WO2004026424A1 - ゲーム装置、ゲーム制御方法、プログラム、その配信装置及び情報記憶媒体 - Google Patents
ゲーム装置、ゲーム制御方法、プログラム、その配信装置及び情報記憶媒体 Download PDFInfo
- Publication number
- WO2004026424A1 WO2004026424A1 PCT/JP2003/003255 JP0303255W WO2004026424A1 WO 2004026424 A1 WO2004026424 A1 WO 2004026424A1 JP 0303255 W JP0303255 W JP 0303255W WO 2004026424 A1 WO2004026424 A1 WO 2004026424A1
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- WIPO (PCT)
- Prior art keywords
- attack
- signal input
- game
- instruction signal
- character
- Prior art date
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Classifications
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- A63F13/10—
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/837—Shooting of targets
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6045—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8076—Shooting
Definitions
- the present invention relates to a game device, a game control method, a program, its distribution device, and an information storage medium, and more particularly to control of a game in which a game character holding an attack means such as a machine gun appears.
- the movement direction and attack direction of the game character are distinguished and operated appropriately. This is very difficult.
- the attack direction is fixed in the front direction of the game character, and the attack direction changes in many cases by inputting the movement direction of the game character.
- attack direction is fixed in the front direction of the game character, it lacks reality. Therefore, it is desired that the attack direction with respect to the front direction of the game character can be changed by a simple operation to improve the reality of the game.
- the present invention has been made in view of the above problems, and its object is to provide a game device, a game control method, a program, a distribution device, and a game device capable of easily inputting a moving direction and an attacking direction of a game character. And providing an information storage medium. Disclosure of the invention
- a game apparatus that executes a game process related to a game character holding an attack means, and that inputs a direction instruction signal and an attack instruction signal.
- the game character moving means for moving the game character in the virtual space based on the direction instruction signal input by the means and the signal input while the attack instruction signal is being input by the signal input means.
- Attack direction changing means for changing the attack direction by the attack means based on a direction instruction signal input by the means.
- the game control method is a game control method related to a game character holding an attack means, and an attack instruction signal input for determining whether or not an attack instruction signal is input by a signal input means.
- a program according to the present invention is a program for causing a combination to function as a game device that executes a game process related to a game character that holds an attack means.
- the attack instruction signal input presence / absence determining means for determining whether or not the attack instruction signal is input, and the direction instruction signal input by the signal input means while the attack instruction signal is not input by the signal input means.
- Based on the game character moving means for moving the game character in the virtual space, and while the attack instruction signal is being input by the signal input means, based on the direction instruction signal input by the signal input means.
- This is a program for causing the computer to function as an attack direction changing means for changing an attack direction by an attack means.
- a program distribution apparatus includes an information storage medium storing the above-described program, and reads the program to perform stream distribution or down-point distribution.
- the game character moves in the virtual space based on the direction instruction signal while the attack instruction signal is input, and based on the direction instruction signal while the attack instruction signal is not input.
- the attack direction by the attack means changes.
- the position direction and the attack direction of the game character can be easily input.
- the attack direction changing means is configured to detect the game character based on the direction instruction signal input by the signal input means while the attack instruction signal is input by the signal input means.
- the attack direction by the attacking means is changed based on the direction indication signal input by the signal input means while restricting movement. This makes it possible to clarify that the role of the direction instruction signal changes between when the attack instruction signal is input and when it is not input.
- the attack direction changing means further includes a partial data storage means for storing the attack direction change means based on the direction indication signal input by the signal input means while the attack instruction signal is input by the signal input means.
- a partial data part updating means for updating a part of the partial data stored in the partial data storage means, and based on the part of the partial data stored by the partial data storage means The attack direction by the attack means is determined. In this way, the game character can change the attack direction while changing a part of the position and / or posture and leaving the remaining position and / or posture unchanged.
- the game character moving means includes character origin coordinate storage means for storing position coordinates in the virtual space of the character origin set for the game character, and an attack instruction signal is input by the signal input means.
- the position coordinates stored in the character origin coordinate storage unit may be updated based on the direction instruction signal input by the signal input means.
