Posts with «game» label

Gaming on multiple CRT monitors

While you might see a CRT by the side of the street and think noting of it, Ryan Mason has come up with a novel use for five of them in a row called the Cathode MK1.  

This set uses the Unity game engine along with an Arduino board to spread games across five tube TVs arranged side-by-side. 

In order to keep project costs down, Mason’s gaming rig is restricted to displaying a game signal on one TV at a time. This makes gameplay even more interesting, especially considering that the way that each TV handles a loss of signal contributing to the experience. 

Several games are available for this unique system, including Long Pong AKA Pooooong, where a ball bounces from screen to screen as shown in the clip below.


Arduino Blog 08 Mar 20:55
arduino  featured  game  games  

HOT SWAP: All Hands on Deck!

Interactive video games take many forms, but for the most part, each player has a separate controller that manipulates an onscreen character, vehicle, or other singular element. What if, as in real life, multiple players have to work together with physical objects to control a sailing ship?

That’s the idea behind HOT SWAP: All Hands On Deck by Peter Gyory and Celment Zheng. In it, two players guide various parts of a ship using five different control elements. What makes this really interesting is that each player’s input device has room for two of these control elements, which must be swapped for actions such as steering and to load cannons. Input information is passed to the game via an Arduino Micro

It’s like if we took a regular game controller, popped off all of the inputs, and made it so you could only use a couple of them at a time. There are two controllers, with each consisting of two input slots. Each controller controls one side of the ship, port or starboard. There are five actions total in the game, each executed with a dedicated physical input: a crank to raise and lower the sails, a wheel for turning the rudder, a hatch for loading the cannons, a wick for firing the cannons, and a flame button for dousing the fire.

There is only one of each input, which makes them a shared resource that players must trade back and forth as they play. There is this old Milton Bradley kids board game from the ’90s called Perfection where players must fit shapes into holes before a timer is up and the board shakes to make everything pop out. HOT SWAP is like if Perfection had a screen attached and had a goal outside of putting shapes into slots.

All of the code is done with JavaScript and the library Three.js, which we bundle into a desktop application using Github’s Electron. The brain of the controller is an Arduino Micro, which mostly just passes data along.

The inputs are created with the Mechamagnets technique that Clement has been developing through his research; all 3D-printed in PLA with neodymium magnets embedded in them. The actual “hot swapping” is facilitated by pogo pins that line up with our custom PCBs for each input. Also, lots of chocolate croissants.

More details on the build are available via this interview as well as in the video below.

Arduino Blog 25 Feb 21:26

Hunt the Wumpus comes to Arduino!

Hunt the Wumpus is a text-based survival/horror game developed in 1973. As such, it’s perhaps due for an update, and Benjamin C. Faure was able to do so using an Arduino Mega to run a graphical version on an 8×8 MAX7219 LED display.

The game consists of moving your character through the 64-LED randomly generated world, avoiding pits and bats, attempting to face the Wumpus to fire your one arrow. Navigation is aided by “wind” and “stench” lights, indicating either a pit or the foul Wumpus is nearby. The game is also enhanced with a few LED animations and a small piezo speaker. 

On startup, the game will generate an 8×8 map for the player that contains bats, pits, and a Wumpus. The player must pay attention to their senses to ensure they don’t fall into a pit or run into a Wumpus. Running into a bat might not be instant death, but they can carry you over a pit or even straight to the Wumpus.

If the player wishes to win, they must pinpoint the location of the Wumpus. Then, they must take one step towards the Wumpus (so that they are facing the proper direction) and fire their only arrow. If they hit the Wumpus, they win! If they miscalculated, however, they will meet a grisly fate.

A demo can be seen below, while code for the project is available on GitHub.

Crawling a Dungeon, 64 Pixels at a Time

The trend in video games is toward not being able to differentiate them from live-action theatrical releases, and games studios are getting hard to tell from movie studios. But quality graphics don’t always translate into quality gameplay, and a lot can be accomplished with minimalist graphics. Turn the clock back a few decades and think about the quarters sucked up by classics like Pac-Man, Space Invaders, and even Pong if you have any doubts about that.

