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    • 5. 发明公开
    • 게임 장치, 게임 장치의 제어 방법 및 정보 기억 매체
    • 游戏机,游戏机控制方法和信息存储介质
    • KR1020090010125A
    • 2009-01-28
    • KR1020087032013
    • 2007-07-09
    • 가부시키가이샤 코나미 데지타루 엔타테인멘토
    • 마츠마루하지메
    • G06Q50/10
    • A63F13/56A63F13/10A63F13/812A63F2300/303A63F2300/305A63F2300/64A63F2300/8011
    • A game machine capable of preferably rendering "the extent of the field of view" of a player in a sport game. A filed-of-view setting section (64) sets the field-of-view area of a player character under control according to the position and orientation of the player character under control. A pass teammate seek area setting section (74) sets a pass teammate seek area according to the position of the player character and the direction specified by a pass direction instruction. On receiving a pass instruction, a pass control section (68) determines whether or not a moving object character is moved in the direction determined according to the position of a teammate player character selected from the teammate player characters present in the pass teammate seek area or in the direction specified by the pass direction instruction on the basis of the result of judgment whether or not one or more teammate player characters are present in the field-of-view area of the player character under control.
    • 能够优选地在体育游戏中呈现玩家的“视野范围”的游戏机。 视野设定部(64)根据控制下的玩家角色的位置和方向,设定玩家角色的视野区域的控制。 通过队友寻道区域设定部(74)根据玩家角色的位置和通过方向指示指定的方向,设定通行队友寻道区域。 通过控制部(68),在接收到通过指示时,判定移动物体角色是否根据从通过队友寻找区域中存在的同伙运动员角色中选择的同队选手角色的位置确定的方向移动,或 基于通过判断结果的通过方向指示指定的方向,在控制的玩家角色的视野区域中是否存在一个或多个同队选手角色。
    • 7. 发明公开
    • 게임 프로그램을 기록한 컴퓨터로 읽을 수 있는 매체, 게임 장치 및 게임 제어 방법
    • 游戏程序,游戏设备和游戏控制方法
    • KR1020080056777A
    • 2008-06-23
    • KR1020087013282
    • 2005-01-13
    • 가부시키가이샤 코나미 데지타루 엔타테인멘토
    • 토요하라코지시미즈아키히코요코야마유이치요시다마사후미
    • G06Q50/10
    • A63F13/537A63F13/10A63F13/573A63F13/812A63F2300/303A63F2300/307A63F2300/64A63F2300/646A63F2300/8011
    • A player can easily predict the direction of a mobile body from information on a predicted passing position of a predicted passing display region. Moreover, from the information on the predicted passing position of the predicted passing display region, a player can know the force of the mobile body. In first force characteristic setting means (52), first force characteristic of the mobile body (33) is set for the mobile body. On force state display means (53), a force state (61) of the mobile body determined according to the first force characteristic is displayed at a predicted passing position (60) of a predicted passing display region (40). In rotation characteristic setting means (54), rotation characteristic is set for the mobile body (33) transmitted from a character. In second force characteristic setting means (55), second force characteristic is set for the mobile body (33). On rotation state display means (58), a rotation state (62) of the mobile body determined by the rotation characteristic is continuously displayed at the predicted passing position (60).
    • 播放器可以根据预测的通过显示区域的预测通过位置的信息容易地预测移动体的方向。 此外,根据预测通过显示区域的预测通过位置的信息,玩家可以知道移动体的力。 在第一力特性设定单元(52)中,为移动体设定移动体(33)的第一力特性。 在强制状态显示装置(53)中,在预测通过显示区域(40)的预测通过位置(60)处显示根据第一力特性确定的移动体的力状态(61)。 在旋转特性设定装置(54)中,对从字符传送的移动体(33)设定旋转特性。 在第二力特性设定装置(55)中,为移动体(33)设定第二力特性。 在旋转状态显示装置(58)上,在预测通过位置(60)连续地显示由旋转特性确定的移动体的旋转状态(62)。
    • 9. 发明公开
    • 대전 게임 시스템 및 게임 장치
    • 匹配游戏系统和游戏设备
    • KR1020070110544A
    • 2007-11-19
    • KR1020077023126
    • 2006-03-30
    • 가부시키가이샤 코나미 데지타루 엔타테인멘토
    • 다까하시나오끼우찌야마사또시이노우에요시히사기따까제유스께
    • A63F13/31A63F13/00
    • A63F13/42A63F13/10A63F13/12A63F13/5375A63F13/812A63F2300/206A63F2300/303A63F2300/6045A63F2300/65A63F2300/8011
    • A match game system where strategy data created based on operation of operation sections of two game devices are received from and sent to each other between the two game devices and a match game of the same event is played by each of the game devices according to the strategy data received and sent. Each of the game devices has an action setting section (305) for creating player side strategy data corresponding to contents of input operation from an operation section (10A); a communication processing section (306) for sending the player side strategy data that is created by the action setting section (305) to the opponent game device through a communication section (130) and receiving opponent side strategy data for the match from the opponent game device; a determination section (307) for determining the result of the match based on the strategy data of both sides; and an image display control section (302) for displaying a game image on a monitor (3) according to the determined match result. A match game can be efficiently realized by exchanging minimum data required with each other without setting a master-slave relationship to game devices having the same construction.
    • 一种比赛游戏系统,其中基于两个游戏装置的操作部分的操作创建的战略数据在两个游戏装置之间被接收并相互发送,并且每个游戏装置根据该游戏装置播放相同事件的匹配游戏 收到并发送策略数据。 每个游戏装置具有动作设定部(305),用于从操作部(10A)创建与输入操作的内容相对应的玩家侧策略数据; 通信处理部(306),其通过通信部(130)将由动作设定部(305)创建的玩家侧策略数据发送给对方游戏装置,并从对手游戏接收对方的对方战略数据 设备; 确定部(307),用于根据双方的策略数据确定匹配结果; 以及用于根据确定的匹配结果在监视器(3)上显示游戏图像的图像显示控制部分(302)。 通过交换彼此所需的最小数据而不对与具有相同结构的游戏装置设置主从关系,可以有效地实现比赛。