Archive for the ‘Projects’ Category

Power Glove Updates, Maker Faire Bay Area

Sunday, May 24th, 2009

Over the past few weeks I’ve been working on some improvements and extensions to my Power Glove 20th Anniversary Edition. On the tech side of things, I replaced the ugly 9V battery I was using with a low-profile, rechargeable Lithium-Polymer battery. I’ve updated the steps in the Instructable with new pictures and instructions.

I also re-wrote my Java-Unity bridge using a UDP socket. This is a lot more elegant than the text file approach I had been using before. Now the Java program acts as a server, reading in serial data from Bluetooth and broadcasting each line as a UDP packet. The Unity input manager then reads the UDP packets and parses the actual sensor values. This should reduce disk writes, and is more reliable, so I don’t have to reset the Java bridge as often. I’ve updated the code bundle with the new Java and Unity source code.

See me at Maker Faire!

The other big news is that I’m going to be exhibiting at Maker Faire Bay Area! Maker Faire is one of my favorite gatherings — a fantastic nexus of creative people making wonderful things. If you’re in the Bay Area, you can come try the Power Glove out for yourself this weekend, May 30-31, at the San Mateo County Expo Center!

As a bonus for Maker Faire attendees, I’ve finished adding Power Glove support to our most popular Blurst game, Off-Road Velociraptor Safari! I recorded a demo video to show it off:

Make the Future You Imagined: The Power Glove — 20th Anniversary Edition

Friday, April 3rd, 2009

I always loved the Nintendo Power Glove. Not because it was a fun or useful peripheral — it wasn’t. In fact it wasn’t bad, as Lucas asserted, it was absolutely terrible. Only two games were ever made to work with it — Super Glove Ball and Bad Street Brawler. You could use it with other NES games of course, but it was just an obfuscated controller. Plus, it was horribly imprecise, and since it required a sensor bar to find its orientation, you had to hold your hand at shoulder level all the time. No, I loved the Power Glove for what it represented — a precursor to virtual reality, a way for humans to directly manipulate computers, like an artifact from some sort of alternate future Earth.

I realized one day that we’re actually living in that future. It doesn’t look the same as we imagined it, but the necessary elements are all there. It’s been 20 years now since Mattel released the Power Glove, in 1989. Especially in the last few years, the availability of sophisticated sensing equipment to hardware hackers has grown by leaps and bounds. Technology like programmable microcontrollers, accelerometers, and Bluetooth are readily available — and cheap. In short, the time is ripe to re-make the Power Glove — and make it right.

Over the past month, I’ve done just that. I stripped the guts out of an original Power Glove, replaced the ultrasonic sensors with an accelerometer, the proprietary microcontroller with an open-source Arduino, and the wired connection with Bluetooth. I wrote an input manager to get the data into Unity, and hooked it up to the boxing game Adam and I are making for iPhone, Touch KO. What’s more, I’ve documented the whole process so that you can make you own!

I have a video, photos, and an instructable of the build process, and have the schematic, Arduino, and Unity code available for download. You can read the data in any way you like, but since many software packages don’t have direct access to serial ports (Unity included), I’ve also written a small Java program that takes the input and dumps it directly to a text file.

Side note: Since my last post I tried and now totally dig twitter. Follow me.

Cable Wrangling — Making Your Own Ribbon Cables

Friday, February 20th, 2009

I’m working on a larger-scope project right now that involves collecting a lot of sensor data with an Arduino to transmit over Bluetooth. For past projects, I’ve relied mostly on individually cut wires, but even if you use heat-shrink tubing or the like to bundle them up, they’re still a pain to keep in order. Consumer electronics often use ribbon cables for this sort of thing when they can’t just run traces on a board. I realized that I could make custom cables using the ribbon cables from old floppy and CD drives. With a steady hand and a utility knife, cut off the number of cables you need, cut them to length, and split and strip the ends. Voila — custom-sized ribbon cables, and a great way to recycle old computer parts!

3.5 inch floppy drive ribbon cableVoila - custom ribbon cable!

