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I’m creating a fast-paced action game for two classic machines—the Commodore 64 and the ZX Spectrum—and I need a programmer who can breathe life into my design using BASIC or an equivalent cross-compiler/assembler. All graphics will be simple retro sprites to keep the authentic 1980s feel; I already have rough sprite sheets and gameplay mechanics sketched out. Your task is to transform those materials into a fully playable build that runs smoothly on real hardware and the common emulators (VICE for C64, Fuse or Spectaculator for Spectrum). Smooth joystick control, responsive collision detection, and modest two-voice sound effects are the essentials. Any optimisation tricks you know for raster timing or UDG character packs are highly appreciated, so long as the end result still resembles classic 8-bit code. Deliverables should arrive ready to load and play: • Source code with comments • Compiled .d64 (C64) and .tap/.tzx (Spectrum) images • Short text file explaining the build process and any toolchain requirements I’ll test on actual machines as well as emulators; if it boots, plays at intended speed, and displays the retro sprites correctly without crashing, the milestone is met. Looking forward to seeing your old-school coding skills in action!
Projektin tunnus (ID): 40178520
32 ehdotukset
Etäprojekti
Aktiivinen 19 päivää sitten
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Rekisteröinti ja töihin tarjoaminen on ilmaista
32 freelancerit tarjoavat keskimäärin $529 USD tätä projektia

Hello, I’m Muhammad Awais. I understand you’re building a fast-paced 8-bit action game for Commodore 64 and ZX Spectrum, based on your rough sprite sheets and gameplay sketches. I will translate your concept into a solid, playable build using BASIC or a suitable cross-compiler/assembler, keeping the authentic 1980s feel with simple retro sprites, smooth joystick control, precise collision, and two-voice sound effects. I’ll optimize raster timing and UDG usage where it helps, while ensuring reliable boot and performance on real hardware and the common emulators (VICE for C64, Fuse or Spectaculator for Spectrum). Deliverables will be clean, commented source, compiled .d64 and .tap/.tzx images, and a concise build guide with toolchain notes. I’ll provide a clear test plan and a reproducible workflow so you can verify speed, graphics, and stability quickly. 1) Do you have a preferred toolchain for C64 and Spectrum, or should I propose a ready-to-use setup for both platforms? 2) Are the sprite sheets and collision data finalized, or should I suggest tweaks to improve collision accuracy and sprite packing? 3) Which joystick standards should be supported (Kempston, Sinclair, Cursor), and should there be a keyboard fallback? 4) Any fixed frame timing or speed targets and specific constraints for two-voice sound effects? 5) Will you provide a hardware test plan, or should I rely on standard emulators with your recommended test cases? What is your top priority: hardware-timing f
$750 USD 11 päivässä
6,6
6,6

Hello plz check my profile and clients outstanding feedback related to your project- I'll develop your gaming project according to your requirement- I'm senior video game developer with 9+ year experience with my professional developers & artist team & i have developed alot of small/medium & big games project of Arcade,simulation, puzzle , hyper causal , shooting , casino, card, racing,multiplayer, open world Nft blockchain games & other online/offline games according to my clients requirement for different platform (Android/ios/PC/web/AR/VR) Quality graphics, Fast service suitable price, unlimited revision & 100% client satisfaction is my first priority Come inbox & lets start Thanks
$500 USD 7 päivässä
6,6
6,6

Hello sir i am ready to start this game well so please send me message to start it well and i will keep my updates daily basis and i will do my best.
$500 USD 25 päivässä
6,3
6,3

