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    • 1. 发明公开
    • 리듬 액션 게임 서비스 제공 방법 및 서버
    • 提供RHYTHM动作游戏服务的装置和方法
    • KR1020130104572A
    • 2013-09-25
    • KR1020120026182
    • 2012-03-14
    • 주식회사 엔에이치엔벅스
    • 김문용김윤진
    • G06Q50/10
    • A63F13/12A63F2300/1075A63F2300/8047A63F2300/8076
    • PURPOSE: A rhythm action game service providing method and a server thereof are provided to increase the interests of a user by proving new rhythm action games including a rhythm action game and a shooting game. CONSTITUTION: A rhythm action game service providing server provides characters and one or more object on a game screen of a user terminal (S11). When a location in which the character is located exists in an external area, the server determines the success of the rhythm (S13). When the character moved with a character moving signal is matched with the location, the server determines the rhythm corresponding to the object (S14). The server determines game points according to the game play (S15). [Reference numerals] (AA) Start; (BB) End; (S11) Provide a character which can be moved by the manipulation of a user to one area of the game screen of a user terminal within the range of a game screen and offer at least one object which can be moved towards the character from other area of the game screen and be generated with the constant rhythm corresponding to a predetermined music; (S12) Receive a movement signal of the character from the user terminal; (S13) Determine that the rhythm corresponding to the object is successful when the area where the character moved by the movement signal is located in real time is in areas except for where the object is located in real time; (S14) Determine that the rhythm corresponding to the object fails when the area where the character moved by the movement signal is located in real time is matched with at least part of the areas where the object is located in real time; (S15) Determine game points according to the playing of the game depending on whether the rhythm is successful or not
    • 目的:提供一种节奏动作游戏服务提供方法及其服务器,以通过证明包括节奏动作游戏和射击游戏的新的节奏动作游戏来增加用户的兴趣。 构成:节奏动作游戏服务提供服务器在用户终端的游戏画面上提供字符和一个或多个对象(S11)。 当外部区域存在位置时,服务器确定节奏的成功(S13)。 当用字符移动信号移动的字符与位置匹配时,服务器确定与对象相对应的节奏(S14)。 服务器根据游戏确定游戏点(S15)。 (附图标记)(AA)开始; (BB)结束; (S11)在游戏画面的范围内,通过操作用户将用户移动到用户终端的游戏画面的一个区域,提供能够从其他区域向角色移动的至少一个对象 并以与预定音乐相对应的恒定节奏生成; (S12)从用户终端接收字符的移动信号; (S13)当移动信号移动的角色的区域实时位于实际位置时,确定与对象相对应的节奏是成功的,除了对象位于实时的区域之外; (S14)当移动信号移动的角色的区域实时位置时,确定与对象相对应的节奏失效,实时地与对象所在的区域的至少一部分相匹配; (S15)根据节奏是否成功,根据游戏的游戏来确定游戏点数