Schlagwort: video games

  • LittleZone is a tribute to the 1980 video game Battlezone

    LittleZone is a tribute to the 1980 video game Battlezone

    Reading Time: 2 minutes

    Arduino TeamJune 6th, 2022

    Back in 1980, the video game Battlezone was released, and it marked a major advancement in the world of computer graphics since it was the first game with a 3D first-person perspective. In it, the player must pilot a tank around a battlefield and fire at targets in an attempt to rack up the highest score possible. So as a way to commemorate the groundbreaking game, Mark Wilson created an approximation that runs on an Arduino Uno.

    Wilson has previous experience with vector graphics on embedded targets, as evidenced by his work on ElitePetite, an approximation of the loading screens from Acornsoft’s Elite game. Based on prior effort, he started the project by attempting to reverse engineer the original 6502 assembly and replicate its behavior. This process was a challenge owing to the complexity of the code, but after designing a clever sparse pixel encoding algorithm, the game could be completed, albeit with some minor graphical problems that appear when the game is being displayed on the attached 320×240 LCD shield.

    Wilson’s LittleZone project is an impressive feat that showcases how 3D graphics with a first-person perspective can be generated. And although some features have not yet been implemented, it’s still a very well-done tribute to Battlezone.

    For more details on how Wilson designed this project, be sure read his Hackaday.io write-up here and watch his demo below!

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

    Website: LINK

  • Play SNES SPC audio files from your browser using original hardware and Arduino

    Play SNES SPC audio files from your browser using original hardware and Arduino

    Reading Time: 2 minutes

    Arduino TeamAugust 9th, 2021

    Listening to those classic 16-bit sounds from the ’90s video game era brings back a wave of nostalgia for those who grew up with a console. On the Super Nintendo Entertainment System, outputting sound was accomplished by an integrated circuit called the SNES Audio Processing Unit (APU for short), which was responsible for taking SNES SPC files and transforming them into waveforms. Mauri Mustonen — who goes by Kazooie on YouTube — wanted to isolate this chip to play authentic music from his favorite tracks on his browser without needing to boot up the entire SNES console. 

    The system he came up with has an Arduino Micro at its heart that is connected to the SNES APU via series of wires. Some of these links are for putting the APU into read or write mode, while others set the desired port and address for where the song data should be written. Data is sent or received over a set of eight parallel data lines. 

    There is a web-based frontend written in Python that allows a user to select their songs of choice, which are transferred to the Arduino over USB and then sent to the APU via its parallel lines. From there, the IC runs a bootloader that begins playing the audio files. 

    You can read more about how this system works and check out the code here on GitHub, or you can see Mustonen’s demo video below.

    [youtube https://www.youtube.com/watch?v=2sleZUMQwSA?feature=oembed&w=500&h=281]

    Website: LINK

  • Play Call of Duty with a Raspberry Pi-powered Nerf gun

    Play Call of Duty with a Raspberry Pi-powered Nerf gun

    Reading Time: 2 minutes

    YouTuber Alfredo Sequeida turned a Nerf gun into a controller for playing Call of Duty: Warzone. This is a fun-looking modification project, but some serious coding went into the process.

    [youtube https://www.youtube.com/watch?v=ld0Pcy6F-3g?feature=oembed&w=500&h=281]

    Head to the 13-minute mark for an in-game demonstration

    Trigger happy

    Funnily enough, the Nerf gun that Alfredo chose was a special edition Fortnite model. This irked him as a Call of Duty player, but this model had the most potential to accommodate the modifications he knew he wanted.

    mini screen embedded on nerf gun
    The screen is an old Android phone which lends its accelerometer to the project

    The controller uses the Nerf gun’s original trigger. Alfredo designed extra 3D-printed buttons (white dots on the far right) to let him perform more in-game actions like moving, plating, and jumping.

    Software

    A Raspberry Pi 4 powers the whole thing, running Python scripts Alfredo wrote for both the Raspberry Pi and his gaming PC. Here’s all the code on GitHub.

    Gameplay movement is controlled by getting accelerometer data via the command-line tool ADB logcat from an old Nexus 5 Android phone that’s mounted on the Nerf gun. The data is logged using a custom app Alfredo made on Android Studio.

    raspberry pi embedded in nerf gun
    A Raspberry Pi 4 wired up to all the buttons on the other side of the Nerf gun

    Part of the action

    The controller’s design makes players feel part of the action as their Call of Duty operator scouts around locations. It’s a much more immersive experience than holding an ordinary game controller in your lap or tapping away at a PC keyboard. Alfredo even plays standing up now his NERF gun controller is in action. He might as well be on a real life Special Ops mission.

    call of duty POV game play
    The Nerf gun complements the gameplay view that Call of Duty players have

    More Call of Duty mod ideas…

    So what’s next, Alfredo? We vote you make some modded night vision googles out of an old Viewmaster toy. That’ll totally work, right?

    woman holding a view master toy up to her face to look through it
    I am 90% sure young Alfredo doesn’t know what a Viewmaster is (even I had to Google it)

    Website: LINK

  • Digital Making at Home: Making games

    Digital Making at Home: Making games

    Reading Time: 4 minutes

    When you’re part of the Raspberry Pi Foundation community, you’re a part of a global family of young creators who bring things to life with the power of digital making. We imagine that, given the current changes we’re all navigating, there are probably more of you who are interested in creating new and exciting things at home. And we want to help you! One of the best things we can do right now is to tap into what connects us as a community, and that’s digital making. So, welcome to Digital Making at Home from the Raspberry Pi Foundation!

