Warning: Declaration of TCB_Menu_Walker::walk($elements, $max_depth) should be compatible with Walker::walk($elements, $max_depth, ...$args) in /home/kybernes/public_html/kybernesis/wp-content/plugins/thrive-visual-editor/inc/classes/class-tcb-menu-walker.php on line 0
RoninRa, Author at Kybernesis - Page 3 of 5

RoninRa

Game dev entrepreneur with a passion for Vikings and Martial Arts

Upcoming events for Kybernesis

 Conference, Events, Games, News, Wasteland Bar Fight!  Comments Off on Upcoming events for Kybernesis
Oct 312014
 

Upcoming Events: SpillExpo 2014

Kybernesis at SpillExpo

One of our upcoming events is SpillExpo in Lillestrøm, Norway on 7th – 9th November. We got a spot on their Indie Stand together with Red Thread Games, Working Mill, ASIO and Ravn Studio. We’re really looking forward to show off our current version of Wasteland Bar Fight and talk about our awesome concept, Corp Wars.

Feel free to stop by and DO ask us about Corp Wars! 🙂

NxtMedia Conference 2014

Upcoming Events: NxtMedia Conference 2014

And it doesn’t stop there! The next in our list of upcoming events is the stand on NxtMedia Conference 2014, like we mentioned in our last post.

So if you’re attending this year’s NxtMedia Conference, DO stop by our stand and we will show you our latest version of Wasteland Bar Fight there too, so don’t fret if you didn’t catch us on SpillExpo!

 Tech, Hugs & Rock ‘n’ Roll

Upcoming Events: Tech, Hugs & Rock'n'Roll 2014And finally, but certainly not least since it involves beer! The last of our upcoming events is a party to kickoff next years Technoport, which we will come back to you about at a later time. Anyways, the cool thing about this party, besides beer, is that we will be hosting a High Score tournament for Wasteland Bar Fight Survival Mode! Come join the party, grab a beer and defend yourself in Wasteland Bar Fight! WAAAAAGH!! BAR FIGHT!!!

All fighting will be contained within the game of course, so don’t worry 😉

Oh, I almost forgot! Tech, Hugs & Rock ‘n’ Roll will happen on 14th November in Trondheim, Norway. Check the link for details and tickets 🙂

Oct 242014
 

Kybernesis will attend Trondheim Developer Conference 2014

Wasteland Bar Fight at Trondheim Developer Conference

On monday 27. October, the annual Trondheim Developer Conference will be held here in Trondheim, Norway. They have an excellent offer of a free stand for any young startup so we decided to take them up on that offer. This means we will be found on our very own stand at this year’s Trondheim Developer Conference(TDC) expo area.

For the event we’ve ordered a roll-up featuring an awesome mockup of Wasteland Bar Fight by our Art Director, Ståle. Check it  out! (Click the image to see it in full size)

If you’re in Trondheim on monday, DO attend TDC and DO come by our stand to test out our latest WBF build and have a chat with us.

NxtMedia Conference 2014

In other news! We’re also going to have a stand at this years NxtMedia Conference on November 12th after attending their pitching competition. The NxtMedia Conference is also in Trondheim and  we got some local press coverage because of the aforementioned pitching competition. The article is only in Norwegian sadly, but if you’re really interested, there’s nothing stopping you from using Google Translate.

Wasteland Bar Fight OST by Kybomatik

 Games, News, Wasteland Bar Fight!  Comments Off on Wasteland Bar Fight OST by Kybomatik
Oct 032014
 

Wasteland Bar Fight OST by Kybomatik

Check out Kybomatik’s awesome Wasteland Bar Fight OST, with inspirations from 80’s Cyberpunk and trashy metal.

Kybomatik has composed an excellent soundtrack for our Post-Apocalyptic Bar Fighting game, Wasteland Bar Fight.
Drawing inspiration from both Cyberpunk and trashy metal riffs typical for the 1980’s, the soundtrack fits our Wasteland theme perfectly.

If you’re into the Cyberpunk sound, make sure to check out the excellent Cyberpunk pieces “InGame”, “Bad Android” and “Boss Fight”.
While all you fellow metal heads out there might appreciate “Wasteland Warlords I & II” with their trashy metal riffs.

