WO2006098099A1 - メッセージ画像表示装置、メッセージ画像表示装置の制御方法及び情報記憶媒体 - Google Patents
メッセージ画像表示装置、メッセージ画像表示装置の制御方法及び情報記憶媒体 Download PDFInfo
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- WO2006098099A1 WO2006098099A1 PCT/JP2006/302037 JP2006302037W WO2006098099A1 WO 2006098099 A1 WO2006098099 A1 WO 2006098099A1 JP 2006302037 W JP2006302037 W JP 2006302037W WO 2006098099 A1 WO2006098099 A1 WO 2006098099A1
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- image
- message
- display
- balloon image
- unit
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Classifications
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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
- A63F13/25—Output arrangements for video game devices
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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
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
-
- 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
- A63F13/44—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
-
- 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
- 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
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
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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
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
- A63F2300/638—Methods for processing data by generating or executing the game program for controlling the execution of the game in time according to the timing of operation or a time limit
-
- 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
- A63F2300/66—Methods for processing data by generating or executing the game program for rendering three dimensional images
Definitions
- the present invention relates to a message image display device, a method for controlling a message image display device, and an information storage medium.
- a message image display device that displays a plurality of message images is known.
- a message image display device for example, a game device that displays a plurality of game characters and displays a balloon image representing the game character's speech at a position based on the display position of each game character. It is done.
- Patent Document 1 Japanese Patent Laid-Open No. 2003-952
- the display of the message image is restricted by other message images, and the user may not be able to grasp the contents of each message image.
- the present invention has been made in view of the above problems, and an object of the present invention is to enable a user to grasp the contents of each message image when displaying a plurality of message images.
- An object of the present invention is to provide an image display device, a method for controlling a message image display device, and an information storage medium.
- a message image display device includes a display control unit that causes a display unit to display a screen including a plurality of message images, and a display of at least a part of the message image. Is determined by another message image of the plurality of message images, and a display time of each of the plurality of message images is determined based on a determination result by the determination unit Display time determination And the display control means displays each of the plurality of message images over a display time of the message image determined by the display time determination means.
- a display control step for causing a display unit to display a screen including a plurality of message images, and display of at least a part of the message images
- a determination step for determining whether or not the force is limited by another message image of the plurality of message images, and a display time of each of the plurality of message images based on a determination result by the determination step.
- a program according to the present invention is a program for causing a computer to function as a message image display device.
- the display control unit displays a screen including a plurality of message images on the display unit.
- a determination unit that determines whether or not at least a part of the display is limited by another message image of the plurality of message images, and each of the plurality of message images based on a determination result by the determination unit.
- the display function determining means for determining the display time of the message image, the display control means for each of the message images over the display time of the message image determined by the display time determining means. It is a program characterized by being displayed.
- An information storage medium is a computer-readable information storage medium storing the above program.
- the program distribution apparatus is a program distribution apparatus that includes an information storage medium that records the program, reads the program from the information storage medium, and distributes the program.
- a program distribution method is a program distribution method that includes an information storage medium storing the above-described program, reads out the program from the information storage medium, and distributes the program.
- a screen including a plurality of message images is displayed.
- the display time of each message image is such that at least a part of the message image is displayed by another message image. Is determined based on the determination result of whether or not the force is limited. According to the present invention, since the display time of each message image is determined based on the determination result of whether or not the force is limited by other message images, a plurality of message images are displayed. In this case, the user can grasp the contents of each message image.
- the display time determining unit determines at least one of the message images when determining the display time of one message image of the plurality of message images.
- the display time of the other message image is determined after the display time of the other message image is determined. Based on this, the display time of the one message image may be determined.
- the display time determining unit determines at least one of the message images when determining the display time of one message image of the plurality of message images.
- the display time of the one message image may be determined based on the above.
- the display time determining means determines at least one of the message images when determining the display time of one message image of the plurality of message images.
- the display is based on the longest display time of the display times of the other message images. Then, the display time of the one message image may be determined.
- FIG. 1 is a diagram showing a hardware configuration of a game device according to the present embodiment.
- FIG. 2 is a diagram illustrating an example of a controller.
- FIG. 3 is a diagram showing an example of a game screen.
- FIG. 4 is a diagram showing an example of a game screen.
- FIG. 5 is a diagram showing an example of a game screen.
- FIG. 6 is a diagram showing an example of a game screen.
- FIG. 7 is a perspective view showing an example of a virtual three-dimensional space.
- FIG. 8 is a diagram showing an example of a composition image.
- FIG. 9 is a diagram showing functional blocks of the game device according to the present embodiment.
- FIG. 10 is a diagram showing an example of a unit table.
- FIG. 11 is a diagram showing an example of a balloon image type table.
- FIG. 12 is a diagram showing an example of a balloon image table.
- FIG. 13 is a flowchart showing processing executed by the game device.
- FIG. 14 is a flowchart showing processing executed on the game device.
- FIG. 15 is a flowchart showing processing executed by the game device.
- FIG. 16 is a flowchart showing processing executed by the game device.
- FIG. 17 is a flowchart showing processing executed by the game device.
- FIG. 18 is a diagram showing an overall configuration of a program distribution system according to another embodiment of the present invention.
- FIG. 1 is a diagram showing a hardware configuration of the game device according to the embodiment of the present invention.
- the game device 10 shown in the figure is a DVD-RO that is an information storage medium in a home game machine 11.
- An M25 and a memory card 28 are attached, and a monitor 18 and a speaker 22 are connected.
- a monitor 18 and a speaker 22 are connected.