    Welcome to Digital Making at Home from the Raspberry Pi Foundation

    Subscribe to our YouTube channel: http://rpf.io/ytsub Help us reach a wider audience by translating our video content: http://rpf.io/yttranslate Buy a Raspbe…

    What is Digital Making at Home?

    Whether you wrote your first line of code years ago or minutes ago, or you’ve yet to get started, with Digital Making at Home we’re inviting you on a digital making adventure each week.

    Digital Making at Home from the Raspberry Pi Foundation V1

    At the start of each week, we will share a theme that’s designed to jumpstart your journey of creative expression and problem solving where you create a digital making project you’re proud of. Every week, we’ll have code-along videos led by people from our team. They will walk you through projects from our free projects collection, to give you a place to start and a friendly face to accompany you!

    a girl using Scratch on a laptop at home

    For those of you whose mother language isn’t English, our free project guides are available in up to 30 languages so far.

    Share your digital making project with us!

    Each week, when you’ve made something you love using digital making, you can share it with us! Just make sure you have your parent’s or guardian’s permissions first. Then share your project by filling out this form. You might find one of your projects featured in a future blog post for the whole community to see, but no matter what, we want to see what you created!

    Just because we’re all at home, that doesn’t mean we can’t create together, so let’s kick off Digital Making at Home with this week’s theme:

    This week, we’re making games

    Playing a game is a fun way to pass the time, but why not take it to the next level and make your own game? This week, we invite you to create a game that you can play with your friends and family!

    Let your imagination run free, and if you’re not sure where to start, here are three code-along videos to help you.

    Beginner level

    If you’re new to coding, we want to introduce you to Scratch, a block-based coding language that is perfect to start with.

    Try out Archery, led by Mr C and his sidekick Xavier:

    Digital Making at Home – [Archery] (beginner)

    Subscribe to our YouTube channel: http://rpf.io/ytsub Help us reach a wider audience by translating our video content: http://rpf.io/yttranslate Buy a Raspbe…

    Go to the free Archery project guide (also available in Polish).

    Intermediate level

    If you’re looking to go beyond the Scratch surface, dive a little deeper into the coding language with.

    Try out CATS!, led by Christina:

    Digital Making at Home – [Cats] (intermediate)

    Subscribe to our YouTube channel: http://rpf.io/ytsub Help us reach a wider audience by translating our video content: http://rpf.io/yttranslate Buy a Raspbe…

    Go to the free CATS! project guide (available in 30 languages).

    Advanced level

    If you’re all Scratched out, move on to Python, a text-based coding language, to take things up a notch.

    Try out Turtle Race, led by Marc:

    Digital Making at Home – [Turtle Race] (advanced)

    Subscribe to our YouTube channel: http://rpf.io/ytsub Help us reach a wider audience by translating our video content: http://rpf.io/yttranslate Buy a Raspbe…

    Go to the free Turtle Race project guide (available in 16 languages).

    More inspiration for making games

    If you’re creating a game in Scratch, check out the extra videos from Mr C in the ‘Digital Making at Home: Making games’ playlist. These will show you how to add a timer, or a score, or a game over message, or a cool starter screen to any Scratch game!

    A girl with her Scratch project

    And if you’re into Python coding and hungry for more creative inspiration, we’ve got you covered. Our own Wireframe magazine, which you can download for free, has a ton of resources about making games. The magazine’s Source Code series shows you how to recreate an aspect of a classic game with a snippet of Python code, and you can read articles from that series on the Raspberry Pi blog. And if that’s still not enough, take a look at our Code the Classics book, which you can also download for free!

    Alright friends, you’ve got all you need, so let’s get digital making!

    Share your feedback

    We’d love to know what you think of Digital Making at Home, so that we can make it better for you! Let us know your thoughts by filling in this form.

    Website: LINK

  • Build your own first-person shooter in Unity

    Build your own first-person shooter in Unity

    Reading Time: 3 minutes

    Raspberry Pi Press is back with a new publication: this time, it’s Wireframe’s time to shine, with Build Your Own First-Person Shooter in Unity.

    BUILD YOUR OWN first-person shooter game in Unity || Wireframe magazine

    Ever fancied creating your own first-person shooter game? Now you can with Wireframe’s brand new, 140-page bookazine, which positively heaves with tutorials and advice from expert video game developers!

    Could you build a video game?

    We’ve all had that moment of asking ourselves, “I wonder if I could do this?” when playing a video game. Whether as a child racing friends in Mario Kart, or in more recent years with vast open-world masterpieces, if you like games, you’ve probably thought about designing and building your own.

