Abstract: An image generation system includes an image information acquisition section that acquires image information from an image sensor, a motion information acquisition section that acquires motion information about an operator based on the image information from the image sensor, an object control section that moves an object in a movement area based on the motion information about the operator, and an image generation section that generates an image displayed on a display section. The object control section limits movement of the object so that the object does not move beyond a movement limiting boundary set in the movement area even when it has been determined that the object has moved beyond the movement limiting boundary based on the motion information.
Abstract: An image generation system includes a vertex split count setting section that performs a vertex split count setting process that sets a vertex split count m, a vertex split processing section that performs a vertex split process on a three-dimensional object OB in an object space using the vertex split count m, a vertex position calculation section that calculates an intersection position of a projection screen SC and a straight line that connects a vertex position of the three-dimensional object OB after the vertex split process and a position of a virtual camera VC, and calculates a vertex position of a drawing object corresponding to the three-dimensional object OB on a drawing buffer based on the calculated intersection position, and a drawing section that draws the drawing object on the drawing buffer based on the vertex position of the drawing object to generate a projection image.
March 26, 2014
October 2, 2014
NAMCO BANDAI GAMES INC.
Jun NAGASE, Takahiro KAKIZAWA, Motonaga ISHII, Tohru KIKUCHI
Abstract: A game system includes a game processing section that performs a process that implements a game that utilizes a moving object, the moving object moving in a game space based on operation information, a restoration processing section that performs a restoration process that restores the moving object that has reached an unable-to-continue state when it has become unable to continue to play the game that utilizes the moving object, the moving object being restored at a restoration point in the game space that has been selected by a player, and a charging section. The charging section performs a charging process that causes a charge to differ corresponding to the restoration point selected by the player.
March 27, 2014
October 2, 2014
NAMCO BANDAI Games Inc.
Tsuyoshi TAKAHASHI, Jun TAMAOKI, Makoto YONEZAWA
Abstract: In computer and video games in which a character is managed by registering an ID assigned to an object, objects corresponding to the same player can be duplicately registered, and a bonus that increases the ability of the player corresponding to the duplicately registered object is granted.
March 16, 2011
Date of Patent:
September 9, 2014
Bandai Co., Ltd., Namco Bandai Games Inc.
Abstract: A preferential winning item that has a high selection probability is set to each user from candidate items 14a to 14e of an event. The preferential winning item is set so that the type of the preferential winning item differs between a reference user 2a and friend users 2b to 2e of the reference user 2a. The type of item that is given to each user as a result of playing an event thus differs between each user. Each user can easily acquire a plurality of preferential winning items, but cannot easily acquire a non-preferential winning item. This urges each user to give an item to another user as a present.
Abstract: A game system determines whether or not an input start timing coincides with an auxiliary start timing that corresponds to a reference start timing and differs from the reference start timing, and determines whether or not input information that has been input during a given auxiliary determination period that starts from the auxiliary start timing coincides with defined input information.
Abstract: An image generation system including: an image generation section which generates an image; a path recognition section which performs recognition processing of a path of an input by a user, based on input information of the input from an input section which allows the user to input an arbitrary shape; and a size information generation section, wherein the image generation section generates a path image indicating the path based on the input information and a production image in accordance with the size of the path based on the size information.
Abstract: A feature image area that has a similar feature (e.g., quadrangular outline) is extracted from an original two-dimensional image photographed by a player. When a game has started, the original two-dimensional image is displayed as the background of a game stage, and a target character 4 is caused to appear or disappear from the extracted feature image area at a random appearance frequency and a random appearance speed. When the player has touched the target character 4, points are added to the score of the player.
Abstract: A program for a game device having a timer, the program causing a computer to function as: an event table storage section which stores an event table created based on registration information input by a player, the event table defining a plurality of first parameters used for an event process and an available period of each of the first parameters; an event condition setting section which determines whether or not the player has performed a predetermined operation, detects an operation timing of the predetermined operation when the predetermined operation has been determined to have been performed, sets a second parameter used for the event process based on the detected operation timing, and sets an event condition based on the second parameter; and an event processing section which determines whether or not the event condition has been satisfied, selects an available first parameter from the first parameters referring to the event table based on time information generated by the timer when the event conditio
Abstract: An imaging section successively outputs light-reception information relating to each pixel from a starting pixel SP to an end pixel EP, the starting pixel SP being provided on one end of an image PC acquired by the imaging section and the end pixel EP being provided on the other end of the image PC. The imaging section is provided in an indicator so that the starting pixel SP is disposed on a lower side and the end pixel EP is disposed on an upper side when the indicator is held in a reference position.
