Showing posts with label pixotri games studio. Show all posts
Showing posts with label pixotri games studio. Show all posts

Wednesday, June 24, 2015

THE BUBBLE BOY- Fun and Addictive Bubble Pop Game !





  
The Bubble  Boy - The fun Game  for windows app store!!

The Bubble  Boy - Free fun Game  for Google play store!!


The Bubble  Boy - The fun Game  for  iTunes!!


·         The Bubble Boy is an entertaining game for kids and all age groups.
  • ·    Pop the maximum amount of bubbles without losing lives.

  • ·         Soothing visuals and engaging sounds for immersive game play.

  • ·         Choose between two difficulty settings. Easy and Hard.

  • ·         Pop the power up bubbles to earn additional points.

  • ·         Beware of the naughty bubble. If popped you will lose a life.

  • ·         No Ads while playing.

Tuesday, June 23, 2015

Sony Corp (ADR) (SNE) Fights Back Microsoft Corporation (MSFT) With Launch Of 1TB PlayStation 4 Console

Business Finance News provides details on Microsoft Xbox One upgrades and Sony’s measures to maintain the lead for PlayStation


Microsoft Corporation (NASDAQ:MSFT) announced several upgrades for Xbox One at the E3 conference; the most notable being backward compatibility for Xbox 360 games. While Sony Corp (ADR) (NYSE:SNE) has refused to introduce any such feature, it nevertheless has decided to upgrade its storage capacity to 1TB.

Named as “Ultimate Player Edition”, the console will be introduced in Europe on July 15, and will have twice the storage compared to its current model’s 500 GB. This mega storage will allow users to download more games on the device, install more add-ons, and be able to share more materials with friends.

The pricing for the new console has not been announced. The company has advised customers to check in with their local retailers to get the latest price for the device. Based on FCC filings, the 1TB console is expected to be launched in US too, as reported by Engadget.

Apart from the 1TB console, Sony has also announced to release a new version of its 500 GB model, which will weigh 10% less, and also consume 8% less power. Furthermore, the appearance of the new model has also been changed. The company is planning to replace the glossy top cover with matte finish. This will provide consumers with an additional choice of opting for a casual look for the console. It will be available in black and white colors.

The company has also upgraded its PlayStation app for Android and iOS. Users can now redeem their promotional codes and PSN gift cards directly through the app, without the need for powering on PS4 console. The software now also has the ability to display comments from phones or tablets, while users are streaming.

The announcement is quite interesting but seems to be late. Microsoft has already announced a 1TB model, and in addition has also launched a number of attractive features, along with many upcoming games. This indicates that it is getting serious about dethroning Sony from its dominant position in the console market. Sony, on the other hand, does not seem to be taking the threat seriously, and is still only launching pre-dated features such as increase in storage capacity, changing the look of its console etc. If the company really wishes to retain its lead in the console industry, then it should start offering new and interesting features, which retain the user’s interest in the gaming device.

Wednesday, June 17, 2015

Behold Kingdom Hearts Unchained: a mobile port of a browser game


Square Enix released a gameplay video of Kingdom Hearts Unchained at E3 2015. The mobile game is a port of the Japanese-only browser game Kingdom Hearts X. The story is connected to the Keyblade War mentioned in the new footage of Kingdom Heats 3.


The gameplay features Final Fantasy characters alongside Donald Duck, Mickey Mouse, Hercules, and many others. Kingdom Hearts Unchained will appear on iOS and Android, but no release date has been announced.

How Kamcord could run away with mobile gaming videos while YouTube fights with Twitch

Gaming is a visual medium, and that has helped video sites like YouTube and Twitch build huge audiences of people seeking game-related content. But as more of the world shifts its game time to mobile, a new company is trying to establish itself as the leader there.




Kamcord is a startup based in San Francisco with offices in New York and Japan, and it’s all about enabling gamers on mobile to make and share videos. This started exclusively on iPhone and iPad way back in 2012, but the company has since expanded to Android. 

It even recently introduced an app on the Google Play store that can record any game where, previously, developers had to integrate Kamcord’s SDK. This has the company, its technology, and its social network on the verge of growing into a huge destination for people who love mobile gaming, and GamesBeat wanted to look back at how it got to here.

“[Cofounders Matt Zitzmann, Kevin Wang, and I all knew each other from school,” Kamcord engineer Aditya Rathnam told GamesBeat. “We did computer science at MIT together.”

The group got together in early 2012, and — at that point — the idea wasn’t to make a solution for sharing videos from mobile games. It was simply just to come up with any startup at all.

