Schlagwort: Uncategorized

  • Researchers have developed self-healing soft electronics

    Researchers have developed self-healing soft electronics

    Reading Time: 2 minutes

    Researchers have developed self-healing soft electronics

    Arduino TeamNovember 9th, 2019

    While flexible electronics can pose certain advantages, they are often subject to a rather short life, and can be difficult if not impossible to repair. As a solution to this conundrum, researchers from Carnegie Mellon University and the University of Tokyo have been exploring a novel material that can fuse itself together automatically, and conduct electricity.

    The composite material is called MWCNTs-PBS, or multi-walled carbon nanotubes surrounded by a flexible polymer polyborosiloxane outer region. When two sections need to be attached, they’re simply pressed together and like magic it forms an electrical and mechanical bond. 

    Tests performed with the help of an Arduino Mega include pressure and touch sensing, as well as cut detection. It will be interesting to see how this technology advances in the future, perhaps leading to a day when devices just ‘heal’ themselves!

    [youtube https://www.youtube.com/watch?v=Q1zfu5GYW8A?feature=oembed&w=500&h=281]

    Living things in nature have long been utilizing the ability to “heal” their wounds on the soft bodies to survive in the outer environment. In order to impart this self-healing property to our daily life interface, we propose Self-healing UI, a soft-bodied interface that can intrinsically self-heal damages without external stimuli or glue. The key material to achieving Self-healing UI is MWCNTs-PBS, a composite material of a self-healing polymer polyborosiloxane (PBS) and a filler material multi-walled carbon nanotubes (MWCNTs), which retains mechanical and electrical self-healability. We developed a hybrid model that combines PBS, MWCNTs-PBS, and other common soft materials including fabric and silicone to build interface devices with self-healing, sensing, and actuation capability. These devices were implemented by layer-by-layer stacking fabrication without glue or any post-processing, by leveraging the materials’ inherent self-healing property between two layers. We then demonstrated sensing primitives and interactive applications that extend the design space of shape-changing interfaces with their ability to transform, con- form, reconfigure, heal, and fuse, which we believe can enrich the toolbox of human-computer interaction (HCI). 

    Website: LINK

  • MLB The Show 19 PS4 Tournaments: Fall Cup Sign-Ups Start Today

    MLB The Show 19 PS4 Tournaments: Fall Cup Sign-Ups Start Today

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    October is always an exciting time for baseball fans, which is why I’m thrilled to announce the MLB The Show 19 PS4 Tournaments: Fall Cup for gamers in the U.S. and Canada. No matter your skill level, you will be able to compete against both friends and others in the PlayStation community.

    Starting today, you can sign up to compete for over $25,000 in prizing. There will be weekly prizing worth up to $4,000 in in-game currency for competitors and a $10,000 grand prize for the best of the best. The tournament is open to eligible participants, with the first qualifier beginning this Saturday, October 19, and the last one on November 10. There will be two qualifiers happening per weekend and the final will be on November 16. And for PS Plus subscribers, MLB The Show 19 is free this month — so don’t miss your opportunity.

    Remember, you can watch exclusive videos about current trends in esports and how to be a better competitor on the recently launched Competition Center in the US. Visit compete.playstation.com for additional details and to sign up now for all tournaments. For Canadian competitors, you can .

    Restrictions apply. Active PS Plus membership required for most tournaments. See each tournament’s official rules for more information.

    Website: LINK

  • Plague at Pi Towers

    Plague at Pi Towers

    Reading Time: < 1 minute

    Alex, Helen and I are all in our respective beds today with the plague. So your usual blog fodder won’t get served up today because none of us can look at a monitor for more than thirty seconds at a trot: instead I’m going to ask you to come up with some content for us. Let us know in the comments what you think we should be blogging about next, and also if you have any top sinus remedies.

    Website: LINK

  • VC4 and V3D OpenGL drivers for Raspberry Pi: an update

    VC4 and V3D OpenGL drivers for Raspberry Pi: an update

    Reading Time: 6 minutes

    Here’s an update from Iago Toral of Igalia on development of the open source VC4 and V3D OpenGL drivers used by Raspberry Pi.

    Some of you may already know that Eric Anholt, the original developer of the open source VC4 and V3D OpenGL drivers used by Raspberry Pi, is no longer actively developing these drivers and a team from Igalia has stepped in to continue his work. My name is Iago Toral (itoral), and together with my colleagues Alejandro Piñeiro (apinheiro) and José Casanova (chema), we have been hard at work learning about the V3D GPU hardware and Eric’s driver design over the past few months.

    Learning a new GPU is a lot of work, but I think we have been making good progress and in this post we would like to share with the community some of our recent contributions to the driver and some of the plans we have for the future.

    But before we go into the technical details of what we have been up to, I would like to give some context about the GPU hardware and current driver status for Raspberry Pi 4, which is where we have been focusing our efforts.

    The GPU bundled with Raspberry Pi 4 is a VideoCore VI capable of OpenGL ES 3.2, a significant step above the VideoCore IV present in Raspberry Pi 3 which could only do OpenGL ES 2.0. Despite the fact that both GPU models belong in Broadcom’s VideoCore family, they have quite significant architectural differences, so we also have two separate OpenGL driver implementations. Unfortunately, as you may have guessed, this also means that driver work on one GPU won’t be directly useful for the other, and that any new feature development that we do for the Raspberry Pi 4 driver stack won’t naturally transport to Raspberry Pi 3.

    The driver code for both GPU models is available in the Mesa upstream repository. The codename for the VideoCore IV driver is VC4, and the codename for the VideoCore VI driver is V3D. There are no downstream repositories – all development happens directly upstream, which has a number of benefits for end users:

    1. It is relatively easy for the more adventurous users to experiment with development builds of the driver.
    2. It is fairly simple to follow development activities by tracking merge requests with the V3D and VC4 labels.

    At present, the V3D driver exposes OpenGL ES 3.0 and OpenGL 2.1. As I mentioned above, the VideoCore VI GPU can do OpenGL ES 3.2, but it can’t do OpenGL 3.0, so future feature work will focus on OpenGL ES.

    Okay, so with that introduction out of the way, let’s now go into the nitty-gritty of what we have been working on as we ramped up over the last few months:

    Disclaimer: I won’t detail here everything we have been doing because then this would become a long and boring changelog list; instead I will try to summarize the areas where we put more effort and the benefits that the work should bring. For those interested in the full list of changes, you can always go to the upstream Mesa repository and scan it for commits with Igalia authorship and the v3d tag.

    First we have the shader compiler, where we implemented a bunch of optimizations that should be producing better (faster) code for many shader workloads. This involved work at the NIR level, the lower-level IR specific to V3D, and the assembly instruction scheduler. The shader-db graph below shows how the shader compiler has evolved over the last few months. It should be noted here that one of the benefits of working within the Mesa ecosystem is that we get a lot of shader optimization work done by other Mesa contributors, since some parts of the compiler stack are shared across multiple drivers.