- the attack means may be one that continuously or intermittently attacks the attack target.
- FIG. 1 is a diagram showing a hardware configuration of the game device according to the embodiment of the present invention.
- FIG. 2 is a diagram illustrating an example of a controller.
- FIG. 3 is a diagram showing a scene in which a game character Yu has shot a machine gun in a standard posture.
- FIG. 4 is a diagram illustrating a scene in which a game character raises his body and shoots a machine gun.
- FIG. 5 is a diagram showing bones, character origins, and character coordinate systems set for game characters and machine guns.
- FIG. 6 is a diagram for explaining the data format of bones (partial data).
- FIG. 7 is a diagram for explaining the left-right rotation of the bone.
- FIG. 8 is a diagram for explaining a modification of the left-right rotation of the bone.
- FIG. 9 is a diagram for explaining the vertical rotation of the bone.
- FIG. 10 is a functional block diagram of the game device according to the embodiment of the present invention.
- FIG 11 is a flowchart showing the alert mode process.
- Figure 12 is a flowchart showing the alert mode process.
- FIG. 13 is a diagram showing an overall configuration of a program distribution system according to another embodiment of the present invention.
- FIG. 1 is a hardware configuration diagram of a game device according to an embodiment of the present invention.
- this game machine 10 is equipped with a DVD (trademark) ROM 25 as an information storage medium in a home game machine 46 connected to a monitor 18 and a speaker 22.
- DVD-ROM 25 is used to supply game programs and games to home game machines 46, but any other information storage medium such as CD-ROM (trademark) or ROM card is used. Can be used.
- game programs and game data can be supplied to home game machines 46 from a remote location via a communication network such as an Internet connection.
- the home game machine 46 includes a microprocessor 14, an image processor 16, a main memory 26, an input / output processor 30, an audio processor 20, and a DVD-ROM playback unit 24.
- This is a known computer game system.
- the microprocessor 14, the image processing unit 16, the main memory 26 and the input / output processing unit 30 are connected to each other via a bus 12 so that mutual communication is possible.
- the input / output processing unit 30 is connected to the controller. 48, an audio processing unit 20 and a DVD-R 0 M playback unit 24 are connected.
- Each component of the home game machine 4 6 is housed in a housing.
- a home television receiver is used as the monitor 18, and its built-in speaker is used as the speaker 2 2.
- the microprocessor 14 controls each part of the consumer game machine 4 6 based on the operating system stored in the ROM (not shown) and the game program read from the DVD—: ROM 25, bus 1 2 is for exchanging the address and data at each part of the home game machine 46.
- the main memory 26 is configured to include a RAM, and a game program and game data read from the DVD-ROM 25 are written as necessary, or used for work of the microphone processor 14.
- the image processing unit 16 is configured to include VRAM. The image processing unit 16 receives the image data sent from the microprocessor 14 and draws the game screen on the VRAM, and converts the content into a video signal. Output to monitor 1 8.
- the input / output processing unit 30 is an interface for relaying communication between the controller 48, the audio processing unit 20 and the DVD-ROM playback unit 24, and the microprocessor 14.
- the audio processing unit 20 is configured to include a sound buffer, and from the DVD—R 0 M 2 5 Data such as music and game sound effects that have been read and stored in the sound buffer are played back and output from the power 22.
- the DVMD—ROM playback unit 24 reads the game program and game data recorded on the DVD-0M 25 in accordance with instructions from the microprocessor 14.
- Controller 48 is a means for inputting operation signals.
- FIG. 2 (a) is a plan view showing an example of the controller 48
- FIG. 2 (b) is a rear view thereof.
- the controller 48 shown in the figure is a general-purpose game controller, which has a directional key 34, a start button 3 6, buttons 3 8 X, 3 8 Y, 3 8 A and 3 8 B on the upper surface 49. Auxiliary buttons L 1, L 2, R 1 and R 2 are provided on the side.
- the direction key 34 is usually used to instruct the moving direction of the game character or power sol. On the surface of the direction key 34, an up direction mark 34 U, a down direction mark 34 D, a right direction mark 34 R and a left direction mark 34 L are displayed so that the player can judge the operation contents at a glance.