They started brainstorming ideas because they knew they wanted to work together. During one of the sessions, Wang was playing Battlefield and watching a lot of videos of the game on YouTube.

“Why doesn’t this exist for mobile games,” asked Wang.

And when none of them had an answer for that, they all realized that they could probably build it.

“There has to be a place you can go watch mobile games all day,” said Rathnam. “Similar to how people were watching so much PC and console gaming on YouTube and Twitch. It felt like one of those ideas that would exist. We weren’t sure how to make it happen or whether there was a business model or whether it would even be feasible, but it felt like one of those things that, in four or five years, there would be a destination you could go to to watch mobile gameplay and interact with other gamers.”

The three students really started exploring the space. At that time of 2012, Twitch was really starting to come on strong. And YouTube was turning into a powerful means to get the attention of gamers. So Kamcord started talking to developers about whether they would want a new toolkit that could enable game recording.

Rathnam met with a developer friend of his who was super skeptical. The friend explained that game makers already have too many tools to select from, and no one wants more. But when Rathnam explained exactly what they were thinking, the friend gave an endorsement by saying: “I don’t hate this idea.”

“That’s literally what he said,” Rathnam relayed. “This is an idea I don’t hate, so maybe you should pursue this. That was encouraging.”

So, Wang, Zitzmann, and Rathnam decided to form Kamcord. They knew all along that they wanted to build the destination where people would find their favorite content. They wanted to build an alternative to YouTube for mobile gamers. But, first, Kamcord had to figure out the tech.

“We realized pretty quickly — within the first couple days — that we couldn’t go build the destination directly,” said Rathnam. “We needed to have actual content in order to build the destination. Kevin began exploring ways to record what was happening on the screen without slowing down the game. The general consensus was, if you started recording the screen you would slow down the game to 1/6th its original speed, making the game unplayable.”



Thank you, Apple

But Kamcord’s timing was fortuitous. Apple had just released iOS 5, which came bundled with a new low-level OpenGL-based path to enable recording.

“It wasn’t the entire solution. Just a part of it,” said Rathnam. “But it was a way to record the screen without slowing down the game. Kevin discovered this new piece of technology that had just come out and used that, adding a bunch of other optimizations, to eventually get a working prototype of recording the screen without slowing down the game.”

But built-in iOS technologies and Wang’s magical optimizations still didn’t make things easy.

“We’d underestimated how much work it would be to record the screen in a performance-minded way,” said Rathnam. “‘Oh, yeah, we’ll build this in a couple of months and get it out there, this is going to be awesome.’ It turns out it actually took — we did get something working in a couple of months, but we’re still working on it today.”

Once Kamcord had the technology, it still didn’t have anything it could really provide to gamers. So, it started pitching its SDK to developers. Wang had a demo where he had a spinning box playing on his phone, and he was able to record and share that. It was by no means a completely solution, but it was a start. And it was something that could get people who make mobile games — the kinds of people who stay up nights trying to figure out ways to make their products more discoverable — excited.

And Rathnam thinks it was great that the Kamcord team didn’t just sit around in a room trying to solve every riddle mobile-gaming videos could throw at them.

“It would have been overwhelming, the amount of work we’d have to do,” he said. “But we were able to get some quick wins every one or two months. That kept the ball rolling. Before we knew it we were neck-deep in it. ‘Okay, I guess now we have to build a way to record audio as well.'”

Naturally, that was way harder than Kamcord expected. It’s actually something it still struggles with.

“Three years in and we’re still focusing on low-level audio capture for Android devices,” said Rathnam.



The real challenge

And while the technology is hard, Kamcord’s true difficulty was establishing a rapport with developers.

It’s one thing to have a super skeptical friend say that he doesn’t hate it, but it’s another to get strangers to put your code in their game. But again, Kamcord was making the right deal at the right time.

“We were fortunate,” said Rathnam. “As part of that market research phase, we got connected with a couple of guys who were the owners and maintainers of the Cocos2D [game development] platform. We put a form on the Cocos2D blog that said ‘we’re building this recording and sharing solution, here’s a video of how it works in this particular game, who wants to sign up?'”

Kamcord didn’t expect that to have a big impact. They were anticipating to get around five signups before the blog fell off of the Cocos2D page. They ended up getting 75 on the first day.

“We immediately started talking to all these people and getting as many of them on board as possible, even just sharing a test video,” said Rathnam. “The feedback they gave was invaluable.”

