摘要:
[Problems] Unfair operation of "hand-push" is effectively handled. [Means for Solving Problems] It is judged whether a pressure continues for not less than a predetermined time or not, that is, it is judged whether there is possibility of hand-push or not. When the pressure continues for not less than a predetermined time, it is decided that there is a possibility of hand-push.
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:
An image processing device for judging the collision between a first object moving within a virtual space and a second object (201, 202, 203) arranged within said virtual space, comprising: storage means for storing, upon said virtual space being partitioned per unit grid (51, 52, 53) pursuant to three-dimensional coordinates, said second object existing within said unit grid in correspondence with each unit grid; and collision judgement means for performing a step of judging the unit grid in which said first object exists and a step of judging the collision between the second object in the unit grid in which said first object exists and the first object.
摘要:
A computer, functioning as separate units, places at least first, second and viewed objects within a virtual space; displays the objects in a screen by performing a coordinate conversion based on a viewpoint and a viewed point set within the virtual space; moves the first object within the virtual space based on an operation by a player; controls movement of the viewpoint and the viewed point within the virtual space based on an operation by the player; generates an event based on relationship between the first and the second objects which move within the virtual space; determines a center point of the event based on coordinates of the first and the second objects; and sets a target point set on the viewed object as the viewed point, and sets the viewpoint on a half line starting from the viewed point to be passing the center point of the event.
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:
By assigning presentation process information, which is used for changing a game screen or a game sound to a game screen or a game sound that is different from an ordinary game screen or game sound, to a player through an external storage medium when a predetermined condition is satisfied, a network game system and a client game device capable of increasing the attraction and strengthening the friendship between players are provided. In a network game system including game devices each including a unit that reads out a player ID from an external storage medium and a server terminal that is communicably connected to the game devices through a network, presentation process information used for performing a game presentation associated with a game presentation ID at the time of performing a game is stored in a managing section, the game presentation ID set to be used in the external storage medium based on the player ID is stored in the managing section in association with the player ID, and, when a predetermined condition is satisfied, information on the use permission setting of the game presentation ID that is stored in the managing section is updated.
摘要:
The present invention provides a program (image processing technique) by which it is possible to increase options of ball manipulation types for ball movements (kicks) in a ball game and create very realistic game play. In a game device for executing a ball game in which by displaying an image of one's own character, a plurality of teammate characters, and a plurality of opponent characters moving in a game space a ball is put into a goal, when one's own character is in possession of the ball, a determination (S2) is made as to whether or not a kick command button of a controller operated by a player is being pressed, and when the kick command button is being pushed, a determination is made of a kicking strength of the ball according to a determination (S12) as to whether or not a pressure sensitivity of an input portion is not less than a prescribed value, and a height of the ball is determined according to a determination as to whether or not a length of pressing is not less than a prescribed value.
摘要:
An object of the present invention is to provide a game server that can simulate the sensation of competing in a game against an actually existing specific person. The game server of the present invention offers a plurality of options for the actions that gamer A can select in game scenes that change along with the progress of a soccer game. The options include dribble (long), dribble (short), pass in front of the player, pass to the foot of the player, wait, and shoot. The action patterns of gamer A are stored for each game scene by counting the number of times each option is selected. The game server refers to the stored action patterns when playing against another gamer B. This configuration makes it possible for the gamer B to have a virtual experience as if he were competing with the gamer A.