    So, why don’t you?

    With the latest publication from Wireframe and Raspberry Pi Press, you can learn how to use Unity, free software available to download online, to create your very own first-person shooter. You could build something reminiscent of DOOM, Wolfenstein, and all the other games you tried to convince your parents you were old enough to play when you really weren’t (who knew blurry, pixelated blood could be so terrifying?).

    Build Your Own First-Person Shooter in Unity

    Build Your Own First-Person Shooter in Unity leads you step-by-step through the process of making the game Zombie Panic – a frenetic battle for survival inside a castle heaving with the undead.

    You’ll learn how to set up and use all the free software you’ll need, make enemies that follow and attack the player, create and texture 3D character models, and design levels with locked doors and keys.

    You’ll also get tips and advice from experts, allowing you to progress your game making beyond the tutorials in the book.

    Get your copy now!

    Build Your Own First-Person Shooter in Unity is available now from the Raspberry Pi Press online store with free worldwide shipping, from the Raspberry Pi Store in Cambridge, and as a free download from the Wireframe website.

    Wait, a free download?

    Yup, you read correctly. Build Your Own First-Person Shooter in Unity can be downloaded for free as a PDF from the Wireframe website. We release free PDF versions of our books and magazines on the day they’re published; it means as many people as possible can get their hands on high-quality, up-to-date information about computing, programming and making.

    However, when you buy our publications, you help us produce more great content, and you support the work of the Raspberry Pi Foundation to bring computing and digital making to people all over the world. We offer a variety of subscription options, including some terrific free gifts. And we make sure our publications are printed to feel good in your hands and look good on your bookshelf.

    So, buy Build Your Own First-Person Shooter in Unity if you can – thank you, you’re amazing! And if not, grab the free PDF. Whichever you choose, we hope you make an awesome game. Don’t forget to share it with us on our social media channels.

    Website: LINK

  • PlayStation Blogcast 352: Can You Dig It?

    PlayStation Blogcast 352: Can You Dig It?

    Reading Time: 2 minutes

    Email us at blogcast@sony.com!

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


    On this week’s Blogcast, we interview Sean Velasco of Yacht Club Games about Shovel Knight: King of Cards and Shovel Knight Showdown! Then, we we dig into some hard-hitting listener letters that send at least one of us spiraling into an existential crisis. Enjoy!

    Stuff We Talked About

    • Next week’s big Shovel Knight update!
    • Our big #25YearOfPlay celebration
    • Death Stranding
    • Gris
    • Life is Strange Episode 5
    • Best game pairings?
    • Freezing time vs. not sleeping

    The Cast

    Official PlayStation Blogcast: Justin MassongillOfficial PlayStation Blogcast: Justin MassongillOfficial PlayStation Blogcast: Kristen ZitaniOfficial PlayStation Blogcast: Kristen ZitaniOfficial PlayStation Blogcast: Tim TuriOfficial PlayStation Blogcast: Tim Turi

    Justin Massongill – Social Media Manager, 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

  • Worlds Collide – A Santa Monica Studio Limited Podcast Miniseries

    Worlds Collide – A Santa Monica Studio Limited Podcast Miniseries

    Reading Time: 2 minutes

    If you watched our full-length documentary, , you got a glimpse into our journey reinventing the God of War franchise. It should be no surprise, we have plenty of intriguing, untold stories left to tell that dig deeper into the development of God of War. Thus, we’re proud to announce in partnership with the PlayStation Blogcast, a Santa Monica Studio limited podcast miniseries, Worlds Collide.

    In each episode of Worlds Collide, we’ll bring together developers from different departments across our team, who collaborated on a feature that helped evolve God of War. These conversations will shine the Light of Alfheim on our studio culture and game development processes as if you’re right on the ground floor with us.

    Episode 1: “Fitting A Side Quest in Anywhere”

    The development of the Witch Bones quest and others were designed so they could be played at any point in the game. Developers Luis Sanchez (Lead Level Designer), Anthony DiMento (Senior Systems Designer), and Adam Dolin (Narrative Designer) break down how this was made possible across level, system, and narrative design.


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


    Additionally, this year marks the 20th Anniversary of Santa Monica Studio. To honor this milestone, starting this Sunday, the PlayStation Store will have a beautiful showcase of our studio that not only will take you on a journey of games (on sale as well) that have helped define our legacy, but also (10) PlayStation 4 games our team hand-selected that have inspired us to no end.

    To learn more about our studio, hit up . Enjoy the show!

    Website: LINK

  • Worlds Collide – A Santa Monica Studio Limited Podcast Miniseries

    Worlds Collide – A Santa Monica Studio Limited Podcast Miniseries

    Reading Time: 2 minutes

    If you watched our full-length documentary, , you got a glimpse into our journey reinventing the God of War franchise. It should be no surprise, we have plenty of intriguing, untold stories left to tell that dig deeper into the development of God of War. Thus, we’re proud to announce in partnership with the PlayStation Blogcast, a Santa Monica Studio limited podcast miniseries, Worlds Collide.