Of the 75 who reached out to Kamcord, the startup was able to get recording working in about 10 of their games. With that under its belt, the company went back to Cocos2D and asked if they could do a new blog about the success they’ve had. Cocos put it up on their blog and didn’t post anything new for a month, so every developer that checked out that page saw Kamcord’s tech first.

“We used that to get another 600 sign-ups,” said Rathnam. “Those 600 very quickly translated into about 20 to 30 live games. That was the initial momentum for us.”

Those were all tiny games, but Kamcord now had around two dozen working examples of its technology. It had a record it could rely on in its discussions with bigger studios or in talks with investors.

Getting that money

Later in 2012, after the early success with Cocos2D developers, Kamcord got accepted into the seed-funding investment group Y-Combinator.

Kamcord had 20 games ready to show off for its demo day at Y-Combinator, and that helped the company stand out. It’s technology wasn’t just an idea.

Y-Combinator backed the company, and Kamcord has since raised a total of around $25 million from investors like Yahoo chief executive officer Marissa Mayer, Chinese gaming behemoth Tencent, and Japanese megadeveloper GungHo Online Entertainment.

A history of good timing

We’ve already talked about how Kamcord was able to capitalize on several key moments throughout its history because it was doing the right thing at the right time.

It was trying to figure mobile recording as Apple released its new technology to make that easier. It was able to work with Cocos2D at a time when developers were looking for exactly something like Kamcord. The company was then able to turn that into funding.

Moving forward into the future, the company is now well positioned to once again take advantage of good timing. That’s because the aforementioned updates to Google’s Android — along with another change coming to iOS — have blown the market wide open.

On Google’s platform, you no longer need to implement recording on a game-by-game basis. You can, but the Google Play store already has a few dozen apps capable of recording or even livestreaming your games or everything you do on your phone.

That would maybe make Kamcord concerned — if it hadn’t planned all along to end up as the destination for mobile gamers everywhere.

“On the competition side, we feel like we’re in a strong place in the U.S. and Europe,” said Rathnam. “Everyplay is the other big company in the space, but we’ve taken a big lead over them.”

Kamcord has shifted a lot of its focus to China and Japan where it has competition that caters specifically to those markets. Rathnam claims his company still has better tech, but he admits that isn’t enough.

“That’s a big part of why we’ve opened up a Japanese office,” said Rathnam. “We have five people at Kamcord Japan now. We’re making our experience as localized for the Japanese market as possible. Similarly, we opened a two-person office in Korea, and we’re opening an office in China as soon as possible.”

Kamcord wants to win this space and have a share of the market similar to what YouTube has for gaming on the Web.

And it could get that simply because it has always had that clear goal of building a social network for mobile game-video sharing in place.

“We think of ourselves as similar to Instagram,” said Rathnam. “Instagram lets you share videos and pictures to Facebook and Twitter and so on, but Instagram is the authoritative version of all the content they have. We’d like to build a similar experience and be that destination for mobile gamers using our app and our website.”

And that’s already starting to happen.

Kamcord users have already shared 45 million videos, and more than 1.3 million people make videos using Kamcord every month. That’s more than Twitch, which claims to have over 1 million content creators. And Kamcord says it has not even spent any money on acquiring gamers.

“Things are going well on that front,” said Rathnam. “But we obviously want to reach more and get more content.”

With its community side growing, the new competition might not matter. People want to share their videos where the audience is, and right now, on mobile, that’s the Kamcord app.

Getting ahead; staying ahead
“For this year, we have two big focuses for us as a company,” said Rathnam. “One is Asian expansion and the second is growing the community in our app.”

For Asia, Kamcord is going to keep doing its best to localize the experience for the three biggest markets of China, Japan, and Korea. It will also keep hiring in those regions to boost its relationships with developers.

“On the community side, in the U.S., we’re laser-focused on retention in the app right now,” said Rathnam. “Toward the end of this year the plan will be to get more users into the app and to build a vibrant community in the app around some of the features we have there, like chat and group chat and so on. People are taking to that.”

Finally, the company is looking into livestreaming, and it expects to have something that can enable gamers to share their videos as they play them in the near future.






Tuesday, June 16, 2015

Bowser and Donkey Kong to guest star in Skylanders SuperChargers

The two figures, available exclusively through Skylanders starter packs, will also work as Nintendo Amiibo figures.


Gaming companies Nintendo and Activision have announced a new collaboration Tuesday at the E3 conference: Nintendo characters Bowser and Donkey Kong will be playable in the upcoming Skylanders game.

