Patent classifications
A63F13/837
Aim Assist Method for Electronic Games
A method for aim assist in electronic games is disclosed. The method comprises receiving a manipulation input from a user for moving the crosshair to different positions in the game environment, receiving a firing input from the user, executing an attack action in response to receiving the firing input from the user, and determining whether the crosshair is within the targeting area at the time of executing the attack action. In response to determining that the crosshair is within the targeting area at the time of executing the attack action, the method provides a computer-controlled input to adjust a position of the crosshair towards an auto-aim position on the target as the target moves from a first position to a second position in the game environment, wherein the executed attack action is directed in accordance with the adjusted position of the crosshair.
A Method for Implementing Multi-Player Games
A method for implementing a multi-player game comprising the steps of receiving at a client application on a client device, a command to perform an action; calculating at the client application, a consequence of the action; and rendering by the client application, the consequence in a first instance of the game. The method further comprises the steps of sending a data package from the client device to a server, the data package comprising the action and the consequence; determining by the server, that the consequence is valid; and disseminating by the server, the data package to other client devices, so that client applications in the other client devices can render the consequence in other instances of the game. Wherein the step of rendering by the client application the consequence in the first instance of the game, is performed prior to the step of determining by the server that the consequence is valid.
Graphical User Interface For Electronic Games
A graphical user interface for electronic games is disclosed. The interface comprises a current weapon panel configured to display a first weapon in an active state, and a plurality of spare weapon panels configured to display weapons in the inactive state. The plurality of spare weapon panels is arranged in accordance with the panel ranking values assigned to each spare weapon panel. The selection of any one of the spare weapon panels results in a corresponding weapon in the inactive state, which is displayed on the selected spare weapon panel, being switched to the active state and promoted to the current weapon panel, and the first weapon being switched to the inactive state and relegated to a spare weapon panel. The weapons in the inactive state are dynamically ordered and displayed on the plurality of spare weapon panels according to the panel ranking value of the spare weapon panels and the predicted weapon ranking value.
Graphical User Interface For Electronic Games
A graphical user interface for electronic games is disclosed. The interface comprises a current weapon panel configured to display a first weapon in an active state, and a plurality of spare weapon panels configured to display weapons in the inactive state. The plurality of spare weapon panels is arranged in accordance with the panel ranking values assigned to each spare weapon panel. The selection of any one of the spare weapon panels results in a corresponding weapon in the inactive state, which is displayed on the selected spare weapon panel, being switched to the active state and promoted to the current weapon panel, and the first weapon being switched to the inactive state and relegated to a spare weapon panel. The weapons in the inactive state are dynamically ordered and displayed on the plurality of spare weapon panels according to the panel ranking value of the spare weapon panels and the predicted weapon ranking value.
Game system and method of providing information related to match-up game
A game system that is a server or the like is configured to repetitively determine, during a match-up game, for each set determination period, participation continuation in the match-up game with respect to each player character according to a determination criterion which is based on acquisition of a specific item set in advance, and when it is determined that the player character does not satisfy the determination criterion at an end timing or before the end timing of the determination period, execute participation-limiting processing for limiting participation by the player character concerned in the match-up game such as loss management that involves causing the player character to suffer a loss from the match-up game in which the player character is participating.
Game system and method of providing information related to match-up game
A game system that is a server or the like is configured to repetitively determine, during a match-up game, for each set determination period, participation continuation in the match-up game with respect to each player character according to a determination criterion which is based on acquisition of a specific item set in advance, and when it is determined that the player character does not satisfy the determination criterion at an end timing or before the end timing of the determination period, execute participation-limiting processing for limiting participation by the player character concerned in the match-up game such as loss management that involves causing the player character to suffer a loss from the match-up game in which the player character is participating.
Information processing system, non-transitory computer-readable storage medium, information processing apparatus, and information processing method
An information processing system includes a controller which receives an operation input of a user and an information processing unit which performs an information process based on the operation input received by the controller. The information processing unit includes a game progress unit which controls an own character in the virtual space based on the operation input of the user to draw the virtual space with the corresponding color of the own character and a battle determination unit which performs a battle determination based on a drawing state of a corresponding color of an enemy character, which is different from the corresponding color of the own character, to a virtual space and a drawing state of the corresponding color of the own character to the virtual space.
Information processing system, non-transitory computer-readable storage medium, information processing apparatus, and information processing method
An information processing system includes a controller which receives an operation input of a user and an information processing unit which performs an information process based on the operation input received by the controller. The information processing unit includes a game progress unit which controls an own character in the virtual space based on the operation input of the user to draw the virtual space with the corresponding color of the own character and a battle determination unit which performs a battle determination based on a drawing state of a corresponding color of an enemy character, which is different from the corresponding color of the own character, to a virtual space and a drawing state of the corresponding color of the own character to the virtual space.
System and method for improving the graphics performance of hosted applications
One or more hardware components identify a bottleneck stage within a processor pipeline that processes frames of a video stream. The bottleneck stage has a first clock. An upstream stage receives a feedback signal from the bottleneck stage. The upstream stage has a second clock and the feedback signal includes information as to time required by the bottleneck stage to operate on data and information as to time the data spent queued. The upstream stage adjusts the speed at which the upstream stage operates and queues data to approximate the speed at which the bottleneck stage is operating and queuing data.
System and method for improving the graphics performance of hosted applications
One or more hardware components identify a bottleneck stage within a processor pipeline that processes frames of a video stream. The bottleneck stage has a first clock. An upstream stage receives a feedback signal from the bottleneck stage. The upstream stage has a second clock and the feedback signal includes information as to time required by the bottleneck stage to operate on data and information as to time the data spent queued. The upstream stage adjusts the speed at which the upstream stage operates and queues data to approximate the speed at which the bottleneck stage is operating and queuing data.