    Bar chart with y-axis range from -12.00% to +2.00%. It is annotated, "Lower is better except for Threads". There are four bars: Instructions (about -4.75%); Threads (about 0.25%); Uniforms (about -11.00%); and Splits (about 0.50%).

    Evolution of the shader compiler (June vs present)

    Another area where we have done significant work is transform feedback. Here, we fixed some relevant flushing bugs that could cause transform feedback results to not be visible to applications after rendering. We also optimized the transform feedback process to better use the hardware for in-pipeline synchronization of transform feedback workloads without having to always resort to external job flushing, which should be better for performance. Finally, we also provided a better implementation for transform feedback primitive count queries that makes better use of the GPU (the previous implementation handled all this on the CPU side), which is also correct at handling overflow of the transform feedback buffers (there was no overflow handling previously).

    We also implemented support for OpenGL Logic Operations, an OpenGL 2.0 feature that was somehow missing in the V3D driver. This was responsible for this bug, since, as it turns out, the default LibreOffice theme in Raspbian was triggering a path in Glamor that relied on this feature to render the cursor. Although Raspbian has since been updated to use a different theme, we made sure to implement this feature and verify that the bug is now fixed for the original theme as well.

    Fixing Piglit and CTS test failures has been another focus of our work in these initial months, trying to get us closer to driver conformance. You can check the graph below showcasing Piglit test results to have a quick view at how things have evolved over the last few months. This work includes a relevant bug fix for a rather annoying bug in the way the kernel driver was handling L2 cache invalidation that could lead to GPU hangs. If you have observed any messages from the kernel warning about write violations (maybe accompanied by GPU hangs), those should now be fixed in the kernel driver. This fix goes along with a user-space fix to go that should be merged soon in the upstream V3D driver.

    A bar chart with y-axis ranging from 0 to 16000. There are three groups of bars: "June (master)"; "Present (master)"; Present (GLES 3.1)". Each group has three bars: Pass; Fail; Skip. Passes are higher in the "Present (master)" and "Present (GLES 3.1)" groups of bars than in the "June (master)" group, and skips and fails are lower.

    Evolution of Piglit test results (June vs present)

    A a curiosity, here is a picture of our own little continuous integration system that we use to run regression tests both regularly and before submitting code for review.

    Ten Raspberry Pis with small black fans, most of them in colourful Pimoroni Pibow open cases, in a nest of cables and labels

    Our continuous integration system

    The other big piece of work we have been tackling, and that we are very excited about, is OpenGL ES 3.1, which will bring Compute Shaders to Raspberry Pi 4! Credit for this goes to Eric Anholt, who did all the implementation work before leaving – he just never got to the point where it was ready to be merged, so we have picked up Eric’s original work, rebased it, and worked on bug fixes to have a fully conformant implementation. We are currently hard at work squashing the last few bugs exposed by the Khronos Conformance Test Suite and we hope to be ready to merge this functionality in the next major Mesa release, so look forward to it!

    Compute Shaders is a really cool feature but it won’t be the last. I’d like to end this post with a small note on another important large feature that is currently in early stages of development: Geometry Shaders, which will bring the V3D driver one step closer to exposing a full programmable 3D pipeline – so look forward to that as well!

    Website: LINK

  • Marvel’s Iron Man VR Soars to PS VR February 28, 2020

    Marvel’s Iron Man VR Soars to PS VR February 28, 2020

    Reading Time: 5 minutes

    Hi everyone! I’m Brendan Murphy, lead writer on . I’m pleased to be the one to announce that Marvel’s Iron Man VR is releasing exclusively for PlayStation VR* on February 28!

    With my colleagues at Camouflaj, we’ve spent the past three years creating the ultimate Iron Man game for PlayStation VR. From day one, we’ve had our work cut out for us: not only do we need to deliver incredible Super Hero action and flying in VR, but we had to pair that with a heartfelt, original story about Tony Stark.

    With Marvel’s Iron Man VR, we approached our big story moments with humor, heart, and suspense—attributes that map perfectly with Tony Stark. Given the fact that the game is built from the ground up for VR, we doubled down on the storytelling strengths of virtual reality. This means putting the player in the shoes of Tony Stark—literally—as players embody Tony, interact with the world, choose some dialogue beats, and live his life in and out of the armor. Lastly, we sought to leverage the sense of presence in VR by populating the game with iconic Marvel characters to interact with.

    Crafting a story that can only be told in VR requires heavy iteration. Central to that process was teaming up with the creative director of Marvel Games, Bill Rosemann, who encouraged us to think big and differently about the game’s narrative, and provided terrific guidance for how to fashion an authentic Tony Stark experience. More recently, we’ve also paired with famed Marvel writer Christos Gage to help with some additional writing and sprinkling in some fun “Marvel-ness” into the script!

    The story has gone through many iterations, yet early on, we landed on the idea that hacker villain Ghost should be Marvel’s Iron Man VR’s headlining antagonist. Ghost is an all-time classic Iron Man super Villain, starting from the character’s first appearance in Iron Man #219, this formidable adversary continues to challenge Iron Man throughout multiple arcs, such as Inevitable and Unholy Ghost. In our game, Ghost is a great foil for Tony Stark—she not only holds a grudge against our hero, but holds a mirror up to him. As a witness to the damage caused by Stark-made weapons years earlier, Ghost’s fight against Iron Man is both ideological and personal. Because of Ghost, our complex and fascinating hero must reconcile his troubled past, both on and off the battlefield…

    In addition to announcing our release date, I’m also excited to reveal our lineup of offerings:

    • Standard Edition: $39.99 USD MSRP/$49.99 CAD MSRP
      (Available physically & digitally)
    • Digital Deluxe Edition: $49.99 USD MSRP/$59.99 CAD MSRP (Digital only) | Includes:
    • Marvel’s Iron Man VR Game
    • 4 Deluxe Edition Deco Armors (Golden Avenger, Black Centurion, Sun Stinger, Stealth Armor)
    • 12 Research Points – Research Points are gained by analyzing combat data from Iron Man’s performance in the field. This research and analysis allows Friday to develop new technology (weapons and augments) for the Impulse Suit. Use these Research Points to unlock some weapons and augments early and customize to play style.
    • Marvel’s Iron Man VR Digital Deluxe Soundtrack
    • Digital Deluxe Edition Iron Man PS4 Theme

    Pre-order any of these at your favorite retailer and receive a code good to download the following at launch:

    • 4 Custom Armor Decos (Origin Armor, Vintage Armor, Silver Centurion Armor, & Ultraviolet Armor)
    • Marvel’s Iron Man VR Dynamic PS4 theme

    For those who , you’ll also receive a free month trial to Marvel Unlimited** and get a chance to read up on the comics that inspired this game. Find out more about the Marvel Unlimited .

    Thanks for checking out this post and for coming along on this ride! We look forward to revealing more about Marvel’s Iron Man VR action combat and flight, and Tony Stark-centric story that leans heavily into the unique strengths of PlayStation VR to deliver a campaign full of humor, heart, and suspense.

