In 1979, [Nolan Bushnell] released Asteroids to the world. Now, he’s playing the game again, only this time with the help of a laser projector and a Kinect that turns anyone sitting on a stool – in this case [Nolan] himself – into everyone’s favorite vector spaceship. It’s a project for Steam Carnival, a project by [Brent Bushnell] and [Eric Gradman] that hopes to bring a modern electronic carnival to your town.
The reimagined Asteroids game was created with a laser projector to display the asteroids and ship on a floor. A Kinect tracks the user sitting and rolling on a stool while a smart phone is the triangular spaceship’s ‘fire’ button. The game is played in a 150 square foot arena, and is able to put anyone behind the cockpit of an asteroid mining triangle.
[Brent] and [Eric] hope to bring their steam carnival to LA and San Francisco next spring, but if they exceed their funding goals, they might be convinced to bring their show east of the Mississippi. We’d love to try it out by hiding behind the score like the original Asteroids and wasting several hours.
Continue reading “Human Asteroids makes you a vector triangle ship”
This is going to change the way you play with yourself. What if every time you got a little bored you reached for your belt rather than your smart phone? [Cunning_Fellow] may be doing that more often now that he finished this slick-looking video game belt buckle which plays the classic Asteroids game.
It isn’t just an intriguing concept. The build was pulled off at a very high level of quality… this thing should have no problem standing the test of time. First off he had to figure out if it was even possible to run the game at a respectable frame-rate. Cheap 320×240 LCD screens don’t have a frame marker (think of it as a vertical sync signal with can be used as an interrupt for the microcontroller). But he thought it was possible that the frame marker pin just wasn’t connected like on more expensive screens and he was right with at least one model he acquired.
With that out of the way he laid out and etched a beautiful double-sided board to house all of the electronics. But he still needed a case. To get a one-of-a-kind look he masked and etched a sheet of brass. Once cut out and folded ti gives a wonderful look and protects the electronics inside quite well.
This hack has got to be every gamer’s dream. Someone actually took the time to dig through the binary file of E.T. the Extra-Terrestrial and fix the errors that made it an abomination of a title for the Atari 2600.
This is quite a feat in many ways. First off, you need to know the game well enough to understand where they problems lie. The Internet is a huge help in that regard as there’s no shortage of sources complaining about the game’s shortcomings. This turns out to be one of the articles strongest points as the author takes time to address the most common myths about bugs in the game. From there he goes on to discuss the problems that were actually fixed. Some are just general tweaks like the color fix listed above. But most of them are genuine improvements in the game play, like the falling fix which prevents E.T. from falling in this pit when his feet are obviously not anywhere near the edge.
So you couldn’t get your hard earned bucks back for a bummer of a game back in the day. But at least a few decades later you can fix the things that made it suck and play it through the way it should have been.
We usually look at these FPGA University projects and think how much fun it must have been to get credit for the work. But in this case we can’t image the grind it must have been to implement the game mechanics of Meat Boy in an FPGA. See how well it came out in the clip after the break.
Remember that with an FPGA you’re basically building hardware devices by using code. The Reddit discussion of the project sheds some light on where to start (and even shares the source code). The Altera DE2 is pushing the game to a monitor using SXGA at 60Hz. The map is laid out as a collection of 32×32 tiles, each represented by 2 bits in memory. [SkipToThe3nd] does go into detail about how the physics work but we can’t even begin to paraphrase that part of the discussion.
The game being cloned here is Meat Boy, the Flash game predecessor to Super Meat Boy. If you’ve never heard of the title we’d suggest watching Indie Game: The Movie, a documentary which follows several independent game developers as they try to get their titles to market.
Continue reading “Playing Meat Boy on an FPGA”
Here’s a camera rig that makes it a snap to produce photorealistic 3D models of an object. It was put together rather inexpensively by an indie game company called Skull Theatre. They published a couple of posts which show off how the rig was built and how it’s used to capture the models.
They’re using 123D, a software suite which is quite popular for digitizing items. The rig has a center table where an object is placed, and a movable jig which holds three different cameras (or one camera for three rotations). You can see the masking tape on the floor which marks the location for each shot. These positions are mapped out in the software so that it has an easy time putting them all together. The shaft which connects the jig to the base is adjustable to accommodate large or small items.
One thing that we found interesting is the team’s technique for dealing with reflections. They use a matte spray to make those surfaces less reflective. This helps 123D do its job but also allows them to map reflective surface more accurately using the game engine.
Get serious about your shell scripting skills and maybe you can pull this one off. It’s a game of snake played in a BASH shell. It seems like a coding nightmare, but the final product turns out to be organized well enough for us to understand and took less than 250 lines of code.
[Martin Bruchanov] started on the project after pining for an old DOS game called Housenka. It’s another version of the classic Snake game which we’ve coded ourselves and seen in several projects including this head-to-head version using musical recorders as controllers. When using a terminal emulator capable of ANSI sequences the game is displayed in color using extended characters.
We give [Martin] bonus points for the way he wrote about his project. It describes the mechanics most would be interested in, like how the user input is captured and what drives the update function and food generation. The rest of the details can be gleaned by reading through the code itself.
This Space Invaders game does more with less. [Rjk79] managed to make a video game using a two-line character display. The game consists of a wave of invaders on the top line, with the defender cannon on the bottom. The invader isn’t just stationary, but randomly moves to the left and the right. The image above captured a little bit of motion blur from the defender moving into position before firing on the enemy.
An Arduino board controls the 16×2 HD44780 character display. The game also includes sounds generated by the piezo buzzer seen on the breadboard. All the way to the right you can see the Wii Nunchuk breakout board which provides directional control and the firing trigger. If you want to recreate this one for yourself [Rjk79] is sharing the source code on Pastebin. There’s also a demo video found after the jump.
If you don’t have a character LCD on hand you might try this other Space Invaders clone that uses an 8×8 led matrix.
Continue reading “Space invaders played on a 16×2 character display”