- a home television receiver is used for the monitor 18, and its built-in speaker is used for the speaker power 22.
- the consumer game machine 11 includes a bus 12, a microprocessor 14, an image processing unit 16, an audio processing unit 20, a DVD-ROM playback unit 24, a main memory 26, an input / output processing unit 30, and a controller 32. It is a known computer game system. Components other than the controller 32 are accommodated in the housing.
- the node 12 is used for exchanging addresses and data among the units of the home game machine 11. It is.
- the microprocessor 14, the image processing unit 16, the main memory 26, and the input / output processing unit 30 are connected by a bus 12 so that mutual data communication is possible.
- the microprocessor 14 controls each part of the consumer game machine 11 based on an operating system stored in a ROM (not shown), a program read from the DVD-ROM 25, and data read from the memory card 28.
- the main memory 26 includes, for example, RAM, and the program read from the DVD-ROM 25 and the data read from the memory card 28 are written as necessary.
- the main memory 26 is also used for the work of the microphone processor 14.
- the image processing unit 16 includes a VRAM, and draws a game screen on the VRAM based on image data sent from 14 microprocessors. Then, the content is converted into a video signal and output to the monitor 18 at a predetermined timing.
- the input / output processing unit 30 is an interface for the microprocessor 14 to access the audio processing unit 20, the DVD-ROM playback unit 24, the memory card 28, and the controller 32.
- An audio processing unit 20, a DVD-ROM playback unit 24, a memory card 28, and a controller 32 are connected to the input / output processing unit 30.
- the audio processing unit 20 includes a sound buffer, and reproduces various audio data such as game music, game sound effects, and messages read from the DVD-ROM 25 and stored in the sound buffer. Output from speaker 22.
- the DVD-ROM playback unit 24 reads a program recorded on the DVD-ROM 25 in accordance with an instruction from the microprocessor 14. It should be noted that any other information storage medium such as a CD-ROM or ROM card may be used here in order to supply the program to the consumer game machine 11 using a DVD-ROM 25. Further, a remote geopower program may be supplied to the consumer game machine 11 via a data communication network such as the Internet.
- the memory card 28 includes a nonvolatile memory (for example, EEPROM).
- the home game machine 11 has a plurality of memory card slots for installing memory cards 28, and a plurality of memory cards 28 can be installed at the same time.
- the memory card 28 is configured to be removable from the memory card slot. Used to store seed game data.
- the controller 32 is a general-purpose operation input means for the player to input various game operations.
- the input / output processing unit 30 scans the state of each unit of the controller 32 at regular intervals (for example, every 1Z60 seconds), and passes an operation signal representing the scan result to the microprocessor 14 via the bus 12.
- the microprocessor 14 determines the game operation of the player based on the operation signal.
- the home-use game machine 11 is configured so that a plurality of controllers 32 can be connected, and based on an operation signal input from each controller 32, the micro-port processor 14 controls the game!
- FIG. 2 is a diagram illustrating an example of the controller 32.
- the controller 32 shown in the figure is a general-purpose game controller.
- the direction buttons 34 on the surface of the controller 32 a start button 36, buttons 38X, 38Y, 38A, 38B are provided.
- buttons 42L and 42R are provided on the left and right sides of the front side, respectively, and buttons 40L and 40R are provided on the left and right sides of the back side.
- the direction button 34 has a cross shape, and is usually used to set the moving direction of the character or cursor.
- the start button 36 is a small push button having a triangular shape, and is usually used for starting a game or forcibly ending a game.
- a game program read from the DVD-ROM 25 is executed by the microprocessor 14, whereby a unit (hereinafter referred to as a player team) belonging to the player team to be operated by the player.
- a simulation game that aims to set the hit point of a unit belonging to an enemy team operated by a computer (hereinafter referred to as an enemy unit) to 0. Provided.
- a turn for the player to give an instruction to the player unit (hereinafter referred to as a player turn) and a turn for which an instruction is given to the enemy unit by the computer (hereinafter referred to as an enemy turn). ) And are executed alternately.
- action instructions such as "movement” and "attack” are given to the player unit. available.
- a player unit that gives an action instruction action instruction target player unit
- a movement instruction is given to the player unit so as to move to a position where an attack against the enemy unit is possible.
- an attack instruction is given to a player unit that has moved to a position where an attack against an enemy unit is possible, so as to attack the enemy unit.
- FIGS. 3 to 6 show examples of game screens when a movement instruction is given to the player unit in the player turn. More specifically, an example of the game screen in the case of determining the movement destination of the player unit is shown.
- a game field image 50 is displayed on the game screen.
- player unit images 52a and 52b and enemy unit images 54a, 54b, 54c, 54d and 54e are displayed on the game screen.
- a marker image 56 is displayed above the player unit image 52a.
- the marker image 56 shows the player unit image to be designated. That is, on the game screen shown in the figure, the player image 52a is a movement instruction target.
- the game screen shown in the figure is a screen for determining the movement destination of the player unit image 52a.
- a movable range guide image 58 is displayed on the game screen.
- the movable range guide image 58 is displayed so as to overlap the game field image 50, and plays a role of guiding a range in which the player unit image 52a that is the movement instruction target can be moved. Furthermore, a cursor image 60 is displayed on the game screen. The cursor image 60 moves on the game field image 50 in accordance with the operation on the direction button 34. In the game screen shown in FIG. 3, the player operates the direction button 34 to move the cursor image 60 to the movement destination position candidate of the player unit image 52a.
- a game screen as shown in FIG. 4 is displayed.
- balloon images 62a, 62b, 62c and 62e are displayed.
