A small physical version of the game 2048, played with LEDs as numbers and tilt for input.

2024 Tiny Games Challenge: It’s 2048, But With LEDs

Remember the game 2048? You slide numbered tiles around on a grid, combining them until you have one tile with a value of 2048 (although it’s possible to go higher). Legend has it that 2048 was created by a bored teenager in the space of a weekend to see if he could program a game from scratch.

It only took a couple of weekends for [David] to get Tiny2048 up and running. In this version, each RGB value represents a number value, and input comes from a rudimentary gesture detector — tilt it this way and that to move the LEDs and combine the ‘numbers’. As you might imagine, it was a bit tricky to use colors to represent numbers, so each one had to be sufficiently unique.

[David] says that the LED matrix is a string of WS2812 LEDs in a grid formation, controlled by an ESP32-S3-MINI-1. Although this may be overkill, [David] broke out a bunch of IO at the top of the board so it can be used in the future as a dev board. Be sure to check it out in blinkenlight action after the break!

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Three different views of a tiny games console with a screen and a single button. It's assembled in the first picture, and the guts are shown in the second two pictures.

2024 Tiny Games Contest: Salsa One Handheld Requires No PCB

If you’re thinking about building a single tiny game or even a platform, you might be tempted to use a single button for everything. Such is the case with [Alex]’s Salsa ONE minimalist game console, which is inspired by both the Arduboy and the ergonomics of the SanDisk Sansa music player.

With Salsa ONE, [Alex] aimed to make something that is both simple and challenging. The result is something that, awesomely enough, doesn’t need a PCB, and can be comfortably controlled with just one thumb. There isn’t much to this thing, which is essentially an RP2040, an OLED, a vibration motor, a buzzer, a button, and a CR2032 coin cell. [Alex] chose to program Salsa ONE in MicroPython. Be sure to check it out in action in the brief demo after the break.

Have you got an idea for a tiny game? Don’t hesitate to enter the 2024 Tiny Games Contest! You have until September 10th, so head on over to Hackaday.io and get started today.

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Lunar Lander Game Asks You To Write A Simple Autopilot

Everyone likes a good lunar landing simulator, and [Dominic Doty] wrote a fun take on the idea: your goal is to write an autopilot controller to manage the landing. Try it out!

Virtual landers are far cheaper than real ones, thank goodness.

[Dominic] was inspired in part by this simple rocket landing game which is very much an exercise in reflex and intuition, not to mention being much faster-paced than the classic 1979 video game (which you can also play in your browser here.)

[Dominic]’s version has a similar classic look to the original, but embraces a more thoughtful approach. In it, one uses plain JavaScript to try to minimize the lander’s angle, velocity, and angular velocity in order to land safely on the generated terrain.

Want to see if you have the right stuff? Here’s a direct link to Lunar Pilot. Don’t get discouraged if you don’t succeed right away, though. Moon landings have had plenty of failures, and are actually very hard.

Handsome Sim Racing Button Box Is A Super Easy Build

Sim racing is a lot more complex than playing Need For Speed 3: Hot Pursuit. You need buttons for all kinds of stuff, from headlights to brake balance to traction control. If you want to control all that in an intuitive and realistic manner, you’ll want to build yourself a decent button pad like [Chris Haye] has done. It’s surprisingly easy, too!

Very cool.

[Chris] is quite a serious racer, and needed four button boxes. He wanted to do this on the cheap, so he decided to build his first three boxes around the Zero Delay Arcade USB Encoder, a cheap controller board available on eBay for around £7. Arcade buttons were sourced off Amazon to populate the black project boxes which acted as the housings.

His final button pad looks straight out of a GT3 race car, but it’s the simplest of the bunch. It’s literally just a USB numpad with a carbon vinyl wrap applied and some home-printed labels. One suspects the feel isn’t particularly high-quality but the look is top tier. If you’re a streamer that wants to build a hardcore-looking setup, this is a great way to go.

