[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”
The sales team in [Chuck’s] office is a pretty competitive bunch as you might expect, and they decided that they wanted a system which would allow them to challenge one another during their weekly meetings. The competition involves answering questions posed by their manager, but hand raising only works for so long – they needed a definitive way to tell who “buzzed in” to answer a question first.
Since [Chuck] only had a short bit of time and a tiny budget to work on, he opted to find the easiest solution to the problem, which was an Arduino-based game show buzzer system. The game display is built from an Arduino, some LEDs and an Altoids tin, while the buzzer pushbuttons were salvaged from an old radio broadcast console.
Now, when a question is posed, the salesman can buzz in to answer, knowing that only the quickest person’s button click will be registered. When it’s time for another question, the host simply clicks his buzzer to reset the console.
While it’s not quite as fancy as this game buzzer system we featured a while back, [Chuck] says it does the job perfectly and was cheap to boot.
Continue reading to see a short video of the office game buzzer system in action.
Continue reading “Office game show buzzer keeps things fair and square”
[Andrzej] loves his Nokia N900, noting that it makes a great portable gaming device. Since it supports a wide array of emulators, it’s perfect for indulging his gaming nostalgia on the go. He says that the one downside to the N900 is that its keyboard doesn’t make gaming easy, nor comfortable.
To make gaming a big more fun, he built himself an add-on gamepad that fits perfectly over the phone’s keyboard. Connected via the phone’s USB port, it features 8 push buttons along with a PSP joystick. He used an ATmega8A as the brains of the controller, communicating with the phone as a USB keyboard. He says that this sort of configuration makes it extremely easy to do all sorts of custom button mapping on a per-game basis.
As you can see in the picture above the controller is currently lacking a case, but we think that with a bit of clever packaging, it could look as nice as a retail add-on.
Check out the short video below to see his gamepad in action.
Continue reading “Nokia N900 control pad is perfect for gaming on the go”
Want to host a Jeopardy tournament with your friends? Looking to add a bit more fairness to your school’s knowledge bowl? Perhaps you should build some buzz-in hardware of your own.
Here you can see [Matt Hanson’s] take on this idea. He used one Arduino to gather not just buzzer info, but also keypad data from four satellite controllers. Each has an RJ45 jack, allowing it to connect tot he base unit with an Ethernet patch cable. We like the color coding that [Matt] chose, which matches the color of the arcade button to the keystone jack on the base. And of course the fantastic look of the water-jet cut cases isn’t lost on us either.
You may wonder why he included a key pad on each controller? It looks like he and a few others worked together to develop a team-based math game for use in school.
[Daniel] just made a motion controlled game controller to go with his infuriating game. Thankfully, [Daniel] posted the source for this game so first time players already know the level select codes.
The controller is based on an Arduino Uno with what looks to be a Sparkfun 2-axis accelerometer providing the tilt sensing. A similarly sourced half-inch force sensitive resistor and temperature sensor control the ‘jump pads’ in the game. A small vibrating pager motor strapped onto the controller as a rumble pack.
Continue reading “Controlling an infuriating game with an accelerometer”
[Owen] just finished putting together a portable helicopter game. It’s pretty impressive, especially since he used an ATtiny13 microcontroller. That chip uses an 8-pin dip package, offering only five I/O pins (six if you use the reset pin) and 1k of programming space.
The game runs on a small cellphone-type LCD screen. The helicopter remains somewhere in the center column of the screen as the maze that makes up the game board approaches one step at a time. The single button that controls the helicopter will raise it with each step of the maze when held down, or allow it to fall when released. The player’s progress is shown as a hex value in the upper left corner of the screen. When you hit a wall, your score will be shown next to the high score for the game and will be saved in EEPROM if it’s a new record. As the game progresses, the maze gets harder based on the score. Check it out in a video clip after the break.
Continue reading “ATtiny13 powered handheld helicopter game”
How long has it been since you’ve played a game of tag?
[Sylvia Cheng, Kibum Kim, and Roel Vertegaal] from Queen’s University’s human media lab have concocted a fun twist on the classic game that just might compel you to start playing again.
Their game, called TagURIt, arms two players with Lumalive LED t-shirts which sport embedded touch sensors. A third player, known as the “chaser” attempts to touch either of the other players in order to capture the token displayed on the player’s chest-based LED matrix. The game is score-based, awarding points to the chaser for capturing tokens, while giving the other players points for avoiding capture.
If both players wearing the LED shirts are near to one another, the token will jump to the other player in an attempt to thwart the chaser. In this game, each player is a location-tagged URI, and proximity is determined by either tracking the users with cameras indoors, or via RF sensors if the game is played outside.
It is definitely an interesting way of playing tag, and we imagine it could be quite fun in large groups.
Continue reading to see a video demonstration of the TagURIt game being played.
[via Adafruit blog]
Continue reading “Bringing the game of tag into the digital age”