It sucks to be cursed. It sucks even more when you’re standing paralyzed in your own wizard tower while your arch-enemy sends hordes of hungry ghosts to gobble up your mana. Luckily your telekinetic powers are still working fine, and now you are defending yourself by redirecting energy beams from your hands with mirrors and whatever else is at hand.
Wizard Defense
You’re paralyzed. Enemies are closing in.
Redirect the energy beams with mirrors to hit the ghosts and
change their colors at the right time to exploit each ghost’s weakness!
A cooperative augmented reality game for two friends and a webcam.
The source code is available further down in this post.
You can quit the game by pressing Escape while the menu console is showing.
If you play alone, you might have some problems – it’s made for two players. If you still want to play alone, here are some cheats you can press after the first ghosts spawned: F10 triples the power of your energy beam, and F11 makes you invincible.
This was one of my three big projects this semester, this one for the Augmented Reality course. It’s built in Unity 4, with NyARToolkit to recognize the markers. The japanese documentation makes NyARToolkit a little bit hard to read, but good examples and method names go a long way and we had a lot of fun using it.
You can download the source code and Unity 4 project here. The source code is released under the terms of the GPL v3. The assets (meshes, textures etc) are not released under any particular license. Unless mentioned otherwise on their respective source websites stated in the credits, you are not allowed to use them. If you’d like to use them anyway, feel free to contact me. (Disclaimer: The project was for a university course. Due to time constraints and that not being a requirement, the code is not well documented nor does the documentation fit the C# standards.)
Take Hammerfight. Add Pong. Mix and stir. Sprinkle with a little realism and Tron.
Recipe serves 2.
Hammertennis
You are playing Tennis. Well, you’re trying to play Tennis.
You’ve lost your tennis rackets, so you take hammers instead.
Also you’ve forgotten most of the rules.
Hammertennis: A fast-paced ball game for 2 players.
Supports Keyboard – or Gamepads! (You only need one stick. Choose any.)
You get 2 points for scoring a goal, and 1 point if the opponent hits his own goal.
Normally only the hammers can hit the ball – but if the ball is red, the blue player can hit it once, and vice versa.
This is the first game I ever started with Python, featuring Pygame and pybox2d. Lovely language! It is also the first game that I ever made that uses any serious form of physics.
Both are thanks to Florian Berger, who is teaching the university course that got me started on making a Python game featuring any form of physics in the first place. Thanks a lot, it was great fun and (obviously, see above) had great results!
You can also download the source code (New BSD License) if you like! It needs Python 2.7, pygame 1.9.1 and pybox2d 2.1.
As the theme of this month’s EGP and the name suggest, you don’t do this my mashing franatically on your keyboard, but but by making sounds, recorded by your microphone. I hope you have one.
The dragon will either follow the PITCH of the sounds you make (which I prefer), be it by singing, whistling or by playing an instrument, or the VOLUME (which is fun too, though the game should then rather be called Screaming At Dragons).
I’m ambivalent how this one came out. Gameplay-wise it is not top-notch, and the pitch is often off (especially when not using an instrument), on the other side I think that it shows the key-concept rather well.
I guess I’m (heavily) over 7 days, I didn’t always work day-to-day and didn’t count the time – but since the topic “pitch recognition” wasn’t too easy and required some fiddling with calibration and configuration, not to speak about the keyless interface, the overtime is understandable I guess.
The pitch recognition itself is working fairly well – good enough for a prototype, though I would’ve hoped that it worked better with humming. Oh, well.
For this game I used C++ with my beloved SFML and FMOD as sound framework.
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