There are three companies making physical toys that work as in-game characters, Activision's Skylanders, Disney Infinity and Nintendo's Amiibo. They all work in the same way, too: A toy is placed on a platform that reads the NFC chip embedded in its base, connecting to the gaming platform and translating the information on the chip into the game -- so technically, they could work on each other's platforms.


The Bowser and Donkey Kong figures put the theory into practice, able to work in both the upcoming new Skylanders SuperChargers game and on Nintendo's own Amiibo platform.

The figures will be exclusively available in Skylanders SuperChargers starter packs for Nintendo consoles, the Wii, the Wii U and the 3DS. However, the toys will also work in editions of the game across all platforms.

"Activision's Skylanders games have been very popular on Nintendo platforms, and we hope this collaboration will delight fans of the franchise," said Satoru Iwata, President of Nintendo. "We believe this unique approach will help expand the entire category and make it appealing to even more players."

In Skylanders SuperChargers, a new suite of characters will be linked to vehicles, which will need to be deployed in special land, water and sky zones -- areas destroyed by the series' returning big bad Kaos, who is sort of, when you think about it, an inspiring lesson in perseverance.

Bowser and Donkey Kong have been designed with vehicles and attacks that fit their legacies: the Barrel Blaster plane for Donkey Kong and the Clown Cruiser car for Bowser. Donkey Kong's attacks include barrels and bongos, while Bowser can breathe fire and summon Super Mario series regulars, Koopas and warp pipes.

The starter packs will be available when the game is released -- September 20 for the US, September 25 for Australia and the UK.

Nintendo's E3 2015 Event Highlights: Super Mario Maker, Star Fox Zero, Zelda, and More

Nintendo has been somewhat of an anomaly at E3 in recent years. Instead of going up toe to toe against Sony and Microsoft, the Kyoto-based company has been content with hosting its own smaller events across the year dubbed as Nintendo Direct. This year, there was an E3 edition of its Nintendo Direct. While other console makers and game publishers have their E3 conference live, the Nintendo Direct was shot earlier and released to the public today. Here's what was worth checking out from Nintendo's special E3 Nintendo Direct.

                                   


1. Super Mario Maker will let you make your own Mario gamelevels

Level creation tools in games are nothing new. But with Nintendo putting its hat into the ring with Super Mario Maker, you can be assured that gamers will take notice. This Wii U exclusive will let you craft a slew of levels based on the side-scrolling Mario games, ranging from the classic Super Mario Bros. all the way up to New Super Mario Bros. U.

You can adjust the visual style as well as each and every element within a level. It seemed easy enough to use in the demo and Nintendo seems to be serious in its attempt to foster creativity amongst players what with letting you upload your own levels only if you're able to complete them. Super Mario Maker is out on September 11 this year and we can't wait to check it out.



2. Star Fox Zero is being co-developed by PlatinumGames

The latest entry in Nintendo's space shooter series featuring anthropomorphic animals, Star Fox was finally revealed. Called Star Fox Zero, it's being co-developed by PlatinumGames, the studio behind cult classics like Vanquish and Bayonetta. Star Fox Zero will sport both single and multiplayer modes and feature heavy use of the Wii U gamepad, giving you a cockpit view of the action, while your TV will showcase the game from the third person camera we're familiar with.

Also of interest is that the ships you fly can transform into tanks. It's the first new entry in the series in over nine years and looks to be one of the more solid titles in Nintendo's roster. Look out for this in the holiday season of 2015.



3. Xenoblade Chronicles X finally has a release date

Helmed by the team responsible for Xenoblade Chronicles on the Wii and 3DS, X seems to be the reason for many to get a Wii U. Nintendo showed off a fantastic trailer replete with giant robots duking it out, varied flora and fauna, as well as a host of different environments. But most of all, the game finally has a release date. You can get your hands on this much anticipated Japanese role-playing game on December 12 this year.



4. Legend of Zelda is still coming, just not on the Wii U

With the long awaited Wii U entry to the Legend of Zelda series missing, fans had to make do with The Legend of Zelda: Triforce Heroes - a co-operative action adventure for up to three players on the 3DS. It's out in Fall 2015. In addition to this, series spin-off Hyrule Warriors sees a release on Nintendo's portable console as Hyrule Warriors Legends in Q1 2016.


5. Animal Crossing should keep fans of The Sims occupied

Nintendo's quirky take on the simulation genre, Animal Crossing (think The Sims but with design sensibilities that are quintessentially Nintendo) saw some love too. The company announced Animal Crossing: Happy Home Designer for the 3DS. It's out on September 25 in the US and October 2 in Europe. Also announced was Animal Crossing: Amiibo Festival, a new title coming to Wii U in Holiday 2015.


