Kitatus Studios

Making video-games 'n stuff since '13.

Super Distro - New Alpha Incoming!

Hello everyone!

Aside from working on the book projects; I’ve been busy bringing Super Distro to life and it’s almost time to show you all the new ‘n improved “Super Distro!”

There’s a little way to go before the next Alpha release, but it’s a huge release - Featuring a new Art-Style, New level designs and a whole boat load of new features.

There is still the problem of the old Distro model and the outdated animations, which won’t be fixed for the next Alpha release but fret not - They will be updated soon!

Here is a tiny sneak-peak of what to expect within the next release! - 

And here’s one more!

I hope you’re as excited for this next Alpha as much as I am! I look forward to you all giving the new Super Distro!

Peace out, Motown Sound!

- Ryan S, Project Lead

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Current State of Super Distro

Greetings everyone!

I haven’t had a chance to update lately as I’ve been ever so busy doing multiple things but I’d like to take a moment out to explain everything that has been going down here at Kitatus HQ and what you can expect from us real soon!

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Current State of Super Distro

As a few of you may have already read, Super Distro was supposed to be released on the 26th of July, which doubles up as my Birthday. However, before the final finishing touches were made a few weeks ago - I realised that I wasn’t happy with how Super Distro looks and plays at this moment in time. 

I’ve decided to alter the release date of Super Distro to a “TBA” release date. This allows me to focus on making it the best it can possibly be while not losing myself due to stress.

Apart from altering game-play mechanics and level design to make sure Super Distro is 100% fun, I have also taken the time out to alter every single Texture and Material within Super Distro; Upgrading from 512 x 512 textures to full 4k PBR Materials & Textures - But that is a process that will take some time.

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I hope you’re as excited as I am for Super Distro and be sure to follow our Twitter for upgrades as we approach a more completed state of Super Distro!

BOOK - [Blueprints] - Master the Art of Unreal Engine 4 - Blueprints

Check out #GameDev Market, it’s just launched! Buy and sell high quality 2D, 3D, Audio and GUI assets. #gdmlaunch http://thndr.it/1iko4sC

Check out #GameDev Market, it’s just launched! Buy and sell high quality 2D, 3D, Audio and GUI assets. #gdmlaunch http://thndr.it/1iko4sC

UE4 Alpha - Current State

Hello Everybody.

I thought I’d give a little update to Alpha 0.8 / UE4 Alpha 0.1!

- Windows Entry has been compiled and submitted to Desura
- Hubworld is 10% completed, possible future overhaul
- First Easter Egg Added
- Tutorial Template Added (Map Layout complete)
- New Distro Model / Animations Added
- For those who missed the memo; Totally new engine!

We’re trying to compile to Linux and Mac. Once these have done, Desura should accept the new Alpha version.

Have a great week/Weekend/Whatever it is!

- Ryan S, Project Lead

Super Distro Pre-Alpha (Unreal Engine 4) Screenshots!

More info: http://www.desura.com/games/distro-horizons-vs-galaximos-army

Facebook: http://facebook.com/KitatusStudios
Twitter: http://twitter.com/Kitatus_Studios

We’re now officially a Nintendo developer + Future of Super Distro

Hello there everyone;

Sorry for the long radio silence!

We’ve been active a load over on Twitter, but apart from that we’ve been ever so busy with bringing Super Distro to life as well as dealing with things such as getting hold of Nintendo and setting up the business side of things!

I can say with an extremely happy face - Nintendo have accepted us as a Developer and we’ve been given permission to develop for the Wii U (And hopefully down the line the 3DS!) - What does this mean? It means Super Distro is 100% confirmed for Wii U release and development on that version has already begun!

To be able to sit here and write that feel so surreal. I remember 10-15 years ago; Being able to say I’ve been in contact with Nintendo; Had phone calls and swapped legal documents is a seriously crazy thought. Even now I’m expecting to wake up from this dream - But until that time, I’ll keep working my butt off on Super Distro!

The current platforms we are developing Super Distro are:

Unreal Engine 4:

  • PC
  • Mac
  • Linux
  • iOS Devices
  • Android Devices
  • Gamestick
  • Ouya
  • Amazon Fire TV
  • PS4 (Currently Unconfirmed)
  • Xbox One (Confirmation from Microsoft Pending)

Unity:

  • Wii U
  • PS Vita (Currently Unconfirmed)

I know a few of you will be scratching your head and wondering why we’re creating the game on two different engines. I have an answer for you! Before I tell you, I just want to say it’s been really, really weird (But awesome!) to see people arguing about this fact over on news posts and forums around the web - It feels like only yesterday being an indie developer was a dream I thought I’d never achieve; Yet here we are!