- buttons 3 8 X, 3 8 Y, 3 8 A, 3 8 B, and auxiliary buttons L I, L 2, R 1, R 2 are used for other game operations.
- button 3 8 B is used for the attack instruction
- auxiliary button R 2 is used for the alert mode instruction.
- the direction of the game character is instructed by the direction key 3 4.
- the technology for realizing a game that can indicate the attack direction during an attack will be described.
- FIG. 3 is a diagram showing game characters displayed on the monitor 18 in the game according to the present embodiment.
- the action mode of the game character is set to the alert mode while the auxiliary button: R2 is pressed.
- the appearance of a game character attacking with a machine gun in this alert mode is shown.
- the game character (object) 1 0 0 holds the machine gun (object) 1 0 1 with both hands. Yes.
- These images are generated on the basis of the moving object data relating to the game character 100 and the machine gun 100 1 stored in the game apparatus 10.
- the attack in the alert mode that is, in the state where both the auxiliary button R 2 and the button 3 8 B are pressed
- the game character 100 0 is fixed to the lower body by pressing the direction key 3 4.
- the upper body is moved in the state, and the gun direction (attack direction) of the machine gun 1 0 1 changes accordingly.
- the direction key 3 4 can be operated upward to input an upward signal to the home video game console 46 so that the upper body can be warped while the lower body is fixed. It has become.
- the upper body can be bent while the lower body is fixed.
- the right direction and inputting a right direction signal to the home game machine 46 the upper body can be twisted to the right while the lower body is fixed.
- operate left and move left By inputting a signal to the home game machine 46, the upper body can be twisted to the left while the lower body is fixed.
- FIG. 4 shows an overall image of the game character 100 with the upper body warped. If the upper body is moved and its posture is changed as described above, the position and posture of the machine gun 10 1 will change accordingly. As a result, the direction of attack by the machine gun 1 0 1 changes.
- the machine gun 1 0 1 is an attacking device that fires bullets continuously or intermittently while pressing the button 3 8 B. In this game, the attacking direction is determined during the attack by adopting the above operation system. It can be changed, and it has succeeded in reproducing the state of shooting the machine gun 1 0 1 appropriately.
- FIG. 5 is a diagram showing bones set for the game character 100.
- game character 10 0 0 has bone U 1 that penetrates the torso starting from center point G, bone U 2 that penetrates the chest starting from the end point of bone U 1, and the end points of bone U 2.
- Bone U 3 that penetrates the neck as the starting point
- Bone U 4 that penetrates the head starting from the end point of bone U 3
- Bone H that penetrates the buttocks starting from the center point G are set.
- the game character 10 0 also includes bone AR 1 that reaches the right shoulder starting from the end point of bone U 2, and bone AR 2 that passes through the upper arm of the right hand starting from the end point of bone AR 1 and the end point of bone AR 2.
- Bone AH 3 that penetrates the right forearm with the starting point and Bone AR 4 that penetrates the right back with the ending point of bone AR 3 as the starting point.
- the game Character 1 0 0 has bone U 2 as the starting point and reaches the left shoulder Bone AL 1 and bone AL 1 as the starting point and penetrates the upper left arm Bone AL 2 and bone AL 2 as the starting point and left hand forearm Bone AL 3 penetrating through, and point AL 4 penetrating through the left back from the end of bone AL 3 is set.
- game character 10 0 has bone LR 1 on the right thigh, bone LR 2 on the right shin, bone LR 3 on the right instep, and bone LL 1 on the left thigh. Bon LL 2 is set on the left shin and bone LL 3 is set on the left instep.
- the character origin Co is set near the middle point of the both-foot contact position
- the forward direction of the game character 100 is the Z direction
- the left direction is the X direction
- the head direction is the Y direction.
- Character coordinate system 9 8 is set.
- the start point position, end point position, front direction vector, and side direction vector are stored for each bone.
- the start position and the end position are stored as relative position coordinates with respect to the character origin Co.
- Fig. 6 shows an example of a bone coordinate system 9 8 and a start coordinate (white circle), an endpoint (U 1 arrow tip), a front vector U 1 f, a side vector U 1 s It is a figure which shows the relationship.