Also, while you’re listening to the Wasteland Bar Fight OST, remember to check out our Wasteland Bar Fight landing page to join our open beta for Android and iOS!

NOTE! We’re not currently using all of these tracks in the current version of Wasteland Bar Fight, but we’re including them all since they’ve all been part of the soundtrack at one time.

In other news!

Wasteland Bar Fight

Wasteland Bar Fight

We’re currently working on a new game play video with the new look.
So keep an eye open and we will update you both here and on our Social Media channels when it’s live on YouTube.
Meanwhile, you can check out our old game play video if you haven’t already, so you can compare when the time comes!

Oh and any comments you might have on the soundtrack or Wasteland Bar Fight generally are more than welcome!

Wasteland Bar Fight – The new look

 Games, News, Wasteland Bar Fight!  Comments Off on Wasteland Bar Fight – The new look
Sep 222014
 

The new look of Wasteland Bar Fight

After lots of feedback from the beta testers, we decided to go for a new look for Wasteland Bar Fight to better fit into our Corp Wars universe and this is the result!
We also decided to remove most of the GUI elements to remove clutter, since most that we saw play the game at GDC Europe and Gamescom in August didn’t even notice all the GUI stuff we had there :p

So what do you think?

Feel free to join our Beta for Android and iOS over at wbf.kybernesis.com if you want to test out our latest build.

Wasteland Bar Fight – New Beta build published

 Games, News, Wasteland Bar Fight!  Comments Off on Wasteland Bar Fight – New Beta build published
Mar 212014
 

Wasteland Bar Fight – New Beta build published

A mobile beat’em-up survival game set in a post-apocalyptic future. Defend yourself from gangers, mutants and cyborgs while drinking beer to alleviate any pain.

Wasteland Bar Fight beta for Android

 Games, News, Wasteland Bar Fight!  Comments Off on Wasteland Bar Fight beta for Android
Mar 152014
 

Beta testing of Wasteland Bar Fight is going great so far, but we still would love to have more testers for our Android builds. If you have an Android phone and want to test it out, head on over to wbf.kybernesis.com and join up!

For you iOS people, we’re working on beta release for iOS too very soon. Just head on over to the same site and join the iOS beta and we’ll notify you as soon as we have a build available.

Head on over to wbf.kybernesis.com to check out screenshots, gameplay video and join our beta today!

Rigging in Blender for Unity Mecanim

 Mecanim, Unity 3D  Comments Off on Rigging in Blender for Unity Mecanim
May 132013
 

As a programmer I’m not too well versed in all things graphics, but sometimes Blender comes in handy. After Unity introduced Mecanim, setting up animations isn’t all that complicated anymore and as long as you have a character with a mesh you can do the rigging yourself.

So here’s one way of rigging a character in Blender for use with Mecanim, as efficient and no-fuss as possible, with an already existing mesh; since I’m not skilled enough to make the mesh myself.

NOTE! This is meant to be a short efficient tutorial on how to rig a character by using the Meta-Rig that comes with the Rigify add-on. If you need more advanced use of Blender, I recommend you to try the Blender forums or just plain google it. That’s what I did 😉

Okay so here goes!

Activate Rigify add-on

To activate the Rigify add-on which includes the Human(Meta-Rig), goto File > User Preferences > Add-ons > Search for “Rigify” > Tick the little box on the right of Rigify.

Add the Human(Meta-Rig) to the scene

Select your Mesh, goto Add > Armature > Human(Meta-Rig) and voila! there it is.

Scale

Now, the Meta-Rig might be scaled wrong for your character, so let’s rescale it. Select the meta-rig, hit S(to activate scaling) and scale the rig to fit your mesh. Don’t worry about making it perfect for now, as long as it’s about the correct size. One important thing to remember here is that you need to reset the scale and rotation for the rig, so your current scale/rotation is represented with 1,1,1 and 0,0,0. So go to Object Mode, make sure the rig is selected and hit Ctrl+A and choose Rotation & Scale in the menu that pops up.

