WO2012114418A1 - ゲーム装置、ゲーム制御プログラム、及びゲーム制御方法 - Google Patents
ゲーム装置、ゲーム制御プログラム、及びゲーム制御方法 Download PDFInfo
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- WO2012114418A1 WO2012114418A1 PCT/JP2011/007261 JP2011007261W WO2012114418A1 WO 2012114418 A1 WO2012114418 A1 WO 2012114418A1 JP 2011007261 W JP2011007261 W JP 2011007261W WO 2012114418 A1 WO2012114418 A1 WO 2012114418A1
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- operation icon
- aiming cursor
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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
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
-
- 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
- A63F13/426—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 involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
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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
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/214—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
- A63F13/2145—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
-
- 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
- A63F13/20—Input arrangements for video game devices
- A63F13/22—Setup operations, e.g. calibration, key configuration or button assignment
-
- 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
- A63F13/48—Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
-
- 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
- A63F13/573—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact
-
- 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
- A63F13/812—Ball games, e.g. soccer or baseball
-
- 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
- A63F2300/10—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 characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1068—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 characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad
- A63F2300/1075—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 characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad using a touch screen
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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
- A63F2300/30—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 characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/308—Details of the user interface
-
- 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
- A63F2300/64—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
- A63F2300/646—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car for calculating the trajectory of an object
-
- 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
- A63F2300/8011—Ball
Definitions
- the present invention relates to a technique for controlling the progress of a game that virtually acts on a moving object that moves in a game space.
- Patent Document 1 As a conventional baseball game, for example, as shown in Patent Document 1, a player operates a cross key provided in a controller to move and display a meet cursor vertically and horizontally, and the center portion of the meet cursor is a ball object.
- a baseball game in which a player presses a predetermined button of a controller when hitting the center of the ball and hits a ball object with a batter character's bat.
- a game device that allows a player to perform an operation using a touch pen.
- a baseball game executed by such a game device for example, in Patent Document 2, when a touch pen is moved in contact with a monitor, a meet point is displayed, and when the ball object reaches the hitting surface, the meet point is displayed.
- a baseball game device that causes a batter character to hit a ball if the ball object is located within a predetermined range centering on the.
- touch-type terminal devices such as smartphones and tablet terminals that allow the user's finger to touch the touch panel and allow the user to input various operation commands have become widespread.
- a touch-type information terminal device if a baseball game for operating a meet cursor is to be executed, the player operates the meet cursor by moving his / her finger to the display unit. It is assumed that there is a problem that the player's finger operating the meat cursor hinders the display of the ball object moved and displayed on the display unit. In this case, since the player has to operate the meat cursor with intuition, the meat cursor cannot be accurately positioned on the moving and displayed ball object, the operability is deteriorated, and the game is much more interesting. It will drop to.
- An object of the present invention is to provide a game apparatus and a game control program that can prevent an indicator such as a finger from obstructing display of a moving object that is moved and displayed on a display unit, and can improve the operability of a player And providing a game method.
- a game device is a game device that controls the progress of a game that virtually acts on a moving object that moves in a game space, and includes an operation display unit including a touch panel display unit And an aiming cursor display unit for displaying an aiming cursor for determining a position for applying an action to the moving object in the game space in an aiming cursor display area of the display unit, and the aiming cursor display in the display unit
- An operation icon display unit that displays an operation icon for operating the aiming cursor in an operation icon display area different from the area, and moves and displays the operation icon according to the contact movement of the indicator to the operation icon And a movement command input by the contact movement of the indicator to the operation icon, and after the contact movement,
- An operation command receiving unit that receives a timing determination command that is input when the indicator is separated from the display unit, and the aiming cursor so as to be linked to the movement of the operation icon that is moved and displayed by the operation icon display unit
- An aiming cursor interlocking control unit for moving and displaying the display on
- a game control program and a game control method according to another aspect of the present invention have the same features as the above game device.
- FIG. It is a block diagram of the game device by one embodiment of the present invention. It is a functional block diagram of the game device shown in FIG. It is a flowchart which shows operation
- FIG. 4 is a screen diagram immediately before a timing determination command is input by a player and a bat object hits a ball object. It is the figure which showed the arrangement position in the game space of an aiming cursor. It is explanatory drawing of the hit
- FIG. 1 is a block diagram of a game device according to an embodiment of the present invention.
- a touch-type information processing device such as a smartphone or a tablet terminal that includes a touch-panel display unit is employed as the game device.
- a portable game device including a touch panel display unit may be employed.
- a ball object BL (an example of a moving object) that moves in the game space as a game is positioned with an aiming cursor (corresponding to a conventional game meet cursor, which will be described below with an aiming cursor). Adopting a baseball game that virtually strikes back.
- gyro sensor 101 includes a gyro sensor 101, a CPU (Central Processing Unit) 102, a communication control circuit 103, a RAM (Random Access Memory) 104, a ROM (Read-Only Memory) 105, a sound processing circuit 106, and an image processing circuit. 107, a monitor 108, a microphone 110, and a speaker 111.
- the blocks of the gyro sensor 101 to the speaker 111 shown in FIG. 1 are connected to each other via a bus line BS.
- the gyro sensor 101 is composed of, for example, a gyro sensor capable of detecting a posture in the roll direction and a posture in the pitch direction of the game apparatus, and detects an angular velocity in each of the roll direction and the pitch direction and outputs an angular velocity signal.
- the CPU 102 interprets instructions from the game control program stored in the ROM 105 and performs various data processing and control.
- the game control program is recorded on a computer-readable recording medium such as a DVD-ROM, UMD (Universal Media Disc), and provided to the user.
- the user inserts the recording medium into an unillustrated recording medium driving device provided in the game apparatus, and the game apparatus executes the game by reading the game control program from the recording medium.
- the communication control circuit 103 spreads the transmission target data generated by the CPU 102 using, for example, CDMA (Code Division Multiple Access), and then QAM (Quadrature Amplitude Phase Modulation), PSK (Phase Shift Keying Q), PSK (Phase Shift Keying Q).
- CDMA Code Division Multiple Access
- QAM Quadrature Amplitude Phase Modulation
- PSK Phase Shift Keying Q
- PSK Phase Shift Keying Q
- the RAM 104 is a work area for the CPU 102.
- the ROM 105 stores programs and the like necessary for basic control (for example, startup control) of the game device.
- the sound processing circuit 106 generates an analog audio signal corresponding to the sound generation command from the CPU 102 and outputs it to the speaker 111.
- the image processing circuit 107 controls the monitor 108 in accordance with a drawing command from the CPU 101 and displays a predetermined image on the monitor 108.
- the microphone 110 converts the sound from the player into an electric signal.
- the image processing circuit 107 includes a touch input detection circuit 109 and displays various images on the monitor 108.