!Rebolt! nearing completion

Saturday, December 6th, 2008

Just a quick update on !Rebolt!, the excellent little robot-combat game Adam and I have been working on the last couple months. We’re just about done, having spent a good deal of time optimizing the game for the phone. I’ve been pretty much eating, sleeping, and breathing iPhone since we got Unity’s first beta. We both love how it’s been coming along, and I’ve just spent the last couple weeks integrating login for Flashbang’s Blurst.com accounts. You’ll be able to save your high scores and track your achievements online using the same kickass system (and account!) we developed for Off-road Velociraptor Safari. Here’s the final !Rebolt! trailer, which Adam whipped up today:

We’re also releasing another iPhone game, Raptor Copter, simultaneously, along with our new web game, Minotaur China Shop. That’s three games being released in one month, oi am I gonna need some vacation in December!

Accuracy in Labeling — Property of the Bavarian Illuminati

Thursday, October 16th, 2008

One of my favorite authors is the late Robert Anton Wilson. His own particular brand of absurdism resonates well with my own and has given me inspiration for all manner of crazy things! My favorite works tend to be his fiction — especially the Illuminatus! trilogy and its successor the Schrödinger’s Cat trilogy. Illuminatus! in particular tells the story of the most fantastically absurd far-reaching conspiracy ever dreamed up in fiction or even reality. In short, it’s pretty much got to have some truth to it.

In Illuminatus!, it’s noted that you can tell where the Illuminati are exerting their influence by watching for subtle and recondite symbols they use — the numbers 17 and 23, the images of the Ouroboros and the Eye in the Pyramid, and the phrase “Property of the Bavarian Illuminati! Ewige Blumenkraft!” Now, 17 and 23 I see everywhere. The Eye in the Pyramid is on the one dollar note. But I’ve noticed a disproportionately small number of property claims by the Illuminati, given their clearly far-reaching influence. In the spirit of accurate labeling, such as “antibacterial,” “All-natural,” and “Now SLOWER and with MORE BUGS!,” I’ve made these “Property of the Bavarian Illuminati! Ewige Blumenkraft!” stickers. They should be placed wherever the Illuminati’s influence is painfully obvious, yet conspicuously undeclared!

Illuminati-owned cat food bowlIlluminati-owned fake surveillance camera?
Illuminati-owned MoleskineIlluminati-owned parking meterIlluminati-owned national wildlife refuge

There’s a developing Flickr set where those came from! If anyone wants to modify them or make their own, I’ve posted the source psd. I’ll also have gobs at Maker Faire Austin this weekend (look for a gentleman in a top hat).

Ewige Blumenkraft!
O Hail Eris!

More robot-detonating action!

Monday, October 13th, 2008

Adam and I have been hard at work continuing development of our robot game the last couple weeks, which we are now calling !Rebolt! A lot of this has been simply fleshing out gameplay flow (doing the weapon equip menu, etc), and optimizations to make it run well on the iPhone. However, we’ve also made two new weapons, the Torch, a little flamethrower, and the awe-inspiring Singularity Cannon, a weapon which rips small black holes in the fabric of space, crushing your enemies inside. I made a new video last night to show off this piece of work:


!Rebolt! Singularity Cannon Trailer from Matt Mechtley on Vimeo.

Yes, that’s part of the Hubble Ultra-Deep Field image inside the black hole. ;)

TIGJam 2008

Tuesday, September 30th, 2008

This last weekend saw a gathering of indie video game developers for the inaugural TIGJam, hosted by TIGSource and us at Flashbang Studios. 20 indie developers from all over the US and Canada came together for 72 hours of game-making with our comrades in arms!

Armed with a bottle of guarana pills, the company of awesome friends, and the promise of a fabulous Indian dinner as culmination, I set out with my brother Adam to start a project from scratch and finish as much as possible. We decided on a game for the iPhone, made using the beta for Unity’s iPhone version of their software. Our game is a 3D customizable robot brawler, in the spirit of the fantastic Sega Genesis game Cyborg Justice.