But even Pong had more than 64 pixels to work with, which is why this dungeon-crawler game on an 8×8 RGB matrix is so intriguing. You might think [Stolistic]’s game would be as simple as possible but think again. The video below shows it in action, and while new users will need a little help figuring out what the various colors mean, the game is remarkably engaging. The structure of the dungeon is random with multiple levels to unlock via the contents of power-up chests, and there are mobs to battle in a zoomed-in display. The game runs on an Arduino Uno and the matrix is driven by a bunch of 74HC595 shift registers.

It’s fun to see what can be accomplished with as little as possible. Looking for more low-res goodness? Check out this minimalist animated display, or a Geiger counter with a matrix display.

Hack a Day 06 May 06:00

Stecchino Game is all about Balancing a Big Toothpick

Stecchino demo by the creator

Self-described “Inventor Dad” [pepelepoisson]’s project is called Stecchino (English translation link here) and it’s an Arduino-based physical balancing game that aims to be intuitive to use and play for all ages. Using the Stecchino (‘toothpick’ in Italian) consists of balancing the device on your hand and trying to keep it upright for as long as possible. The LED strip fills up as time passes, and it keeps records of high scores. It was specifically designed to be instantly understood and simple to use by people of all ages, and we think it has succeeded in this brilliantly.

To sense orientation and movement, Stecchino uses an MPU-6050 gyro and accelerometer board. An RGB LED strip gives feedback, and it includes a small li-po cell and charger board for easy recharging via USB. The enclosure is made from a few layers of laser-cut and laser-engraved material that also holds the components in place. The WS2828B LED strip used is technically a 5 V unit, but [pepelepoisson] found that feeding them direct from the 3.7 V cell works just fine; it’s not until the cell drops to about three volts that things start to glitch out. All source code and design files are on GitHub.

Games are great, and the wonderful options available to people today allow for all kinds of interesting experimentation like a blind version of tag, or putting new twists on old classics like testing speed instead of strength.

Crawl through a 1D LED dungeon with TWANG!

While video games have grown more and more complex over the last few decades, TWANG takes things in the opposite direction as an Arduino Mega-based 1D dungeon crawler consisting of an RGB LED strip.

The player—a dot—is controlled via an accelerometer mounted to a door spring used as a joystick. With it, the player can move forwards, backwards, and attack by “twanging” the spring to make it vibrate. The LEDs display a wide array of colors, including representations of glowing lava, water, and player disintegration when a mistake is made.

TWANG is inspired by the Line Wobbler game from Robin Baumgarten, and beautifully implemented as shown in the video below by Barton Dring. Code for the build can be found here, and 3D print files for the housing/joystick are also available.

DIY Dungeon Crawler Game Plays on Single LED Strip

A delightful version of a clever one-dimensional game has been made by [Critters] which he calls TWANG! because the joystick is made from a spring doorstop with an accelerometer in the tip. The game itself is played out on an RGB LED strip. As a result, the game world, the player, goal, and enemies are all represented on a single line of LEDs.

How can a dungeon crawler game be represented in 1D, and how is this unusual game played? The goal is for the player (a green dot) to reach the goal (a blue dot) to advance to the next level. Making this more difficult are enemies (red dots) which move in different ways. The joystick is moved left or right to advance the player’s blue dot left or right, and the player can attack with a “twang” motion of the joystick, which eliminates nearby enemies. By playing with brightness and color, a surprising amount of gameplay can be jammed into a one-dimensional display!

Code for TWANG! is on github and models for 3D printing the physical pieces are on Thingiverse. The video (embedded below) focuses mainly on the development process, but does have the gameplay elements explained as well and demonstrates some slick animations and sharp feedback.

Using a spring doorstop as a controller is neat as heck as well as intuitive, but possibly not quite as intuitive as using an actual car as a video game controller.