- the touch input detection circuit 109 When an indicator such as a touch pen or a player's finger is brought into direct contact with the monitor 108, the touch input detection circuit 109 outputs coordinate data of the contact position to the CPU 102, and causes the CPU 102 to recognize the contact position.
- the touch input detection circuit 109 outputs the coordinate data of the object to the CPU 102 when the indicator is directly touched at the position of the object displayed on the monitor 108, and the object is touched. Is recognized by the CPU 102.
- the monitor 108 is composed of, for example, a touch panel type liquid crystal panel.
- a touch panel for example, a capacitive type or a resistive film type is adopted.
- a liquid crystal panel such as TFT (Thin Film Transistor) or STN (Super Twisted Nematic) is adopted, and for example, 4096 colors can be displayed.
- FIG. 2 shows a functional block diagram of the game apparatus shown in FIG.
- the game device includes an operation display unit 210, a control unit 220, and a storage unit 240.
- the operation display unit 210 includes the touch input detection circuit 109 and the monitor 108 shown in FIG. 1, and receives various operation instructions input by the player and displays various images.
- the operation display unit 210 inputs an operation command by causing the player to contact the indicator with the display unit 211 of the operation display unit 210.
- a touch pen may be employed as the indicator, but in this embodiment, a player's finger is employed.
- the display unit 211 refers to a rectangular area where an image is displayed on the operation display unit 210.
- the control unit 220 includes, for example, the CPU 102, the RAM 104, the ROM 105, the image processing circuit 107, and the like illustrated in FIG. 1, and includes an aiming cursor display unit 221, an operation icon display unit 222, an operation command receiving unit 223, and an aiming cursor interlocking control unit. 224, an action giving timing determination unit 225, an action giving unit 226, a moving object control unit 227, a character control unit 228, and a display control unit 229. These functions are realized by the CPU 102 executing the game control program according to the embodiment of the present invention.
- the aiming cursor display unit 221 supplies, to the display control unit 229, a drawing command for displaying an aiming cursor for determining a position to apply an action to the ball object in the game space in the aiming cursor display area of the display unit 211.
- the aiming cursor display unit 221 periodically receives coordinate data indicating the position of the aiming cursor from the aiming cursor interlocking control unit 224, and displays a drawing command for updating the display of the aiming cursor according to the coordinate data. It supplies to the control part 229.
- FIG. 5 is a diagram illustrating an example of the aiming cursor K displayed on the display unit 211.
- the aiming cursor K is displayed in a rectangular aiming cursor display area DM1 provided in the display unit 211.
- the aiming cursor display area DM1 is provided substantially at the center of the display unit 211.
- the aiming cursor display area DM1 is slightly larger than the strike zone SZ provided almost directly above the home base HB.
- the strike zone SZ virtually represents a strike zone set right above the home base in actual baseball, and has a rectangular shape.
- the player can cause the batter character CL1 to hit a ball ball outside the strike zone SZ by making the aiming cursor display area DM1 larger than the size of the strike zone SZ.
- the aiming cursor display area DM1 has the center set at the same position as the center of the strike zone SZ and has a shape similar to the rectangular strike zone SZ.
- the aiming cursor K has a central area K2 and a peripheral area K1.
- the central area K2 is circular, and the peripheral area K1 has a donut shape surrounding the central area K2.
- the central area K2 is displayed in a darker color than the peripheral area K1.
- the size of the aiming cursor K becomes a size including only the central region K2.
- the strong shake button BU is touched again by the player and the strong shake mode is canceled, the aiming cursor K has a size composed of the central area K2 and the peripheral area K1.
- the size of the aiming cursor K is smaller than when the strong vibration mode is not set, and it is difficult to position the aiming cursor K on the ball object.
- the strong vibration mode is set, the batting power of the batter character CL1 is increased as compared with the case where the strong vibration mode is not set.
- the size of the aiming cursor K changes in accordance with a predetermined ability value for each batter character CL1. Specifically, the aiming cursor display unit 221 reads the ability value of the batter character CL1 from the ability value storage unit 242, and sets the size of the aiming cursor K larger as the ability value increases.
- the operation icon display unit 222 displays the operation icon CM for operating the aiming cursor K in the operation icon display region DM2 different from the aiming cursor display region DM1 in the display unit 211.
- a drawing command is supplied to the control unit 229. Further, the operation icon display unit 222 supplies a drawing command to the display control unit 229 so that the operation icon CM is moved and displayed in accordance with the contact movement of the finger YB to the operation icon CM.
- FIG. 6 is a diagram illustrating an example of the operation icon CM displayed on the display unit 211.
- the operation icon CM is displayed in a rectangular operation icon display area DM ⁇ b> 2 provided in the display unit 211.
- the operation icon CM is a circle having an area larger than the area of a region where the finger YB and the display unit 211 are in contact with each other by a predetermined size.
- the operation icon CM When the player touches the operation icon CM with the finger YB and moves the finger YB in contact with the display unit 211 in the operation icon display area DM2, the operation icon CM can be moved following the movement of the finger YB.
- the operation icon display unit 222 displays the operation icon CM at a predetermined initial position in the operation icon display area DM2 when the pitcher character CL2 performs a motion to throw the ball object BL, for example. Is supplied to the display control unit 229.
- the initial position for example, the center of the operation icon display area DM2 is employed.
- the operation icon display unit 222 receives the operation command CM from the operation command reception unit 223.
- the coordinate data of the contact position of the finger YB in 211 is supplied.
- the operation icon display unit 222 displays a drawing command for displaying the operation icon CM on the display unit 211 so that the center of the operation icon CM is positioned in the coordinate data supplied from the operation command receiving unit 223.
- the operation icon display unit 222 supplies a drawing command to the display control unit 229 to update the display of the operation icon CM.
- the coordinate data has a two-dimensional data structure having a vertical coordinate value and a horizontal coordinate value defined in the display unit 211.
- the operation icon display area DM2 is provided at the right end of the display unit 211, right next to the aiming cursor display area DM1.
- the player can operate the aiming cursor K by operating the operation icon CM with the right hand without straddling the strike zone SZ. Therefore, the player can prevent his / her right hand from blocking the field of view of the ball object BL, and can accurately determine the course of the ball object BL until the ball object BL reaches the strike zone SZ.
- the operation icon display unit 222 is supplied with information indicating whether the player is left-handed or right-handed from the operation command receiving unit 223 when the operation command receiving unit 223 receives a dominant hand setting operation command. Then, when information indicating left-handedness is supplied from the operation command receiving unit 223, the operation icon display unit 222 moves the operation icon display region DM2 to the left of the aiming cursor display region DM1 and at the left end of the display unit 211. Set to position.
- the operation icon display unit 222 sets the operation icon display region DM2 at the right end of the display unit 211.
- the operation icon display area DM2 is set at the right end or the left end of the display unit 211 according to the dominant hand of the player, the player uses his / her dominant hand finger YB without striding the aiming cursor display area DM1.
- the operation icon CM can be operated. As a result, the course of the ball object BL can be accurately determined, and operability can be improved.