    With only a few precious months of development left, it’s best I sign off here and get back to the Garage!

    *PlayStation VR is not for use by children under age 12. PlayStation 4 system, PlayStation VR, and PlayStation Camera are required to experience VR functionality. Marvel’s Iron Man VR requires Two PlayStation Move motion controllers (sold separately).

    **Pre-order customers will receive the Marvel Unlimited Trial Code (“Marvel Code”) via email on or around February 28, 2020. Redemption of Marvel Code requires Marvel Unlimited account and a credit card. Must be 13+ to create Marvel Unlimited account. Marvel Unlimited Trial is subject to the and (“Marvel Terms”). At the end of the trial, a paid monthly membership will immediately begin, and your credit card will be charged $9.99 USD per month. Cancel before the end of the trial period to avoid being charged a membership fee. See the for information on fees and billing, or directions on how to cancel.

    Website: LINK

  • L.A. Noire: The VR Case Files Out Today for PlayStation VR

    L.A. Noire: The VR Case Files Out Today for PlayStation VR

    Reading Time: 2 minutes

    L.A. Noire: The VR Case Files – which includes seven self-contained cases from the original game rebuilt specifically for virtual reality – is now available for PlayStation VR.

    Step into the painstakingly recreated world of 1940’s Los Angeles through the eyes of Detective Cole Phelps as you solve cases from across all five desks of the original L.A. Noire, including: Upon Reflection, Armed and Dangerous, Buyer Beware, The Consul’s Car, The Silk Stocking Murder, Reefer Madness, and A Different Kind of War – each picked for their suitability to the virtual reality experience.

    In addition to cases to solve, L.A. Noire: The VR Case Files for PlayStation VR allows Detective Cole Phelps to let off some steam with three fun new minigames designed to take full advantage of the game’s unique VR mechanics:

    • Boxing: Step into the ring as Cole Phelps and take on 12 different opponents
    • Speedcar Racing: Race classic 1940’s “Speedcar” vehicles against AI opponents on three new dirt tracks
    • Shooting Galleries: Keep your eye in with target practice in four different shooting galleries, each with their own challenges, targets and weapons

    L.A. Noire: The VR Case Files for PlayStation VR also delivers an enhanced technical experience specifically built for the PlayStation system including greater draw distance and upgraded visual fidelity; new sitting and standing modes (including a new “Crouch” button for easier object inspection); enhanced navigation, locomotion and weapon tuning.

    The latest enhanced version of L.A. Noire is also available for PlayStation 4, featuring the complete original game and all downloadable content.

    Owners of L.A. Noire for PlayStation 4 will receive 25% off the purchase of L.A. Noire: The VR Case Files by clicking on the “Get VR Cases” selection in the console game’s main menu.

    Website: LINK

  • After The Fall Hits PS4 Next Year, From the Creators of Arizona Sunshine

    After The Fall Hits PS4 Next Year, From the Creators of Arizona Sunshine

    Reading Time: 2 minutes

    Hey everyone! Nick from Vertigo Games here – you may know us as the creators of Arizona Sunshine. Have you ever wanted to star in your own 80s post-apocalyptic cult classic? Then we are super excited to announce our biggest VR game yet: After The Fall, a multiplayer VR action shooter with co-op at its core. Check out the first gameplay footage in today’s trailer!

    Set in a frozen, post-apocalyptic Los Angeles, After The Fall pits you and up to three friends against unprecedented, huge waves of monstrous, undead creatures known as the Snowbreed. And when I say huge, I don’t just mean in numbers; you’ll be facing off against some of VR’s most colossal brutes and repulsive deformities.

    In an alternate 1980s, the age of decadence and delight, humanity started experimenting with a new type of designer drug to elevate the human potential beyond known limits. Meanwhile, the planet suffered: climate change ran hot and cold to extremes, resulting in a new ice age. To cope with the cold, people only consumed more drugs. This led to horrible mutations – the deadly Snowbreed. Now, 20 years later, Los Angeles lies in ruins and survivors are clinging to life in a frozen city roaming with mutated terrors.

    In your fight for survival you’ll wield a wide variety of weapons. Will you rush to the frontlines with your electrified knuckleduster and custom handgun ready to take down hordes of Snowbreed? Or would you rather stay back and use your hunting rifle with explosive ammo to take down the hulking brutes? It’s up to you.

    On top of this, you’ll unleash devastating attacks using crafted devices, such as a volley of missiles from a wrist-mounted ‘80s walkman-turned-rocket launcher. Crafting and customizing weapons and gear requires resources and blueprints found throughout the world, which you’ll take back to your basecamp for use.

    Speaking of basecamp; this is a shared hub where you’ll run into other players from all over the world, hang out and interact with them in VR, form a party of up to four players to go on new missions, and more. But you can also play the game by yourself – the difficulty will scale accordingly. Though I personally feel playing with friends is more fun, especially in VR!

    While our previous foray into VR shooting, Arizona Sunshine, is a somewhat slower paced survival experience, After The Fall is all about adrenaline-pumping action. It’s slated for release in 2020, and I can’t wait for you folks to play it. We’ll be back at PS Blog with more announcements soon!

    Website: LINK

  • Gorn Battles to PS VR This Winter

    Gorn Battles to PS VR This Winter

    Reading Time: 2 minutes

    You’ve asked on our livestreams. You’ve asked in our forums. You’ve even asked our artists on Twitter. You’ve asked so many times that our Community Manager wakes up in cold sweats. Now, the time has finally come for us to answer. Free Lives, along with Devolver Digital, are excited to announce that Gorn will arrive on PS VR in Winter 2019. We’re working with the formidable team at 24Bit Games to bring the best possible version of the game to the platform. If you’re new to Gorn, here’s what you need to know.

    Gorn is a ludicrously violent VR gladiator simulator featuring a unique, fully physics-driven combat engine. It gives players the freedom to execute their most violent gladiatorial fantasies. Gorn is designed around intuitive gameplay, making it one of the best games for first time VR players. If you think you can smash it or bash it or throw it, you probably can. The game is intended to be as ‘pick up and play’ as possible. It’s this intuitive design — along with hilarious, over-the-top, action packed gameplay — that has made Gorn a VR staple.

    There are many different ways to play Gorn, and discovering new tricks and techniques can be some of the most fun in the game. Players progress through levels of the prison cell, fighting the Emperor’s champions along the way. The game culminates in an epic final battle that puts your wits and reflexes to the test. Gorn also features a custom arena, where you can tweak the parameters of the fight. Adjust the power of gravity, your size, the size of your enemies, or the amount of armor they wear. You can even battle skeletons by adjusting the ‘spooky’ setting. To ensure that gore averse players can also enjoy the game, Gorn includes a Piñata mode that turns gladiators into colorful, candy stuffed enemies.