Hello, As a seasoned creative with a ten-year track record in solving business problems through design, I am well-versed in elevating classics to meet contemporary standards while preserving that nostalgic magic. My multifaceted skills include not just artwork and design but also video editing, motion graphics, and UI/UX - perfect for your 8-bit action game project. I've successfully managed similar projects for global clients where I had to ensure the design tied in with the game's mechanics flawlessly, and I can bring that attention to detail to this project. My extensive game design portfolio showcases just how deeply I understand gameplay mechanics, from HUDS to asset creation and beyond. Your request for clean retro sprites is my cue to dive into my arsenal of pixel-perfecting tricks; after all, smooth joystick control and responsive collision detection depend on meticulous visual execution. With over 150 successful projects under my belt, including educational game designs, I have achieved exceptional results for a demanding client base and know how to fuel gameplay immersion. In line with your deliverables requirement, I'm keen on providing not only the compiled images but also the underlying source code complete with comments to ensure maximum transparency and future scalability. Trust me to deliver not just what's practical but what's intended: an authentic homage that feels as euphoric on real hardware as it does on emula Thanks!
$550 USD 3 päivässä
5,8
5,8

With a passion for retro gaming and vast experience in Unity game development, I am the perfect candidate to transform your vision into a fully playable 8-bit action game. My 5 years of experience in Unity means that I can expertly handle your project's coding requirements, whether that is using BASIC or an equivalent cross-compiler/assembler. My deep understanding of game mechanics, joystick control and collision detection will ensure smooth gameplay on both real hardware and emulators such as VICE and Fuse. Moreover, my knowledge of optimisation tricks for raster timing and UDG character packs will faithfully maintain the classic 8-bit feel you desire while crafting the most efficient and high-performing code. I have a proven track record of delivering high-quality projects punctually, while keeping continuous communication with my clients to ensure their expectations are met at every step. Finally, my proficiency in AWS DevOps ensures that I can not only deliver a game that runs smoothly but also provide a compiled .d64 (C64) and .tap/.tzx (Spectrum) images as well as short text file explaining the build process. With me, you're not just hiring a programmer, but a dedicated partner who is committed to bringing your old-school gaming vision to life with utmost authenticity and quality. Don't miss the chance to turn this retro dream into reality; let's get started!
$500 USD 7 päivässä
6,3
6,3

Hi there, I'm excited about the opportunity to bring your fast-paced action game to life on the Commodore 64 and ZX Spectrum! I have extensive experience in game development, particularly with retro platforms, and I'm well-versed in BASIC and assembly programming. Transforming your rough sprite sheets and gameplay mechanics into fully playable builds aligns perfectly with my skill set. I'll ensure smooth joystick control, precise collision detection, and modest two-voice sound effects in the final product. Additionally, I can leverage optimization techniques for raster timing and user-defined graphical character packs to enhance performance while preserving that authentic 1980s feel. Once completed, you'll receive the source code, compiled images, and a build process guide as you requested. I estimate that the deliverables will be ready within 30 days. Is there a specific milestone or feature you'd like to prioritize? Best regards, Ayesha
$750 USD 30 päivässä
3,8
3,8

Hello, I’m excited to work on your fast paced retro action game for the Commodore 64 and ZX Spectrum. I have hands on experience developing authentic 8-bit titles and understand the constraints and charm of classic hardware. Using BASIC with assembler support or a suitable cross compiler, I will turn your existing sprite sheets and gameplay concepts into a fully playable, optimized build that runs smoothly on real machines and popular emulators (VICE, Fuse, Spectaculator). My focus will be on tight joystick controls, reliable collision detection, stable frame timing, and clean two-voice sound effects that stay true to the 1980s feel. I’m comfortable optimizing memory usage, handling raster timing, and working with character/UDG packs where appropriate, while keeping the code readable and genuinely “old-school.” The final result will look, feel, and behave like a classic commercial 8-bit game. You will receive: • Fully commented source code • Ready to run .d64 (C64) and .tap/.tzx (Spectrum) builds • A short build guide explaining the toolchain and compilation steps I test on emulators and real hardware to ensure correct speed, visuals, and stability. If it boots cleanly, plays as intended, and captures the retro spirit, the job is done. I’d love to bring your classic game concept to life. With Regards, Jean-Pierre
$550 USD 7 päivässä
3,1
3,1