    In each episode of Worlds Collide, we’ll bring together developers from different departments across our team, who collaborated on a feature that helped evolve God of War. These conversations will shine the Light of Alfheim on our studio culture and game development processes as if you’re right on the ground floor with us.

    Episode 1: “Fitting A Side Quest in Anywhere”

    The development of the Witch Bones quest and others were designed so they could be played at any point in the game. Developers Luis Sanchez (Lead Level Designer), Anthony DiMento (Senior Systems Designer), and Adam Dolin (Narrative Designer) break down how this was made possible across level, system, and narrative design.


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


    Additionally, this year marks the 20th Anniversary of Santa Monica Studio. To honor this milestone, starting this Sunday, the PlayStation Store will have a beautiful showcase of our studio that not only will take you on a journey of games (on sale as well) that have helped define our legacy, but also (10) PlayStation 4 games our team hand-selected that have inspired us to no end.

    To learn more about our studio, hit up . Enjoy the show!

    Website: LINK

  • Worlds Collide – A Santa Monica Studio Limited Podcast Miniseries

    Worlds Collide – A Santa Monica Studio Limited Podcast Miniseries

    Reading Time: 2 minutes

    If you watched our full-length documentary, , you got a glimpse into our journey reinventing the God of War franchise. It should be no surprise, we have plenty of intriguing, untold stories left to tell that dig deeper into the development of God of War. Thus, we’re proud to announce in partnership with the PlayStation Blogcast, a Santa Monica Studio limited podcast miniseries, Worlds Collide.

    In each episode of Worlds Collide, we’ll bring together developers from different departments across our team, who collaborated on a feature that helped evolve God of War. These conversations will shine the Light of Alfheim on our studio culture and game development processes as if you’re right on the ground floor with us.

    Episode 1: “Fitting A Side Quest in Anywhere”

    The development of the Witch Bones quest and others were designed so they could be played at any point in the game. Developers Luis Sanchez (Lead Level Designer), Anthony DiMento (Senior Systems Designer), and Adam Dolin (Narrative Designer) break down how this was made possible across level, system, and narrative design.


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


    Additionally, this year marks the 20th Anniversary of Santa Monica Studio. To honor this milestone, starting this Sunday, the PlayStation Store will have a beautiful showcase of our studio that not only will take you on a journey of games (on sale as well) that have helped define our legacy, but also (10) PlayStation 4 games our team hand-selected that have inspired us to no end.

    To learn more about our studio, hit up . Enjoy the show!

    Website: LINK

  • Vive Cosmos and Vive Wireless Adapter

    Vive Cosmos and Vive Wireless Adapter

    Reading Time: 2 minutes

    Website: LINK

  • Wireframe issue 1 is out now!

    Wireframe issue 1 is out now!

    Reading Time: 2 minutes

    Wireframe is our new twice-monthly magazine that lifts the lid on video games. In Wireframe, we look at how games are made, who makes them, and how you can make games of your own. And today, we’re releasing our very first issue!

    Wireframe: the new magazine that lifts the lid on video games

    Uploaded by Raspberry Pi on 2018-11-07.

    The inaugural issue

    In issue 1, Far Cry 4 director Alex Hutchinson talks to us about going indie. We look back at the British games industry’s turbulent early years; we explore how curves and probabilities shape the games we play; and we get hands-on with Nomada Studio’s forthcoming ethereal platformer, Gris.

    Wireframe magazine

    Plus:

    • Jessica Price on the state of game criticism
    • Portal squeezed onto the Commodore 64
    • Treasure — the iconic game studio at 25
    • Gone Home’s Kate Craig on indie game design workarounds
    • And much, much more…

    About Wireframe magazine

    Cutting through the hype, Wireframe takes a more indie-focused, left-field angle than traditional games magazines. As well as news, reviews, and previews, we bring you in-depth features that uncover the stories behind your favourite games.

    Wireframe magazine

    And on top of all that, we also help you create your own games! Our dedicated Toolbox section is packed with detailed tutorials and tips to guide you in your own game development projects.

    wireframe issue 1 cover

    Raspberry Pi is all about making computing accessible to everyone, and in Wireframe, we show you how programming, art, music, and design come together to make the video games you love to play — and how you can use these elements to build games yourself.

    Free digital edition

    We want everyone to enjoy Wireframe and learn more about creating video games, so from today, you’ll also be able to download a digital copy of issue 1 of Wireframe for free. Get all the features, guides, and lively opinion pieces of our paper-and-ink edition as a handy PDF from our website.

    Wireframe in the wild

    You can find the print edition of Wireframe issue 1 in select UK newsagents and supermarkets from today, priced at just £3. Subscribers also save money on the cover price, with an introductory offer of twelve issues for just £12.

    For more information, and to find out how to order Wireframe from outside the UK, visit wfmag.cc.

    Website: LINK

  • Wireframe: a new games magazine with a difference

    Wireframe: a new games magazine with a difference

    Reading Time: 2 minutes

    We’re pleased to announce Wireframe: a new, £3, twice-monthly magazine that lifts the lid on video games.