- the balloon image 62a is a balloon image corresponding to the enemy unit image 54a.
- the blown-out images 62b, 62c, 62ei and the enemy unit images 54b, 54c, 54e are the corresponding balloon images.
- the enemy unit image 54d has a balloon image associated with it.
- the balloon image is: 1) an enemy unit to which the movement instruction target player unit cannot attack from a destination position candidate, and a destination position candidate (more precisely, the destination position candidate) in the next enemy turn. Is displayed in association with an enemy unit that can attack (2) a player unit that is capable of attacking, or 2) an enemy unit that can be attacked by the movement target object unit.
- the balloon image 62e disappears when the images are cunning. Thereafter, when a predetermined time further elapses in the state shown in FIG. 5, the balloon image 62c on which other balloon images are not superimposed disappears. Similarly, when a predetermined time further elapses in this state, the balloon image 62b on which other balloon images are not superimposed disappears.
- the balloon image power displayed in front of the game screen also disappears in order, and the player can grasp the contents of each balloon image.
- the destination position candidate at that time ie, the cursor image at that time
- the position indicated by 60 is determined as the destination position. Then, for example, a game screen as shown in FIG. 6 is displayed.
- a virtual three-dimensional space as shown in FIG. 7 is constructed on the main memory 26.
- a game field object 66 is arranged in the virtual three-dimensional space 64.
- player player talents 68a and 68b and enemy unit talents 70a, 70b, 70c, 70d and 70e are arranged.
- a visual field image representing a state in which the virtual three-dimensional space 64 is viewed from a given viewpoint in a given gaze direction is generated.
- the game apparatus 10 generates a composition image that is the same size as the field-of-view image and is transparent on the entire surface.
- a marker image 56, a movable range guide image 58, a cursor image 60, a balloon image 62a, and the like are added to the composition image.
- the composition image finally becomes an image as shown in FIG.
- an image obtained by synthesizing the view image and the synthesis image is generated on the VRAM.
- the image generated on the VRAM is displayed on the monitor 18 as a game screen at a predetermined timing.
- FIG. 9 shows the game device 10 Of the functional blocks realized in the above, functional blocks related to the present invention are mainly shown.
- game device 10 includes a storage unit 72, a display control unit 76, a determination unit 78, a display time determination unit 84, a remaining time information update unit 80, and a display unit 82. It is out. These functions are realized by the program supplied via the DVD-ROM 25 being executed by the microprocessor 14.
- the storage unit 72 is realized mainly by the DVD-ROM 25 and the main memory 26.
- the storage unit 72 stores data relating to the player unit and the enemy unit. For example, parameter information, object data, and the like of each unit are stored in the storage unit 72.
- the unit table shown in the figure includes an ID field, a current position field, a hit point field, a movement power field, an attack power field, an attack possible range field, and a defense power field.
- the ID field stores identification information (ID) that uniquely identifies each unit.
- ID identification information
- the first character of the ID serves as information indicating whether the unit is a player unit (P) or an enemy unit (E).
- the current position field field information indicating the current position of the unit is stored.
- the current position field may store information indicating the position of the unit on the game screen (ie, the display position of the unit image)!
- information indicating the position of the unit in the virtual three-dimensional space 64 (that is, the position of the unit object) may be stored.
- the hit point field stores the hit point of the unit.
- the hit point is a parameter that indicates the physical strength and vitality of the unit. When the hit point is 0, the action instruction for the unit is restricted.
- a moving force parameter is stored in the moving force field.
- the moving force parameter is numerical information indicating the distance that the unit can move in one turn (in response to one moving instruction).
- the attack power parameter is stored in the attack power field.
- the attack power parameter is This is numerical information indicating the attack power of the knit. For example, when a player unit attacks an enemy unit, the amount of damage (hit point reduction amount) given to the enemy unit is determined based on the attack power parameter of the player unit.
- An attackable range parameter is stored in the attackable range field.
- the attack possible range parameter is numerical information indicating the attack possible range of the unit. That is, each player unit can attack an enemy unit located within the range based on the current position force attackable range parameter, and each enemy unit is within the range based on the attackable range parameter from the current position. It is possible to attack the player unit located at
- the attackable range parameter may indicate the distance on the game screen, or may indicate the distance in the virtual three-dimensional space 64. In the present embodiment, the attackable range parameter will be described as indicating the distance in the virtual three-dimensional space 64.
- a defense power parameter is stored in the defense power field.
- the defense parameter is numerical information indicating the defense strength of the unit. For example, when a player unit attacks an enemy unit, the magnitude of damage (hit point reduction amount) given to the enemy unit is determined based on the defense power parameter of the enemy unit. Also, for example, when the player team is attacked by an enemy unit, the amount of damage (hit point reduction) received by the player unit is determined based on the defense power parameter of the player unit.
- a balloon image type table as shown in FIG. 11, for example, is stored in the storage unit 72.
- the balloon image type table shown in the figure includes an ID field, a message character string field, and a shape field.
- the ID field stores identification information (ID) that uniquely identifies the balloon image type.
- the message character string field stores the message character string displayed in the balloon.
- the shape field stores information for specifying the shape of the balloon.
- the shape “1” indicates, for example, the balloon shape related to the balloon image 62e in FIG.
- the shape “2” indicates, for example, the balloon shape related to the balloon images 62a and 62c in FIG.
- the shape “3” indicates, for example, the balloon shape related to the balloon image 62b in FIG. [0051] [2. Remaining time information storage unit]
- the storage unit 72 includes a remaining time information storage unit 74.
- the remaining time information storage unit 74 stores remaining time information in association with each of a plurality of balloon images (message images) displayed on the game screen.
