摘要:
A pivoting camera viewpoint is provided so that when an animated game character uses a bow and arrow or other weapon, the camera adopts a third person 3D view based on the relative position of the game character and the target that game character is aiming his bow at. The user positions a target cursor on the desired target. This causes an imaginary line segment or plane to be drawn in 3D space between the desired target and the game character (or possibly the game character's bow). The imaginary line segment or plane continues through and past the game character, and the character keeps the weapon, if it is a missile weapon, pointed along this line segment. Additionally, the player can lock onto a target, and freely move a character around. While in lock-on mode, the camera automatically repositions itself to keep both the character and the target visible to a player.
摘要:
A pivoting camera viewpoint is provided so that when an animated game character uses a bow and arrow or other weapon, the camera adopts a third person 3D view based on the relative position of the game character and the target that game character is aiming his bow at. The user positions a target cursor on the desired target. This causes an imaginary line segment or plane to be drawn in 3D space between the desired target and the game character (or possibly the game character's bow). The imaginary line segment or plane continues through and past the game character, and the character keeps the weapon, if it is a missile weapon, pointed along this line segment. Additionally, the player can lock onto a target, and freely move a character around. While in lock-on mode, the camera automatically repositions itself to keep both the character and the target visible to a player.
摘要:
Example systems and methods relate to a video game in which multiple players each supply inputs to a respective input device to control a corresponding game character in a game world. Movements and actions of each game character are controlled in accordance with a first game character control operation during the playing of the video game. If a condition is voluntarily satisfied by one of the players, the one player's game character is protected from harm in the game world. Movements and actions of the protected game character are controlled in accordance with a second game character control operation. The protecting of the one player's game character is stopped in response to one or more protecting stopping conditions, whereby the game character is again controllable in accordance with the first game character control operation.
摘要:
A compound represented by the following general formula (I) which has ADAM17 inhibitory activity, or a salt thereof, or a solvate thereof: wherein X represents a phenylene group; Y represents a hydrogen atom, —(CH2)mR1 or the like; R1 represents —NR5COR2, —NR5SO2R2 or —NR3R4; R2 represents a C1-C6 alkyl group, an aryl group, or a C1-C6 alkoxy group; R3 and R4 represent a C1-C6 alkyl group and the like; R5 represents a hydrogen atom or a C1-C6 alkyl group or the like; m indicates an integer of from 0 to 4; and Z represents a hydrogen atom or a C1-C6 alkyl group.
摘要:
A game system is composed of a TV, a hand-held game machine, and a game apparatus, for example. A hand-held game machine and a plurality of controllers are connected to the game apparatus, for example. The hand-held game machine displays a first game screen which indicates the positions of first to fourth characters in a game space. The TV displays second game screens which respectively correspond to second to fourth characters, each of the second game screens displaying only a limited extent of the game space. When a predetermined condition is satisfied, an operable character for a player is switched from a first character to a second character. Since different extents of game space are displayed for different characters, an interesting game can be provided.
摘要:
A game developer can “tag” an item in the game environment. When an animated character walks near the “tagged” item, the animation engine can cause the character's head to turn toward the item, and mathematically computes what needs to be done in order to make the action look real and normal. The tag can also be modified to elicit an emotional response from the character. For example, a tagged enemy can cause fear, while a tagged inanimate object may cause only indifference or indifferent interest.
摘要:
On a display screen, a game image including a plurality of target images and a game character image is displayed. The target images moves so as to pass over the game character image. When an input is provided from a player onto a touch panel, input coordinates are detected. In response, display coordinates of each target image at the time of the input are detected. When display coordinates located within a predetermined range from the input coordinates are present, specified coordinates are determined based on at least one of a position represented by display coordinates and a position represented by the input coordinates. The game character has characteristic parameters which are varied in accordance with a positional relation between the specified coordinates and the game character image.
摘要:
A vehicle simulation such as for example a driving game can be provided by displaying an image of a steering wheel on a touch sensitive screen. Touch inputs are used to control the rotational orientation of displayed steering wheel. The rotational orientation of the displayed steering wheel is used to apply course correction effects to a simulated vehicle. Selective application of driver assist and different scaling of touch inputs may be provided.
摘要:
A change in input is made to a graphic displayed on a second display screen (12a) covered with a touch panel, with a stylus (16) or the like. By doing so, a player character P1 on a first display screen (11a) moves according to the change in the input. This allows a wide range of players to enjoy a game in a game machine having two display screens.
摘要:
The game apparatus includes a first LCD and a second LCD, and a touch panel is provided in association with the second LCD. On the two LCDs, different game screens are displayed. Also on the second LCD, two keys are displayed at a certain interval. When one key is touch-input, the key is set to an effective state to change the game screens of the two LCDs on the basis of the key, and when the other key is touch-input, the game screens of the two LCDs are changed on the basis of the key. When a player performs a touch-input on any one of the keys, and then performs a drag operation so as to point a middle area between the two keys, the game screens of the two LCDs are changed on the basis of the key that is set to the effective state.