- each bone has a dependency relationship ', and changing the position and Z or posture of one bone also changes the position and / or posture of other bones directly subordinate to that bone.
- the dependency of each bone is indicated by an arrow.
- the other bone indicated by an arrow attached to a certain bone is a bone directly subordinate to the bone.
- bone M set to machine gun 1 0 1 will follow bone U 1 for example.
- Fig. 7 shows that the direction key 3 4 moves left and right during the attack in the alert mode. It is a figure which shows the change of the bone U 1 when operated.
- C y is a straight line that passes through the origin of bone U 1 in parallel to the Y-axis direction C y in the character coordinate system 98.
- U 1 ' indicates a state in which the bone U 1 is changed by operating the direction key 3 4 to the left during the attack in the alert mode.
- U lf ' indicates that the direction vector U 1 f is changed by operating the direction key 3 4 to the left during the attack in the alert mode.
- U 1 s' indicates that the side vector U 1 s is changed by operating the direction key 3-4 to the left during the attack in the alert mode.
- the bone U 1, the front direction vector U 1 f, and the side direction vector U 1 s are the starting points. Is fixed on the straight line Cy, and further, while the angle formed with the straight line Cy 'is fixed, the straight line Cy' is turned counterclockwise as viewed from above. That is, the end point of the bone U l, the front direction vector U 1 f, and the side direction vector U 1 s turns counterclockwise while keeping the distance from the straight line C y ′ constant.
- the direction key 3 4 is operated to the right, it turns in the opposite direction.
- Bone H, LR 1, LR 2, LR 3, LL 1, LL 2, and LL 3 do not change even if the direction key 3 4 is operated during the attack in the alert mode.
- the direction key 3 4 is operated in the left-right direction during the attack in the alert mode.
- the game character 1 0 0 twists the upper body to the left and right with the lower body fixed, and swings the muzzle direction of the machine gun 1 0 1 left and right. In this way, it is possible to reproduce the state of shooting the machine gun 1 0 1 as an attack.
- FIG. 8 is a diagram showing a modification of how to change the bone U 1.
- the front direction vector U lf and the side direction vector U 1 s with the bone U 1 itself as an axis. Rotates in the left-right direction.
- the subordinate bones are also driven, and the positional relationship between the subordinate bones related to the point U 1 and the machine gun 100 is maintained.
- FIG. 9 is a diagram showing a change in bone U 1 when the direction key 3 4 is operated up and down during the attack in the alert mode.
- the bone U 1 when the direction key 3 4 is operated upward, the bone U 1 is oriented so that the front vector U 1 f faces upward with the side vector U 1 s as the axis. Rotate to.
- the button U 1 rotates so that the front vector U 1 f faces downward with the side vector U 1 s as an axis.
- the subordinate bones are also driven, and the positional relationship between the subordinate bones related to the point U 1 and the machine gun 1 0 1 etc. is maintained.
- FIG. 10 shows a functional block diagram of the game apparatus 10 according to the present embodiment.
- the figure mainly shows the functions related to the present invention among the functions of the game apparatus 10 according to the present embodiment.
- the functions of the game apparatus 10 include a signal input unit 50, an attack instruction signal input presence / absence determination unit 52, a game character moving unit 54, an attack direction changing unit 56, Object data storage unit 5 8, Game control unit 6 0 is included. These functions are realized by executing a predetermined game program on the home game machine 46.
- the signal input unit 50 includes a controller 48, and inputs various operation signals mainly for controlling the action of the game character.
- an attack instruction signal is input when button 3 8 B is pressed.
- the direction indication signal of any one of the up direction signal, the down direction signal, the right direction signal, and the left direction signal is input.
- the object data storage unit 58 stores the position, posture, shape, and pattern of dynamic objects such as game characters 100 and machine guns 1001, and static objects such as buildings and floors.
- dynamic objects such as game characters 100 and machine guns 1001
- static objects such as buildings and floors.
- game character 10 0 and machine gun 1 0 the relative coordinates and orientation of the bone (front direction vector and side direction vector) set for each part of the object as described above are set.