- the remaining time information is information that directly or indirectly indicates the remaining time until the display of the balloon image is limited.
- the remaining time information may be a combination of information indicating the maximum time until the display of the balloon image is limited and information indicating the time when the force has elapsed since the balloon image was displayed.
- a balloon image table as shown in FIG. 12 is stored in the remaining time information storage unit 74.
- the balloon image table shown in the figure includes an ID field, a balloon image type ID field, a display position field, a remaining time field, a depth field, and an importance field.
- the ID field stores information (ID) that uniquely identifies the balloon image displayed on the game screen.
- the balloon image type ID field stores one of the IDs stored in the ID field of the balloon image type table. That is, the balloon image type ID field identifies the balloon shape of the balloon image and the message character string displayed in the balloon.
- the display position field stores the display position of the balloon image on the game screen. More specifically, the position of the representative point of the balloon image on the game screen is stored.
- remaining time information indicating the remaining time until the display of the balloon image is restricted is stored.
- numerical information indicating the remaining time in units of 1Z60 seconds is stored.
- the initial value of the remaining time field is determined for each balloon image by the display time determination unit 84.
- the depth degree field stores the depth degree of the balloon image.
- the depth of each balloon image is indicated by a numerical value.
- at least a part of the area on the game screen corresponding to a certain balloon image overlaps at least a part of the area on the game screen corresponding to another balloon image.
- the balloon image with the smaller depth is displayed on the front. That is, the display of at least a part of the balloon image with a large depth degree is limited by the other balloon image.
- Information indicating the importance of the balloon image is stored in the importance field.
- the importance of each balloon image is indicated by a numerical value. For balloon images with high importance, the numerical value stored in the importance field is increased.
- the importance level of the balloon image may be determined based on, for example, an enemy unit to which the balloon image is associated, and may be determined based on the balloon image type of the balloon image. It may be. In the former case, for example, the importance level of the balloon image associated with the important enemy unit may be set high. In the latter case, make sure that the importance level of the balloon image containing the important message image is set high.
- the display control unit 76 is realized mainly by the image processing unit 16.
- the display unit 82 is realized mainly by the monitor 18.
- the display control unit 76 causes the display unit 82 to display a game screen including a plurality of balloon images.
- the display control unit 76 displays at least a part of the area on the screen corresponding to the balloon image (first balloon image) and the area on the screen corresponding to another balloon image (second balloon image). If at least part of the area overlaps, the overlapping area is based on the importance stored in association with the first balloon image and the importance stored in association with the second balloon image.
- the display of a part of the first balloon image corresponding to may be restricted.
- the display control unit 76 stores the depth of the first balloon image in association with the first balloon image and the importance stored in association with the second balloon image.
- the display of a part of the first balloon image corresponding to the overlapping area may be restricted based on the corrected depth degree that is increased or decreased by a degree corresponding to the difference between
- the area on the screen corresponding to the balloon image is an area on the game screen occupied when, for example, the entire balloon image is displayed on the game screen.
- the display control unit 76 displays each balloon image over the display time of the balloon image determined by the display time determining unit 84. That is, the balloon image is displayed until the display time of the balloon image elapses.
- the display time of the balloon image has elapsed Whether or not it has been determined is determined based on the remaining time information stored in association with the balloon image.
- the display of the balloon image on the game screen is suppressed, the transparency (semi-transparency) of the balloon image is increased, the depth of the balloon image is increased, etc. Is mentioned.
- the balloon image is not displayed on the game screen.
- the determination unit 78 determines whether or not the display of the balloon image is restricted by another balloon image for each balloon image to be displayed on the game screen. For example, the determination unit 78 determines whether or not an area on the game screen corresponding to the balloon image overlaps with an area on the game screen corresponding to another balloon image. Then, it is determined whether or not the other balloon image is displayed in the overlapping area. In other words, the determination unit 78 determines whether or not the force is such that another balloon image is displayed on at least a part of the balloon image.
- the remaining time information update unit 80 updates the remaining time information stored in the remaining time information storage unit 74 every predetermined time (for example, 1Z60 seconds). In the present embodiment, the value of the remaining time field of the balloon image table is decreased every predetermined time.
- the display time determining unit 84 determines the display time (display deadline) of each balloon image to be displayed on the game screen. That is, the initial state of the remaining time information stored in association with each balloon image is determined. In the present embodiment, the display time determining unit 84 determines the initial value of the remaining time field of the balloon image table.
- the display time of each balloon image is determined based on the determination result by the determination unit 78.
- the display time of the first balloon image is It is determined based on the display time of the second balloon image.
- the second balloon image is displayed during the reference display time (normal display time) of the first balloon image.
- the time force that is added to the image display time is determined as the display time of the first balloon image
- the reference display time (TO) is determined as the display time (Te) of the balloon image 62e.
- the balloon image 62e is displayed in a superimposed manner on the balloon image 62c.
- the display time of each balloon image is determined as Te ⁇ Tc ⁇ Tb ⁇ Ta.
- the balloon image 62e first disappears as well. Thereafter, when the time TO further elapses, that is, when the time Tc elapses after the game screen is displayed, the balloon image 62c disappears from the game screen. Thereafter, when the time TO further elapses, that is, when the time Tb elapses after the game screen is displayed, the balloon image 62b disappears from the game screen power. When the time TO further elapses, that is, when the time Ta elapses after the game screen is displayed, the balloon image 62a disappears from the game screen power.
- the reference display time (TO) may be different for each balloon image! For example, it may be determined based on the importance of each balloon image.
