Patent classifications
A63F13/573
Systems and method of controlling game operations based on touch input
A direction of a first control is determined based on a component in the first axial direction of a difference between a first region reference coordinate point and a coordinate point of a coordinate input performed in the first region. A direction of a second control is determined based on a component in a second axial direction of a difference between a second region reference coordinate point and a coordinate point of the coordinate input performed in the second region. When the coordinate input is started in the second region, and thereafter the coordinate input indicates a coordinate point in the first region, the reference coordinate point is set in the first or the second region, and the direction of the first control is determined based on a component in the first axial direction of a difference between the reference coordinate point and the coordinate point in the first region.
Systems and method of controlling game operations based on touch input
A direction of a first control is determined based on a component in the first axial direction of a difference between a first region reference coordinate point and a coordinate point of a coordinate input performed in the first region. A direction of a second control is determined based on a component in a second axial direction of a difference between a second region reference coordinate point and a coordinate point of the coordinate input performed in the second region. When the coordinate input is started in the second region, and thereafter the coordinate input indicates a coordinate point in the first region, the reference coordinate point is set in the first or the second region, and the direction of the first control is determined based on a component in the first axial direction of a difference between the reference coordinate point and the coordinate point in the first region.
SYSTEM AND METHOD FOR DETERMINING CURVED PATH OF TRAVEL FOR A CHARACTER IN COVER MODE IN A GAME ENVIRONMENT
A computer system comprising a memory storing data and program instructions, the data representing a game environment including a character and a plurality of cover segments; a player interface; and a processor configured to execute the program instructions stored in the memory. Execution of the program instructions causes the computer to implement a method that comprises determining a selected subset of the cover segments; determining a curved path that passes through control points associated with the selected subset of the cover segments; and rendering images for display via the player interface, the images showing movement of the character along the curved path while the character is in cover mode.
SYSTEM AND METHOD FOR DETERMINING CURVED PATH OF TRAVEL FOR A CHARACTER IN COVER MODE IN A GAME ENVIRONMENT
A computer system comprising a memory storing data and program instructions, the data representing a game environment including a character and a plurality of cover segments; a player interface; and a processor configured to execute the program instructions stored in the memory. Execution of the program instructions causes the computer to implement a method that comprises determining a selected subset of the cover segments; determining a curved path that passes through control points associated with the selected subset of the cover segments; and rendering images for display via the player interface, the images showing movement of the character along the curved path while the character is in cover mode.
Storage medium, game apparatus and game control method
A non-limiting example game system includes a processor incorporated in a main body apparatus, and the processor makes a player character hit a ball according to an operation of a player. A movement gauge is displayed in a parameter determination screen, and the movement gauge includes a belt-shaped basic area and a risk area outside the basic area. A first index image is moved inside the basic area, and a hitting power is determined at a position that the movement is stopped by an operation of the player. The hitting power affects a flight distance of a ball. After the hitting power is determined, a position of a deviation indication image displayed along the first index image is determined at random. A deviation amount is made larger as the deviation indication image is moved away from the center of the first index image. The risk area is enlarged toward an upper end of the movement gauge. That is, if the flight distance of the ball is made longer, the deviation amount may become larger. The player plays a golf game in consideration of whether the flight distance of the ball is prioritized or the directionality is prioritized.
Storage medium, game apparatus and game control method
A non-limiting example game system includes a processor incorporated in a main body apparatus, and the processor makes a player character hit a ball according to an operation of a player. A movement gauge is displayed in a parameter determination screen, and the movement gauge includes a belt-shaped basic area and a risk area outside the basic area. A first index image is moved inside the basic area, and a hitting power is determined at a position that the movement is stopped by an operation of the player. The hitting power affects a flight distance of a ball. After the hitting power is determined, a position of a deviation indication image displayed along the first index image is determined at random. A deviation amount is made larger as the deviation indication image is moved away from the center of the first index image. The risk area is enlarged toward an upper end of the movement gauge. That is, if the flight distance of the ball is made longer, the deviation amount may become larger. The player plays a golf game in consideration of whether the flight distance of the ball is prioritized or the directionality is prioritized.
SPORT GAME SYSTEM, COMPUTER-READABLE NON-TRANSITORY STORAGE MEDIUM HAVING STORED THEREIN SPORT GAME PROGRAM, SPORT GAME APPARATUS, AND SPORT GAME PROCESSING METHOD
A player character is moved based on an operation performed on a direction input device, the position of a virtual camera is controlled based on the position of the player character, and a swing direction in which an operation device has been swung is determined based on data from an inertial sensor, and causes the player character to perform a swing action of swinging in a direction according to the swing direction. Then, a moving object is moved based on collision determination between the swing action and the moving object, thereby controlling a sport game using the moving object.
SPORT GAME SYSTEM, COMPUTER-READABLE NON-TRANSITORY STORAGE MEDIUM HAVING STORED THEREIN SPORT GAME PROGRAM, SPORT GAME APPARATUS, AND SPORT GAME PROCESSING METHOD
A player character is moved based on an operation performed on a direction input device, the position of a virtual camera is controlled based on the position of the player character, and a swing direction in which an operation device has been swung is determined based on data from an inertial sensor, and causes the player character to perform a swing action of swinging in a direction according to the swing direction. Then, a moving object is moved based on collision determination between the swing action and the moving object, thereby controlling a sport game using the moving object.
Control method, terminal, and system using environmental feature data and biological feature data to display a current movement picture
A control method includes obtaining feature data using at least one sensor, the feature data being acquired by the terminal using the at least one sensor, generating an action instruction based on the feature data and a decision-making mechanism of the terminal, and executing the action instruction. In this application, various aspects of feature data are acquired using a plurality of sensors, data analysis is performed on the feature data, and a corresponding action instruction is then generated based on a corresponding decision-making mechanism to implement interactive control.
Program, electronic device, and method for simulating a joystick in a virtual space
One or more embodiments of the invention is a program that is executed on an electronic device, the program causing the electronic device to execute: holding data points indicated by values on a first axis and values on a second axis, obtained on the basis of touch events; terminating the holding of a data point for which a predefined holding period has expired among the held data points; determining the slope of a regression line on the basis of the held data points; determining an amount of rotation by which the determined slope of the regression line is to be rotated, on the basis of a displacement direction of the set of the held data points; and determining an angle by which the user controls an object being operated in a virtual space, on the basis of the determined slope of the regression line and the determined amount of rotation.