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Pool (Billiards) Game developed in Visual Basic 6

Mon, 1 Dec 2008 19:31:46 GMT

Budget: $750-$1500
Category: Visual Basic

We are working on a pool (billiards) game programmed in VB6. It will be multiplayer over the Internet. Our staff will handle all the multiplayer features including the game lobby, finding games, connecting, and transmitting the game/shot data between the 2 copies. But we need someone to program the actual core game/logic component itself. So basically we need you to give us a proposal to program half of a multiplayer pool game.

The gameplay should have all the same functionality as the one on http://games.yahoo.com/ ( http://games.yahoo.com/play/pl&ss=1 ). This includes normal 8-ball & 9-ball games, the ability to shoot the ball at different strengths, and the ability to shoot with "english"(spin) on the ball. The balls need to be visible whether they are solid or stripes including while in motion. The game needs to have accurate physics/collision detection. The game can be overhead design like yahoo's or more of a perspective 3d'ish design. The games graphics should be at least as good as the one on yahoo pool, if not better.

Yahoo 8Ball Rules/Info: http://games.yahoo.com/games/rules/pool/rules.html?page=pl
Yahoo 9Ball Rules/Info: http://games.yahoo.com/games/rules/pool/rules1.html?page=pl

Because we will be coding the multiplayer communication ourselves, we need your part to offer a "proof-of-concept" for multiplayer (to show your code supports it and it will work in real world function). To show this proof of concept, on the form, we need it to have 2 pictureboxes one with each player’s game screen, or do a different form per player. Basically we need to see 2 game screens. When the player shoots the ball in the one screen, it should call a subroutine that handles the other screen with what the shot direction, strength, and english was so that the second game screen can then process the shot and calculate each balls direction, speed, etc. There needs to be some form of gamesync passed to the routine as well, with where all the balls ended up location wise on the first game. The second games balls should all end up in the same location from it’s processing of the shot. If for some reason they don't match, then a game sync error should be raised. There really shouldn't be any reason for a gamesync error in your work. Once we add in Internet transmission code ourselves, perchance a bad packet or something might cause it, so it's important that it is tested for.

Due to the design, target platform, and integration needed, we have some requirements. The game needs to be base VB6, no extra ActiveX controls, DLLs, APIs other then those specified. Yahoo's pool and many others are written in base Java, VB6 has the same core programmatic/graphics functionality so you should have everything you need. You can use any core VB methods/functions/routines or write your own in VB.

We can't use DirectX in this project but you can use any of the internal VB6 graphics methods or the API equivalents. For example, the game can use any of the following graphics methods.

LoadPicture / PaintPicture / BitBlt API / StretchBlt API
Line / Circle / Pset / SetPixel API / Any Circle/Line/Polygon APIs
Any other internal VB Graphics methods.
* You can use Timer or the GetTick API to do your timing if you are timing ticks for the graphics.
** If in order to do something properly you need to use another core windows API Call, let us know what ones so we can see if they would be compatible.

The game should also be BackBuffered. Aka, drawn to a hidden picturebox first, and then that full image painted to the visible picturebox/form once it's in complete form on the hidden one. This increases framerate and prevents flickering.

We can escrow the payment if desired. If you have any questions feel free to ask.

Additional information submitted:

12/01/2008 at 15:35 EST:

Please note: All variables, procedure names, and comments need to be in english to help with our integration. Thanks.

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