- FIG. 13 is a flowchart showing the processing.
- the direction instruction operation As shown in FIG. 13, in the game apparatus 10, it is first determined whether or not the direction instruction operation has been performed (S 101). In other words, it is determined whether or not an operation for updating the position of the cursor image 60 has been performed. This determination is made based on an operation signal input from the controller 32. For example, it is determined whether or not an operation signal indicating a pressing operation of the direction button 34 is input from the controller 32.
- the display control unit 76 executes a balloon image table initialization process (S 102). 14 and 15 are flowcharts showing the balloon image table initialization process.
- the contents of the balloon image table are first cleared (S201). Specifically, all records (data) in the balloon image table are deleted.
- the display control unit 76 acquires a destination position candidate (S202).
- the display control unit 76 holds information for specifying the current destination position candidate (hereinafter referred to as destination position candidate information).
- the display control unit 76 acquires the contents of the direction instruction operation based on the operation signal input from the controller 32, and moves a predetermined distance in the direction corresponding to the current destination position candidate force direction instruction operation contents. Is set as a new destination candidate. Then, the movement destination position candidate information is updated.
- the display control unit 76 initializes the variable n to 1 (S203). Then, the display control unit 76 executes the processing of S204 to S213 for the enemy unit with ID “En” (hereinafter referred to as enemy unit “En”).
- the display control unit 76 acquires a display position of an enemy unit image (hereinafter referred to as an enemy unit image “En”) corresponding to the enemy unit “En” (S204). Specifically, the position of the enemy unit object corresponding to the enemy unit “En” (hereinafter referred to as the enemy unit object “En”) in the virtual 3D space 64 is read from the current position field of the unit table, and The position on the game screen corresponding to the position is acquired as the display position of the enemy unit image “En”. Furthermore, the display control unit 76 acquires the degree of depth corresponding to the enemy unit image “En” (S205).
- an enemy unit image “En” the position of the enemy unit object corresponding to the enemy unit “En”
- the degree of depth corresponding to the enemy unit image “En” is calculated based on the distance from the viewpoint position in the virtual three-dimensional space 64 to the position of the enemy unit object “En”.
- the depth corresponding to the enemy unit image “En” increases as the distance from the viewpoint position to the position of the enemy mute object “En” increases! /,
- the depth degree acquired in this step is stored as the depth degree of the balloon image corresponding to the enemy unit “En” in the depth degree field of the balloon image table.
- the display control unit 76 determines whether or not the movement instruction target player unit can perform an attack on the enemy unit "En” as a movement destination position candidate force (S206).
- the display control unit 76 reads the attackable range parameter of the movement instruction target player unit. Then, based on the attackable range parameter and the movement destination position candidate information, a range in which the movement instruction target player unit can attack the movement destination position candidate power is acquired. Further, the display control unit 76 reads the current position of the enemy unit “En” and determines whether or not it is included in the attackable range. When the display control unit 76 determines that the current position of the enemy unit “En” is included in the attackable range, the movement instruction target player unit can perform an attack on the enemy unit “En” with the destination position candidate power. to decide.
- the display control unit 76 determines that the player unit subject to movement instruction cannot perform an attack on the enemy unit "En", the enemy unit "En” will enter the next enemy turn. First, it is determined whether or not it is possible to attack the destination candidate (more precisely, the player unit located at the destination candidate) (S210). The display control unit 76 reads out the moving force parameter and the attackable range parameter of the enemy unit “En” from the unit table. Based on these parameters, in the next enemy turn, it is determined whether or not the enemy unit “En” can move to a position where an attack on the destination position candidate is possible. If the display control unit 76 determines that the enemy unit “En” can perform a powerful move, the enemy unit “En” can attack the destination position candidate in the next enemy turn. Judge.
- the display control unit 76 sets the enemy unit "En” to the destination position candidate in the next enemy turn. If it is determined that the attack can be performed, the record is added to the balloon image table (S211). In this case, 1 is stored in the balloon image type ID field of the newly added record. In the ID field, a value obtained by adding 1 to the number of records stored in the balloon image table is stored. For example, if there is no record stored in the balloon image table, 1 is stored in the ID field.
- the display position field stores information indicating the display position determined based on the display position of the enemy unit image “En” acquired in S204. In the depth degree field, the depth degree acquired in S205 is stored. Information indicating a predetermined importance level corresponding to the enemy unit “En” or the balloon image type ID “1” is stored in the importance level field. The value stored in the remaining time field is determined by processing (S216 to S228) described later.
- the display control unit 76 determines in S206 that the movement instruction target player unit can make an attack on the enemy unit “En”, the enemy unit “En” It is determined whether or not the hit point of “” becomes 0 (S207).
- the display control unit 76 reads out the defense parameter and the hit points (remaining hit points) of the enemy unit “En”.
- the attack canometer of the movement instruction target player unit is read.
- the damage amount (hit point reduction amount) by the attack is calculated by comparing the defense strength parameter of the enemy unit “En” with the attack strength parameter of the movement instruction target player unit. Then, it is determined whether or not the hit point reduction amount is equal to or greater than the remaining amount of hit points of the enemy unit “En”.
- the display control unit 76 determines that the hit point of the enemy unit "En" becomes 0, it adds a record to the balloon image table (S212). In this case, 4 is stored in the balloon image type ID field of the newly added record. For the other fields, various information is stored in the same way as in S211.
