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Improve HTML5 game(repost)

$30-800 USD

Anulowano
Opublikowano prawie 13 lat temu

$30-800 USD

Płatne przy odbiorze
I'm looking for someone with excellent Javascript / HTML5 skills to modify this HTML5 game: [login to view URL] ## Deliverables I'm looking for someone with excellent Javascript / HTML5 skills to modify this HTML5 game: [login to view URL] I'd like the following changes: 1) I want to be able to run it from my desktop by simply opening an html file. In other words, all graphics, CSS, html, and javascript should be downloaded and configured to run locally. You should be able to download the files from here: [login to view URL] 2) I would like the canvas region to stretch to the full browser screen size. Currently it is fixed to 640 x 640. However, what if I'm viewing this on an iPhone? Or an iPad? Or a very large monitor (1024 width for example)? I want the game to be playable in the full width and height of any screen size, even a very small screen size. You do not need to resize the graphics (i.e., larger screen does not mean larger space ship and planets, but it does mean that there will be more room for planets, and more empty space). Please ensure that the game can be played even on a 480x320 pixel screen size (iPhone size). Some graphics can be reduced in size for such small dimensions. For example, the maximum size of the planets can be reduced when viewing on an iPhone, and the radius of the angle/speed circle around the ship can be reduced for very small screen sizes. The script should be able to automatically make these adjustments based on the detected screen size. 3) Sound!! I'd like you to find some ogg sound files that would be good for this game. If you cannot find ogg format, just find mp3 and convert it. Please find suitable audio for the following sounds (and hook it up to the game so that it really works). You should use HTML5 audio tags, not Flash, to play the audio: - fire gun - missle explodes, ship explodes (can be the same audio) - missle goes through blackhole - space station fires at missle - enemy wins (some sort of "doomsday" sound) - user wins (some sort of fun, victory sound) It should be possible to play the sound without degradation in game performance, which sometimes happens with HTML5 games that have audio. 4) This is currently a 2-4 player game. I would like you to make it exclusively a 1-player game: it's YOU vs. the computer! The user always goes first, but after the user goes, the computer goes. The computer should be able to refine his accuracy somehow so that it is eventually able to hit your ship. For the first level, the computer would be somewhat "dumb" and it would take many tries to hit the user's ship, but in later levels the computer should be smarter, and be able to refine its accuracy more quickly. NOTE: In a later version of this game, I am going to try to integrate with Facebook, so that people can play with their friends. I don't want to do this yet, but please do not completely remove the multi-player code, so that I can implement this later! (maybe just comment it out for now?) 5) Levels. The idea is that when the user starts playing, there are just a few planets, and the computer is dumb. In the second level (if the computer gets killed), there would be an additional planet, or the planets would be very slightly larger. Each level would be randomly generated based on some sort of algorithm that slightly increases the difficulty of each level as the user progresses (note that 2 games should be the same!). There should be some sort of simple Level indicator on the screen somewhere, so that the user knows which level he is on. Please ensure that the higher levels are not impossible! They should be challenging, but not so hard that no one can complete them. 6) LEVELS... it's more fun when a user can progress through more and more challenging levels, don't you think? I'd like to have an "Angry Birds"-like level scheme. I think there should be about 100 levels, divided into 5 "waves" of 20 levels each. I assume there is some programmatic way to do this so that you don't actually need to design 100 levels! In other words, please create some algorithm for auto-generating these 100 levels quickly... also, that way I can add another 100 levels easily if this game becomes a big hit! The user can only go to the next level when the previous level is completed (i.e., the enemy ship is destroyed before your ship is destroyed). Thus, higher levels are "locked" until the current level is completed. Once the higher level is un-locked, it is unlocked forever, and when the user plays next time, he can proceed directly to the highest level. (again, exactly like Angry Birds!) Thus, we will need some sort of "Angry Birds"-like "grid" of levels showing which levels have been completed, and which ones remain locked. As the user proceeds to new levels, more "stuff" appears on the screen. For example, more and larger planets appear. When the user proceeds to the next "wave", again more "stuff" appears. Like, "wave 2" might feature the addition of black holes, or the addition of space stations, etc. I don't really care exactly what you add to each wave, as long as it's clear that there is something new in the wave. Here's what the Angry Birds level scheme looks like (you'll need to start playing to see it): [login to view URL] I'm looking for a level un-locking system very similar to this. Angry birds also uses the concept of "waves" and "levels". You don't get to the next level unless you complete the previous one, and you don't get to the next wave until you've completed all levels from the previous wave. 7) For each level, there should be a high score (you can use HTML5 LocalStorage to keep track of scores). The user's score is based on how quickly he can kill the enemy ship. If he gets it on the first try, that's 10 points. If he gets it on the 2nd try, that's 9 points, and on the 3rd try, that's 8 points, etc... to 0 points. The computer will probably kill the user by then, so most likely 0 points would never be possible for any level. Each level should have it's own "high score" (again, very similar to how Angry Birds does it). 7) Currently, to fire the missiles, the user chooses the angle and speed with the mouse, and then presses "fire". I would like this changed. To fire the missile, the user simply releases the mouse button. We can hide the "player X's go" box on the right side of the screen (don't delete it, just hide it, in case I wish to add it back into a later version). Good luck!
Identyfikator projektu: 3373244

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Flaga UNITED STATES
Long Beach, United States
5,0
1538
Zweryfikowana metoda płatności
Członek od sty 15, 2010

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