Method for displaying chat window applied to network game
First Claim
1. A network video game system including a server apparatus and a plurality of client apparatuses each connected to said server apparatus via a network, said server apparatus comprising:
- a message collector that receives messages input in each of said plurality of client apparatuses and transmitted therefrom; and
a message distributor that distributes messages in accordance with progress of a video game, including the messages received by said message collector, to each of said plurality of client apparatuses via the network; and
each of said plurality of client apparatuses comprising;
a message input device that inputs desired messages in accordance with the progress of the video game according to a video game player'"'"'s operation;
a message transmitter that transmits the messages input from said message input device to said server apparatus via said network to cause said message collector to receive the messages;
a message receiver that receives messages transmitted from said message distributor;
a display device that scrolls and sequentially displays all messages received by said message receiver from the message distributor of the server apparatus in a first window displayed on a video game screen,wherein each received message from a video game player is identified by displaying a name of an originating video game player adjacent to a corresponding received message from the originating video game player, that displays a current status of each video game player character that is controlled by a client apparatus in a second window displayed on the video game screen, and that does not display a current status of any video game non-player character that is controlled by the server apparatus in the second window displayed on the video game screen,wherein the first window and the second window are displayed on the video game screen simultaneously beside one another on the bottom portion of the video game screen so as not to overlap one another and so as not to visually obscure the progress of the video game, which includes video game player characters and at least one video game non-character, being displayed on the video game screen, andwherein the first window displayed on the video game screen only displays messages from game players received by the message receiver;
a time counter that newly starts counting time when the time counter counts a predetermined time and also newly starts counting time when receiving a message by said message receiver;
a window enlarging device that determines whether a current number of display lines for the messages in the first window is less than a preset maximum number in response to reception of a new message by said message receiver and enlarges the first window so as to increase the number of display lines by the number of lines necessary to display the received new message when it is determined that the current number of display lines for the messages in the first window is less than the present maximum number, wherein the window enlarging device can be selectably set to a first setting that displays only active messages in the first window and to a second setting that permits a display of both active messages and previously erased messages in the first window; and
a window reducing device that determines whether the current number of display lines for the messages displayed in the first window is more than a preset minimum number when a predetermined condition is satisfied including a case when the time counter counts the predetermined time and reduces the first window so as to decrease the number of display lines for the messages in the first window by one message or one line when it is determined that the current number of display lines for the messages displayed in the first window is more than a preset minimum number, wherein a reduction time at which the first window is reduced may be delayed while a specific message related to the progress of the video game is displayed.
3 Assignments
0 Petitions
Accused Products
Abstract
Players input their messages in their video game apparatuses and the messages are once collected at a server apparatus, thereafter they are distributed to all video game apparatuses from the game server apparatus. In a display screen of each video game apparatus, a chat window is displayed in order to display messages exchanged between the players on a game screen including a field and characters of the game. The chat window is sequentially enlarged up to a preset maximum number of lines when a new message is received from the game server apparatus. The chat window is sequentially reduced to the preset minimum number of lines when a predetermined time passes without any reception of new message or when the player performs a specific operation.
12 Citations
22 Claims
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1. A network video game system including a server apparatus and a plurality of client apparatuses each connected to said server apparatus via a network, said server apparatus comprising:
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a message collector that receives messages input in each of said plurality of client apparatuses and transmitted therefrom; and a message distributor that distributes messages in accordance with progress of a video game, including the messages received by said message collector, to each of said plurality of client apparatuses via the network; and each of said plurality of client apparatuses comprising; a message input device that inputs desired messages in accordance with the progress of the video game according to a video game player'"'"'s operation; a message transmitter that transmits the messages input from said message input device to said server apparatus via said network to cause said message collector to receive the messages; a message receiver that receives messages transmitted from said message distributor; a display device that scrolls and sequentially displays all messages received by said message receiver from the message distributor of the server apparatus in a first window displayed on a video game screen, wherein each received message from a video game player is identified by displaying a name of an originating video game player adjacent to a corresponding received message from the originating video game player, that displays a current status of each video game player character that is controlled by a client apparatus in a second window displayed on the video game screen, and that does not display a current status of any video game non-player character that is controlled by the server apparatus in the second window displayed on the video game screen, wherein the first window and the second window are displayed on the video game screen simultaneously beside one another on the bottom portion of the video game screen so as not to overlap one another and so as not to visually obscure the progress of the video game, which includes video game player characters and at least one video game non-character, being displayed on the video game screen, and wherein the first window displayed on the video game screen only displays messages from game players received by the message receiver; a time counter that newly starts counting time when the time counter counts a predetermined time and also newly starts counting time when receiving a message by said message receiver; a window enlarging device that determines whether a current number of display lines for the messages in the first window is less than a preset maximum number in response to reception of a new message by said message receiver and enlarges the first window so as to increase the number of display lines by the number of lines necessary to display the received new message when it is determined that the current number of display lines for the messages in the first window is less than the present maximum number, wherein the window enlarging device can be selectably set to a first setting that displays only active messages in the first window and to a second setting that permits a display of both active messages and previously erased messages in the first window; and a window reducing device that determines whether the current number of display lines for the messages displayed in the first window is more than a preset minimum number when a predetermined condition is satisfied including a case when the time counter counts the predetermined time and reduces the first window so as to decrease the number of display lines for the messages in the first window by one message or one line when it is determined that the current number of display lines for the messages displayed in the first window is more than a preset minimum number, wherein a reduction time at which the first window is reduced may be delayed while a specific message related to the progress of the video game is displayed. - View Dependent Claims (2, 3)