- the display control unit 76 determines that the hit point of the enemy unit “En” does not become 0 (S207), the enemy unit “En” enters the next enemy turn and the destination position candidate ( More precisely, it is determined whether or not an attack can be performed on the player unit located at the destination position candidate (S208). This process is performed in the same manner as S210. [0079] If the display control unit 76 determines that the enemy unit "En” can attack the destination position candidate in the next enemy turn, the display control unit 76 adds a record to the balloon image table (S209). . In this case, 2 is stored in the balloon image type ID field of the newly added record. For the other fields, various information is stored in the same manner as in S211.
- the display control unit 76 determines that the enemy unit "En” cannot attack the destination position candidate in the next enemy turn, it adds a record to the balloon image table. (S213). In this case, 3 is stored in the balloon image type ID field of the newly added record. For the other fields, various information is stored in the same manner as in S211.
- the display control unit 76 increments the variable n (S214). Then, it is determined whether or not the variable n is Nmax or less (S215).
- Nmax is a predetermined constant indicating the total number of enemy units. In this embodiment, it is 5.
- the display control unit 76 determines that the variable n is equal to or less than Nmax, the display control unit 76 performs the processes of S204 to S213 for the enemy unit “En”.
- the process for determining the initial value of the remaining time field (display time of each balloon image) corresponding to each balloon image is the display time determination unit 84. Executed by. In this process, first, a balloon image having the smallest depth degree is selected as a notice balloon image (S216). That is, the balloon image displayed at the forefront of the game screen is selected as the notice balloon image.
- variable t is initialized to a predetermined value TO (S217).
- TO is the reference display time
- the area on the game screen corresponding to the balloon image of interest overlaps at least a part of the area on the game screen corresponding to the other balloon image.
- the area on the game screen corresponding to the balloon image is an area on the game screen occupied when the entire balloon image is displayed on the game screen.
- the balloon image is the balloon image type ID field in the balloon image table.
- the message character string (message character string field of the balloon image type table) specified by the field is included in the balloon of the shape specified by the field (shape field of the balloon image type table). Therefore, the area on the game screen corresponding to the balloon image is acquired based on the display position field of the balloon image table and the balloon image type ID field.
- the other Is selected as a comparison target (S219). Then, it is determined whether or not the depth of the notice balloon image is larger than the depth of the comparison balloon image (S220). That is, it is determined whether or not the display of the notice balloon image is limited by the balloon image to be compared.
- the display time T of the comparison target balloon image is acquired (S221). Specifically, it is obtained as the value of the remaining time field corresponding to the balloon image to be compared.
- the initial value of the remaining time field is determined in the order of the balloon image force with the small depth degree from the processing in S216 and S228. That is, when display of at least a part of a certain balloon image is limited by another balloon image, the initial value of the remaining time field corresponding to the other balloon image is determined first. For this reason, the value of the remaining time field corresponding to the balloon image to be compared has already been determined.
- the display time of the balloon image is the number of the other balloon images. It is determined based on the longest display time among the display times.
- variable t is stored in the field (S226). Then, it is determined whether or not there is a speech balloon image having a depth greater than that of the focused speech balloon image (S227).
- FIG. 16 is a flowchart showing the update process of the balloon image table.
- variable n is first initialized to 1 (S301). Then, the processing of S302 to S304 is executed for the balloon image with ID “n” (hereinafter referred to as balloon image “n”).
- the remaining time information update unit 80 decrements the value of the remaining time field corresponding to the balloon image “n” in the balloon image table (S302). Then, the display control unit 76 determines whether or not it is the power value of the remaining time field (S303). If the display control unit 76 determines that the value of the remaining time field is high, it deletes the record corresponding to the balloon image “n” in the balloon image table (S304). In this case, the balloon image “n” is not displayed on the game screen.
- the display control unit 76 determines whether a determination operation has been performed (S104). This determination is made based on an operation signal input from the controller 32. For example, it is determined whether or not an operation signal indicating that the button 38A is pressed and an operation signal indicating that the button 38A is released are input from the controller 32.
- the display control unit 76 determines that the determination operation has not been performed, the display control unit 76 generates a game screen as follows (S105). That is, a visual field image is first generated. More specifically, it shows how the player unit object and the enemy unit object are viewed from a given viewpoint, based on the contents of the unit table (current position field)! A view field image is generated.
- an image for synthesis is generated. Specifically, an image for synthesis that is the same size as the field-of-view image and is entirely transparent is generated. Thereafter, the movable range guide image 58 is added to the composition image. The movable range guidance image 58 is drawn to indicate the movable range of the movement instruction target player unit based on the current position of the movement instruction target player unit and the moving force parameter. Further, the cursor image 60 is added to the composition image. The drawing position of the cursor image 60 is determined based on the movement destination position candidate information held in the display control unit 76. In addition, the marker image 56 is added to the composition image. The drawing position of the marker image 56 is determined based on the current position of the movement instruction target player unit.
- each balloon image has a message character string (message character string field of the balloon image type table) specified by the balloon image type ID field, and a shape (shape field of the balloon image type table) specified by the same field.
- This image is included in the balloon.
- the drawing position of each balloon image is specified by the display position field of the balloon image table. In this case, the balloon image force having a large value in the depth field is also sequentially added to the composition image.
- the display control unit 76 generates an image formed by combining the visual field image and the combining image on the VRAM.
- the image generated on the VRAM is displayed as a game screen at a predetermined timing 8 Displayed in 2.
- the display control unit 76 determines that the determination operation has been performed (S104), it updates the position of the movement instruction target player unit (S106). More specifically, the position indicated by the movement destination position candidate information held in the display control unit 76 is stored in the current position field of the movement instruction target player unit in the unit table.