- the operation icon display unit 222 supplies a drawing command for hiding the operation icon CM to the display control unit 229 when the timing determination command is received by the operation command receiving unit 223.
- a mode is adopted in which the player does not operate the aiming cursor K after inputting the timing determination command. For this reason, if the operation icon CM continues to be displayed after the timing determination command is input, there is a risk of misunderstanding that the operation icon CM may be operated by the player. Thus, when the timing determination command is input, the operation icon CM is not displayed, so that such a misunderstanding can be prevented from being given to the player. Further, unnecessary images can be deleted from the display unit 211 to improve operability.
- the operation icon display unit 222 indicates that the ball object BL has reached the movement end position PE when the timing determination command is not input by the player until the ball object BL reaches the movement end position PE (see FIG. 9). Sometimes, a drawing command for hiding the operation icon CM is supplied to the display control unit 229.
- the player is not operated with the aiming cursor K.
- the player inputs the timing determination command so that the batter character CL1 sees off the ball object BL.
- the operation icon CM is continuously displayed even after the ball object BL reaches the movement end position PE, the operation icon CM is displayed even though the operation icon CM does not need to be operated, and the player feels uncomfortable. I will give it.
- the operation icon CM is not displayed when the ball object BL reaches the movement end position PE.
- the aiming cursor display area DM1 and the operation icon display area DM2 are shown for convenience of explanation, but they may actually be hidden. By doing so, it is possible to suppress a decrease in visibility due to an increase in the number of graphics displayed on the display unit 211.
- both areas may be displayed on the display unit 211.
- the aiming cursor display area DM1 and the operation icon display area DM2 may be displayed for a certain period before the pitcher character CL2 starts the pitching motion. By doing so, it is possible to clearly show both areas to the player and to suppress a reduction in visibility.
- the size of the operation icon display area DM2 is smaller than the size of the aiming cursor display area DM1.
- the shape of the operation icon display area DM2 is similar to the shape of the aiming cursor display area DM1.
- the operation command receiving unit 223 determines a movement command input by the contact movement of the finger YB to the operation icon CM and a timing input by releasing the finger YB from the display unit 211 after the contact movement. The command is accepted.
- the operation command receiving unit 223 is notified of coordinate data indicating the current display position of the operation icon CM from the operation icon display unit 222 as needed, and recognizes the current display position of the operation icon CM.
- the operation command receiving unit 223 is supplied with coordinate data indicating the current contact position between the finger YB and the display unit 211 from the operation display unit 210 and recognizes the current contact position.
- the operation command receiving unit 223 indicates that the input of the movement command is started by the player. judge. Then, after determining that the movement command is input, the operation command receiving unit 223 tracks the contact position of the finger YB until the finger YB moves away from the display unit 211, and periodically displays the coordinate data of the contact position as an operation icon. Supplied to the unit 222. Thereby, the operation icon CM is moved and displayed following the finger YB moved in contact.
- the operation display unit 210 periodically supplies the coordinate data of the contact position to the operation command receiving unit 223 while the finger YB is in contact with the display unit 211. Therefore, the operation command receiving unit 223 can determine that the input of the movement command is terminated and the timing determination command is input when the periodic supply of the coordinate data from the operation display unit 210 is interrupted. If the operation command receiving unit 223 determines that the timing determination command has been input, the operation command receiving unit 223 stops supplying coordinate data indicating the contact position of the finger YB to the operation icon display unit 222.
- the aiming cursor interlock control unit 224 moves and displays the aiming cursor K on the display unit 211 so as to be interlocked with the movement of the operation icon CM displayed by the operation icon display unit 222.
- the operation icon CM is moved in the direction of the arrow by the player moving the finger YB in the direction of the arrow
- the aiming cursor K is moved in the same direction indicated by the arrow.
- the finger YB is located in the strike zone SZ, so that the finger YB blocks the field of view of the ball object BL, and the player It becomes difficult to accurately position the aiming cursor K.
- the player does not directly operate the aiming cursor K by touching the aiming cursor K with the finger YB, but by operating the operation icon CM by touching the operation icon CM with the finger YB.
- the aiming cursor K is operated.
- the operation icon CM is displayed in an operation icon display area DM2 provided at a position different from the aiming cursor display area DM1. Therefore, even if the finger YB touches the operation icon CM, the finger YB does not block the field of view of the ball object BL, and the player can accurately position the operation icon CM on the ball object BL. As a result, the operability at the time of positioning the aiming cursor K on the ball object BL is improved, and the fun of the game can be enhanced.
- FIG. 7 is an explanatory diagram showing an example of the processing of the aiming cursor interlocking control unit 224.
- (A) shows the aiming cursor K shown at a certain position KO in the aiming cursor display area DM1
- An operation icon CM indicated at a certain position CMO in the icon display area DM2 is shown.
- the aiming cursor interlocking control unit 224 instructs the aiming cursor display unit 221 as the display position of the next aiming cursor K that is the position KO ′ whose vertical coordinate is separated from the position KO by the speed component va_V and the horizontal coordinate is the speed component va_H.
- the aiming cursor K is displayed at the position KO ′.
- the aiming cursor K moves from the position KO to the position KO ′.
- the operation icon CM is moved from the position CMO to the position CMO ′ by the operation icon display unit 222.
- the aiming cursor K moves in conjunction with the movement of the operation icon CM.
- the aiming cursor interlocking control unit 224 obtains, for example, the speed vb of the operation icon CM each time the coordinate data of the operation icon CM is periodically supplied from the operation icon display unit 222 and the coordinate data is supplied.
- the speed va of the aiming cursor K is obtained from the speed vb.
- the aiming cursor interlocking control unit 224 sets the initial position of the aiming cursor K at the center of the aiming cursor display area DM1, and the operation icon display part 222 sets the initial position of the operation icon CM at the center of the operation icon display area DM2.
- the ratio RT is set to a value at which the operation icon CM moves from the initial position to the end of the operation icon display area DM2 when the aiming cursor K moves from the initial position to the end of the aiming cursor display area DM1.
- the player can move the aiming cursor K over the entire aiming cursor display area DM1.
- the aiming cursor display area DM1 is larger than the operation icon display area DM2, and the speed va is set equal to the speed vb, the aiming cursor K has not reached the end of the aiming cursor display area DM1, but the operation There may be a situation where the icon CM has reached the end of the operation icon display area DM2. In this case, a dead space in which the aiming cursor K cannot be moved occurs in the aiming cursor display area DM1, and the player cannot hit the batter character CL1 with the ball object that has reached the dead space.
- the ratio RT is set as described above, the initial position of the operation icon CM is set at the center of the operation icon display area DM2, and the initial position of the aiming cursor K is set as the aiming cursor display area DM1. By setting it to the center of, dead space is prevented from occurring.
- the initial position of the operation icon CM may be set to a position other than the center of the operation icon display area DM2.