    Raspberry Pi is all about making computing accessible to everyone, and in Wireframe, we’ll show you how programming, art, music, and design come together to make the video games you love to play — and how you can use these elements to create games yourself.

    Read on to find out how you can get a FREE physical copy of the first issue!

    Wireframe magazine

    Wireframe magazine — launching on 8 November

    Cutting through the hype, Wireframe will have a more indie-focused, left-field angle than traditional games magazines. As well as news, reviews, and previews, we’ll have in-depth features that uncover the stories behind your favourite games, showing you how video games are made, and who makes them.

    On top of all that, we’ll also help you discover how you can make games of your own. Our dedicated Toolbox section will be packed with detailed guides and tips to help you with your own game development projects.

    Early-access offer: get a free copy of issue 1

    Because we’re so excited about our new magazine, we’re offering you a free copy of Wireframe’s first issue! Simply sign up on our website before the 8 November (or while stocks last) to get yours.

    Wireframe magazine

    Click here to order your free copy of issue 1!

    Each early-access edition of Wireframe will contain a rather tempting discount subscription offer, and will arrive around the time of launch (overseas deliveries may take longer, and may incur a small postage charge). Don’t hang around! Stocks are limited and once they’re gone, they’re gone.

    Free digital edition

    We want everyone to enjoy Wireframe and learn more about their favourite hobby, so you’ll be able to download a digital version of all issues of Wireframe for free. Get all the features, guides, and lively opinions of our first-ever paper-and-ink edition as a handy PDF from our website from 8 November.

    Wireframe in the wild

    You’ll find the print edition of Wireframe in select UK newsagents from 8 November, priced at just £3. Subscribers will save money on the cover price, with an introductory offer of 12 weeks for just £12 launching at the same time as the magazine. For more information, and terms and conditions, transport yourself to the Wireframe website at wfmag.cc!

    Website: LINK

  • MagPi 73: make a video game!

    MagPi 73: make a video game!

    Reading Time: 3 minutes

    Hi folks, Rob from The MagPi here! As far back as I can remember, I always wanted to learn to code to make a video game. I’m technically working on one right now! It’s wildly behind my self-imposed schedule, though. If you too wish to learn how to make games, then check out issue 73 of The MagPi, out today!

    The MagPi 73

    Make video games in the latest issue of The MagPi!

    Let’s play a game

    There are many classifications of video games these days, and many tools to help make it easy. We take you through making a purely narrative experience on Twine, up to programming a simple 8-bit game for Pico-8 in this month’s main feature. Don’t forget our ongoing series on how to make games in C/C++ and Pygame as well!

    The MagPi 73

    Make games today on your Pi!

    Boost your home security

    If making games aren’t quite your thing, then we also have a feature for our more serious-sided readers on how to secure your home using a Raspberry Pi. We show you how to set up a CCTV camera, an IoT doorbell, and a door security monitor too.

    Home security made easy with a Raspberry Pi

    Maker Faire Tokyo

    We also have a bumper five pages on Maker Faire Tokyo and the Japanese Raspberry Pi community! I went out there earlier this month and managed to drag myself away from the Gundam Base and the Mandarake in Akihabara long enough to see some of the incredible and inventive things Japanese makers had created.

    The MagPi 73

    See our report from Maker Faire Tokyo!

    All of this along with our usual selection of tutorials, projects, and reviews? We spoil you.

    The MagPi 73

    Amazing projects to inspire!

    Get The MagPi 73

    You can get The MagPi 72 today from WHSmith, Tesco, Sainsbury’s, and Asda. If you live in the US, head over to your local Barnes & Noble or Micro Center in the next few days for a print copy. You can also get the new issue online from our store, or digitally via our Android or iOS apps. And don’t forget, there’s always the free PDF as well.

    Rolling subscription offer!

    Want to support the Raspberry Pi Foundation and the magazine? You can now take out a monthly £5 subscription to the magazine, effectively creating a rolling pre-order system that saves you money on each issue.

    The MagPi subscription offer — The MagPi 73

    You can also take out a twelve-month print subscription and get a Pi Zero W plus case and adapter cables absolutely free! This offer does not currently have an end date.

    That’s it for now, see ya real soon!

    Edit: I’m sure he’ll run out of Star Trek GIFs eventually – Alex

    Website: LINK

  • Gamer Uses 3D Printing to Prototype One-Handed PlayStation 4 Controller

    Gamer Uses 3D Printing to Prototype One-Handed PlayStation 4 Controller

    Reading Time: 3 minutes

    A popular YouTuber and gamer named Doppel D has created a 3D printed PlayStation 4 controller that can be used with just one hand, taking accessibility to a whole new level. 

    Whether it be customized accessories for your gaming console of choice or cosplay of your favorite character, 3D printing technology has been used by many to enhance their video game experience and show off their fandom. The latest innovation comes in the form of a new type of PlayStation 4 controller; one that can be utilized with just a single hand.