    We can’t wait to see your ridiculous combos and brutal hits when Gorn releases on PS VR later this year. Thank you to the PlayStation team and community for your interest in our game. We look forward to sharing it with you.

    Website: LINK

  • Girls Make Games: Demo Day 2019 Winner, Event Recap

    Girls Make Games: Demo Day 2019 Winner, Event Recap

    Reading Time: 5 minutes

    “Girls don’t like playing video games.” It’s time to get rid of this age-old myth.

    Numbers don’t lie and if you look at the stats, about 46% of the U.S. gamer population is female. There are lots of reasons this misconception exists, but thankfully, there has been a shift in recent years, where more and more women have begun finding their voice and flourishing to prove this myth wrong. And it all starts at a young age. That’s where Girls Make Games steps in.

    My name is Laila Shabir and I am the founder of Girls Make Games. Five years ago I started out on a mission to show young women around the world that there’s a place for them in gaming.

    In 2014, we launched , a summer camp for teaching young women game development and offering them a home to express their shared love of playing and creating video games. I’m reminded of a time when I spoke to a mother after camp and she told me that her daughter came home after the first day and enthusiastically cheered, “Mom, I found my people!” We continue to hear the same years later.

    Now, five years later, we just wrapped up our biggest summer camp season to date and it all culminated at the end with “Demo Day.” This was the chance for the top five teams from around the nation to come together at PlayStation’s headquarters in San Mateo, California, and present their demos to a panel of industry leaders: Shawn Layden, Chairman of Sony Interactive Entertainment Worldwide Studios; Siobhan Reddy, Co-Founder and Studio Director, Media Molecule; Helen Chiang, Head of Minecraft Franchise; Reiko Ninomiya, Director, Product Localization, Nintendo; and Deepthi Menon, SVP, Words with Friends at Zynga.

    “What I enjoyed most was having fun at the camp and everyone being so nice,” said Team Banana, one of this year’s five finalist teams. “We really liked making new friends and playing video games.”

    Team Atlantis even found ways around summer vacation time and made it a point to balance their work with fun, “When people started going on vacation that was hard to communicate but we had a shared google doc so we could keep track of our game and work that needed to get done. But all 4 of us were, I think, very focused on getting what we need to get done and then taking pause and then finding time to goof off.”

    But through the fun and games, these GMG campers knew that they had work to do and overcome unexpected obstacles along the way. “I think the hardest thing was making the planting tree mechanic because I worked on that so I stayed in on break and just focused on that…and not goofing around,” team GG told me.

    Team Short Stack had loading errors when trying to complete their demo. “I think the hardest thing for me was my computer and Stencyl (game engine) bugging out and having to restart my computer a lot. I really owe it to my team for just keeping at it, not stressing about it, not trying to think about it, and just trying to get it done.”

    While at Demo Day each of these team presented their projects and competed for the Grand Prize – having their game developed professionally Kickstarted and published!

    [youtube https://www.youtube.com/watch?v=zBO1O9pjkAw&w=1032&h=581]

    This year’s Grand Prize winning team? Team Atlantis with their original game, What They Don’t Sea. In WTDS you play as a marine researcher with the Rachel Carson Research Organization, RCRO, who has been sent to collect samples of a special kelp for an alternative energy project.

    When asked about the inspiration for the game, the team said they were inspired by their collective fears of deep oceans and the mysterious creatures that live there, and their love for beautiful art. Team members Twyla, Catie, Claire and Riley contributed to the game’s development, including art, animation, and programming. They even made their own sound effects — the sound of air bubbles, for example, came from playing around with a faucet in the sink at camp!

    Demo Day was a massive success for all of this year’s contestants. After the celebration and fanfare died down, I asked Team Atlantis if they could share a piece of advice for aspiring game makers out there. “PLAN!” they responded. “Start out knowing approximately what you’re doing before you start on anything. Get the mechanics of what you want down and figure out what you are willing to cut off.

    “Work as a team,” they continued, “because you can’t really make a game by yourself. You can’t come up with all the ideas. There might be some really good ideas your team members have, so don’t shut people down, just listen to them. The more the merrier — if you incorporate other voices into your game it’s cooler and it’s just a more unique idea.”

    Every year, I’m blown away by the creativity and originality of the games created, and simultaneously filled with hope for the future of the industry.

    Registration for 2020 summer camps will open in November, and we offer up to 100% need-based financial assistance thanks to GMG’s generous sponsors. If you’re unable to join us at one of our 10 locations, you can still get your feet wet with game dev tutorials (Unity and Stencyl) available on the .

    Website: LINK

  • 10,000 sticker pack giveaway

    10,000 sticker pack giveaway

    Reading Time: 2 minutes

    UPDATE: all 10,000 sticker packs have now been claimed. We honestly didn’t think these would go so quickly. If you’re in a different time zone to us and reading this later during your day, we’re sorry you missed out. We’ll see whether we can run another giveaway in the future at a time that’s better suited for community members in other time zones.

    Would you like a Raspberry Pi sticker pack? We’re giving away a whopping 10,000 sticker packs to the first 10,000 people who fill in the form at the bottom of this post.

    But before you do that, please read the following guidelines.

    Giveaway guidelines

    Please:

    • Only fill in the form once, to give as many people as possible the chance to get their hands on a sticker pack. We will ignore duplicate entries.
    • Fill in all the boxes, otherwise we may not be able to get your sticker pack to you.
    • Include your email address so we can follow up with you if we encounter issues with postage. We won’t use your email address for any other reason.
    • Include a postal address you will have access to for at least the next two months, since it may take up to two months for the sticker pack to reach you.
    • All entries must be submitted by 1 September 2019.

    We’ll only use your details for this giveaway. All data you enter into the form will be permanently deleted after two months.

    It may take until 15 October for your sticker pack to reach you. Please do not contact us before that date to enquire about your stickers.

    Website: LINK

  • Recreate the sprite-following Options from Gradius using Python | Wireframe issue 16

    Recreate the sprite-following Options from Gradius using Python | Wireframe issue 16

    Reading Time: 4 minutes

    Learn how to create game objects that follow the path of the main player sprite. Raspberry Pi’s own Rik Cross explains all.

    Options first appeared in 1985’s Gradius, but became a mainstay of numerous sequels and spin-offs, including the Salamander and Parodius series of games.

    Gradius

    First released by Konami in 1985, Gradius pushed the boundaries of the shoot-’em-up genre with its varied level design, dramatic boss fights, and innovative power-up system.

    One of the most memorable of its power-ups was the Option — a small, drone-like blob that followed the player’s ship and effectively doubled its firepower.

    By collecting more power-ups, it was possible to gather a cluster of death-dealing Options, which obediently moved wherever the player moved.

    Recreate sprite-following in Python

    There are a few different ways of recreating Gradius’ sprite-following, but in this article, I’ll show you a simple implementation that uses the player’s ‘position history’ to place other following items on the screen. As always, I’ll be using Python and Pygame to recreate this effect, and I’ll be making use of a spaceship image created by ‘pitrizzo’ from opengameart.org.