- the attack instruction signal input presence / absence determination unit 52 determines whether or not an attack instruction signal is input by the signal input unit 50.
- the game character moving unit 54 transmits the game character in the virtual space based on the direction instruction signal input by the signal input unit 50 while the attack instruction signal is not input by the signal input unit 50. Move.
- the object data storage unit 58 stores the position coordinates (position coordinates in the world coordinates) of the character origin Co set in the game character in the virtual space, and moves the game character.
- the unit 54 updates the position coordinates based on the direction instruction signal input by the signal input unit 50 while the attack instruction signal is input by the signal input unit 50.
- the attack direction changing unit 56 is attacked by the machine gun 100 based on the direction instruction signal input by the signal input unit 50 while the attack instruction signal is input by the signal input unit 50. Change direction.
- the attack direction changing unit 56 is a game character based on the direction indication signal input by the signal input unit 50 while the attack instruction signal is input by the signal input unit 50.
- the attack direction by the machine gun 1 0 1 is changed based on the direction indication signal input from the signal input unit 50 while restricting the movement of the machine gun.
- the attack direction changing unit 56 is connected to the object direction based on the direction instruction signal input by the signal input unit 50 while the attack instruction signal is input by the signal input unit 50.
- the data (position and posture) related to the bone U1 and the bones subordinate thereto are updated. Then, based on the data related to those bones, particularly the data related to the bone U 1, the posture of the machine gun 100 1, that is, the attack direction is determined.
- the game control unit 60 is responsible for other game controls.
- button 3 8 B when button 3 8 B is pressed, the process of virtually firing a bullet from the machine gun 1 0 1 and whether or not another object has hit the virtual bullet has been hit. In such a case, a process for performing the production in accordance with it is performed.
- Figures 11 and 12 are flow charts showing the operation in the alert mode.
- the process shown in the figure is a process that is repeated every predetermined time while the alert mode is set.
- the attack instruction signal input presence / absence determination unit 52 determines whether or not the button 38B is pressed (S 1 0 1). If the button is pressed, the button game control unit 60 is stored in the object data storage unit 58. Determines the bullet firing direction (attack direction) based on the current position and posture of the machine gun 1 0 1 and executes the process of virtually firing the bullet
- the game character moving unit 5 4 will move the game character if the direction key 34 is operated upward (S 1 1 1). Advance 1 0 0 (S 1 1 2). If it is operated downward (S 1 1 3), the game character 1 0 0 is moved backward (S 1 1 4). If it is operated to the right (S 1 15), the game character 100 is turned right around the right foot (S 1 16). Further, if the left direction is operated (S 1 1 7), the game character 100 is turned left about the left foot (S 1 1 8). Then, this process is terminated, and after a predetermined time, if the alarm mode is set, this process is executed again.
- the direction key is pressed while the button 3 8 B is pressed and the attack instruction signal is input.
- 1 3 4 changes the barrel direction of machine gun 1 0 1.
- the button 3 8 B is not pressed, the game character 1 100 can be moved by the direction key 3 4. For this reason, both the direction of movement and the direction of attack can be easily input with only the direction key 3 4.
- the present invention is not limited to the above embodiment.
- the attacking means held by the game character 100 is the machine gun 1001, but any real or fictitious attacking means such as a handgun, a laser gun that emits a laser, a hose that discharges water, etc. Can be adopted. Further, not only a separate attack means but also a part of the body itself may be an attack means in a virtual game character. Furthermore, the present invention can be applied not only to a game character imitating a person but also to a game character imitating a moving body such as a tank, an aircraft, a spacecraft, etc.
- the program is an information storage medium.
- FIG. 13 is a diagram showing the overall configuration of a program distribution system using a communication network.
- this program distribution system 1 0 3 is based on a game data base 1 0 5, a server 1 0 4, a communication network 1 0 6, a personal computer 1 0 8, a home game machine 1 1 0, Includes PDAs (personal digital assistants) 1 1 2 Among them, the game distribution device 1 14 is composed of the game device 10 5 (information storage medium) and the server 10 4.
- the communication network 10 6 is configured to include, for example, an Internet cable network.