    Designed by the popular gaming YouTuber Doppel D, this custom-made PS4 controller places the entire functionality of the standard controller into your palm. This creation is meant to improve accessibility or simply allow gamers to play with one hand. The controller users a Wired Connection and offers access to all of the buttons and input functions, even the Touchpad Button that is placed in the center of the stock controller.


    Gamer 3D Prints and Tests Functional PS4 Controller Prototype

    Still in the prototyping phase, the gamer recently shared a demonstration video of the 3D printed controller in action. The creator used the prototype to play Trackmania Turbo, using his non-dominant left hand to showcase how the controller works even in the “worst possible scenario.” Despite spending the first handful of minutes crashing into walls, Doppel D eventually gets the hang of his one-handed controller.

    Check out the entertaining demonstration video below.

    This is the second iteration of the one-handed controller that the creator has created with a symmetrical design, which enables users to comfortably hold it in their left or right hand. Another perk is that all of the buttons and sticks can be remapped, allowing players to modify the controller layout the way they see fit. Eventually, Doppel D wants to create a functional final product, but he’s still working to nail down the final prototype.

    While the design replicates all of the button functions of the PS4 controller, the 3D printed prototype doesn’t include features like speakers, rumble modules or the glowing lightbar. The one-handed controller is not yet available for purchase, but Doppel D told his YouTube viewers to stay tuned for updates.


    License: The text of „Gamer Uses 3D Printing to Prototype One-Handed PlayStation 4 Controller“ by All3DP is licensed under a Creative Commons Attribution 4.0 International License.

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    Website: LINK

  • Project of the Week: 3D Printed Solid Eye from Metal Gear Solid 4

    Project of the Week: 3D Printed Solid Eye from Metal Gear Solid 4

    Reading Time: 4 minutes

    Are you a diehard fan of the Metal Gear video game franchise? Now you can use your 3D printer to cosplay as Solid Snake with a Solid Eye that is equipped with a working LED light.

    For over 30 years, generations of gamers have been captivated by Hideo Kojima’s massively popular action-adventure stealth video game franchise Metal Gear. The first iteration of the game was released way back in 1987, and earlier this year, the developer Konami is released the 23rd title from the series, entitled Metal Gear Survive.

    Each game stars a special forces operative, usually named Solid Snake or Big Boss, that is tasked with finding the super-weapon called “Metal Gear”.  Those who completed Metal Gear Solid 4 might recall a special eyepatch that helped Solid Snake defeat Liquid Ocelot.

    This device is called the Solid Eye, capable of combining “Enhanced Night Vision Goggles” light amplification and imaging technology, while also doubling as binoculars.

    Well, if you’ve been preparing to take on a top-secret mission of your own, you can gain some of the stealth that has made Solid Snake so successful over the years.

    Designer Cristian Esalini recently shared his 3D printed version of the Solid Eye, which is even equipped with a red LED light. This 3D printable prop is perfect for Solid Snake cosplay, or even just showing off your fandom and knowledge of this classic series.

    Here’s what you need to know in order to 3D print your own Solid Eye!


    3D Printed Solid Eye: What Do You Need?

    The casing of the Solid Eye accessory is 3D printed, but you’ll need a few other components to get the LED flashing. The STL files for the 3D model are freely available on Thingiverse.

    Here’s what else you need to build your own 3D printed Solid Eye:


    3D Printed Solid Eye: Putting it Together

    Now that you’ve got all the components needed to build the Solid Eye, it’s time to put it all together. The print itself takes about four hours to complete, and should only have support material from the base of the model.

    Esalini recommends sanding, priming and spray painting it black once it’s finished. Don’t be shy while sanding the 3D print, as the designers claims that this post-processing method requires some “insistence”. There’s also white lettering on the front that states “SOLID EYE SYSTEM”, which can be done with stickers or a stencil.

    For the strap, Esalini suggests finding one that measures between 10 and 15mm, depending on who will be wearing this contraption. The inner side of the 3D printed Solid Eye casing is where you’ll mount the electronic components. You can look at the photo of the circuit above. The assembly process looks quite simple, but comprehensive instructions are not available, so it’ll definitely be helpful to have some experience with soldering and electronic circuitry.

    Once you finish connecting everything, you should have a wearable Solid Eye with a leering red LED light. Show your friends that your the stealthiest Solid Snake in town, the Big Boss of gaming, and someone who knows how to make use of their 3D printer.


    License: The text of „Project of the Week: 3D Printed Solid Eye from Metal Gear Solid 4“ by All3DP is licensed under a Creative Commons Attribution 4.0 International License.

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    Website: LINK

  • Download and 3D Print Your Own Hyrule Castle from Zelda: Breath of the Wild

    Download and 3D Print Your Own Hyrule Castle from Zelda: Breath of the Wild

    Reading Time: 2 minutes

    If you’re a Zelda fan and have your own 3D printer, you’ll be happy to hear that there are now a myriad of memorabilia pieces you can create at home.

    “The Legend of Zelda” series provides some of the most memorable games you can play on a Nintendo system. If you’re hooked and now want to create your own memorabilia, you’ll be happy to hear that the internet is full of great props you can 3D print at home. In fact, All3DP even has a run-down of 25 of the best.