[Chris] estimates that each box took maybe an hour to build, tops. It’s a great example of solution-focused design. He could have gotten out his own microcontroller and done a custom PCB and all that, and the results surely would have been good. But it would have taken far longer! It’s hard to beat the speed of wiring together Amazon arcade buttons with the Arcade USB Encoder’s pre-terminated wire harness. If you’re more interested in sim racing than building button boxes, it’s a great way to do a custom pad fast.

Best of all? [Chris] says he managed to put these all together for £60—quite a feat of bargain engineering. We’ve featured some other builds along these lines before, too—even using vintage aircraft controls! Video after the break.

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Cheap DIY Button Pad Uses Neat Punchcard Trick

A StreamDeck is effectively a really cool box full of colorful buttons that activate various things on your PC. They’re fun and cool but they’re also something you can build yourself if you’re so inclined. [Jason] did just that for his sim racing setup, and he included some nifty old-school tech as well.

An ESP32 is at the core of the build, listening to button presses and communicating with the PC. However, the build doesn’t actually use regular buttons. Instead, it uses infrared sensors wired up in a matrix. This was an intentional choice, because [Jason] wanted the device to be reconfigurable with different paper card overlays. There are ways to do this with regular buttons too, but it works particularly well with the infrared technique. Plus, each button also gets a Neopixel allowing its color to be changed to suit different button maps.

What’s really neat is that the button maps change instantly when a different overlay card is inserted. [Jason] achieved this with an extra row of infrared sensors to detect punched holes in the bottom of the overlay cards.

Once upon a time, even building your own keyboard was an uphill battle. Today, it’s easier than ever to whip up fun and unique interface devices that suit your own exact needs. That’s a good thing! Video after the break.

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A single-key macro pad with a screen built into the button.

2024 Tiny Games Contest: Are You A Good Judge Of Time?

What can you do with a one-button keyboard? Quite a bit, actually, especially if that key has a little screen on it. That’s the idea behind [Maker M0]’s MagicClick macro pad, which is an updated version of a highly useful project we have featured in the past. Well, now there’s a tiny game to go with it.

Animation showing the TimePerception game in action.Think you’re pretty good at measuring the passage of time? This game will likely prove you wrong. Press and hold the button and the timer begins with some pre-determined interval, such as four seconds. Once you think those four seconds have passed, release the button and find out how far off you were.

While the first version of this keyboard used the CH582F RISC-V microcontroller, the second and this third version use an ESP32-S3 on a custom, tightly packed PCB. That TFT display measures 0.85″, and the battery is an 3.7 V 802025 Li-Po. [Maker M0] has also redesigned this to make it easier to print, and plans to support circular screens in the near future.

Video Game Preservation – Stop Killing Games!

It’s been an ongoing issue for years now. People who buy video games, especially physical copies, expect to be able to play that game at their leisure, no matter how old their console gets. This used to be a no-brainer: think about the SNES or Genesis/Mega Drive from the late 80s and early 90s. You can still buy one today and play the games without any issues. Not so with many modern, internet-connected games that rely on communication with servers the publishers own, whether or not the online features are necessary for gameplay. Stop Killing Games is a new initiative in the EU and worldwide to get enough valid petition signatures to force the issue to be brought up in parliaments all over the world, including the EU Parliament.

An increasing number of videogames are sold as goods, but designed to be completely unplayable for everyone as soon as support ends. The legality of this practice is untested worldwide, and many governments do not have clear laws regarding these actions. It is our goal to have authorities examine this behavior and hopefully end it, as it is an assault on both consumer rights and preservation of media.

StopKillingGames.com

Why now? Well, Ubisoft recently killed a popular videogame called The Crew by taking down the servers that support the game. Without these servers, the game is completely useless. France and many other European countries have strong consumer protection laws which, in theory, should prevent companies from pulling stunts like this, but this particular situation has never been tested in court. Besides this, the group are also petitioning governments around the world, including France (where Ubisoft is based), Germany, Canada, the UK, the US, Australia, and Brazil, and also options for anywhere else in the EU/world.

If you’re a gamer, and especially if you play video games which use online components, it’s definitely worth reading through their website. The FAQ section in particular answers a lot of questions. In any case, we wish them luck as the preservation of media is a very important topic!

[Thanks to Jori for the tip!]