    The first thing to do is to create a spaceship and a list of ‘power-up’ objects. Storing the power-ups in a list allows us to perform a simple calculation on a power-up to determine its position, as you’ll see later. As we’ll be iterating through the power-ups stored in a list, there’s no need to create a separate variable for each. Instead, we can use list comprehension to create the power-ups:

    powerups = [Actor(‘powerup’) for p in range(3)]

    The player’s position history will be a list of previous positions, stored as a list of (x,y) tuples. Each time the player’s position changes, the new position is added to the front of the list (as the new first element). We only need to know the spaceship’s recent position history, so the list is also truncated to only contain the 100 most recent positions. Although not necessary, the following code can be added to allow you to see a selection (in this case every fifth) of these previous positions:

    for p in previouspositions[::5]:

    screen.draw.filled_circle(p, 2, (255,0,0))

    Plotting the spaceship’s position history.

    Each frame of the game, this position list is used to place each of the power-ups. In our Gradius-like example, we need each of these objects to follow the player’s spaceship in a line, as if moving together in a single-file queue. To achieve this effect, a power-up’s position is determined by its position in the power-ups list, with the first power-up in the list taking up a position nearest to the player. In Python, using enumerate when iterating through a list allows us to get the power-up’s position in the list, which can then be used to determine which position in the player’s position history to use.

    newposition = previouspositions[(i+1)*20]

    So, the first power-up in the list (element 0 in the list) is placed at the coordinates of the twentieth ((0+1)*20) position in the spaceship’s history, the second power-up at the fourtieth position, and so on. Using this simple calculation, elements are equally spaced along the spaceship’s previous path. The only thing to be careful of here is that you have enough items in the position history for the number of items you want to follow the player!

    Power-ups following a player sprite, using the player’s position history.

    This leaves one more question to answer; where do we place these power-ups initially, when the spaceship has no position history? There are a few different ways of solving this problem, but the simplest is just to generate a fictitious position history at the beginning of the game. As I want power-ups to be lined up behind the spaceship initially, I again used list comprehension

    to generate a list of 100 positions with ever-decreasing x-coordinates.

    previouspositions = [(spaceship.x - i*spaceship.speed,spaceship.y) for i in range(100)]

    With an initial spaceship position of (400,400) and a spaceship.speed of 4, this means the list will initially contain the following coordinates:

    previouspositions = [(400,400),(396,400),(392,400),(388,400),...]

    Storing our player’s previous position history has allowed us to create path-following power-ups with very little code. The idea of storing an object’s history can have very powerful applications. For example, a paint program could store previous commands that have been executed, and include an ‘undo’ button that can work backwards through the commands.

    Here’s Rik’s code, which recreates those sprite-following Options in Python. To get it running on your system, you’ll first need to install Pygame Zero. And to download the full code, go here.

    Get your copy of Wireframe issue 16

    You can read more features like this one in Wireframe issue 16, available now at Tesco, WHSmith, and all good independent UK newsagents.

    Or you can buy Wireframe directly from Raspberry Pi Press — delivery is available worldwide. And if you’d like a handy digital version of the magazine, you can also download issue 16 for free in PDF format.

    Make sure to follow Wireframe on Twitter and Facebook for updates and exclusive offers and giveaways. Subscribe on the Wireframe website to save up to 49% compared to newsstand pricing!

    Website: LINK

  • Recreate the sprite-following Options from Gradius using Python | Wireframe issue 16

    Recreate the sprite-following Options from Gradius using Python | Wireframe issue 16

    Reading Time: 4 minutes

    Learn how to create game objects that follow the path of the main player sprite. Raspberry Pi’s own Rik Cross explains all.

    Options first appeared in 1985’s Gradius, but became a mainstay of numerous sequels and spin-offs, including the Salamander and Parodius series of games.

    Gradius

    First released by Konami in 1985, Gradius pushed the boundaries of the shoot-’em-up genre with its varied level design, dramatic boss fights, and innovative power-up system.

    One of the most memorable of its power-ups was the Option — a small, drone-like blob that followed the player’s ship and effectively doubled its firepower.

    By collecting more power-ups, it was possible to gather a cluster of death-dealing Options, which obediently moved wherever the player moved.

    Recreate sprite-following in Python

    There are a few different ways of recreating Gradius’ sprite-following, but in this article, I’ll show you a simple implementation that uses the player’s ‘position history’ to place other following items on the screen. As always, I’ll be using Python and Pygame to recreate this effect, and I’ll be making use of a spaceship image created by ‘pitrizzo’ from opengameart.org.

    The first thing to do is to create a spaceship and a list of ‘power-up’ objects. Storing the power-ups in a list allows us to perform a simple calculation on a power-up to determine its position, as you’ll see later. As we’ll be iterating through the power-ups stored in a list, there’s no need to create a separate variable for each. Instead, we can use list comprehension to create the power-ups:

    powerups = [Actor(‘powerup’) for p in range(3)]

    The player’s position history will be a list of previous positions, stored as a list of (x,y) tuples. Each time the player’s position changes, the new position is added to the front of the list (as the new first element). We only need to know the spaceship’s recent position history, so the list is also truncated to only contain the 100 most recent positions. Although not necessary, the following code can be added to allow you to see a selection (in this case every fifth) of these previous positions:

    for p in previouspositions[::5]:

    screen.draw.filled_circle(p, 2, (255,0,0))

    Plotting the spaceship’s position history.

    Each frame of the game, this position list is used to place each of the power-ups. In our Gradius-like example, we need each of these objects to follow the player’s spaceship in a line, as if moving together in a single-file queue. To achieve this effect, a power-up’s position is determined by its position in the power-ups list, with the first power-up in the list taking up a position nearest to the player. In Python, using enumerate when iterating through a list allows us to get the power-up’s position in the list, which can then be used to determine which position in the player’s position history to use.

    newposition = previouspositions[(i+1)*20]

    So, the first power-up in the list (element 0 in the list) is placed at the coordinates of the twentieth ((0+1)*20) position in the spaceship’s history, the second power-up at the fourtieth position, and so on. Using this simple calculation, elements are equally spaced along the spaceship’s previous path. The only thing to be careful of here is that you have enough items in the position history for the number of items you want to follow the player!

    Power-ups following a player sprite, using the player’s position history.

    This leaves one more question to answer; where do we place these power-ups initially, when the spaceship has no position history? There are a few different ways of solving this problem, but the simplest is just to generate a fictitious position history at the beginning of the game. As I want power-ups to be lined up behind the spaceship initially, I again used list comprehension

    to generate a list of 100 positions with ever-decreasing x-coordinates.

    previouspositions = [(spaceship.x - i*spaceship.speed,spaceship.y) for i in range(100)]

    With an initial spaceship position of (400,400) and a spaceship.speed of 4, this means the list will initially contain the following coordinates:

    previouspositions = [(400,400),(396,400),(392,400),(388,400),...]