Anyhow, The reason we’re developing in two different engines is because Unreal Engine 4 doesn’t natively build to Wii U. It’d be extremely difficult to port the engine to Wii U and that’s something we don’t want to do - Port the game over. We want to make sure the Wii U version is as feature-full and as fun and visually pleasing as the other versions of the game; While at the same time developing for 8 other devices. This is why we decided to use Unity for this version.

It’s easier for us to re-build the project in Unity; Manually converting C++ and Blueprints to C# then to build technically an emulation wrapper over the existing C++ / Blueprint Code. This means we can tweak the Wii U version where it needs to be tweaked and even push it further in areas where the Wii U excels.

From here, the PS Vita version and any other version after that can use the Wii U version as a branching point; So it makes logical sense to do it that way. Especially when it adds only an extra 5 minutes a day to development time.

That’s all I had to say in this post; We’re mighty busy bringing Super Distro to life and I hear Unreal Engine calling me back!

As always, be sure to email us if you have any comments, questions or funny pictures of cats: contact@kitatusstudios.co.uk.

Also, if you have a spare moment, check out our IndieGoGo for Super Distro (Even share it around if you’re feeling generous! Every share and contribution helps!) - https://www.indiegogo.com/projects/super-distro-horizons-powered-by-unreal-engine-4

That’s all for today!

Thanks for your support everyone!

You seriously Rock!

- Ryan S, Project Lead

P.S - I got another cat today, so real-life Distro has a sister called Polly!

Making progress on Super Distro Horizons!

Current State of Distro Horizons Vs. Galaximo’s Army

Hi there guys ‘n gals,

Ryan S here. Today, I’m going to be talking about Distro Horizons Vs. Galaximo’s Army; where we currently are, how we’re doing and all our plans and what not. I’ll try and be as concise as possible, but I have a tendency to rabbit on a little bit, so I apologize in advance! 

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New Alpha (Alpha 0.7 - Theme Park of Illusion):

We’ve just pushed Alpha 0.7 to Desura. A lot has changed but there is still a lot of change still to happen. We took the Winter level completely out, it’s gone. Poof, bye bye. We’ve replaced it with a level that will manifest into the final project; Theme Park of Illusion. We’ve also taken the 2D cutscene and made a very rough 3D cutscene (Which is a placeholder cutscene). Enemies have gone for the time being, as I’m sorting out combat to something which actually works. We’re still on course for Summer 2014, however… We’ve got to explain how the summer release will work…

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Two Versions of Distro Horizons

This sounds complicated, but it really isn’t. Since we’re releasing Distro Horizons, we’ve decided to create and deploy the game on two different engines.  Why? Because we want to give Desktop users the best possible experience available to them, which is why today we’re announcing that the Desktop versions of Distro Horizons will be developed on Unreal Engine 4! - That’s right! The brand-spanking new engine will be the powerhouse behind bringing Distro Horizons to you awesome people!

The other versions of Distro Horizons will be developed with Unity Pro, and unlike what most AAA* companies do, it’ll still be an N64-Style 3D Platformer. The only differences will be graphical fidelity and a few gameplay differences here and there. I get that that all probably sounds super-freakin’ complicated, so here is a TL;DR:

Super Distro Horizons Vs. Galaximo’s Army - Windows, Mac, Linux

Distro Horizons Vs. Galaximo’s Army - Linux, iPhone, iPad, Android, Gamestick, Ouya, WP8, Windows Surface .etc

NOTE: Linux is currently in development for Super Distro Horizons, however at this time we can’t confirm it will release at launch. At launch, Linux will receive Distro Horizons as well as Super Distro Horizons when it launches.

If you have ANY questions about this, I know I haven’t explained it very well, so don’t be a stranger, email us and we’ll do our best to answer your questions! - Our email: Contact@KitatusStudios.co.uk

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So that’s all the news we have to dish out today. Lots of work to do and whatnot, peace out everybody! Have a lovely day/night/whatever!

- Ryan S, Project Lead

Check out the new hubworld with Spyro-esque portals!