- the initial position of the aiming cursor K in the aiming cursor display area DM1 may be set to a position corresponding to the initial position of the operation icon CM in the operation icon display area DM2.
- the corresponding position refers to a position where the relative position in the aiming cursor display area DM1 and the relative position in the operation icon display area DM2 are the same.
- the action application timing determination unit 225 determines an action application timing for applying an action to the ball object BL with reference to the timing at which the operation command reception unit 223 receives the timing determination command.
- FIG. 8 is a screen view immediately before the timing determination command is input by the player and the bat object BT hits the ball object BL.
- the batter character CL1 starts the swing motion of the bat object BT.
- the action application timing determination unit 225 determines the action application timing when a predetermined time elapses after the timing determination command is input until the bat object BT reaches the hit zone provided directly above the home base HB. Determine as.
- the operation icon CM When a timing determination command is input by the player, the operation icon CM is hidden as shown in FIG. 8, the aiming cursor K is locked, and the player cannot operate the aiming cursor K. In this case, the aiming cursor K is displayed translucently, and the player can recognize that the aiming cursor K is locked.
- the player touches and moves the operation icon CM with the finger YB, predicts the arrival position of the hit zone of the ball object BL, positions the aiming cursor K at the predicted arrival position,
- the batting command is input by releasing the finger YB from the display unit 211.
- the action imparting unit 226 determines whether or not at least a part of the ball object BL and the aiming cursor K overlap at the action imparting timing determined by the action imparting timing determining unit 225. When it is determined that at least a part of the ball object BL and the aiming cursor K is overlapped by the hit determination process, the ball object BL is acted.
- FIG. 9 is a diagram showing an arrangement position of the aiming cursor K in the game space.
- a virtual three-dimensional space defined by three axes orthogonal to each other of the x axis, the y axis, and the z axis is employed as the game space.
- the y axis shown in FIG. 9 is set in a direction parallel to a straight line L3 connecting the center O2 of the pitcher mound and the center O3 of the home base HB in the virtual three-dimensional space, the z axis is set in the vertical direction, and x The axis is set in a direction perpendicular to the vertical direction and the straight line L3.
- the aiming cursor K moves, for example, on the striking zone SF passing through the center O3 of the home base HB and parallel to the xz plane.
- an aiming cursor display area DM1 shown in FIG. 8 shows an area when the hitting zone SF shown in FIG.
- the pitcher character CL2 is arranged at the center O2 of the pitcher mound, and the batter character CL1 is arranged in the batter box BX arranged on the left or right side of the home base in the x direction. Then, the pitcher character CL2 starts a pitching motion after performing a swinging motion, and throws the ball object BL toward the home base HB.
- the position at which the pitcher character CL2 releases the ball object BL is set as the movement start position PS of the ball object BL.
- a catcher character (not shown) is arranged behind the home base HB in the y-axis direction, and a position where the catcher character catches the ball object BL is defined as a movement end position PE of the ball object BL.
- the striking zone SF is provided between the movement start position PS and the movement end position PE.
- FIG. 10 is an explanatory diagram of a hit determination process executed by the action imparting unit 226.
- FIG. 10 shows a state in which the virtual three-dimensional space shown in FIG. 9 is viewed in the x-axis direction.
- the action giving unit 226 inquires the moving object control unit 227 about the position of the ball object BL at the action giving timing determined by the action giving timing determining unit 225 when the timing determination command is input. get.
- the y component of the ball object BL is located at a distance d1 in the ⁇ y direction with respect to the striking zone SF and a distance d2 in the + y direction with respect to the striking zone SF. If the extended line of the ball object BL at that time intersects the aiming cursor K on the hit zone SF, it may be determined that the ball object BL has been hit.
- extension line of the ball object BL for example, a straight line extending from the center of gravity G1 of the ball object BL in the direction of the speed of the ball object BL at the action applying timing can be adopted.
- a plane SF ′ passing through the center of gravity G1 and parallel to the striking zone SF is set, the aiming cursor K on the striking zone SF is projected onto the set plane SF ′, and the ball object BL is within the projected aiming cursor K area. If it exists, it may be determined that the ball object BL has been hit.
- the same distance as the length of the y component of the strike zone from the striking zone SF or a distance obtained by adding or subtracting some margin may be adopted.
- the action imparting unit 226 increases the hitting power as the passing position of the center of gravity of the ball object BL with respect to the aiming cursor K when the action imparting timing determining unit 225 determines the action giving timing is closer to the center of gravity of the aiming cursor K.
- FIG. 11 is a diagram showing a calculation process of the direction of the initial velocity of the hit ball object BL, (A) shows the aiming cursor K, and (B) shows the ball object BL immediately after hitting in the x direction. (C) shows a state in which the ball object BL immediately after hitting is seen from the z direction.
- u is a coordinate axis passing through the center O1 of the aiming cursor K and parallel to the x axis
- v is a coordinate axis passing through the center O1 and parallel to the z axis.
- the action imparting unit 226 obtains a distance ds between the point P4 and the center O1, obtains a correction coefficient ⁇ 1 for setting the reference initial speed Vref to be smaller as the distance ds increases, and uses the correction coefficient ⁇ 1 as a reference.
- the magnitude of the reference initial speed Vref may be corrected, and the magnitude of the corrected reference initial speed Vref may be set as the magnitude of the initial speed V0.
- the action applying unit 226 may output the correction coefficient ⁇ 1 as an output, input the distance ds, and calculate the correction coefficient ⁇ 1 using a predetermined function in which the correction coefficient ⁇ 1 increases as the distance ds decreases.
- FIGS. 11 (A) to (C) a method for calculating the direction of the initial velocity V0 of the ball object BL will be described with reference to FIGS. 11 (A) to (C).
- v at the point P4 is negative, it is determined that the hitting point by the bat object BT is located below the sweet spot of the bat object BT, as shown in FIG.
- the pitch angle ⁇ 1 of the reference initial speed Vref is decreased according to the value of v, and the pitch angle ⁇ 1 of the reference initial speed Vref after the decrease is set as the pitch angle of the initial speed V0.
- v at the point P4 is positive, it is determined that the hitting point by the bat object BT is located above the sweet spot, and the pitch angle ⁇ 1 of the reference initial velocity Vref is increased according to the value of v, and then increased.
- the pitch angle ⁇ 1 of the reference initial speed Vref is set as the pitch angle of the initial speed V0.
- u at point P4 is positive, in the case of a right batter, it is determined that the hit point by the bat object BT is located on the tip side opposite to the grip end from the sweet spot, as shown in FIG. Then, the yaw angle ⁇ 2 of the reference initial speed Vref is changed to the + ⁇ 2 side according to the value of u, and the yaw angle ⁇ 2 of the reference initial speed Vref after the change is set as the yaw angle of the initial speed V0.
- the hit point by the bat object BT is located closer to the grip end than the sweet spot, so the yaw angle ⁇ 2 of the reference initial speed Vref is set according to the value of u.