    Storing our player’s previous position history has allowed us to create path-following power-ups with very little code. The idea of storing an object’s history can have very powerful applications. For example, a paint program could store previous commands that have been executed, and include an ‘undo’ button that can work backwards through the commands.

    Here’s Rik’s code, which recreates those sprite-following Options in Python. To get it running on your system, you’ll first need to install Pygame Zero. And to download the full code, go here.

    Get your copy of Wireframe issue 16

    You can read more features like this one in Wireframe issue 16, available now at Tesco, WHSmith, and all good independent UK newsagents.

    Or you can buy Wireframe directly from Raspberry Pi Press — delivery is available worldwide. And if you’d like a handy digital version of the magazine, you can also download issue 16 for free in PDF format.

    Make sure to follow Wireframe on Twitter and Facebook for updates and exclusive offers and giveaways. Subscribe on the Wireframe website to save up to 49% compared to newsstand pricing!

    Website: LINK

  • Recreate the sprite-following Options from Gradius using Python | Wireframe issue 16

    Recreate the sprite-following Options from Gradius using Python | Wireframe issue 16

    Reading Time: 4 minutes

    Learn how to create game objects that follow the path of the main player sprite. Raspberry Pi’s own Rik Cross explains all.

    Options first appeared in 1985’s Gradius, but became a mainstay of numerous sequels and spin-offs, including the Salamander and Parodius series of games.

    Gradius

    First released by Konami in 1985, Gradius pushed the boundaries of the shoot-’em-up genre with its varied level design, dramatic boss fights, and innovative power-up system.

    One of the most memorable of its power-ups was the Option — a small, drone-like blob that followed the player’s ship and effectively doubled its firepower.

    By collecting more power-ups, it was possible to gather a cluster of death-dealing Options, which obediently moved wherever the player moved.

    Recreate sprite-following in Python

    There are a few different ways of recreating Gradius’ sprite-following, but in this article, I’ll show you a simple implementation that uses the player’s ‘position history’ to place other following items on the screen. As always, I’ll be using Python and Pygame to recreate this effect, and I’ll be making use of a spaceship image created by ‘pitrizzo’ from opengameart.org.

    The first thing to do is to create a spaceship and a list of ‘power-up’ objects. Storing the power-ups in a list allows us to perform a simple calculation on a power-up to determine its position, as you’ll see later. As we’ll be iterating through the power-ups stored in a list, there’s no need to create a separate variable for each. Instead, we can use list comprehension to create the power-ups:

    powerups = [Actor(‘powerup’) for p in range(3)]

    The player’s position history will be a list of previous positions, stored as a list of (x,y) tuples. Each time the player’s position changes, the new position is added to the front of the list (as the new first element). We only need to know the spaceship’s recent position history, so the list is also truncated to only contain the 100 most recent positions. Although not necessary, the following code can be added to allow you to see a selection (in this case every fifth) of these previous positions:

    for p in previouspositions[::5]:

    screen.draw.filled_circle(p, 2, (255,0,0))

    Plotting the spaceship’s position history.

    Each frame of the game, this position list is used to place each of the power-ups. In our Gradius-like example, we need each of these objects to follow the player’s spaceship in a line, as if moving together in a single-file queue. To achieve this effect, a power-up’s position is determined by its position in the power-ups list, with the first power-up in the list taking up a position nearest to the player. In Python, using enumerate when iterating through a list allows us to get the power-up’s position in the list, which can then be used to determine which position in the player’s position history to use.

    newposition = previouspositions[(i+1)*20]

    So, the first power-up in the list (element 0 in the list) is placed at the coordinates of the twentieth ((0+1)*20) position in the spaceship’s history, the second power-up at the fourtieth position, and so on. Using this simple calculation, elements are equally spaced along the spaceship’s previous path. The only thing to be careful of here is that you have enough items in the position history for the number of items you want to follow the player!

    Power-ups following a player sprite, using the player’s position history.

    This leaves one more question to answer; where do we place these power-ups initially, when the spaceship has no position history? There are a few different ways of solving this problem, but the simplest is just to generate a fictitious position history at the beginning of the game. As I want power-ups to be lined up behind the spaceship initially, I again used list comprehension

    to generate a list of 100 positions with ever-decreasing x-coordinates.

    previouspositions = [(spaceship.x - i*spaceship.speed,spaceship.y) for i in range(100)]

    With an initial spaceship position of (400,400) and a spaceship.speed of 4, this means the list will initially contain the following coordinates:

    previouspositions = [(400,400),(396,400),(392,400),(388,400),...]

    Storing our player’s previous position history has allowed us to create path-following power-ups with very little code. The idea of storing an object’s history can have very powerful applications. For example, a paint program could store previous commands that have been executed, and include an ‘undo’ button that can work backwards through the commands.

    Here’s Rik’s code, which recreates those sprite-following Options in Python. To get it running on your system, you’ll first need to install Pygame Zero. And to download the full code, go here.

    Get your copy of Wireframe issue 16

    You can read more features like this one in Wireframe issue 16, available now at Tesco, WHSmith, and all good independent UK newsagents.

    Or you can buy Wireframe directly from Raspberry Pi Press — delivery is available worldwide. And if you’d like a handy digital version of the magazine, you can also download issue 16 for free in PDF format.

    Make sure to follow Wireframe on Twitter and Facebook for updates and exclusive offers and giveaways. Subscribe on the Wireframe website to save up to 49% compared to newsstand pricing!

    Website: LINK

  • Recreate the sprite-following Options from Gradius using Python | Wireframe issue 16

    Recreate the sprite-following Options from Gradius using Python | Wireframe issue 16

    Reading Time: 4 minutes

    Learn how to create game objects that follow the path of the main player sprite. Raspberry Pi’s own Rik Cross explains all.

    Options first appeared in 1985’s Gradius, but became a mainstay of numerous sequels and spin-offs, including the Salamander and Parodius series of games.

    Gradius

    First released by Konami in 1985, Gradius pushed the boundaries of the shoot-’em-up genre with its varied level design, dramatic boss fights, and innovative power-up system.

    One of the most memorable of its power-ups was the Option — a small, drone-like blob that followed the player’s ship and effectively doubled its firepower.

    By collecting more power-ups, it was possible to gather a cluster of death-dealing Options, which obediently moved wherever the player moved.

    Recreate sprite-following in Python

    There are a few different ways of recreating Gradius’ sprite-following, but in this article, I’ll show you a simple implementation that uses the player’s ‘position history’ to place other following items on the screen. As always, I’ll be using Python and Pygame to recreate this effect, and I’ll be making use of a spaceship image created by ‘pitrizzo’ from opengameart.org.