    However, adding to that list is Thingiverse user Jbenedetto84, who created a 3D model of the Hyrule castle and its grounds. He took the castle from the Nintendo Switch game “Zelda: Breath of the Wild”.

    If you’re not familiar with this game yet but are a Zelda fan, you should be familiar with the castle as Shigeru Miyamoto, the famous Japanese video game designer and producer, reuses themes, locations and props throughout every game.

    Benedetto is a maker and engineer who has over ten Zelda designs available to download from Thingiverse. Why not create your own Lynel model or the Divine Beast Vah Rudania? However, of course, the castle is certainly one of the most impressive.

    “The map in the game is so difficult to decipher that I may print this just to navigate in the game,” Benedetto jokingly adds about the model.

    3D Printing Zelda Props to Help Navigate the Game

    The Hyrule castle is created from the map view of the Breath of the Wild game. As a result, the 3D print is extremely detailed and could help anyone who prints it to navigate the difficult and complicate areas of the game.

    Of his resulting designs, Benedetto also adds: “Interestingly enough when made solid it’s clear that the map view does not show any damage to the castle or grounds.”

    In order to test out whether this model actually worked out, Imgur user TheCrypticOne007 3D printed the design. The resulting print is just as impressive as you might expect.

    You can check out images of the 3D printed castle, here. If you’re tempted, why not 3D print your own and allow it to help you navigate that grounds of Hyrule yourself? Find the model on Thingiverse, here.


    Hyrule Castle

    Website: LINK

  • Jetzt Mitmachen und ein ‚Video Games LIVE Digital Silver Package‘ abstauben!

    Jetzt Mitmachen und ein ‚Video Games LIVE Digital Silver Package‘ abstauben!

    Reading Time: 4 minutes

    Video Games LIVE kommt am 22. März in den Wiener Gasometer (Tickets ab 27 €) und wir haben für euch ein Special Pack der ganz besonderen Art, das jeden echten Gamer nicht einfach so an sich vorbei ziehen lassen kann!!

    [mbYTPlayer url=“https://www.youtube.com/watch?v=DZjv0VcAlzE“ opacity=“.5″ quality=“default“ ratio=“auto“ isinline=“false“ showcontrols=“false“ realfullscreen=“true“ printurl=“true“ autoplay=“true“ mute=“true“ loop=“true“ addraster=“true“ stopmovieonblur=“false“ gaTrack=“false“]

     

     

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    Hier alle Daten zum Event – LINK
    Interview mit Tommy Tallarico – LINK

    Und hier zu den Groben Eckdaten des gesamten DIGITAL Packages:

     

    Digital Silver Package includes:

    VIDEO GAMES LIVE: BONUS ROUND (digital album) NOT SOLD IN STORES OR ONLINE! ONLY AVAILABLE EXCLUSIVELY THROUGH THIS OFFER!

    This 25 song Special Edition Collectors album includes music from VGL creator and game composer Tommy Tallarico, VGL conductor (and Grammy Award winner) Christopher Tin (Civilization IV), VGL guest conductor (and Grammy nominated) Austin Wintory (Journey), VGL guest conductor Eimear Noone (Zelda, Warcraft), Balder’s Gate II/Warcraft composer Craig Garfinkle, VGL performer Frank Klepacki (Command & Conquer), VGL vocalist Jillian Aversa (Halo, God of War), Andrew „zircon“ Aversa (Soul Calibur V, Street Fighter II HD), YouTube vocal sensation Peter Hollens, VGL performer and internet sensation Viking Jesus, a special OCRemix FF VI „Terra’s Theme“ from Zelda Symphony Music Director Chad Seiter AND MORE!


     

    VIDEO GAMES LIVE: LEVEL 3 (digital album)

    Video Games Live: Level 3 is the 3rd album of symphonic & rock video game music from the award winning 10 year+ world touring Video Games Live concert series.  The album was recorded with a 72+ piece orchestra, 80+ person choir and full rock band consisting of world famous game composers from around the world.  Each music segment in Video Games Live is personally arranged and orchestrated by the original composers and also uses input from the actual game designers & producers and game developers & publishers.  The album track list consist of NEVER BEFORE RELEASED Video Games Live music arrangements from game franchises including Shadow of the Colossus, Skyrim, Journey, Zelda, Pokemon, Monkey Island, Final Fantasy, Chrono Cross, Dota 2, Silent Hill, World of Warcraft, Beyond Good & Evil, Street Fighter II, Portal, Tetris AND MORE!


     

    EARTHWORM JIM ORIGINAL ARTWORK (digital)

    This is a digital copy of original artwork of Earthworm Jim playing a guitar created exclusively for Tommy Tallarico (composer of Earthworm Jim) from Earthworm Jim creator Doug TenNaple.


