Patent classifications
A63F2300/6054
Communication system, method for controlling communication system, and program
In a communication system including a server and a plurality of communication terminals capable of communication with the server, based on a variety of parameters indicating the status of a space formed within a game playable by the user of each communication terminal over the communication system, the server transmits advisory information, which suggests the next action for the space, to the communication terminal. The communication terminal displays a screen including the received advisory information.
ELECTRONIC DEVICE AND METHOD OF AUTOMATICALLY TRIGGERING HOT KEY USING DISPLAY IMAGE
An electronic device is provided. The electronic device includes: a display panel, a display controller, and a host. The display controller is configured to control displaying of the display panel. The host is electrically connected to the display controller. The host executes an application to render a display image, and transmits the display image to the display controller through an image-transmission channel between the host and the display controller. The display controller detects whether pixels in a specific area of the display image satisfy a predetermined condition. In response to the pixels in the specific area satisfying the predetermined condition, the display controller triggers a virtual input signal, and transmits the virtual input signal to the host through a data-transmission channel between the host and the display controller, so that the host executes a specific operation corresponding to the virtual input signal.
Video game processing apparatus and video game processing program
A video game processing apparatus for controlling progress of a video game is provided. A display device is caused to display multiple virtual image sets including at least a first virtual image set and a second virtual image set. The multiple virtual image sets corresponding to one input device. The first virtual image set corresponds to a first set of gameplay operations and the second virtual image set corresponds to a second set of gameplay operations. Only one of the virtual image sets is activated at a time according to a selection by a player. An input receiver receives a selection of an input of the one input device, and a gameplay operation corresponding to the input selected is executed. The gameplay operation executed corresponds to the activated set of the virtual images.
Temporary game control by user simulation following loss of active control
An electronic game server determines, during a disruption in a network connection between the server and a client device, a simulated gameplay input for the first client device; updates a first game state based on the simulated gameplay input, resulting in a placeholder game state; receives, upon resumption of the network connection, a recovered gameplay input initially transmitted by the first client device during the disruption; updates the first game state based on the recovered gameplay input, resulting in an intended game state; compares the placeholder game state to the intended game state; updates the placeholder game state based on the comparison of the placeholder game state to the intended game state, resulting in a subsequent game state; and transmits a frame depicting the subsequent game state to an output device associated with the first client device.
AUTOMATIC MOVEMENT OF PLAYER CHARACTER IN NETWORK GAME
A game includes player characters in a virtual space. The game is progressed in accordance with game progress information, which is useable for generating a game screen. The game screen is configured to be displayed on a display device. An instruction for registering a player character, which is manipulated in the game by a first player, is received, and the player character of the first player is registered as a copy non-player character. The copy non-player character is configured to be manipulated in the game by a second player. The game progress information is updated, and data of the player character of the first player is updated in accordance with a manipulation of the copy non-player character by the second player during a period in which the first player is in an off-line state.
COMMUNICATION SYSTEM, METHOD FOR CONTROLLING COMMUNICATION SYSTEM, AND PROGRAM
In a communication system including a server and a plurality of communication terminals capable of communication with the server, based on a variety of parameters indicating the status of a space formed within a game playable by the user of each communication terminal over the communication system, the server transmits advisory information, which suggests the next action for the space, to the communication terminal. The communication terminal displays a screen including the received advisory information.
Communication system, method for controlling communication system, and program
In a communication system including a server and a plurality of communication terminals capable of communication with the server, based on a variety of parameters indicating the status of a space formed within a game playable by the user of each communication terminal over the communication system, the server transmits advisory information, which suggests the next action for the space, to the communication terminal. The communication terminal displays a screen including the received advisory information.
Communication system, method for controlling communication system, and program
In a communication system including a server and a plurality of communication terminals capable of communication with the server, based on a variety of parameters indicating the status of a space formed within a game playable by the user of each communication terminal over the communication system, the server transmits advisory information, which suggests the next action for the space, to the communication terminal. The communication terminal displays a screen including the received advisory information.
SINGLE USER MULTIPLE PRESENCE IN MULTI-USER GAME
A method for providing a single user multiple presence implementation may include providing access for a user identified by a user account to a virtual environment hosted by a computer. The method may further include generating multiple avatars for the user account to concurrently coexist and be operative within the virtual environment. The method may further include controlling the multiple avatars at least partly in response to input from the user. The method may further include communicating virtual environment data regarding more than one of the multiple avatars to at least one client operated by the user. An apparatus for performing the method may include a processor coupled to a memory holding encoded instructions for performing operations of the method on a computer configured as a network entity.
Automatic movement of player character in network game
A game includes player characters in a virtual space. The game is progressed in accordance with game progress information, which is useable for generating a game screen. The game screen is configured to be displayed on a display device. An instruction for registering a player character, which is manipulated in the game by a first player, is received, and the player character of the first player is registered as a copy non-player character. The copy non-player character is configured to be manipulated in the game by a second player. The game progress information is updated, and data of the player character of the first player is updated in accordance with a manipulation of the copy non-player character by the second player during a period in which the first player is in an off-line state.