✔✔✔Hold on!! Looking for a Developer Who Gets Results? Hire Me, Relax, and Watch Your Project Turn Into Success✔✔✔ This is a project I genuinely enjoy—real 8-bit, hardware-accurate game development, not just emulator-only hacks. I can take your sprite sheets and mechanics and turn them into a fully playable C64 and ZX Spectrum build that feels authentic to the 1980s. What I’ll deliver: • Clean, commented BASIC / assembler or cross-compiled code (platform-appropriate) • Smooth joystick input, responsive collisions, and stable frame timing • Classic two-voice sound effects tuned for SID and Spectrum beeper limitations • Optimised rendering using UDGs, raster timing tricks, and memory-aware sprite handling • Ready-to-load images: .d64 for C64 and .tap/.tzx for Spectrum • Clear text guide explaining the build process and toolchain I develop with real hardware constraints in mind, test in VICE, Fuse/Spectaculator, and ensure the game boots, runs at intended speed, and behaves correctly on actual machines. If you want someone who respects old-school limits—and knows how to squeeze performance out of them—I’m ready to start and bring your retro action game to life.
$500 USD 7 päivässä
0,0
0,0

With a passion for both gaming and nostalgic coding, my team at CHARONDAJ is uniquely equipped to bring your 8-Bit Action Game vision to life. We bring an extensive experience in game design to the table which is perfect for your need of "smooth joystick control, responsive collision detection, and modest two-voice sound effects". Having developed across various platforms, we understand the subtle nuances required for balanced gameplay, even with limited resources like yours. Our team is also comfortable with codes from yesteryears like BASIC or equivalent cross-compilers/assemblers which you seek for authenticity. We've dealt with tight hardware constraints in the past and found innovative approaches to overcome them. Additionally, our expertise in cloud solutions ensures smooth integration and efficient deployment of your fully playable build on both real hardware and common emulators (VICE for C64, Fuse or Spectaculator for Spectrum). We appreciate the authentic feel you seek through modest graphics and sound effects while valuing optimized coding values. This echoes our very philosophy of 'bridging technology and business needs with scalable sustainable solutions', where we take the past forward. By leveraging my game design skills while respecting the requirement of 8-bit code authenticity, I will ensure that your action game will not only load, play smoothly at intended speed but also display retro sprites correctly without crashing on all platforms. I'm excited to get started on creating a masterpiece that captures all the magic of those classic 1980s games!
$250 USD 2 päivässä
0,0
0,0

Developing high-performance action titles for both the C64 (with its VIC-II demands) and the ZX Spectrum (with attribute clash challenges) is a niche I excel in. My recent 8-bit project involved optimizing DMA cycles and implementing Z80/6502 cross-compatibility for rapid porting, achieving 50 FPS smooth scrolling on both platforms. This experience directly applies to your need for a fast-paced dual-machine release. I propose utilizing Kick Assembler (C64 6510 routines) and Z88DK (Z80 assembly) for the Spectrum side. My strategy focuses on creating hardware-agnostic game logic paired with highly optimized, machine-specific routines for sound and graphics drawing. We will leverage sprite multiplexing on the C64 and efficient dirty rectangle handling on the Spectrum to bypass classic hardware limitations and maintain fluidity. Efficient memory mapping will be crucial for managing shared resources and ensuring the tightest possible memory footprint across both targets. To ensure optimal technical alignment, what is your preferred target memory map (e.g., 48K Spectrum vs. 64K standard C64)? Also, are there specific constraints regarding disk/tape loaders or input mapping? I'm ready to present my architecture wireframes for initial review. Let's schedule a quick chat to confirm the core loop mechanics and resource budget.
$630,50 USD 21 päivässä
0,0
0,0

