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Simple iPhone game

$30-5000 USD

クローズ
投稿日: 12年近く前

$30-5000 USD

完了時にお支払い
The app is fullscreen. Bubbles of randomly selected color (one of four - red, green, blue, white) appear (and take their place) on the screen once in 3 seconds (and a sound is played). The screen is divided into 24 places (6 x 4). The bottom row of the screen is occupied by "bubble eaters" - rings of four colors mentioned above. On the top row, the current score is displayed using some big font. So, the bubbles appear in a 4x4 table. Any possible screen resolution (e.g. 320x480, 640x960) must be supported. Player drags a bubble into the corresponding ring and thus earns one point. The ring "eats" the bubble by displaying the corresponding image for 0.1 seconds (and a sound is played). A bubble cannot be dragged "through" other bubble(s) - i.e. if there is an obstacle (another bubble) on its way to a ring. In this case, the game must show the bubble slowly going (0.1 second each move) its way to the ring and then stuck in front of an obstacle, blink three times (0.1 seconds each) (and a sound is played) and then return to its original place. No new bubbles appear while the bubble's movement is shown to the player. The game ends if there are no empty places left. After the game is over, it checks if Internet connection is available and only if it's available it requests a highscore list from our server (e.g. <[login to view URL]>). ..... ## Deliverables The app is fullscreen. Bubbles of randomly selected color (one of four - red, green, blue, white) appear (and take their place) on the screen once in 3 seconds (and a sound is played). The screen is divided into 24 places (6 x 4). The bottom row of the screen is occupied by "bubble eaters" - rings of four colors mentioned above. On the top row, the current score is displayed using some big font. So, the bubbles appear in a 4x4 table. Any possible screen resolution (e.g. 320x480, 640x960) must be supported. Player drags a bubble into the corresponding ring and thus earns one point. The ring "eats" the bubble by displaying the corresponding image for 0.1 seconds (and a sound is played). A bubble cannot be dragged "through" other bubble(s) - i.e. if there is an obstacle (another bubble) on its way to a ring. In this case, the game must show the bubble slowly going (0.1 second each move) its way to the ring and then stuck in front of an obstacle, blink three times (0.1 seconds each) (and a sound is played) and then return to its original place. No new bubbles appear while the bubble's movement is shown to the player. The game ends if there are no empty places left. After the game is over, it checks if Internet connection is available and only if it's available it requests a highscore list from our server (e.g. <[login to view URL]>). Between body and -body tags it searches for a table which has exactly the following structure: -table- -tr- -td- Player name (allowed chars: A-z) -/td- -td- Numeric highscore (allowed chars: 0-9 and ",") -/td- -/tr- -/table- (I replaced opening and closing angle brackets with "-" for correct posting) If any table differs from the structure described above, it is ignored. If the highscore list was found, it is displayed on the screen so that the highscore line which is closest to the player's score is positioned in the middle of the screen. Numbers are adjusted to the right and names to the left. If any player's name doesn't fit between the left of the screen and the number, then "..." is inserted in the middle of player's name and the name is shortened by deleting chars from the middle so that it fits. If the highscore list wasn't downloaded or it wasn't found in the .htm, the game shows "No -br- high -br- scores -br- yet" on the whole screen using some big font (-br- here means new line of course :) Only if the player's score is higher than the lowest in the highscore list, the game pops up a dialog (on top of the list - over it) showing the player's score and prompting to enter their name. After the player pushes the OK button (and only if Internet connection is available) it posts the results to our server using a simple http GET request (e.g. <[login to view URL]>). The results of the request are between the body and -body tags, possible responses are "OK" and "FAILED". If the result is "FAILED", an error message is displayed ("Couldn't upload your score to the server"). At the bottom of the highscore list, there are two buttons: "New game" and "Exit" Rings', bubbles' and "eating" images, and also "New Bubble", "Eaten Bubble", "Bubble is stuck" sounds must be loadable from external graphics and audio files of any suitable format during compilation (you choose how). This is my first iPhone project so I require precise step-by-step instructions on how to set up a development environment on (1) Windows and (2) MacBook Air computers which are in default configurations without any additional software installed. The game must be written in Objective-C with using as less as possible libraries (and using only the most popular ones). All the software you propose must be free and please include URLs where all the software required to compile the game can be downloaded. Also, I'll give you a $10 bonus if you provide precise step-by-step instructions on how to become an iPhone software vendor and place the game into the App Store.
プロジェクト ID: 2668141

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リモートプロジェクト
アクティブ 11年前

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UNITED STATESのフラグ
New Haven, United States
5.0
32
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メンバー登録日:5月 5, 2012

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