     

    VIDEO GAMES LIVE: VOLUME ONE (Special Extended Collectors Edition – digital album)

    This is the first Video Games Live studio recorded album which debuted at #10 on the Billboard Charts!  The Special Extended Collectors Edition (NOT SOLD IN STORES!) includes studio & live performances never before released including Castlevania, Halo, Mass Effect, Myst III, Earthworm Jim, Advent Rising AND MORE!


     

    VIDEO GAMES LIVE: LEVEL 2 (Special Extended Collectors Edition – digital album)

    This is the live album that went along with the Video Games Live PBS Special and DVD/Blu-Ray.  The Special Extended Collectors Edition (NOT SOLD IN STORES!) includes additional live performances never before released including Kingdom Hearts, Warcraft, Tron AND MORE!


     

    JOURNEY PIANO ARRANGEMENT ALBUM (digital album)

    This piano album is produced exclusively for the Video Games Live Kickstarter project by Journey composer Austin Wintory based on the Grammy nominated Journey soundtrack.


     

    TRON LIGHT CYCLE BLUEPRINT (digital)

    This is a digital copy of the Video Games Live Tron Light Cycle blueprint used to make the life-sized Tron Light Cycle that appears in the show.

     

     

    Danke allen Teilnehmern, die Gewinner/In wurden bereits per E-Mail informiert.

      Danke an DOBMEDIA und an VIDEO GAMES LIVE für das tolle Package 🙂

  • Video Games LIVE am 22. März 2015 in Wien!

    Video Games LIVE am 22. März 2015 in Wien!

    Reading Time: 2 minutes

    Die Konzert-Sensation aus den USA erstmals in Österreich:

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    Video Games LIVE™ ist ein spektakuläres Event mit der Musik aus den populärsten Videospielen aller Zeiten. Das Projekt wurde von Spielindustrie-Superstar Tommy Tallarico produziert, der das Publikum auch höchstpersönlich durch den Abend begleiten wird.
    Mit großem Orchester und Chor, einer brillanten Lichtshow, interaktiven Spielen und Soloauftritten wird der Abend zu einem einmaligen Multimedia-Erlebnis.

    Special Guests: 3-fach Emmy-Gewinner und Blizzard Entertainment-Lead Composer Russell Brower (“Tiny Toon Adventures”, “World of Warcraft”, “Diablo III”) und
    Solistin Jillian Aversa (“Halo”, “God of War”, “Civilization”, “Soulcalibur V”)

    Plus Gamer Zone: Videospiel-Fans haben vor der Show die Möglichkeit, sich bei zahlreichen Xbox One und Wii U Spielkonsolen auf den Abend einzustimmen. Die Retro-Ecke punktet mit DEM Game-Klassiker “Pong”
    Plus Cosplay Contest: Die besten Kostüme werden von Tommy Tallarico persönlich prämiert und haben die Chance auf einen New Nintendo 3DS XL inkl. des neuen “Majora’s Mask 3D” oder ein exklusives Video Games LIVE™ VIP Package.

    Stellen Sie sich ein Rockkonzert gepaart mit der Kraft und den Emotionen eines Symphonieorchesters vor. Die Veranstaltung ist für alle Generationen geeignet und schafft einen Brückenschlag zwischen der Klassikwelt und den Welten der Popularmusik.

    Die Shows in New York und London sind ausverkauft, in Mexiko und China sind über 25.000 Zuschauer bei den Shows live dabei, in Taiwan sogarmehr als 50.000 Besucher in nur einer Show!

    Mit der Musik u.a. von Final Fantasy, Sonic, Skyrim, Metal Gear Solid, Kingdom Hearts, World of Warcraft, Castlevania, Street Fighter II, Super Mario, Monkey Island, Earthworm Jim, u.v.m. ist Video Games LIVE™ die “am längsten laufende Video Game Serie weltweit” und steht damit auch imGuinness Buch der Weltrekorde.

    Übrigens: Auch alle Nicht-Gamer sind herzlich willkommen!

    Unser Interview mit Tommy Tallarico
    [sublimevideo settings=“youtube-id:Ry-VXSr-DiA“ width=“651″ height=“366″]

    Video Games LIVE – am 22. März 2015
    Planet.tt Bank Austria Halle Gasometer
    Show Beginn 19:30
    Gamer Zone Beginn 16:30

    „Bezaubernd! Bombastisch!“ – NY Times
    “Wunderschöne Aufführung!” – USA TODAY
    “Ingenious and fantastic!” – Los Angeles Times
    “Ergreifend!” – The Times
    ”Brilliant! Infectious! An eclectic mix of the fun, the classical and the grand” – Daily Telegraph
    ”Einfach atemberaubend!” – IGN.com

    Der Kartenvorverkauf hat bereits gestartet – Tickets ab 27 Euro u.a. bei Oeticket www.oeticket.com erhältlich

    Fotos zum Download: http://videogameslive.com/gallery/v/flyers/ (Copyright – wenn nicht anders als Bildunterschrift angegeben – ©videogameslive.com)
    Videomaterial für Online- und TV-Berichte auf Anfrage vorhanden
    Offizielle Facebook-Eventpage – bitte teilen: https://www.facebook.com/events/660052920784518