    The first thing to do is to create a spaceship and a list of ‘power-up’ objects. Storing the power-ups in a list allows us to perform a simple calculation on a power-up to determine its position, as you’ll see later. As we’ll be iterating through the power-ups stored in a list, there’s no need to create a separate variable for each. Instead, we can use list comprehension to create the power-ups:

    powerups = [Actor(‘powerup’) for p in range(3)]

    The player’s position history will be a list of previous positions, stored as a list of (x,y) tuples. Each time the player’s position changes, the new position is added to the front of the list (as the new first element). We only need to know the spaceship’s recent position history, so the list is also truncated to only contain the 100 most recent positions. Although not necessary, the following code can be added to allow you to see a selection (in this case every fifth) of these previous positions:

    for p in previouspositions[::5]:

    screen.draw.filled_circle(p, 2, (255,0,0))

    Plotting the spaceship’s position history.

    Each frame of the game, this position list is used to place each of the power-ups. In our Gradius-like example, we need each of these objects to follow the player’s spaceship in a line, as if moving together in a single-file queue. To achieve this effect, a power-up’s position is determined by its position in the power-ups list, with the first power-up in the list taking up a position nearest to the player. In Python, using enumerate when iterating through a list allows us to get the power-up’s position in the list, which can then be used to determine which position in the player’s position history to use.

    newposition = previouspositions[(i+1)*20]

    So, the first power-up in the list (element 0 in the list) is placed at the coordinates of the twentieth ((0+1)*20) position in the spaceship’s history, the second power-up at the fourtieth position, and so on. Using this simple calculation, elements are equally spaced along the spaceship’s previous path. The only thing to be careful of here is that you have enough items in the position history for the number of items you want to follow the player!

    Power-ups following a player sprite, using the player’s position history.

    This leaves one more question to answer; where do we place these power-ups initially, when the spaceship has no position history? There are a few different ways of solving this problem, but the simplest is just to generate a fictitious position history at the beginning of the game. As I want power-ups to be lined up behind the spaceship initially, I again used list comprehension

    to generate a list of 100 positions with ever-decreasing x-coordinates.

    previouspositions = [(spaceship.x - i*spaceship.speed,spaceship.y) for i in range(100)]

    With an initial spaceship position of (400,400) and a spaceship.speed of 4, this means the list will initially contain the following coordinates:

    previouspositions = [(400,400),(396,400),(392,400),(388,400),...]

    Storing our player’s previous position history has allowed us to create path-following power-ups with very little code. The idea of storing an object’s history can have very powerful applications. For example, a paint program could store previous commands that have been executed, and include an ‘undo’ button that can work backwards through the commands.

    Here’s Rik’s code, which recreates those sprite-following Options in Python. To get it running on your system, you’ll first need to install Pygame Zero. And to download the full code, go here.

    Get your copy of Wireframe issue 16

    You can read more features like this one in Wireframe issue 16, available now at Tesco, WHSmith, and all good independent UK newsagents.

    Or you can buy Wireframe directly from Raspberry Pi Press — delivery is available worldwide. And if you’d like a handy digital version of the magazine, you can also download issue 16 for free in PDF format.

    Make sure to follow Wireframe on Twitter and Facebook for updates and exclusive offers and giveaways. Subscribe on the Wireframe website to save up to 49% compared to newsstand pricing!

    Website: LINK

  • We’re on holiday!

    We’re on holiday!

    Reading Time: < 1 minute

    It’s a bank holiday here in the UK, so we’re taking the day off to spend some time with our families. If you’re desperate to read some content, I’ve got good news for you: there are thousands of posts about the Raspberry Pi that you can leaf through right here. Head over to the archive and fill your boots!

    Normal service will resume tomorrow. In the meantime, here’s Hypnotoad so you can have something to look at.

    Website: LINK

  • PlayStation Blogcast 331: Despite All My Rage

    PlayStation Blogcast 331: Despite All My Rage

    Reading Time: 2 minutes

    Email us at blogcast@sony.com!

    Subscribe via iTunes, Spotify, Google or RSS, or download here


    Listen in to this week’s Blogcast for first thoughts on Rage 2 and A Plague Tale: Innocence, plus a lengthy discussion (we couldn’t help ourselves) about Game of Thrones and how we think it’ll all shake out. Crossing fingers for a happy ending!

    Stuff We Talked About

    • A Plague Tale: Innocence
    • Rage 2
    • Firewall Zero Hour
    • April’s top downloads
    • Mortal Kombat 11
    • Game of Thrones

    The Cast

    Official PlayStation Blogcast: Sid ShumanOfficial PlayStation Blogcast: Sid ShumanOfficial PlayStation Blogcast: Kristen ZitaniOfficial PlayStation Blogcast: Kristen ZitaniOfficial PlayStation Blogcast: Tim TuriOfficial PlayStation Blogcast: Tim Turi

    Sid Shuman – Director of Social Media, SIEA
    Kristen Zitani – Social Media Specialist, SIEA
    Tim Turi – Senior Social Media Specialist, SIEA


    Thanks to Cory Schmitz for our beautiful logo and Dormilón for our rad theme song and show music.

    [Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.]

    Website: LINK

  • We’re on a stamp!

    We’re on a stamp!

    Reading Time: 2 minutes

    The Royal Mail is issuing a series of six stamps celebrating 50 years of British Engineering this week (available from 2 May). We’re absolutely made up to be one of the engineering projects chosen: we’re in some exalted company.

    This series is also celebrating the 50th anniversary of the Royal Academy of Engineering’s MacRobert Award, which Raspberry Pi won in 2017. (I had had a baby what felt like about five minutes before the photos from the MacRobert Award presentation ceremony were taken, so please don’t judge.) The Raspberry Pi stamp sits alongside stamps featuring the Falkirk Wheel, catalytic converters, Crossrail, CT scanners, and synthetic bone grafts. We don’t envy the people having to make the choices about what to put on stamps like this: how do you sift through fifty years of great engineering in a country like Great Britain that produces so much to admire? We’re very proud to have been included — and we’re buying a huge stack of them to use on all our post for the foreseeable future.

    You can buy your own presentation pack at the Royal Mail website (or at Post Offices) from Wednesday 2 May; or you can pre-order now. We’re a little sad that British stamps now come with a sticky back, so we won’t be able to imagine all of you gently licking the back of a Raspberry Pi, but otherwise we’re absolutely made up.

    Website: LINK

  • Scan objects in 3D with this Arduino-controlled photogrammetry rig

    Scan objects in 3D with this Arduino-controlled photogrammetry rig

    Reading Time: 2 minutes

    Scan objects in 3D with this Arduino-controlled photogrammetry rig

    Arduino TeamApril 25th, 2019

    Pictures can be a great way to record an object or project, but typically only does so in one perspective. In order to capture things in three dimensions, you’ll need to be able to snap multiple photos and stitch them together with software.

    To take all the photos required for this process, “thomas_openscan” has come up with an automated device that rotates the object as needed, allowing him to capture images using a DSLR camera or even smartphone.

    An early prototype is shown here, which actually moves a phone around the scanned object. The later, more refined version manipulates the object itself using an Arduino Nano and a pair of drivers to control a pair of bipolar stepper motors. 

