There’s a silly little Android game making some noise on the Interwebs. It’s called Curiosity which is a 3D cube with something inside. The thing is, every single pixel on the cube must be clicked in order to get through a layer. There are of course multiple layers, and… well, you get the point. [Stephen] figures this is a perfect thing for a bit of scripting and set out to find a way to automatically play the Android game.
As you can see above he’s got a pretty good start. To use the script in its current form he finds a part of the cube that is mostly solid green. The Android device is plugged into a computer using the USB cable, and the Android Debug Bridge runs the script. It’s amazingly simple, as it uses the monkeyrunner package which comes with the SDK. The proof is there, and it’s just a matter of whether or not he wants to spend his time to fully automate the playing of the game. You can see a demo of the script embedded after the break.
[Stephen’s] not new to automating things that he doesn’t want to do himself. Here’s an example of his code beating the PlayThru CAPTCHA.
Continue reading “Scripting to automate your mindless Android games”
The hardware that went into this Arduino gaming console is just fine. But the coding that produced this game called Twisted SNAKE is beyond compare. [Rodot] has programmed several games for the hardware, which uses an Arduino, 160×168 TFT screen, a 3 axis accelerometer, and two input buttons. If you’re interested, there is a forum thread in which he talks a bit more about the hardware design. But you’re not going to want to pass up either of the two videos embedded after the break.
The first clip shows off a bouncing-ball platforming game. The accelerometer moves the ball back and forth, and the top scrolling level brings more ledges into play. This in itself is a great game. But the Twisted SNAKE game shown off in the second video makes our own ARM-based Snake game look like a 3-year-old programmed it. [Rodot] filled up all of the program memory of the ATmega328 chip to make this happen. There’s a menu system which allows for color themes and difficulty selection. The game play itself lets the snake travel anywhere it wishes with the tail following behind in graceful curves. Wow!
Continue reading “Fantastic programming makes this Arduino gaming device something special”
We’d bet you didn’t know there was a Nyan Cat game for the original PlayStation. Well, there wasn’t one until very recently. This isn’t a title that has been licensed by Sony, and we bet you won’t spend hours playing such a thing. But the concept has let [Haunted] hone his development skills.
We’re not certain how he’s getting around the copy protection for PSX games, but we know there are a few different exploits out there. If you happen to have your own method playing homebrew games you can even download the bin/cue files to try this out for yourself.
After the break you can watch a demo clip of the game. It boots like normal until you hit a black screen with white text which displays a loading percentage. This is followed closely by the rainbow spewing feline pastry. The sound takes a minute to play but you can be sure it’s there. Currently there’s no scoring system but that’s in the works for a future revision.
Continue reading “Nyan Cat: the PlayStation game”
Every now and again we take a break from looking at all of your awesome projects and get to work on our own. I thought I’d take a minute to show off my game of Snake. It’s a classic that I remember playing on a graphing calculator (TI-83) back in high school. I had never written my own version and decided it would be a good reason to spend some more time on the ARM platform.
The dev board I’m using is the STM32 F0 Discovery board. Once I had a usable template for compiling the code on a Linux box everything else just started to fall into place. The screen is from a Nokia 3595. Several years back I cut off the keypad and made a breakout board for it. It’s pretty dim but it’s small and uses SPI so it tends to be my go-to display for prototyping. But I did get my hands on an SSD1289 TFT screen (after writing about this project) for about $16 and I’ve had some success with that. It uses a parallel interface so it’s not as easy to hook up and I’ve had some crosstalk issues when running at 24 MHz.
But I digress. Check out the demo video of my simple game after the break. There are more details about my programming choices at post link above. You will see this hardware again soon. I’m working on an On Chip Debugging primer and these ARM dev boards are perfect for it!
Continue reading “Classic game of Snake on an ARM controller”
Part of the fun of the classic game of Operation is the jump you get from the loud buzzer which sounds if you touch the sides. This exhibit piece uses the same principle of lining the edges of a track with metal, but instead of an annoying buzz, each touch will issue a bit of music. That’s because the maze has been paired with a synthesizer. Instead of one sound wherever the stylus touches the sides, different parts of the maze act as one of 94 keys for the synthesizer.
There’s a lot more built into the base of the device than just a maze game. The knobs are used to alter the audio effects and the buttons work in conjunction with they stylus to sequence audio samples. There’s even a graphic LCD screen which shows the currently playing wave form. You can get a better look at the project in the video after the break.
Continue reading “Adding a sound synthesizer to a ‘don’t-touch-the-sides’ maze game”
Unfortunately, none of our writers are located in California this year. This means that we weren’t able to go to the Bay Area MakerFaire and see the cool stuff for ourselves. We have been following along on the web though and a few projects have caught our eye. The rig you see above is a physical controller for a game that was inspired by the classic Tron light cycle. The gameplay is pretty obvious, you pedal the trike to go and turn the handlebars to turn your light tricycle. The hardware seems fairly simple, they’re using an arduino to collect information from the bike, then sending that through NetLab hub, a cross platform toolkit for taking data from a micro controller and feeding it to flash. We think they did a fantastic job on the presentation, this actually looks like fun to play.
For some reason though, we want them to build a level that looks like the Stanley Hotel.
Continue reading “Light trikes allow you to pedal for your life”
[Joe] sent us an email to show off his latest build. Tank Wars is the beginning of a video game/robot hybrid. You control the tank via an iPad, telling it where to go and how to fire. You have real life targets, in this case another robot. When you hit your target, the interface is updated with game stats. Currently, this is only a step past being a wifi controlled robot. [Joe] is working on making the game part of it a little more interactive.
The tank and the target are both run by Arduinos with RN-XV WiFly modules. The tank has obstacle avoidance both forward and backward, which, from the video, seems like it might make navigating a bit challenging at times. The iPad interface is just a web page, so it could really be used on any device. This is pretty cool, we can’t wait to see how he proceeds from here.
Continue reading “Tank Wars: a video game controlling a physical bot”