- the game database 1 0 5 stores a program similar to the stored content of the DVD-R 0 M 2 5. Then, when a consumer makes a game distribution request using a personal computer 10 8, a home game machine 1 1 0, a PDA 1 1 2, or the like, it is transmitted to the server 1 via the communication network 1 0 6. 0 Reported to 4. Then, the server 10 4 reads the program from the game database 1 0 5 in response to the game delivery request, and loads it into the personal computer 1 0 8, home game machine 1 1 0, PDA 1 1 2, etc. Send to the original.
- the game is distributed in response to the game distribution request, but it may be transmitted unilaterally from the Sanyo 104.
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Priority Applications (3)
Application Number | Priority Date | Filing Date | Title |
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EP03797512A EP1541206A4 (en) | 2002-09-19 | 2003-03-18 | GAME MACHINE, GAME OPERATING ARRANGEMENT, PROGRAM, DISCHARGE DEVICE, AND INFORMATION STORAGE |
AU2003220887A AU2003220887A1 (en) | 2002-09-19 | 2003-03-18 | Game machine, game control method, program, its distributing device, and information storage medium |
US10/528,391 US7645192B2 (en) | 2002-09-19 | 2003-03-18 | Game machine, game control method, program, its distributing device, and information storage medium |
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JP2002-273989 | 2002-09-19 | ||
JP2002273989A JP3457305B1 (ja) | 2002-09-19 | 2002-09-19 | ゲーム装置、ゲーム制御方法及びプログラム |
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US (1) | US7645192B2 (ja) |
EP (1) | EP1541206A4 (ja) |
JP (1) | JP3457305B1 (ja) |
KR (1) | KR100695648B1 (ja) |
CN (1) | CN100534562C (ja) |
AU (1) | AU2003220887A1 (ja) |
WO (1) | WO2004026424A1 (ja) |
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JP5129846B2 (ja) * | 2010-09-27 | 2013-01-30 | 株式会社コナミデジタルエンタテインメント | ゲームシステム、それに用いる制御方法及び、コンピュータプログラム |
JP5735472B2 (ja) * | 2012-10-26 | 2015-06-17 | 株式会社 ディー・エヌ・エー | ゲーム提供装置 |
CN107019915B (zh) | 2016-02-01 | 2018-09-07 | 腾讯科技(深圳)有限公司 | 一种确定移动轨迹的方法、用户设备及系统 |
CN106527924A (zh) * | 2016-10-20 | 2017-03-22 | 北京乐动卓越科技有限公司 | 一种第三人称视角3d动作手机游戏的角色控制方法及装置 |
CN107835148B (zh) * | 2017-08-23 | 2020-06-23 | 杭州电魂网络科技股份有限公司 | 游戏角色控制方法、装置、系统及游戏客户端 |
CN107998654B (zh) * | 2017-11-16 | 2020-09-29 | 腾讯科技(上海)有限公司 | 加速度的调整方法和装置、存储介质、电子装置 |
CN108245893B (zh) * | 2018-02-09 | 2021-06-29 | 腾讯科技(深圳)有限公司 | 三维虚拟环境中虚拟对象的姿态确定方法、装置及介质 |
CN108970112A (zh) * | 2018-07-05 | 2018-12-11 | 腾讯科技(深圳)有限公司 | 姿势的调整方法和装置、存储介质、电子装置 |
CN110075523B (zh) * | 2019-04-30 | 2020-04-17 | 网易(杭州)网络有限公司 | 动作生成方法、装置、电子设备和计算机可读介质 |
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Also Published As
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KR20050057232A (ko) | 2005-06-16 |
US7645192B2 (en) | 2010-01-12 |
KR100695648B1 (ko) | 2007-03-16 |
JP3457305B1 (ja) | 2003-10-14 |
CN100534562C (zh) | 2009-09-02 |
EP1541206A1 (en) | 2005-06-15 |
US20060073898A1 (en) | 2006-04-06 |
AU2003220887A1 (en) | 2004-04-08 |
EP1541206A4 (en) | 2005-12-07 |
CN1681566A (zh) | 2005-10-12 |
JP2004105556A (ja) | 2004-04-08 |
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