    More information is available here and over on Thingiverse, and can be purchased or built depending on your needs.

    Website: LINK

  • Announcing Raising Kratos, a God of War Documentary

    Announcing Raising Kratos, a God of War Documentary

    Reading Time: 3 minutes

    “Doubt is the demon that lives in the ear of every person in this industry…” — Cory Barlog

    It’s only fitting on the one-year Anniversary, we’re excited to share this peak behind the curtain of God of War’s very own Santa Monica Studio with a trailer for our upcoming film, Raising Kratos. This full-length feature documentary, coming very soon to PlayStation YouTube, is an exploration into the massive undertaking it took to change the course of the God of War franchise.

    More importantly, this is the first time PlayStation took a chance in telling a story about the ‘People’ who created this work of art. After nearly three years in production, and 400 hours of footage, please follow this cinematic journey of second chances rooted in family, sacrifice, struggle, and doubt.

    The ultimate goal was to go beyond a ‘making of’ piece and dig deeper into the experiences of those who spend relentless time and effort into making something great. All creative endeavors, especially those of this magnitude, require an incredible amount of dedication and focus that constantly toe the fine line that separates both success and failure. The hope is that once people see the experience of Santa Monica Studio unfold on the screen, they will recognize the undying passion for their work and the incredible respect they have for their craft. For God of War specifically, the fans have shown a great deal of love and loyalty which has earned them an everlasting seat at the Santa Monica Studio family table.

    We are extremely proud to share this window into a very long journey with those who celebrate God of War as much as we do, as well as those who will discover us soon.

    Website: LINK

  • PlayStation Blogcast 328: Freaker Weird

    PlayStation Blogcast 328: Freaker Weird

    Reading Time: 2 minutes

    Email us at blogcast@sony.com!

    Subscribe via iTunes, Spotify, Google or RSS, or download here


    Days Gone is almost here! We invite product VP Connie Booth to give us a quick history lesson on PlayStation’s Worldwide Studios and learn more about what the gang at Bend Studio have in store. Plus: new releases for the week of April 22, 2019 and plenty of nerdy gamer talk. As usual. Oh, and at the very end, stay tuned for some bonus Game of Thrones chatter. Because, you know.

    Stuff We Talked About

    • Mortal Kombat 11
    • Days Gone
    • Deltarune
    • Jupiter and Mars
    • Game of Thrones
    • Sekiro: Shadows Die Twice
    • Apex Legends

    The Cast

    Official PlayStation Blogcast: Sid ShumanOfficial PlayStation Blogcast: Sid ShumanOfficial PlayStation Blogcast: Kristen ZitaniOfficial PlayStation Blogcast: Kristen ZitaniOfficial PlayStation Blogcast: Tim TuriOfficial PlayStation Blogcast: Tim Turi

    Sid Shuman – Director of Social Media, SIEA
    Kristen Zitani – Social Media Specialist, SIEA
    Tim Turi – Senior Social Media Specialist, SIEA


    Thanks to Cory Schmitz for our beautiful logo and Dormilón for our rad theme song and show music.

    [Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.]

    Website: LINK

  • Witness Elaborate Rage 2 C-C-C-Combo Mastery in New Trailer

    Witness Elaborate Rage 2 C-C-C-Combo Mastery in New Trailer

    Reading Time: 3 minutes

    Think of all your weapons and superpowers in Rage 2 as ingredients in a zesty recipe. You’ve assembled all the fixings you need for a kickass cake (or pie, if you’re a pie person), and now it’s time to blend them together into some beautiful and devastating combos. These little combo cakes (or pies) will be your key to mastering combat and becoming a wasteland superhero when Rage 2 launches on PS4 on May 14.

    First, feast your eyes on the carnage that your outlandish weapons and abilities can cause in Rage 2 in the new trailer above, then dig deeper into the gameplay details to discover how to pull off these stunts yourself.

    Between all of the weapons, abilities, equipment, and upgrades, the list of potential lethal combos is huge and bloody. The combat team at Avalanche Studios offered up some of their favorites for beginners:

    • Want to send enemies and objects hurtling through the atmosphere? The Shatter ability, the Shotgun’s alt-fire mode, and the Grav-Dart Launcher are all great tools. Try launching enemies into walls for epic gibbing, or into other enemies to knock them over. For even more messy fun, try launching explosive objects into groups of enemies.
    • The Barrier is perfect for protection in heated moments, but it’s not solely a defensive tool. Add the Touch of Death upgrade, then use the Vortex as an easy tool to pull enemies into your lethal Barrier and watch them get turned into gnarly bits of mincemeat.
    • The Vortex can be used as a simple crowd control tool, but it’s also perfect for setting up combos. Let the Vortex launch you into the air to maximize the power of Slam, or cook and toss a grenade into a Vortex while it pulls enemies together, allowing you to catch all of them in one explosion.
    • Incorporate the Phoenix into your combos and really make an entrance. While traveling at top speed, eject from the Phoenix and Slam directly down on top of a group of enemies. The added height from the ejection will give your Slam a little extra oomph for a little extra eww when you wreck shop.

    Once you’re familiar with the basics, the Avalanche team suggests trying this advanced, gravity-defying combo:

    • Launch yourself into the air by stepping into a Vortex
    • Grav-Jump from mid-air to get even higher
    • Take out a few enemies with your weapon while staying airborne with the Float upgrade for Grav-Jump
    • Do an aerial Dash to place yourself above a group of enemies
    • Perform a Slam from great height to send enemies flying (or just outright smush them)

    Stringing together combos is the easiest way to fill your Overdrive meter and turn the tide of battle. Not only does Overdrive push all your weapons beyond their physical limits, it also restores your health, making it a crucial part of maintaining control in a fight. Master your weapons and abilities, get creative with combos, and become a wasteland superhero on May 14.

    Website: LINK

  • Win a Raspberry Pi 3B+ and signed case this Pi Day 2019

    Win a Raspberry Pi 3B+ and signed case this Pi Day 2019

    Reading Time: < 1 minute

    Happy Pi Day, everyone!

    What is Pi Day, we hear you ask? Today, people who use the date format ‘month/day/year’ celebrate that the date forms the first three digits of Pi: 3.14!

    In celebration of Pi Day, we’re running a Raspberry Pi 3B+ live stream on YouTube — hours upon hours of our favourite Pi in all its glorious wonderment.

    PI DAY 2019

    Celebrate Pi Day with us by watching this Pi

    At some point today, we’re going to add a unique hashtag to this live stream, and anyone who uses said hashtag on Instagram and/or Twitter* before midnight tonight (GMT) will be entered into a draw to win a Raspberry Pi Model 3B+ and an official case signed by Eben Upton himself.

    Raspberry Pi - PI Day 2019

    So sit back, relax, and enjoy the most pointless, most wonderful live stream to ever grace the realm of YouTube!

    *Those of you who don’t have a Twitter or Instagram account can also comment here with the hashtag.

    Website: LINK