Manapool - Interview with Kitatus Studios on Distro Horizons

We did a really fun an in-depth interview with Manapool! Be sure to check it out, especially if you want to be immortalized within the worlds of Distro Horizons!

Distro Horizons Minihub!

We’ve created a minihub for all things Distro Horizons, be sure to check it and fav it!

And be sure to check out the Steam Greenlight and give us a vote! You could be in the credits for doing so!

Steam Greenlight :: Distro Horizons Vs. Galaximo's Army

Distro Horizons Vs. Galaximo’s Army - The N64-Style Platformer for Windows, Mac and Linux has made it to Steam Greenlight! Help us out by voting yes and maybe, just maybe you’ll see Distro Horizons on Steam real soon!

(Feature) - How we used Unity Free to create a seamless transition to the next scene with a Pre-Rendered Cutscene

Hi there Guys ‘n gals,  Today we’re gonna be talking through what we did in Unity to manage a scene transition to a cutsccene and then over to another scene after the cutscene finished playing in Unity Free. Here is a video of the final product of this tutorial:

From design to implementation, here is how I managed to pull this off in Unity free. So, to start things off, Here is the original plan I had, expertly crafted in Paint, the king of Image Creation tools:

As you hopefully can see, the idea is simple. When a player enters a portal, it triggers a cutscene and then loads the next scene when the cutscene is over.

So we had the plan, we just had to figure out how to pull it off. We had “Application.LoadLevel();” but we needed a way to trigger this.

So we did it the old fashion way and added a simple box collider to the scene (Create > Other > Cube). removed the mesh (Under mesh Filter, Highlight Cube and hit backspace), clicked “Is Trigger” in the box collider properties and set the tag/layer to “Port”.

An image of these steps can be found here: CLICK ME.

Once we made the collider, we headed over to the Asset Store, to get our hands on Screen Fader, An asset which makes Screen Fading possible. Following the instructions in the Asset, we configured the fade out to our personal specifications and popped it into the scene.

So we had the collider and the screen fader all in the scene, but how do we make this transition into a movie file (Especially when using Unity Free)? Well, heading over to the main character in our scene, we added this C# script to the character:

public class YOURNAMEHERE : MonoBehaviour 
{
  IEnumerator OnTriggerEnter (Collider other){
  
    if (other.gameObject.name == "port") 
    {
      Fader.Instance.FadeIn(); 
      yield return new WaitForSeconds (1);
      {        Application.LoadLevel("YOURLEVELNAMEHERE");  
      }
    }
  }
}

We tested the scene and BAM, it changes to the next level after the fade. It’s cool and all, but we wanted a movie to play after the fade.

So in the new Scene (“YOURLEVELNAMEHERE”), we need to put video. But we’re on Unity free. No problem.

We downloaded the free Asset “Universal Video Texture Lite”. The way this works is by using images of your video. Don’t worry, it still plays perfectly like a video but uses tricks to get past Unity’s Pro wall.

To turn our video into images, We converted our video file to . mov (Using Xilisoft’s Video Converter Ultimate but there are plenty of free options available).

Once all converted up, we headed to QuickTime Pro (There are plenty ways to do this, by the way, this is just the way we did it) and hit File > Export. From here, it was a “Save as Image sequence” job (MAKE SURE YOU SELECT THE CORRECT FPS), and we had the files ready for the Universal Video Texture Lite.

All we need now is Audio! So we headed back over to Xilisoft’s Video Converter Ultimate and made sure to convert the video into .mp3 (Using the same file name).

So we have everything we need, let’s put it all together. I followed the tutorial in Universal Video Texture Lite and before I knew it, we had a full video and audio playing in the scene. Perfect!

But at the end of the video, we’re stuck in the video’s black screen. How do we get around this? With this Javascript script! We checked the original video file to see how long we needed time-wise (21 seconds) and BAM!  

#pragma strict

function Start () {
Invoke("nextScene", 21);
}
 
function nextScene () {
Application.LoadLevel("NEWLEVEL");
}

Then, just to confirm everything works, we build the project and ta-da! A seamless transition to the next scene with a cutscene in between!

If anything doesn’t make sense or you need some clarification on anything, feel free to shoot me an email: contact@kitatusstudios.co.uk and I’ll guide you as best I can with a video or something on how we did it all.

Thanks for reading and best of luck in all of your projects guys ‘n gals!

- Ryan S, Project Lead