Hack Your Hike with this Arduino Puzzle Geocache

For those who love to hike, no excuse is needed to hit the woods. Other folks, though, need a little coaxing to get into the great outdoors, which is where geocaching comes in: hide something in the woods, post clues to its location online, and they will come. The puzzle is the attraction, and doubly so for this geocache with an Arduino-powered game of Hangman that needs to be solved before the cache is unlocked.

The actual contents of a geocache are rarely the point — after all, it’s the journey, not the destination. But [cliptwings]’ destination is likely to be a real crowd pleaser. Like many geocaches, this one is built into a waterproof plastic ammo can. Inside the can is another door that can only be unlocked by correctly solving a classic game of Hangman. The game itself may look familiar to long-time Hackaday readers, since we featured it back in 2009. Correctly solving the puzzle opens the inner chamber to reveal the geocaching goodness within.

Cleverly, [cliptwings] mounted the volt battery for the Arduino on top of the inner door so that cachers can replace a dead battery and play the game; strangely, the cache entry on Geocaching.com (registration required) does not instruct players to bring a battery along.

It looks like the cache has already been found and solved once since being placed a few days ago in a park north of Tucson, Arizona. Other gadget caches we’ve featured include GPS-enabled reverse caches, and a puzzle cache that requires IR-vision to unlock.

Thanks to [Dan Wagoner], who built the game upon which this is based, for the tip.

 


Filed under: Arduino Hacks, misc hacks

Haptic game controller UnlimitedHand joins AtHeart!

We are excited to announce that UnlimitedHand is now an officially licensed Arduino AtHeart product. Created by Japanese startup H2L, the wearable controller straps around your forearm like an Ace bandage and allows you to actually touch and feel things within the gaming world.

UnlimitedHand consists of a 3D motion sensor, an array of muscle sensors, a multi-channel electronic muscle stimulator, and a vibration motor, which together, enable you to interact with objects and characters in VR. It does this by syncing the movement of a user’s hand and fingers with its virtual counterpart, and contracting the muscles on the wearer’s forearm to simulate haptic feedback.

With UnlimitedHand, not only will you be able to experience the ricochet of a gunshot or pet animals, but also hack various customized gestures thanks to its full compatibility with the Arduino IDE.

According to H2L:

Arduino, with their commitment to open-source, has reached out with their technology to muster a great force of Makers and inventors. This omni-present community has no doubt supported us in many ways during the development of UnlimitedHand. By joining the program, we can now present our results back to the community.

UnlimitedHand–which surpassed its Kickstarter goal in less than a day–is now available for purchase on Amazon and its website, as well as in retail stores throughout Japan.

Code Like an Egyptian

[Marcelo Maximiano’s] son had a school project. He and a team of students built “The Pyramid’s Secret“–an electronic board game using the Arduino Nano. [Marcelo] helped with the electronics, but the result is impressive and a great example of packaging an Arduino project. You can see a video of the game, below.

In addition to the processor, the game uses a WT5001M02 MP3 player (along with an audio amplifier) to produce music and voices. There’s also a rotary encoder, an LCD, a EEPROM (to hold the quiz questions and answers), and an LED driver. There’s also a bunch of LEDs, switches, and a wire maze that requires the player to navigate without bumping into the wire (think 2D Operation).

In addition to the code and hardware diagrams, there is a PDF file on GitHub describing more about the game. It is in Portuguese, though, so most of us will probably need a little translation help. However, a Brazillian site did have an English post about the game, which might be a good place to start.

You might not want to replicate the game, but it is a great example of how much an Arduino can do with some simple externals devices and some attention to packaging.

Sadly, most of our projects look more like this game (no offense to that hacker). Projects like this are way more likely to spark young people’s interest than a blinking LED or a capacitor meter. If you are more in the mood for arcade play, you can also check out Arduinocade.


Filed under: Arduino Hacks
Hack a Day 04 Dec 06:00
arduino  arduino hacks  egypt  game  mp3  pyramid