After three days of TIGJam, we ended up with a nicely fleshed-out prototype, including enemy robots, three selectable weapons (grabber arm, minigun, and rocket launcher), and, of course, exploding barrels. We made this video earlier today, showcasing a total of four days of work:


TIGJam 2008 – Robot Rampage! from Adam Mechtley on Vimeo.

There were some other fantastic games being worked on during the jam, including a number for the upcoming Gamma 3D showcase. My personal favorite (other than of course World of Goo, which Kyle and Ron of 2D Boy were working on) was Alec Holowka and Adam Saltsman’s curling game, which looks completely sick after only three days of work!

Photos from the jam are up in my Flickr stream. Adam and I plan to be finished with our robot project by the time that Unity iPhone reaches release — I’ll update as it comes along!

Quantum Graffiti

Wednesday, April 2nd, 2008

Quantum Mechanics may be the ultimate mindfuck. Einstein was no fan — he famously wrote “God does not throw dice,” referring to his distaste for the statistical formulation underlying quantum theory. Despite his misgivings, quantum physics has proven effective at describing all manner of natural phenomena since its formulation in the early 20th century. That said, the formalism does lead to some rather odd or paradoxical conclusions.

Not least among these is the notion of Quantum Entanglement — that observable qualities of systems may be statistically correlated, even though the systems may be separated by vast spatial distances. An example is a pair of entangled electrons — one will have spin up, one spin down, but the individual states are indeterminate until a measurement is made. However, once the spin of one electron is measured, the spin of the other will become determinate instantaneously, and more importantly, superluminally. Einstein labeled this theoretical phenomenon “Spukhafte Fernwirkung” — “spooky action at a distance.”

These graffiti, placed on opposite ends of a bridge, embody the notion of entangled states, each with Einstein’s appellation and a measured spin wavefunction — up for Alice and down for Bob, whose wavefunction has collapsed once Alice makes her measurement.

Alice's entangled stateBob's entangled state

For more on entanglement and Einstein’s view, I also suggest reading about the EPR Paradox.

Obsessive Compulsive Penguin Simulator

Tuesday, March 25th, 2008

The Independent Gaming Source just finished up a competition based on the Video Game Name Generator. The rules:

1. First, open up the Video Game Name Generator.
2. Next, find a name for the game that you want to make.
(Peeing your pants out of mirth is recommended during this part.)
3. Finally, MAKE THAT GAME.
Optional Secondary Objective: BRAND LEADERSHIP

My brother/coworker Adam and I decided we’d try our hand at one. We picked Obsessive Compulsive Penguin Simulator, for obvious reasons. You play as a penguin with OCD, who must stamp down accumulating snow drifts, in order to keep the ground even for all! To promote Brand Leadership, I also made this stunning promotional artwork:

OC Penguin Sim Brand Leadership

The competition lasted three weeks, but we spent a total of about five days working on it — three of Flashbang’s experimental Fridays and then this last weekend. Now go play the game — it plays in-browser for OS X and Windows!

More Citations and a Camera Mount Field Test

Saturday, March 15th, 2008

Here are a couple updates regarding previous projects. I’ve been spending free time lately reading, but I should have some new stuff soonish.

[citation needed] stickers have been slowly showing up in new places. I’ve still got a number left, so if you want a few, just send me an email or a message via Flickr. A few from around Tempe and San Francisco are in the Flickr tag pool:

Inclusive community [citation needed]I'm willing to bet I've had something similar

I especially dig this one from Flickr user cutlerite:

Boise State ROTC

Reason Magazine also recently published a short article about the project, in their March issue. Don’t be afraid — they’re much nicer Libertarians than some of the Randroids I’ve met!

I also finally had a chance to really test my bicycle camera mount — the lead-up to the Game Developers Conference had left me with little time for biking anywhere other than work. I went riding with Matthew and took a few shots as well as this video:

On a side note I don’t recommend trail riding with this particular mount — the constant jostling broke the conduit hanger I was using to mount the tripod head. Luckily it’s the cheapest piece at only 50 cents, but the weight of the assembly demands something a bit sturdier than cheap plastic if you’re going to be navigating bumpy terrain!