Aligning the rig

Now’s the time to go over the rig and align all bones to fit with your mesh. This is important and sometimes time-consuming work, especially the fingers, but if you keep in mind a few shortcuts you’ll be fine:
Focus on selected object: Numpad ,
Move object freely: G
Rectangle-select objects: B
Select all: A

Connect the rig to the mesh with weights

After you’ve aligned the rig and everything is peachy, it’s time to connect the rig to the mesh. Since I’m a programmer I prefer connecting with automatic weighting, but there’s a couple preparations that make the process easier. First, select your mesh, goto Object modifiers(the wrench icon) below the Scene tree and Add modifier > Armature; make sure Bind To has Vertex Groups checked and Bone Envelopes unchecked; and that object lists your rig and that Preserve Volume is checked. Don’t hit apply or anything.
Select your rig, goto Pose mode, select your mesh and goto Weight mode. Hit A to make sure everything is selected and then goto menu Weights > Assign Automatic From Bones.

Troubleshooting

Sometimes this fails, and there’s isn’t any good reason why. Usually it’s because some of your rig is aligned wrong or the rotation and scale might not be reset and so on. So I will list a few tricks I have found works when this happens:

  • Align your rig: Try to ensure that all your bones are aligned inside the mesh. I’ve found that the fingers usually are the problem here, but not always.
  • Reset rotation & scale: In Object Mode, hit Ctrl+A and choose Rotation & Scale. Do it both on the mesh and rig.
  • Remove doubles: With your mesh selected under Edit Mode, hit W and select Remove Doubles. This can also be found under the Mesh menu.
  • Recalculate normals: With mesh selected and in Edit Mode, hit Ctrl+N to recalculate all normals. This can also be found under the Mesh menu.

Unity Mecanim

Once the rig is done, save it your Unity asset folder as .blend, open Unity, let it import itself, select the file and under the Rig tab in the Inspector make sure Animation Type is Humanoid(if the character is a humanoid) and Avatar Definition is “Create From This Model”. Hit apply and Unity re-imports your character and automatically checks to see if the rig is Mecanim compatible. Once re-import is done, hit Configure and you will get up the Mecanim bone mapping GUI. If everything went smoothly, your bones should already be mapped here, if not you can try apply Mapping > Automap in the lower left corner, or assign the bones manually.

That’s it!

If you need more information on Mecanim, I strongly suggest looking up the official tutorial or as before, google it! 🙂

Wasteland Bar Fight!

 Games, Wasteland Bar Fight!  Comments Off on Wasteland Bar Fight!
Apr 222013
 

We’ve been really bad at providing updates on what we’re actually working on… This is me trying to remedy that!

We’ve altered our focus somewhat the last 6 months, we’re still making Corp Wars, only a bit further into the future. Corp Wars is an ambitious project and we just don’t have the resources to develop it like we want at the moment. So therefore we’ve been working on a smaller game, for mobile, set in the same setting as Corp Wars.

Wasteland Bar Fight!

Concept mockup of a game screen

In the game you will have to defend yourself against aggressive bar patrons that want to beat your face to pulp over several bar levels, in the wastelands of a post-apocalyptic future.
Any beating you receive will give you pain and any beer you drink will reduce said pain, but beware! The more alcohol you drink the more drunk you’ll get!

Current state of the game with placeholders

Current state of the game with placeholders

I won’t promise any regular updates like I have tried to do before. We’re currently only a two-man team and all our time is dedicated to develop this and future games, so there will be a new update when I find the time for it.

Until then, best way to be notified of any updates is to like our facebook page and/or follow us on Twitter.

Market research results

 Corp Wars, News  Comments Off on Market research results
Oct 092012
 

This spring we ran a market research on the viability of a Post-apocalyptic Cyberpunk strategy game, and we learned so much from the results.
We also promised to publish the results, which we did even before the research was done, but I have gotten some requests for me to post the link to those results again, and a bit more visible this time, so here it is!

Results from Kybernesis’ market research for Corp Wars

Corp Wars Market Research

Its coming along

 Game Jams, Kyber Jam v1.0  Comments Off on Its coming along
Sep 092012
 

Movement, hit detection, GUI, camera movement, some AI and a hint of blood. Codewise it’s coming together but the visuals are still to be added.