securely locked away ready for you to import into whatever system you choose.

Use ANY movie file you have already stored on your device as the rolling video, and any of the supplied template forms to gather your visitors’ all-important data.

Even better than this though, is how Shiny Survey allows you to gather ANY data you want from your new lead.
Using simple HTML you can tweak or even create from fresh new forms to present to your visitors which gather that little bit more info about your market. The only constraints you have to work within are the overall dimension of the form (to visibly fit on-screen) and a few defined elements to control the submission & user interaction.

You can even view the raw data on the device before sending it to your email for processing into your leads database or mail system such as http://www.mailchimp.com

And of course all administration and access to data can be controlled via a password only you know.
For further information or enquiries click here to go to our contact page

Jun
15

Just Squish’n

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Almost as random and surreal as Jeffery Dallas, Kaio brings you Just Squish’n the fun way to exact revenge on those pesky jellyfish.

Our swimmer, lets call him Jeffery for now, is being plagued by a swarm of jellies determined to ruin his sunday afternoon swim.

Save him from being stung by squish’n as many jellies as you can before they reach the surface. With over 40 levels of action across 3 beautifully set locales those jellies are obsessed with stinging the poor guy. It’s your job to help him by Squish’n them before they get him, scoring even more by Squish’n as many as you can of the same color.

Just like the ever-changing currents beneath the waves, no two plays will ever be the same. The seemingly random life of the jellies will make sure each play will have its own challenges.

As you progress throughout the game you’ll even meet other sea creatures in the form of Urchy the explosive sea urchin, who although not big,green and rage filled like the Hulk, does tend to loose his temper and so upsets the whole ecosystem. And then there’s Munchy who just likes to help in his own way by eating the jellies. It’s up to you how these guys and the others you’ll meet can help or hinder your goal in making our swimmers life easier.

And then there’s Survivor mode where you have the chance to score really big points, as the jellies just keep on coming.

DISCLAIMERS:-
Kaio Interactive does not endorse or encourage the Squish’n of live or dead jellyfish found in the wild or in captivity. Squish’n of jellyfish or other sea life can and may result in harm to both the squisher and the squishee, not to mention jellyfish are oftentimes poisonous and don’t really like being squished.

The likeness of Mr Jeffery Dallas (the rather interesting fictional character created by Julian Smith esq.) is used here for purely comical effect and is not intended to represent his endorsement, sponsorship, involvement, or otherwise awareness of this game. In fact in all likelihood should he become aware (he being Jeffery Dallas or Julian Smith depending on his psychological state of mind) of our use of his name(s) we will in all likelihood remove said likeness quickly and efficiently at his request without disagreement. References to said characters are purely our paying homage to an interestingly funny and wholly unique individual who has managed to employ a certain ‘special‘ skill in creating some very humorous internet movie fodder.

All information contained on this page is accurate at the time of posting to the best of our knowledge, however it may or may not represent the opinions of our company and or cat: this statement is made on behalf of the office cat which of course cannot voice opinions or express anything other than extreme disdain for any living creature other than those of the feline persuasion. It is also inferred from this statement that our office has a cat, which of course may or may not be a statement of fact, depending on whether the radioactive isotope we left/would leave in its litter tray (if it had one, and if there is a cat) has decayed. Sufficient to say that said cat (if it exists or not) would not care to give any opinion on the subject of jellyfish simply because it would feel that any creature stupid enough to a) be composed 95% water, as well as b) live surrounded by water, simply doesn’t qualify to have any intelligence wasted on it.

More information about Mr Jeffery Dallas and the man behind the man (?) Mr Julian Smith can be found at More About Jeffery Dallas

You can get the great new game “Just Squish’n” now from the google play store

and on the Apple app store by clicking below…

Apr
21

Kaio Develops Fun Free game for Tasty Brand

Earth Day (4/22/2012) sees the launch of Gummy Riot.

Developed & Published on behalf of Tasty Brand, Inc., a leading manufacturer of organic snack foods; Gummy Riot embodies the brand’s mission in a fun, approachable way that engages with its consumers (kids, tweens and parents) while offering a powerful message to kids and a valuable teaching tool for parents and educators.

Kaio Interactive teamed up with Tasty Brand to create an experience that appeals to children and adults of many ages. Gummy Riot includes all the “addictive” game qualities and strategy found in extremely popular apps such as “Angry Birds,” while incorporating Tasty Brand’s identity and core values such as a commitment to providing healthy nutritional options for families, non-GMO legislation, mandatory food labeling and saving honey bees.

The Gummies are the game’s superheroes, each fully-fledged “characters” with personalities and special powers that are earned through power-ups on Gummy Riot’s cutting-edge Augmented Reality function. The game’s “bad guys” represent the antithesis of what Tasty Brand snacks are about – GMO, Artificial Colors, Pesticides, High-Fructose Corn Syrup and Trans Fat. Honey bees, the planet’s most important pollinators, have a particular soft spot in Tasty Brand’s heart, and Gummy Riot’s mascot is a honeybee named Rumble, whose hope is to help his hive and others avoid the dreaded Colony Collapse Disorder, an epidemic affecting nearly one-third of all honey bee colonies in the USA. Scientists believe a combination of factors could be making bees sick, including pesticide exposure (through spraying and GMO seeds), invasive parasitic mites, an inadequate food supply and a new virus that targets bees’ immune systems.

You can download this great new fun game here…. 

To find out more about Tasty Brand Products click here

Feb
09

Weekly Sneak Peek

Don’t Be Alarmed!!!

Hi there,
Well our kickstarter drive to raise funds to help us accelerate our development timeline didn’t work out the way we had hoped, although we did get some featured in a few news blogs and papers.
Rest assured development is still going ahead and we are definitely looking to release this year and we’re still hoping for a summer release.
We’re looking at a whole load of additional content for the game as well as some extra special sneak peaks possibly from some very special guests.
So stay tuned we’ll be back to our regularly scheduled programming next week with some new screen shots and a little bit more about the whole development process.

 

Sep
07

Codebearers Continuum: The Game … an Introduction

We are pleased to announce that the Codebearers Continuum Game is in full production here at Kaio. As you know, game development takes some time, however, we thought we’d set up this webpage as a place to share insider secrets from the game development process. It’s our way of sharing the joy with fans of Hunter Brown’s previous adventures.

For starters, here’s a little introduction which The Miler Brothers have penned to help set the stage for what’s to come….

“It is a new age for Solandria. The roots of the Sacred Tree are uniting more shards with each passing day, ever growing and expanding across the expanse of the Void.

The Shadow have seemingly disappeared, driven into hiding from their most recent defeat. Under the guidance of newly appointed Commander Philan, the Resistance has grown into the Restoration. It’s banner, the Living Tree, has become a symbol of hope and prosperity.

As Scouts of the Council, Hunter Brown and Hope have been commissioned to traverse the roots of the tree in search of lost shards and forgotten Shadow strongholds. It is a time of exploration and renewed hope. But even in times of peace, there is danger at every turn…”

Sounds exciting, right?

Well theres more on the way.
We have a commando  raid planned this weekend on the “developer dark room of coding magic” so we can bring you some more sneak peaks into what is happening with The Codebearers Continuum

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