- the yaw angle ⁇ 2 of the reference initial speed Vref after the change is set as the yaw angle of the initial speed V0.
- FIG. 10 when the ball object BL is positioned on the ⁇ y side of the hitting zone SF at the action applying timing, that is, when the hit timing of the ball object BL is fast, FIG. As shown, in the case of a right batter, the yaw angle ⁇ 2 of the reference initial speed Vref is increased to the ⁇ 2 side according to the value of d, and the yaw angle ⁇ 2 of the increased reference initial speed Vref is increased to the yaw angle of the initial speed V0.
- the yaw angle ⁇ 2 of the reference initial speed Vref is increased toward + ⁇ 2 according to the value of d, and the yaw angle ⁇ 2 of the increased reference initial speed Vref is set as the yaw angle of the initial speed V0.
- the moving object control unit 227 moves the ball object BL from a predetermined movement start position PS to a predetermined movement end position PE in the game space.
- the moving object control unit 227 selects the ball type and course of the ball object BL according to the lottery probability determined in advance for each ball type and course. Determine by processing.
- the ball type corresponds to, for example, straight, curve, shoot, etc.
- the course corresponds to, for example, a predetermined position in the hitting zone SF.
- the lottery probability predetermined for each ball type and course the ability value possessed by the pitcher character CL2 or a value predetermined according to the game situation may be adopted.
- the moving object control unit 227 corrects the trajectory of the ball object BL predetermined for each ball type so as to reach the determined course, and determines the trajectory of the ball object BL. Then, the moving object control unit 227 moves the ball object BL according to the determined trajectory in the game space.
- the moving object control unit 227 performs the predicted arrival position of the ball object BL in the hitting zone SF set between the movement start position PS and the movement end position PE when the pitcher character CL2 performs a motion of swinging.
- a drawing command is output to the display control unit 229 so that YP is displayed on the display unit 211. Then, the moving object control unit 227 hides the predicted arrival position YP when the ball object BL reaches the movement end position PE.
- the estimated arrival position YP is displayed.
- the predicted arrival position YP for example, a course determined in the striking zone SF may be adopted.
- the player can operate the aiming cursor K by using not only the ball object BL but also the display position of the predicted arrival position YP as a guide.
- the expected arrival position YP is displayed immediately after the pitcher character CL2 throws the ball object BL.
- a mode is adopted in which the aiming cursor K is operated via the operation icon CM, instead of directly operating the aiming cursor K.
- the predicted arrival position YP is displayed when the pitcher character CL2 performs a swinging motion.
- the predicted arrival position YP As the predicted arrival position YP, an arrival position in the hitting zone SF or a position slightly apart from the hitting zone SF is displayed first, and a position where the ball object BL is projected onto the hitting zone SF may be displayed while the ball object BL is moving. .
- the predicted arrival position YP also moves in accordance with the movement of the ball object BL, and it becomes difficult to position the aiming cursor K on the ball object BL as compared to a mode in which the predicted arrival position YP is stopped. The fun of the game can be increased.
- the character control unit 228 operates various characters in the game space.
- the character control unit 228 operates the character in the game space by operating the character's three-dimensional model stored in the image data storage unit 241.
- the character control unit 228 causes the pitcher character CL2 to perform, for example, a swinging motion and a motion of throwing the ball object BL after the swinging motion.
- the character control unit 228 causes the batter character CL1 to perform an action of swinging the bat object BT after holding the bat object BT, for example.
- the display control unit 229 arranges a three-dimensional model such as a baseball field, a batter character CL1, and a pitcher character CL2, a virtual light source, a virtual camera, and the like, pastes a texture on the three-dimensional model, and renders it.
- Two-dimensional rendering image data representing the game space is generated and displayed on the display unit 211.
- the display control unit 229 generates rendering image data at a predetermined frame rate and writes it to a drawing RAM (not shown) at a predetermined frame rate.
- the batter character CL1, the pitcher character CL2, the ball object BL, and the like are displayed as animations.
- the display control unit 229 superimposes the image data of the aiming cursor K and the operation icon CM on the rendering image data in accordance with a drawing command from the aiming cursor display unit 221 and the operation icon display unit 222. Thereby, the aiming cursor K and the operation icon CM are displayed on the display unit 211. Further, the display control unit 229 superimposes the image data of the expected arrival position YP on the rendering image data in accordance with the drawing command from the moving object control unit 227. Thereby, the estimated arrival position YP is displayed on the display unit 211.
- the storage unit 240 includes an image data storage unit 241 and a capability value storage unit 242.
- the image data storage unit 241 stores various image data such as a 3D model and texture of a baseball field, a 3D model and texture of a player character, and a 3D model and texture of a ball object BL.
- the ability value storage unit 242 stores ability values predetermined for each player character.
- FIG. 3 is a flowchart showing the operation of the game device according to the embodiment of the present invention.
- This flowchart is a flowchart when one ball object BL is thrown by the pitcher character CL2.
- the player is the attacking side and the game apparatus is the defensive side will be described as an example.
- step S1 the display control unit 229 arranges a solid model such as a batter character CL1, a baseball field, a pitcher character CL2, and a fielder character in the game space, performs texture mapping, and performs initial settings. Further, the display control unit 229 starts processing for periodically generating rendering image data. In this case, for example, an image as shown in FIG.
- the moving object control unit 227 determines the ball type and the course by a lottery process, and determines the trajectory of the ball object BL according to the determined ball type and the course (step S2).
- the character control unit 228 causes the pitcher character CL2 to perform an action (step S3).
- the moving object control unit 227 starts displaying the predicted arrival position YP (step S4).
- the character control unit 228 causes the pitcher character CL2 to perform a pitching action, and the moving object control unit 227 causes the ball object BL to start moving in the game space (step S5). Thereby, the ball object BL is moved according to the trajectory determined in step S2.
- step S6 when a movement command is received by the operation command receiving unit 223 (YES in step S6), the operation icon display unit 222 sends a drawing command for moving and displaying the operation icon CM to the display control unit 229 in accordance with the movement command.
- the operation icon CM is moved and displayed on the display unit 211 (step S7).
- the aiming cursor interlocking control unit 224 moves and displays the aiming cursor K on the display unit 211 so as to be interlocked with the movement of the operation icon CM that is moved and displayed (step S8).
- step S6 when the operation command receiving unit 223 does not receive a movement command (NO in step S6), the process of steps S7 and S8 is skipped and the process proceeds to step S9.
- step S9 when the finger YB is released from the operation icon CM and a timing determination command is input by the player (YES in step S9), the action application timing determination unit 225 advances the process to step S13.
- step S9 when the finger YB is not released from the operation icon CM and the timing determination command is not input by the player (NO in step S9), the action application timing determination unit 225 advances the process to step S10.
- step S10 if the ball object BL has not reached the movement end position PE (NO in step S10), the moving object control unit 227 returns the process to step S6.