- the display control unit 76 generates a game screen on the VRAM (S107). Specifically, it shows how the player unit object and enemy unit object are based on the contents of the unit table (current position field)! A field image is generated. In addition, a synthesis image having the same size as the field-of-view image and transparent on the entire surface is generated, and a marker image 56 and a cursor image 60 are added to the synthesis image. Then, an image formed by synthesizing the view image and the composition image is generated on the VRAM. The image generated on the VRAM is displayed on the display unit 82 at a predetermined timing as a game screen.
- the display time of the balloon image is set to the display time. It is set longer than the display time of other balloon images.
- the balloon image power displayed in front of the game screen also disappears in order, and even if the balloon images are displayed in an overlapping manner, the player can The contents of the balloon image can be suitably grasped.
- first balloon image is a part of the area on the game screen corresponding to the other balloon image (second balloon image). If it overlaps at least partly, the depth of the first balloon image may be corrected based on the importance of the first balloon image and the importance of the second balloon image.
- the importance level of the balloon image is determined based on the description content. For example, in the game story, the importance level of the balloon image including important contents is set high. Also, for example, a player unit may be attacked by an enemy unit on the next enemy turn The importance level of the balloon image indicating that there is a possibility is set high.
- FIG. 17 is a flowchart showing depth degree correction processing for correcting the depth degree of each balloon image. This depth degree correction process may be executed before the process of S216 of FIG. 15 is executed after it is determined in S215 of FIG. 14 that the variable n is larger than Nmax.
- the variable n is initialized to 1 (S401) o
- the depth degree Dn and the importance degree Pn of the balloon image “n” are acquired.
- the depth degree Dn is a numerical value stored in the depth degree field of the record corresponding to the balloon image “n” in the balloon image table.
- the importance Pn is a numerical value stored in the importance field of the record corresponding to the balloon image “n” in the balloon image table.
- the value of Dn is substituted for the corrected depth degree Dr (S403).
- one of the balloon images other than the balloon image “n” is selected as a comparison target (S404). Then, it is determined whether or not at least a part of the area on the game screen corresponding to the balloon image “n” and at least a part of the area on the game screen corresponding to the balloon image to be compared overlap (). S405). This determination is performed in the same manner as the processing of S218 in FIG.
- Dn is larger than D (S407). In other words, it is determined whether or not the balloon image to be compared is displayed before the balloon image “n”. If it is determined that Dn is greater than D, it is further determined whether Pn is greater than P (S408). That is, it is determined whether or not the balloon image “n” is more important than the balloon image to be compared.
- Dw Dn— (Pn—Pt) XAD. Where AD is a predetermined constant. Then, it is determined whether Dw is smaller than Dr (S410). Dw If it is determined that it is smaller than Dr, the value of Dw is substituted for Dr (S411).
- a corrected depth degree (Dr) is calculated for each balloon image and stored in the main memory 26.
- the corrected depth corresponding to the balloon image “n” is as follows: 1) At least one part of the area on the game screen corresponding to the balloon image “n” and at least one of the areas on the game screen corresponding to other balloon images 2) The other balloon image is displayed in front of the balloon image “n”, and 3) The importance of the other balloon image is the importance of the balloon image “n”. Is lower than the original depth power by an amount corresponding to the difference between the importance of the balloon image “n” and the importance of the other balloon image.
- a corrected depth candidate (Dw) is calculated for each balloon image, and the minimum value is the corrected depth. Further, when there is no other balloon image that satisfies the above conditions, the corrected depth is the original depth.
- the correction depth degree calculated as described above and held in the main memory 26 is a process for determining the display time of the balloon image (Fig. 15) and a game screen generation process (S105 in Fig. 13). ) May be used instead of the value of the depth degree field of the balloon image table.
- the balloon image of 2 enemy units is displayed in a superimposed manner, the importance of the balloon image corresponding to the second enemy unit is higher than the importance of the balloon image corresponding to the first enemy unit. If the balloon image corresponding to the second enemy unit is displayed in front of the balloon image corresponding to the first enemy unit, the balloon image may not be displayed depending on the separation of the viewpoint power of the second enemy unit. The display may become natural.
- the balloon image with a higher importance level is displayed.
- the depth is reduced by an amount corresponding to the difference in importance.
- a balloon image with a high importance level is displayed in the foreground only when the depth level of the balloon image with a high importance level is smaller than the depth level of the balloon image with a low importance level. For this reason, a balloon image having a high importance level is displayed in the foreground while suppressing the above-described unnatural display.
- the balloon image 62b is displayed over the balloon image 62a, but the display of the balloon image 62a is hardly restricted. In such a case, even if the balloon image 62b is displayed, the contents of the balloon image 62a can be grasped. Therefore, the display time of the balloon image 62a after the balloon image 62b disappears should be shorter than usual.
- Ta is a numerical value between 0 and 1
- the value is 62 It is determined based on the size of the display restriction part a (the part whose display is restricted by the balloon image 62b). For example, if the area of the display restriction portion of the balloon image 62a is 20% or more of the total area of the balloon image 62a, the value of ⁇ is determined as 1, and is less than 20% of the total area of the balloon image 62a. In this case, the value of ⁇ may be determined to be 0.8.
- the value of ⁇ may be determined by performing a predetermined calculation based on the size of the display restriction portion of the balloon image 62a.
- the message image is not limited to the balloon image.
- the present invention can be applied to a game device as a terminal of a network game system.
- the present invention can be applied to other message image display devices other than the game device.
- FIG. 18 is a diagram showing the overall configuration of a program distribution system using a communication network.
- the program distribution method according to the present invention will be described with reference to FIG.
