摘要:
Methods, systems and computer readable media for automated creation of videos for interactive entertainment involving at least one individual, based on events that occur within that interactive entertainment are provided. One method includes storing a video history of a session of the interactive entertainment for an individual and examining the interactive entertainment for the session to identify events designated as significant. The designation as significant for each event being predefined to meet a threshold. Then, selecting segments of video from the video history of the session of the interactive entertainment. The selected segments being for a set of the identified events. The method then generates a video defined from the selected segments of video. The video is playable to show the selected segments of video in a selected order for the individual and saving the video.
摘要:
Embodiments of the present invention provide a method for recording and replaying a network game. The method includes copying all game messages sent by a game server to a game client during a game process; replaying the game process according to the copied game messages. Besides, embodiments of the present invention also provide an apparatus for recording and replaying a network game. In accordance with the method and apparatus in the embodiments of the present invention, unlike the prior art, the technical solution of recording and replaying a network game is independent of the network game itself and is dependent on the game messages sent by the game server. Therefore, the technical solution in the embodiments of the present invention can be used commonly for recording and replaying to all kinds of network games.
摘要:
An example apparatus, which includes a predetermined input device for outputting operational data indicating operational inputs entered by a player and a display unit that displays predetermined characters in a virtual space, moves a first character in the virtual space based on the operational data, moves a second character in the virtual space based on automatic operating data which is a set of operational data for continuously moving a character, determines whether the first character satisfies a predetermined condition or not, and moves the second character from a state in which the second character satisfies the predetermined condition based on the automatic operating data in response to the first character satisfying the predetermined condition.
摘要:
This document generally describes techniques, methods, systems, and computer program products for providing a three-dimensional (“3D”) sports playbook. Such a playbook may permit someone like a football, basketball, or soccer coach to see a play executed in a classic X's and O's overhead two-dimensional (“2D”) view, and also in a 3D view.
摘要:
Instead of using an operation inputted by a player, a series of operation data for continuously moving a player character for a predetermined time period of a game is previously stored as automatic operation data. Automatic control means moves the player character based on the automatic operation data. Furthermore, the automatic control means receives a play start operation indicating that the player starts to play the game while the automatic control means moves the player character. A movement of the player character control led based on the automatic operation data is finished at a time when the play start operation is received, and the movement of the player character starts to be controlled based on an operation of the player.
摘要:
A designer terminal according to an embodiment of the present invention is a game device operated by a designer. The designer terminal includes a stage setting unit that generates design data on a virtual space, in which players play games, according to instructions from the designer, a stage distributing unit that distributes the generated design data to an external unit, a game action data acquiring unit that acquires game data recording game actions taken in the virtual space at player terminals that have acquired the design data, and a game action reproducing unit that displays, on the screen of the designer, the game actions taken in the virtual space at the player terminals, based on the acquired game data.
摘要:
An asynchronous, multiplayer gaming platform is disclosed which provides for a collaborative team effort on a shared canvas. Shared elements (e.g., a shared canvas, shared object or a shared inventory) of a game are stored on a computer readable storage medium that is accessible to the players of the team over the network. Data is received from a first player of the team which is indicative of gaming activities modifying the shared elements. The shared elements are updated with the data received from the first player to generate an updated game state. Update data representing the updated game state is transmitted to at least one other player on the team.
摘要:
In embodiments of the present invention improved capabilities are described for serving a computer game, comprising: (a) providing two separate storage facilities accessible from a server, the first storage facility comprising fast response searchable memory for storage of recently produced game play data, and the second storage facility comprising a structured database for longer term storage of game play data, the first memory having a data search and data retrieval speed that is substantially faster than the second memory; (b) receiving, at the server, a game play request from a live gaming participant with a desired opponent attribute; (c) in response to the game play request, searching the first memory, based on the attribute, to identify prior game play data corresponding to an appropriate opponent; and (d) presenting a multi-player game environment where the live gaming participant can play against and have two-way interactions with an apparently live opponent.
摘要:
This disclosure generally relates to systems and methods for executing asynchronous game play by a plurality of players in one or more game instances.
摘要:
This document generally describes techniques, methods, systems, and computer program products for providing a three-dimensional (“3D”) sports playbook. Such a playbook may permit someone like a football, basketball, or soccer coach to see a play executed in a classic X's and O's overhead two-dimensional (“2D”) view, and also in a 3D view.