- step S9 when the timing determination command is not input by the player, the operation icon CM is moved and displayed in accordance with the movement command until the ball object BL reaches the movement end position PE, and the aiming cursor K is moved and displayed in conjunction with the movement display. Is done. Then, when a timing determination command is input by the player (YES in step S9), a hit determination process is executed by the action imparting unit 226 (step S13).
- step S13 when it is determined that the player can hit the ball object BL (YES in step S13), the action imparting unit 226 performs a process of setting the hitting power (step S14), and the initial velocity V0 of the ball object BL is set. Is calculated.
- the action imparting unit 226 causes the display unit 211 to display an image clearly indicating that the ball object BL has been hit by the bat object BT, as shown in FIG.
- the moving object control unit 227 hides the predicted arrival position YP (step S15), and performs a hitting process for calculating the trajectory of the hit ball object BL (step S16).
- the moving object control unit 227 uses the center of gravity of the ball object BL as the mass point, and solves the motion equation of the mass point using the initial velocity V0 of the ball object BL calculated in step S14, thereby determining the position of the ball object BL. To calculate the trajectory of the ball object BL.
- step S13 when it is determined that the player has not been able to hit the ball object BL (NO in step S13), that is, when the player has swung the ball object BL, the moving object control unit 227 The predicted arrival position YP is not displayed (step S17).
- the character control unit 228 causes the pitcher character CL2 to swing the bat object BT, and causes the catcher character to catch the ball object BL, thereby executing the swinging process (step S18).
- step S10 when the timing determination command is not input by the player until the ball object BL reaches the movement end position PE (YES in step S10), that is, when the player causes the batter character CL1 to see off the ball object BL.
- the moving object control unit 227 hides the predicted arrival position YP (step S11).
- the character control unit 228 performs a see-through process in which the catcher character catches the ball object BL without causing the batter character CL1 to swing the bat object BT (step S12).
- the process of the flowchart of FIG. 3 is executed and the game proceeds.
- a case where the player is on the attacking side and the game device is on the defensive side is taken as an example.
- the pitcher character CL2 is input by the player.
- the ball object BL may be thrown according to the course and ball type.
- the operation icon CM may be hidden.
- FIG. 4 is a flowchart showing processing of the game device when a dominant hand setting command is input by the player.
- the operation command receiving unit 223 receives a dominant hand setting command from the player (step S31).
- This dominant hand setting command is input to the player according to the dominant hand setting screen displayed on the display unit 211 when the player starts one game, for example.
- This dominant hand setting screen is provided with, for example, “left” and “right” buttons.
- the operation command receiving unit 223 determines that the dominant hand setting command for setting the left hand as the dominant hand is input by the player (left in step S31). Then, the operation icon display unit 222 sets the operation icon display area DM2 on the left side of the display unit 211 (step S32). On the other hand, when the “right” button is touched by the player, the operation command receiving unit 223 determines that the dominant hand setting command for setting the right hand as the dominant hand has been input by the player (right in step S31). Then, the operation icon display unit 222 sets the operation icon display area DM2 on the right side of the display unit 211 (step S33).
- the display of the operation icon display area DM2 can be set to the right side or the left side of the display unit 211 by the dominant hand so that the game device according to the present embodiment can be held with one hand and operated with the same hand that has held it. This is because it is supposed to be performed.
- the operation icon display area DM2 can be displayed on the left side, so that even a left-handed player can hold and operate with one hand.
- the operation icon display unit 222 may set the operation icon display region DM2 on the right side of the display unit 211.
- a case where a baseball game is executed has been exemplified.
- the present invention is not limited to this, and the present invention can also be applied to a ball game in which a ball is hit with a racket such as tennis, table tennis, squash, etc. It is.
- an aiming cursor display area DM1 is provided at a location where the racket strikes the ball object BL.
- An operation icon display area DM2 is provided on the left or right side of the aiming cursor display area DM1. Then, the player can operate the operation icon CM displayed in the operation icon display area DM2 to move the aiming cursor K.
- the present invention may be applied to a soccer game such as a PK game.
- a game mode is adopted in which the player positions the aiming cursor K on the ball object BL and causes the goalkeeper character to catch the ball object BL.
- the operation icon display area DM2 may be displayed on the left or right side of the goalkeeper, and the aiming cursor K may be operated by operating the operation icon CM by the player.
- the moving speed ratio RT between the operation icon CM and the aiming cursor K may be changed according to the player's preference.
- an operation image for setting the rate RT is displayed, and the rate RT can be set using this operation image. That's fine.
- the areas of the aiming cursor display area DM1 and the operation icon display area DM2 may be changed so that the above-described dead space does not occur in the changed ratio RT.
- a baseball game is adopted as a game.
- the present invention is not limited to this, and a game in which a player can catch flying objects such as birds, insects, and dandelion cotton hats may be adopted.
- flying objects such as birds, insects, and dandelion cotton hats
- the player indirectly operates the aiming cursor K using the operation icon CM, positions the aiming cursor K on the flying object, moves the finger YB away from the operation icon CM, and catches the flying object.
- the aiming cursor K an object that simulates an insect trapping net for catching insects or the like may be employed.
- a game in which a flying object such as a bird or an insect is shot down with a rifle or the like is also conceivable.
- a rifle may be adopted instead of the bat object BT, and the aiming cursor K may indicate the landing point of the bullet fired from the rifle.
- a game in which the aiming cursor K is positioned with respect to a moving body such as a fighter plane or a ship and a missile is fired is also conceivable.
- the player operates the operation icon CM to position the aiming cursor K on the moving body to bring the moving body into a lock-on state.
- the missile is hit and the missile is hit to the locked-on moving body.
- a game device is a game device that controls the progress of a game that virtually acts on a moving object that moves in a game space, and includes an operation display unit that includes a touch panel display unit. And an aiming cursor display unit for displaying an aiming cursor for determining a position for applying an action to the moving object in the game space in an aiming cursor display area of the display unit, and the aiming cursor display in the display unit
- An operation icon display unit that displays an operation icon for operating the aiming cursor in an operation icon display area different from the area, and moves and displays the operation icon according to the contact movement of the indicator to the operation icon
- An operation command receiving unit that receives a timing determination command that is input when the indicator is moved away from the display unit, and the aiming cursor is moved in conjunction with the movement of the operation icon that is moved and displayed by the operation icon display unit.
- An aiming cursor interlocking control unit for moving and displaying on the display unit, and an action applying timing determination for determining an action applying timing for applying an action to the moving object with reference to a timing at which the timing determination command is received by the operation command receiving unit And at least one part of the moving object and the aiming cursor at the action giving timing determined by the action giving timing determining unit, an action giving unit that acts on the moving object.
- the player does not operate the aiming cursor by directly contacting the pointing object with the aiming cursor, but operates the aiming cursor by touching the operation icon and operating the operation icon.
