PROGRAM, GAME DEVICE AND CONTROL METHOD FOR SAME
    2.
    发明公开
    PROGRAM, GAME DEVICE AND CONTROL METHOD FOR SAME 审中-公开
    PROGRAMM,SPIELVORRICHTUNG UND STEERERVERFAHRENDAFÜR

    公开(公告)号:EP2578281A1

    公开(公告)日:2013-04-10

    申请号:EP11786427.2

    申请日:2011-04-12

    IPC分类号: A63F13/10

    摘要: The present invention provides a program executed in a game device. The program causes a controller to execute: moving a plurality of operated characters in a virtual three-dimensional space in accordance with operation signals output from a plurality of operation units; deciding a moving direction of a field-of-view range; setting a screen end of a display screen of a game image on the opposite side of the moving direction of the field-of-view range; generating, if a first operated character, which is at least one operated character in the plurality of operated characters, is located at a predetermined point outside the screen end, an operation event for receiving a specific operation from an operation unit operating the first operated character; and moving, if the specific operation is received when the operation event is generated, at least a second operated character in the plurality of operated characters toward a position of the first operated character. The second operated character is an operated character closest to a screen end of the game image in the moving direction of the field-of-view range.

    摘要翻译: 本发明提供一种在游戏装置中执行的程序。 该程序使控制器执行:根据从多个操作单元输出的操作信号,在虚拟三维空间中移动多个操作字符; 决定视场范围的移动方向; 在视野范围的移动方向的相反侧设置游戏图像的显示屏幕的屏幕结束; 如果在所述多个操作字符中具有至少一个操作字符的第一操作字符位于所述屏幕端外部的预定点处,则产生用于从操作所述第一操作字符的操作单元接收特定操作的操作事件 ; 并且如果在生成操作事件时接收到特定操作,则移动到多个操作字符中的至少第二操作字符朝向第一操作字符的位置。 第二操作字符是在视野范围的移动方向上最靠近游戏图像的屏幕端的操作字符。

    GAME CONTROL PROGRAM AND GAME DEVICE
    4.
    发明公开
    GAME CONTROL PROGRAM AND GAME DEVICE 审中-公开
    SPIELSTEUERPROGRAMM UND SPIELVORRICHTUNG

    公开(公告)号:EP2392390A1

    公开(公告)日:2011-12-07

    申请号:EP09839133.7

    申请日:2009-12-13

    IPC分类号: A63F13/10 A63F13/00

    摘要: Damages include ineffective damage (scratch damage) and effective damage (fixed damage). When scratch damage occurs, an amount Ds corresponding to the scratch damage is stored into a memory. When fixed damage occurs, a vitality parameter Lp is decreased by an amount Df corresponding to the fixed damage. Scratch damage decreases over time. If fixed damage Df occurs in the presence of scratch damage, the vitality parameter Lp is decreased by a total amount of the scratch damage and the fixed damage. Such controls on the vitality parameter diversify the game progress.

    摘要翻译: 损坏包括无效伤害(划痕伤害)和有效伤害(固定伤害)。 当发生划痕伤害时,对应于划痕伤害的量Ds存储在存储器中。 当固定损伤发生时,活力参数Lp减小对应于固定损伤的量Df。 刮擦伤害随时间而减少。 如果在存在划痕损伤的情况下发生固定损伤,则活力参数Lp会减少划痕损伤和固定伤害的总量。 这种对活力参数的控制使游戏进度多样化。

    PROGRAM, STORAGE MEDIUM WHERE PROGRAM IS RECORDED, AND GAME DEVICE
    7.
    发明公开
    PROGRAM, STORAGE MEDIUM WHERE PROGRAM IS RECORDED, AND GAME DEVICE 审中-公开
    PROGRAMM,SPEICHERMEDIUM,DEM DAS PROGRAMM AUFGEZEICHNET IST,UND SPIELVORRICHTUNG

    公开(公告)号:EP1955745A1

    公开(公告)日:2008-08-13

    申请号:EP06822805.5

    申请日:2006-11-01

    IPC分类号: A63F13/00

    摘要: The present invention provides an image processing method or the like for a game device, in which a ball game involving putting a ball into a goal is executed, and in which more realistic game development can be constructed. An image processing method is carried out in which, in a game device, a ball game of putting a ball into a goal is executed by displaying images of a self-character, a plurality of own-team characters, and a plurality of opponent characters moving in a virtual space, and while a ball holder BH, which is an opponent character, is in possession of the ball, a self-character 20 is caused to move to a delay defense area 27, which is a region located separated, by a second distance (for example 2 m), from a position a first distance away (target position, 3 m) from the ball holder BH on a course line 23 connecting the ball holder BH and a goal G in response to pressing of a delay defense button, which is a single input operation of operation means (controller) operated by a game player (player).

    摘要翻译: 本发明提供了一种用于游戏装置的图像处理方法等,其中执行将球放入目标的球游戏,并且可以构建更实际的游戏开发。 执行一种图像处理方法,其中在游戏装置中,通过显示自身角色,多个自身团队角色和多个对手角色的图像来执行将球放入目标的球形游戏 在虚拟空间中移动,并且当作为对手角色的球保持器BH拥有球时,使自身角色20移动到延迟防御区域27,延迟防御区域27是被分隔开的区域 第二距离(例如2米),从连续球保持器BH和球门G的路线23上的第一距离(目标位置,距离球保持器BH)的位置响应于延迟的按压 防御按钮,其是由游戏玩家(玩家)操作的操作装置(控制器)的单个输入操作。

    INFORMATION PROCESSING DEVICE, DATA PROCESSING METHOD, PROGRAM, AND RECORDING MEDIUM
    10.
    发明公开
    INFORMATION PROCESSING DEVICE, DATA PROCESSING METHOD, PROGRAM, AND RECORDING MEDIUM 审中-公开
    信息资源新闻稿,日期:

    公开(公告)号:EP1815897A1

    公开(公告)日:2007-08-08

    申请号:EP05807017.8

    申请日:2005-11-16

    IPC分类号: A63F13/00 A63F13/12

    摘要: An information processing device according to the present invention is communicably connected on a network and is capable of executing online a competitive type electronic game with a game opponent, and is provided with: storage means for storing a program for the competitive type electronic game, operation means for operation by an operator, calculation means, and image generation means. The calculation means calculates a forecasted future position of an operation target object in a game space in response to operation by the operator, then packetizes information thereof and sends this via the network to an opponent terminal and also receives packets sent from the opponent terminal. When an omission or delay has occurred in reception of the packet, the image generation means generates a game image including an opponent object using the forecasted future position contained in a packet that has been received prior to a current reception. Thus, even when a delay in data transmission or packet loss or like has occurred, a calculation amount in each terminal for displaying opponent characters can be reduced.

    摘要翻译: 根据本发明的信息处理设备可通信地连接在网络上,并且能够与游戏对手在线执行具有竞争力的电子游戏,并且设置有:存储用于竞争型电子游戏的程序的存储装置,操作 用于操作者,计算装置和图像生成装置的操作的装置。 计算装置响应于操作者的操作来计算游戏空间中的操作对象物体的预测未来位置,然后将其信息分组,并经由网络将其发送给对手终端,并且还接收从对方终端发送的分组。 当在接收到分组时发生遗漏或延迟时,图像生成装置使用包含在当前接收之前已经接收到的分组中的预测未来位置来生成包括对方对象的游戏图像。 因此,即使发生数据传输或分组丢失等的延迟,也可以减少用于显示对方字符的各终端中的计算量。