6. 2016 has a lot of 3DS games and one Wii U game - for now

Mario & Luigi: Paper Jam, a new entry in the Paper Mario series, will see a Spring 2016 release. Also coming in 2016 is a new Metroid game that seems to feature co-op game modes. It is called Metroid Prime Federation Force. The next entry in the company's Fire Emblem series, Fire Emblem: Fates, which will also hit the West in 2016. All of these are for the 3DS.

For now, a single Wii U game has been announced for 2016, and that's the much vaunted cross-over title, Shin Megami Tensei x Fire Emblem that has characters from both series sharing the stage in an RPG extravaganza.



7. Dinosaurs and tennis round off Nintendo's Wii U announcements

Perhaps the most charming game of the event was Yoshi's Woolly World. It has you controlling Yoshi, a green dinosaur made of wool across a host of environments knitted together from yarn. In addition to its unique looks it also has a release date; this adorable platformer hits the Wii U on October 16.

Also out this holiday season on the Wii U is Mario Tennis: Ultra Smash, which as the name implies, has characters from the Mario universe battling it out on the tennis courts.


8. Skylanders and Amiibos now have a common game in Skylanders Superchargers

Further fuelling the craze of merging toys and video games, Nintendo announced that Skylanders Super Chargers, a role-playing platform game published by Activision for the Wii U, will support both the series' Skylander toy figures as well as specific Amiibo hybrid figures. Turbo Charged Donkey Kong and Hammer Slam Bowser will be the first figures that can be used in both Skylanders and Amiibo-supported games.

Friday, June 12, 2015

New video games will make children kinder and better behaved

  

As a veteran school counsellor in the US, Gregg Graves has seen kids bully their peers for all kinds of reasons, from being too short to wearing the wrong brand of boots. Such targeted ridicule, studies show, can have lasting effects. Bullied children are more likely to get anxious or depressed and even drop out of school. So when clinical psychologist Melissa DeRosier asked if Graves would like to try Zoo U, a computer game she created to teach kids empathy and co-operation, he was intrigued.

He decided to test-drive the game with his 125 nine to 10-year-old students at North Forest Pines Elementary in Raleigh, North Carolina. They took to the cartoon scenes of hallway chats and playground four-square right away, he says. "When kids started taking the headsets off, they were saying, 'Can we do that again?'" For years, there has been a widespread perception that video games are inherently bad for children. Screen time is bad time, the thinking goes, leading kids to become poor students, unhealthy and antisocial.

Today, though, it's becoming clear that's not the whole story. Even violent video games are starting to be recognised as potentially edifying in some respects. One recent study finds that they boost kids' cognitive and social skills. Imagine the impact if games with a positive bent could go one better. The non-profit Games for Change has been funding promising socially conscious games for years; this spring, the organisation began a high-profile event as part of New York City's Tribeca Film Festival, with a "Games for Learning" summit co-sponsored by the US Department of Education.

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MindLight, developed by the Netherlands' GainPlay Studio, has been praised for its immersive experience that helps kids overcome fears and anxieties. Zoo U was released last November by 3C Institute, a social-skills researcher based in Durham, North Carolina, and nearby spin-off company Personalized Learning Games handles distribution. And If, a game designed to build empathy and relationship skills from Electronic Arts founder Trip Hawkins, launched its first "chapter" in early 2014; other chapters came later in the year.

Proponents of gaming for change say practising positive behaviour in a game setting pays real-life dividends. New research backs them up: a 2014 Psychological Science study, for example, reported that when kids play video games that encourage co-operative behaviour, they show more caring and empathy in the real world. Another study at the UK's University of Sussex found kids who took part in a co-operation-centred game were more likely to help a person who'd dropped something and intervene if they saw someone being harassed. And earlier this year, children in Germany who played story-based video games in a Freiburg University study improved in understanding others' emotions – a skill that researchers believe could be useful to kids on the autism spectrum.

Using video games to teach social skills makes sense given how the brain works. Social and behavioural theories posit that outside reinforcement and repetition drive learning, and video games provide ample opportunities for both. "You do a behaviour, you either get rewarded or punished," says Iowa State University psychologist Douglas Gentile, a co-author of the Psychological Science study. "We're training ways of perceiving and thinking about the world."

Graves was impressed with how quickly the game supplied him with a wealth of information on all 125 students' social acumen. "I was able to sit down with [the teachers] and explain what it revealed about social skills that kids were struggling with."

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