- the program distribution system 100 includes a game database 102, a server 104, a communication network 106, a personal computer 108, a consumer game machine 110, and a PDA (personal digital assistant) 112.
- the game database 102 and the server 104 constitute a program distribution device 114.
- Communication network 106 is an example For example, it includes the Internet and cable TV networks.
- a game database (information storage medium) 102 stores a program similar to the storage content of the DVD-ROM 25. Then, when a consumer makes a game distribution request using the personal computer 108, the home game machine 110, the PDA 112, or the like, it is transmitted to the server 104 via the communication network 106. Then, the server 104 reads the program from the game database 102 in response to the game distribution request, and transmits it to the game distribution request source such as the personal computer 108, the home game machine 110, and the PDA 112.
- the power server 104 configured to deliver a game in response to a game delivery request may be unilaterally transmitted.
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Abstract
Description
Claims
Priority Applications (1)
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US11/908,483 US7956765B2 (en) | 2005-03-14 | 2006-02-07 | Message image display device, message image display device control method, and information storage medium |
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JP2005071538A JP3919790B2 (ja) | 2005-03-14 | 2005-03-14 | メッセージ画像表示装置、メッセージ画像表示装置の制御方法及びプログラム |
JP2005-071538 | 2005-03-14 |
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US (1) | US7956765B2 (ja) |
JP (1) | JP3919790B2 (ja) |
KR (1) | KR100912025B1 (ja) |
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Cited By (2)
Publication number | Priority date | Publication date | Assignee | Title |
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JP2008305171A (ja) * | 2007-06-07 | 2008-12-18 | Sony Corp | マンガ自動作成装置、マンガ自動作成方法及びマンガ自動作成プログラム |
JP2009294614A (ja) * | 2008-06-09 | 2009-12-17 | Canon Inc | 情報処理装置、情報処理方法 |
Families Citing this family (11)
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US8269821B2 (en) * | 2009-01-27 | 2012-09-18 | EchoStar Technologies, L.L.C. | Systems and methods for providing closed captioning in three-dimensional imagery |
JP2011036544A (ja) * | 2009-08-17 | 2011-02-24 | Sanyo Product Co Ltd | 遊技機 |
JP5439455B2 (ja) * | 2011-10-21 | 2014-03-12 | 富士フイルム株式会社 | 電子コミック編集装置、方法及びプログラム |
JP5480347B2 (ja) * | 2012-08-31 | 2014-04-23 | 株式会社スクウェア・エニックス | ビデオゲーム処理装置、およびビデオゲーム処理プログラム |
JP5409870B1 (ja) * | 2012-09-27 | 2014-02-05 | 株式会社コナミデジタルエンタテインメント | コメント表示が可能なゲームシステム及びコメント表示制御方法 |
JP6721285B2 (ja) * | 2013-08-21 | 2020-07-15 | 任天堂株式会社 | 情報処理装置、情報処理システム、情報処理プログラムおよび情報処理方法 |
JP6312342B2 (ja) * | 2016-08-09 | 2018-04-18 | 株式会社大都技研 | 遊技台 |
JP6333457B1 (ja) * | 2017-10-27 | 2018-05-30 | 株式会社Cygames | 情報処理プログラム、情報処理システム及びサーバ |
CN108536295B (zh) * | 2018-03-30 | 2021-08-10 | 腾讯科技(深圳)有限公司 | 虚拟场景中的对象控制方法、装置及计算机设备 |
JP7240224B2 (ja) * | 2019-03-29 | 2023-03-15 | 株式会社トライエース | ゲーム装置、ゲーム装置の制御方法及びゲーム用プログラム |
JP7157781B2 (ja) * | 2020-08-31 | 2022-10-20 | 株式会社スクウェア・エニックス | 吹き出し生成プログラムおよびビデオゲーム処理システム |
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JP3417555B2 (ja) | 2001-06-29 | 2003-06-16 | 株式会社コナミコンピュータエンタテインメント東京 | ゲーム装置、人物画像処理方法及びプログラム |
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2005
- 2005-03-14 JP JP2005071538A patent/JP3919790B2/ja not_active Expired - Fee Related
-
2006
- 2006-02-07 US US11/908,483 patent/US7956765B2/en not_active Expired - Fee Related
- 2006-02-07 KR KR1020077020990A patent/KR100912025B1/ko active IP Right Grant
- 2006-02-07 WO PCT/JP2006/302037 patent/WO2006098099A1/ja not_active Application Discontinuation
- 2006-02-23 TW TW095106059A patent/TWI303575B/zh not_active IP Right Cessation
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JPH05224864A (ja) * | 1992-02-10 | 1993-09-03 | Fuji Xerox Co Ltd | ウインドウ制御装置 |
JPH08202522A (ja) * | 1995-01-31 | 1996-08-09 | Fujitsu Ltd | データ処理装置 |
JP2003164669A (ja) * | 2001-11-29 | 2003-06-10 | Konami Computer Entertainment Yokyo Inc | ネットワークゲームシステム、ゲーム装置及びプログラム |
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JP2009294614A (ja) * | 2008-06-09 | 2009-12-17 | Canon Inc | 情報処理装置、情報処理方法 |
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US7956765B2 (en) | 2011-06-07 |
TWI303575B (en) | 2008-12-01 |
JP2006247281A (ja) | 2006-09-21 |
JP3919790B2 (ja) | 2007-05-30 |
TW200635647A (en) | 2006-10-16 |
US20090102975A1 (en) | 2009-04-23 |
KR100912025B1 (ko) | 2009-08-12 |
KR20070106562A (ko) | 2007-11-01 |
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