Hello Michael, Your project instantly caught my attention—bringing a new action game to life for both the Commodore 64 and ZX Spectrum is a challenge I’d be thrilled to take on. With over a decade of experience developing and optimizing games for 8-bit platforms, I’ve worked extensively in both BASIC and assembly, including cross-compilers like KickAssembler and z88dk, ensuring compatibility with real hardware and popular emulators such as VICE and Fuse. Your focus on authentic retro sprites, responsive joystick control, and classic two-voice sound is exactly in line with my expertise. I’ve crafted smooth-scrolling arcade games and implemented fast, reliable collision detection on both target machines, always balancing performance with the hardware’s unique quirks. I’m also familiar with raster timing tricks and UDG character packs to keep performance high and visuals authentic, while ensuring the codebase remains readable and maintainable. My approach will be to start from your sprite sheets and mechanics, iterating on a core playable demo to ensure responsive controls and accurate visuals. I’ll test each build extensively on both emulators and real hardware, providing you with commented source code, ready-to-run disk/tape images, and clear build documentation. Throughout, I’ll keep communication open to incorporate your feedback and ensure the final game captures the spirit of classic 80s action titles. I’d love to bring your vision to life, and I’m ready to dive in as soon as you’re ready. Looking forward to working together!
$500 USD 2 päivässä
0,0
0,0

Classic eight bit action games only feel right when timing, input, and memory constraints are treated as first class design elements, At Ace360 I have delivered retro builds that ran cleanly on real hardware rather than just emulators. I will implement the game using Game Development practices tailored to Commodore 64 and ZX Spectrum constraints, working in BASIC or an equivalent assembler based toolchain where performance requires it. I will wire joystick input, collision detection, sprite movement, and game state loops directly against hardware limits, then integrate two voice Sound Effects that stay authentic to the era. Raster timing, character packs, and memory layout will be structured deliberately so gameplay remains smooth at intended speed. Risk is reduced by testing continuously in VICE and Fuse alongside real machines, commenting source clearly, and delivering disk and tape images that boot reliably without crashes or timing drift. A short conversation is usually enough to validate the execution approach before moving forward. Lance Full Stack Digital Director
$500 USD 7 päivässä
0,0
0,0

I appreciate the opportunity to work on your fast-paced action game for Commodore 64 and ZX Spectrum. Your focus on smooth joystick control, responsive collision detection, and authentic 1980s retro sprites highlights the need for a seamless, well-structured build that performs perfectly on both real hardware and popular emulators. I may be new to Freelancer, but I bring solid experience to the table in programming classic systems using BASIC and cross-assemblers, ensuring professional and optimized code with clear comments. I’m happy to offer a free call to go over the project if you would like. Regards, Blaze Nicholas
$350 USD 14 päivässä
0,0
0,0

Hi, This is right in my wheelhouse — taking rough sprite sheets + mechanics and turning them into a real, playable C64 + ZX Spectrum build that runs cleanly on hardware and VICE/Fuse. From experience, the main thing that makes these projects feel “wrong” is input + timing: if joystick reads aren’t consistent across frames or your update loop drifts, collision and movement get mushy fast. So the way I’d handle it is: lock a stable game loop per machine, keep joystick + collision tight and predictable, then build sprites/UDGs and sound on top without stealing too many cycles. On C64 I’d use hardware sprites where it makes sense and keep raster timing simple and reliable; on Spectrum I’d lean on UDG/char packs and careful attribute handling to avoid nasty flicker. You’ll get commented source, plus ready-to-load .d64 and .tap/.tzx builds, and a short build note that tells you exactly what toolchain I used and how to reproduce it. Thanks, Jesse
$500 USD 6 päivässä
0,0
0,0

Dear Project submitter,, I hope you're doing well. My name is [Your Name], and I am a professional game developer with a strong passion for creating interactive and immersive experiences. With expertise in popular game development engines such as Unity and Unreal Engine, I specialize in building games that engage and captivate players. I am also LinkedIn Certified in Game Development, showcasing my commitment to industry standards and continuous learning. Over the years, I have worked on various projects, ranging from mobile games to more complex console and PC games. My technical skills include proficiency in languages such as C#, C++, and JavaScript, along with a deep understanding of game mechanics, physics, and AI behaviors. I am also adept in designing intuitive user interfaces and ensuring seamless performance across devices. What I offer: 1. **Custom Game Development**: From concept to completion, I can handle every aspect of game creation, including design, coding, and deployment. 2. **Optimization & Performance**: I ensure that the game performs well across multiple platforms with no compromises in user experience. 3. **Bug Fixes & Updates**: I’ll provide ongoing support and troubleshooting to keep your game up-to-date. I’d love to connect and discuss how I can bring your game ideas to life. You can check my LinkedIn profile here: [LinkedIn Profile Link]. Looking forward to working with you! Best regards, MD PARVEZ AL MAMUN
$500 USD 7 päivässä
0,0
0,0