- the operation icon is displayed in an operation icon display area provided separately from the aiming cursor display area. Therefore, the indicator does not block the field of view of the moving object, and the player can accurately position the operation icon on the moving object.
- the meet cursor has the following functions. That is, in a baseball game, it is possible to change the ball type and trajectory of the ball object sent from the pitcher character, but in that case, hit the bat against the position of the ball object that changes every moment. Since it becomes very difficult, a meet cursor is provided as a guide for hitting the ball object with a bat so that the player can enjoy the hit. The player can strike back the ball object by moving the meat cursor over the flying ball object and superimposing it, and performing a bat swing at the timing when the ball object passes near the base. At this time, if the bat swing is performed while the meat cursor does not overlap the ball object, the ball object is swung.
- a characteristic point of this configuration is that the timing determination command is input by moving the indicator away from the display unit after the indicator moves on the display unit. Taking a baseball game as an example, a bat swing is performed with the release of a finger (indicator) in contact with the game screen (display unit) as a trigger.
- a player plays a baseball game using a smartphone as a platform.
- the player is playing the game while holding the smartphone with one hand (for example, the right hand).
- the player places the meet cursor over the ball object sent from the pitcher character.
- the player does not directly contact the meet cursor on the screen as described above, but displays it in a different area.
- the meat cursor linked to it is moved to an arbitrary position. This can be performed, for example, by moving the operation icon with the thumb of the right hand holding the smartphone. Since the ball object gradually approaches the batter side (base side), the player releases only the thumb that is in contact with the game screen when the ball object arrives in the vicinity of the base, without estimating the timing.
- the batter character performs a bat swing.
- the move of the meet cursor is performed by operating the analog switch of the controller using the left hand, while the bat swing is performed by pressing the corresponding button of the controller with the right hand.
- both the move operation of the meet cursor and the batting operation of the bat swing can be operated with the fingers of the hand holding the device.
- the batting operation does not need to use both hands as in the prior art, and can be performed with only one hand (for example, the device is held with the left hand and operated with the right hand), so that the operability is very good.
- the button is not pushed in with a finger as in the conventional operation, but on the contrary, it is triggered by releasing the finger.
- the game can be executed in a stable state without causing vibrations or blurring of the device itself due to various operations.
- the aiming cursor interlocking control unit sets the moving speed of the aiming cursor to a constant rate with respect to the moving speed of the operation icon, and moves and displays the rate.
- the aiming cursor is set to a value that moves from the initial position to the end of the aiming cursor display area. It is preferable.
- the player can move the aiming cursor to the entire aiming cursor display area. For example, if the aiming cursor display area is larger than the operation icon display area and the movement speed of the aiming cursor and the operation icon is set equal, the aiming cursor does not reach the end of the aiming cursor display area. There may be a situation where the icon reaches the end of the operation icon display area. In this case, a dead space in which the aiming cursor cannot be moved occurs in the aiming cursor display area, and the player cannot hit the moving object that has reached the dead space.
- the operation icon display unit hides the operation icon when the timing determination command is received by the operation command receiving unit.
- the operation icon continues to be displayed after the timing determination command is input, there is a risk of misunderstanding that the player can operate the operation icon. Therefore, by adopting a mode in which the operation icon is hidden when a timing determination command is input, it is possible to prevent such a misunderstanding from being given to the player. In addition, it is possible to improve operability by deleting unnecessary images from the display unit.
- a moving object control unit that moves the moving object from a predetermined movement start position in the game space to a predetermined movement end position is further provided, and the operation icon display unit is configured such that the moving object is moved. If the timing determination command is not input by the player before reaching the end position, it is preferable that the operation icon is not displayed when the moving object reaches the movement end position.
- the operation icon continues to be displayed even after the moving object has reached the movement end position, the operation icon is displayed even though it is not necessary to operate the operation icon, which makes the player feel uncomfortable. Therefore, when the moving object reaches the movement end position, the operation icon is hidden to prevent such a feeling of strangeness from being given to the player.
- the game is a baseball game
- the moving object is a ball object thrown by performing a throwing action after a pitcher character performs a swinging action
- the moving object control unit includes: When the pitcher character performs the swinging motion, the predicted arrival position of the ball object in the hitting zone set between the movement start position and the movement end position is displayed on the display unit, and the movement It is preferable that the predicted arrival position is not displayed when the ball object reaches the end position.
- the expected arrival position is displayed immediately after the pitcher character throws the ball object.
- an aspect in which the aiming icon is operated via the operation icon instead of directly operating the aiming cursor as described in (1) is adopted. For this reason, there is a risk that a player who is used to directly operating the aiming cursor may feel that it is difficult to position the aiming cursor on the ball object. Therefore, in the configuration of (5), the predicted arrival position is displayed when the pitcher character performs the action of swinging. Thereby, the display time of the predicted arrival position is longer than the conventional display time, the player can calmly grasp the predicted arrival position, and the aiming cursor can be easily positioned on the ball object.
- the predicted arrival position does not indicate the final arrival position at which the ball object passes on the base when it is displayed for the first time on the screen, but appears at a position slightly away from it. Then, as the ball object moves, its position gradually changes, and when the ball object finally passes over the base, it matches the passing point. Therefore, as a player, the final arrival point is predicted while looking at the appearance position of the predicted arrival position and how to move it.
- the operation command accepting unit accepts a handed hand setting operation command input by the player to specify whether the player is left-handed or right-handed, and the operation icon display unit is configured when the player is left-handed.
- the aiming cursor display area is set at the left end of the display unit, and when the player is right-handed, the aiming cursor display area is set at the right end of the display unit.
- the operation icon display area is set at the right end or the left end of the display unit according to the dominant hand of the player, the operation icon can be operated using its own dominant hand without straddling the aiming cursor display area.
- the course of the ball object can be accurately determined, and operability can be improved.
- the dominant hand of the player is the left hand
- the operation icon display area is set at the right end of the display unit, the player must operate the operation icon with the left hand so as to straddle the aiming icon display area. This obstructs the field of view of the moving object. Therefore, when the dominant hand is the left hand, setting the operation icon display area on the left side of the display unit can avoid such a problem and improve the operability.
- the operation icon is a circle having an area larger by a predetermined size than an area of a region where the indicator and the display unit are in contact with each other.
- the size of the operation icon is slightly larger than the area of the area where the indicator and the display unit are in contact with each other. Therefore, it is possible to prevent the indicator from blocking the field of view of the operation icon, and to improve operability.
- the indicator can be easily brought into contact with the operation icon from any direction.