February 12, 2008
Date of Patent:
June 17, 2014
Namco Bandai Games Inc., Zeroplus Technology Co., Ltd., Shang Hwang Industry Co., Ltd.
Chiu Hao Cheng, Shing Lung Tai, Tatsuji Kumabayashi
Abstract: A computer terminal includes a first data generation section that generates first data associated with an identification number corresponding to each frame, a data communication control section that transmits and receives data, a synchronization control section that stores the first data in a first storage area and stores second data in a second storage area based on the identification number, and extracts the first data stored in the first storage area and the second data stored in the second storage area in synchronization based on the identification number, a calculation section that performs calculations every frame based on the first data extracted from the first storage area and the second data extracted from the second storage area, a communication delay time determination section that performs a test communication and determines a communication delay time based on the result of the test communication, and an input delay time setting section that sets an input delay time and transmits the input delay t
Abstract: A server is connected to a terminal via a network, and manages registration of game information, the terminal performing a first game process that utilizes stored game information, and a second game process that utilizes registered game information.
Abstract: An image generation system includes an object space setting section, a character control section, a virtual camera control section, an inter-camera distance setting section that sets an inter-camera distance based on at least one of position information, direction information, and moving state information about the character or the virtual camera, the inter-camera distance being a distance between a left-eye virtual camera and a right-eye virtual camera for generating a stereoscopic image, and an image generation section that generates a left-eye image and a right-eye image, the left-eye image being an image viewed from the left-eye virtual camera in an object space, and the right-eye image being an image viewed from the right-eye virtual camera in the object space.
Abstract: A terminal sets a search range that includes a player object and is smaller than a radar map range in an object space based on the position of the player object, and generates a radar map image that indicates the position of the player object and the position of an enemy object within the search range.
Abstract: A computer terminal changes the non-evaluation property of one of the reference timings to the evaluation property based on a result of the evaluation conducted by comparing one of the reference timings having the evaluation property with the timing of the input performed by the operator.
Abstract: An image generation system includes an image information acquisition section that acquires image information from an image sensor, a skeleton information acquisition section that acquires skeleton information based on the image information from the image sensor, the skeleton information specifying a motion of an operator viewed from the image sensor, a correction section that performs a correction process on position information about a bone of a skeleton indicated by the skeleton information, and an image generation section that generates an image based on a result of the correction process.
Abstract: A game device includes a packet processing section that processes a packet that is transferred between the game device and another game device via a network, a game calculation section that performs a game calculation process based on data transferred using a packet, and an image generation section that generates an image based on a result of the game calculation process. The game calculation section performs a game sequence process as the game calculation process in each game sequence interval. A packet that is transferred between the game device and the other game device includes a packet ID that specifies the type of data transferred using the packet, and an interval ID that specifies the game sequence interval that utilizes data transferred using the packet. The packet processing section compares the interval ID included in a received packet with the interval ID of a current game sequence interval.
August 24, 2010
Date of Patent:
February 18, 2014
Namco Bandai Games Inc.
Tsuyoshi Takahashi, Ken Matsumoto, Kunihiko Mori
Abstract: A program causing a computer to select a first color range from a plurality of color ranges based on input information, and to determine a color within the first color range to be a color of one of part objects corresponding to categories that form main parts of a model object under a predetermined condition.
Abstract: A special enemy character appears in a game world when a given appearance condition has been satisfied in a node (game device). When a game status relating to the special enemy character has satisfied a given game world-to-game world transfer condition (e.g., when the special enemy character has been severely damaged), the node transmits current character data of the special enemy character to another node (another game device), and deletes the special enemy character from the game world. When the appearance condition has been satisfied in the other node, the special enemy character appears in the game world generated by the other node while maintaining the state before transfer.
Abstract: A section corresponding to a given duration is sampled from sound data that indicates the voice of a player collected by a microphone, and a vocal tract cross-sectional area function of the sampled section is calculated. The vertical dimension of the mouth is calculated from a throat-side average cross-sectional area of the vocal tract cross-sectional area function, and the area of the mouth is calculated from a mouth-side average cross-sectional area. The transverse dimension of the mouth is calculated from the area of the mouth and the vertical dimension of the mouth.