Hello I am a retro game developer experienced in 6502/ Z80 assembly and cross-compilation for the C64 and ZX Spectrum. I will program your fast-paced action game using sprites, smooth joystick control, and authentic sound effects, delivering commented source code and loadable .d64/.tap images that run on real hardware and emulators. Thank you Darren
$500 USD 7 päivässä
0,0
0,0

I can expertly translate your retro sprite sheets and gameplay mechanics into a seamless, fully playable build for both Commodore 64 and ZX Spectrum, ensuring smooth joystick control and authentic 8-bit performance that runs flawlessly on real hardware and emulators. My experience with BASIC and cross-assemblers, combined with optimization techniques for raster timing and UDG character packs, aligns perfectly with your project's needs. Could you clarify if you prefer the source code to lean more heavily on cross-compiled assembly or traditional BASIC for maintainability? Would you like me to walk you through how I’d structure this? Regards, Alicia.
$450 USD 14 päivässä
0,0
0,0

Hello, . I understand you’re building a fast-paced 8-bit action game for Commodore 64 and ZX Spectrum, based on your rough sprite sheets and gameplay sketches. I will translate your concept into a solid, playable build using BASIC or a suitable cross-compiler/assembler, keeping the authentic 1980s feel with simple retro sprites, smooth joystick control, precise collision, and two-voice sound effects. I’ll optimize raster timing and UDG usage where it helps, while ensuring reliable boot and performance on real hardware and the common emulators (VICE for C64, Fuse or Spectaculator for Spectrum). Deliverables will be clean, commented source, compiled .d64 and .tap/.tzx images, and a concise build guide with toolchain notes. I’ll provide a clear test plan and a reproducible workflow so you can verify speed, graphics, and stability quickly. 1) Do you have a preferred toolchain for C64 and Spectrum, or should I propose a ready-to-use setup for both platforms? 2) Are the sprite sheets and collision data finalized, or should I suggest tweaks to improve collision accuracy and sprite packing? 3) Which joystick standards should be supported (Kempston, Sinclair, Cursor), and should there be a keyboard fallback? 4) Any fixed frame timing or speed targets and specific constraints for two-voice sound effects? 5) Will you provide a hardware test plan, or should I rely on standard emulators with your recommended test cases? What is your top priority: hardware-timing f
$500 USD 7 päivässä
0,0
0,0

With over 8 years of professional experience, Past projects similar to yours, that skims through the range of software tasks including game development, Your project is right up my alley. Having worked on the creation and optimization of a variety of gaming genres and systems, interacting with Commodore 64, ZX Spectrum microcomputers is well within the grasp of my expertise. Adventure games created using BASIC or fast-paced action games by a cross-compiler are projects I connect with comfortably thus, ensuring my familiarity with retro meanderings. Running code smoothly on real hardware using tools like VICE for C64 and Fuse/Spectaculator for Spectrum are common practices I incorporate into project pipelines to validate its functionality, ensuring its compatibility with emulators. My skills extend to elements such as joystick control, collision detection and implementing sound effects - two-voice in this particular case. My understanding of memory optimization alongside thorough knowledge and experience in raster timing help me meet deliverables better. To ensure your confidence in my work throughout the process of delivering the build ready materials, I will also include a detailed text file explaining the build process and toolchain requirements involved. Let's not only meet your milestones but exceed them through my old-school coding skills. Consider this an invitation to team up and breathe life into your fast-paced action game!
$499,99 USD 4 päivässä
0,0
0,0

Hi there! Do you want the joystick controls to support both digital and analog inputs or stick strictly to the classic digital 8-direction style? Regardless, this is definitely something that I feel confident delivering on, given my past experience. I would love to discuss your project further! Looking forward hearing from you. Kind Regards, Corné
$250 USD 14 päivässä
0,0
0,0

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