Abstract
Description
Claims (9)
- ゲーム空間内で移動する移動体オブジェクトに対して仮想的に作用を与えるゲームの進行を制御するゲーム装置であって、
タッチパネル式の表示部を備える操作表示部と、
前記ゲーム空間において、前記移動体オブジェクトに作用を付与する位置を決定するための照準カーソルを前記表示部の照準カーソル表示領域に表示させる照準カーソル表示部と、
前記表示部内の前記照準カーソル表示領域とは異なる操作アイコン表示領域に、前記照準カーソルを操作するための操作アイコンを表示し、且つ前記操作アイコンへの指示体の接触移動に応じて、前記操作アイコンを移動表示する操作アイコン表示部と、
前記操作アイコンへの前記指示体の接触移動により入力される移動指令と、前記接触移動後に、前記表示部から前記指示体が離されることで入力されるタイミング決定指令とを受け付ける操作指令受付部と、
前記操作アイコン表示部により移動表示される操作アイコンの動きに連動するように、前記照準カーソルを前記表示部に移動表示させる照準カーソル連動制御部と、
前記操作指令受付部により前記タイミング決定指令が受け付けられたタイミングを基準として前記移動体オブジェクトに作用を与える作用付与タイミングを決定する作用付与タイミング決定部と、
前記作用付与タイミング決定部により決定された前記作用付与タイミングにおいて、前記移動体オブジェクトと前記照準カーソルとの少なくとも一部が重なった場合、前記移動体オブジェクトに作用を与える作用付与部とを備えるゲーム装置。 - 前記照準カーソル連動制御部は、前記照準カーソル表示領域内において、前記照準カーソルの移動速度を前記操作アイコンの移動速度に対して一定の割合に設定して移動表示させ、
前記割合は、前記操作アイコンが前記操作アイコン表示領域内の初期位置から前記操作アイコン表示領域の端まで移動したときに、前記照準カーソルが初期位置から前記照準カーソル表示領域の端まで移動する値に設定されている請求項1記載のゲーム装置。 - 前記操作アイコン表示部は、前記操作指令受付部により前記タイミング決定指令が受け付けられた場合、前記操作アイコンを非表示にする請求項1又は2記載のゲーム装置。
- 前記ゲーム空間内の所定の移動開始位置から所定の移動終了位置まで前記移動体オブジェクトを移動させる移動体オブジェクト制御部を更に備え、
前記操作アイコン表示部は、前記移動体オブジェクトが前記移動終了位置に到達するまでにプレーヤにより前記タイミング決定指令が入力されなかった場合、前記移動体オブジェクトが前記移動終了位置に到達したときに、前記操作アイコンを非表示にする請求項1~3のいずれかに記載のゲーム装置。 - 前記ゲームは、野球ゲームであり、
前記移動体オブジェクトは、投手キャラクタが振りかぶる動作を行った後、投球動作を行うことで投じられるボールオブジェクトであり、
前記移動体オブジェクト制御部は、前記投手キャラクタが前記振りかぶる動作を行ったときに、前記移動開始位置と前記移動終了位置との間に設定された打撃ゾーンにおける前記ボールオブジェクトの到着予想位置を前記表示部に表示させ、前記移動終了位置に前記ボールオブジェクトが到達したときに前記到着予想位置を非表示にする請求項4記載のゲーム装置。 - 前記操作指令受付部は、プレーヤが左利き又は右利きであるかを指定するためにプレーヤにより入力される利き手設定操作指令を受け付け、
前記操作アイコン表示部は、プレーヤが左利きである場合、前記照準カーソル表示領域を前記表示部の左端に設定し、プレーヤが右利きである場合、前記照準カーソル表示領域を前記表示部の右端に設定する請求項1~5のいずれかに記載のゲーム装置。 - 前記操作アイコンは、前記指示体と前記表示部とが接触する領域の面積よりも所定サイズ大きな面積を持つ円である請求項1~6のいずれかに記載のゲーム装置。
- ゲーム空間内で移動する移動体オブジェクトに対して仮想的に作用を与えるゲームの進行を制御するゲーム装置としてコンピュータを機能させるゲーム制御プログラムであって、
前記ゲーム装置は、タッチパネル式の表示部を備える操作表示部を備え、
前記ゲーム空間において、前記移動体オブジェクトに作用を付与する位置を決定するための照準カーソルを前記表示部の照準カーソル表示領域に表示させる照準カーソル表示部と、
前記表示部内の前記照準カーソル表示領域とは異なる操作アイコン表示領域に、前記照準カーソルを操作するための操作アイコンを表示し、且つ前記操作アイコンへの指示体の接触移動に応じて、前記操作アイコンを移動表示する操作アイコン表示部と、
前記操作アイコンへの前記指示体の接触移動により入力される移動指令と、前記接触移動後に、前記表示部から前記指示体が離されることで入力されるタイミング決定指令とを受け付ける操作指令受付部と、
前記操作アイコン表示部により移動表示される操作アイコンの動きに連動するように、前記照準カーソルを前記表示部に移動表示させる照準カーソル連動制御部と、
前記操作指令受付部により前記タイミング決定指令が受け付けられたタイミングを基準として前記移動体オブジェクトに作用を与える作用付与タイミングを決定する作用付与タイミング決定部と、
前記作用付与タイミング決定部により決定された前記作用付与タイミングにおいて、前記移動体オブジェクトと前記照準カーソルとの少なくとも一部が重なった場合、前記移動体オブジェクトに作用を与える作用付与部としてコンピュータを機能させるゲーム制御プログラム。 - ゲーム空間内で移動する移動体オブジェクトに対して仮想的に作用を与えるゲームの進行をゲーム装置が制御するゲーム制御方法であって、
前記ゲーム装置は、タッチパネル式の表示部を備える操作表示部を備え、
前記ゲーム装置が、前記ゲーム空間において、前記移動体オブジェクトに作用を付与する位置を決定するための照準カーソルを前記表示部の照準カーソル表示領域に表示させる照準カーソル表示ステップと、
前記ゲーム装置が、前記表示部内の前記照準カーソル表示領域とは異なる操作アイコン表示領域に、前記照準カーソルを操作するための操作アイコンを表示し、且つ前記操作アイコンへの指示体の接触移動に応じて、前記操作アイコンを移動表示する操作アイコン表示ステップと、
前記ゲーム装置が、前記操作アイコンへの前記指示体の接触移動により入力される移動指令と、前記接触移動後に、前記表示部から前記指示体が離されることで入力されるタイミング決定指令とを受け付ける操作指令受付ステップと、
前記ゲーム装置が、前記操作アイコン表示ステップにより移動表示される操作アイコンの動きに連動するように、前記照準カーソルを前記表示部に移動表示させる照準カーソル連動制御ステップと、
前記ゲーム装置が、前記操作指令受付ステップにより前記タイミング決定指令が受け付けられたタイミングを基準として前記移動体オブジェクトに作用を与える作用付与タイミングを決定する作用付与タイミング決定ステップと、
前記ゲーム装置が、前記作用付与タイミング決定ステップにより決定された前記作用付与タイミングにおいて、前記移動体オブジェクトと前記照準カーソルとの少なくとも一部が重なった場合、前記移動体オブジェクトに作用を与える作用付与ステップとを備えるゲーム制御方法。
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