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4. A video game apparatus connected, via a network, to a server apparatus, which is connected to at least one other video game apparatus via the network, said video game apparatus comprising:
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a message receiver that receives messages transmitted from the server apparatus via the network in accordance with progress of a video game; a display device that scrolls and sequentially displays all video game messages received by said message receiver from the server apparatus in a first window displayed on a video game screen, that displays a current status of each video game player character that is controlled by a client apparatus in a second window displayed on the video game screen, and that does not display a current status of any video game non-player character that is controlled by the server apparatus in a the second window displayed on the video game screen, wherein each received message from a video game player is identified by displaying a name of an originating video game player adjacent to a corresponding received message from the originating video game player, wherein the first window and the second window are displayed on the video game screen simultaneously beside one another on the bottom portion of the video game screen so as not to overlap one another and so as not to visually obscure the progress of the video game, which includes video game player characters and at least one video game non-character, being displayed on the video game screen, and wherein the first window displayed on the video game screen only displays messages from game players received by the message receiver; a time counter that newly starts counting time when the time counter counts a predetermined time and also newly starts counting time when receiving a message by said message receiver; a window enlarging device that determines whether a current number of display lines for the messages in the first window is less than a preset maximum number in response to reception of a new message by said message receiver and enlarges the first window so as to increase the number of display lines by the number of lines necessary to display the received new message when it is determined that the current number of display lines for the messages in the first window is less than the present maximum number, wherein the window enlarging device can be selectably set to a first setting that displays only active messages in the first window, and to a second setting that permits a display of both active messages and previously erased messages in the first window; and a window reducing device that determines whether the current number of display lines for the messages displayed in the first window is more than a preset minimum number when a predetermined condition is satisfied including a case where the time counter counts the predetermined time and reduces the first window so as to decrease the number of display lines for the messages in the first window by one message or one line when it is determined that the current number of display lines for the messages displayed in the first window is more than a preset minimum number, wherein a reduction time at which the first window is reduced may be delayed while a specific message related to the progress of the video game is displayed. - View Dependent Claims (5, 6, 7, 8, 9, 10, 11, 12, 13)
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14. A video game apparatus connected, via a network, to a server apparatus, which is connected to at least one other video game apparatus via the network, said video game apparatus comprising:
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a memory that stores a network video game program; a processor that executes the network video game program; a display device that displays a processing result of the network video game program performed by said processor; and a communications apparatus that communicates with the server apparatus, the network video game program causing said processor to execute; receiving messages transmitted from the server apparatus via the network in accordance with progress of a network video game; scrolling and sequentially displaying the received messages in a first window displayed on a video game screen, wherein each received message from a video game player is identified by displaying a name of an originating video game player adjacent to a corresponding received message from the originating video game player; displaying a current status of each video game player character that is controlled by a client apparatus in a second window displayed on the video game screen, and not displaying a current status of any video game non-player character that is controlled by the server apparatus in the second window displayed on the video game screen, wherein the first window and the second window are displayed on the video game screen simultaneously beside one another on the bottom portion of the video game screen so as not to overlap one another and so as not to visually obscure the progress of the network video game, which includes video game player characters and at least one video game non-character, being displayed on the video game screen, and wherein the first window displayed on the video game screen only displays messages from game players received by the message receiver; starting to count time when a time counter counts a predetermined time and also starting to count time when receiving a message by the server apparatus; determining whether a current number of display lines for the messages in the first window is less than a preset maximum number in response to reception of a new message by said message receiver and enlarges the first window so as to increase the number of display lines by the number of lines necessary to display the received new message when it is determined that the current number of display lines for the messages in the first window is less than the present maximum number, wherein the window enlarging device can be selectably set to a first setting that displays only active messages in the first window, and to a second setting that permits a display of both active messages and previously erased messages in the first window; and determining whether the current number of display lines for the messages displayed in the first window is more than a preset minimum number when a predetermined condition is satisfied including a case where the time counter counts the predetermined time and reduces the first window so as to decrease the number of display lines for the messages in the first window by one message or one line when it is determined that the current number of display lines for the messages displayed in the first window is more than a preset minimum number, wherein a reduction time at which the first window is reduced may be delayed while a specific message related to the progress of the video game is displayed. - View Dependent Claims (15, 16)
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17. A message display controlling method in a network video game executed in a video game apparatus, which is applied to the network video game that advances a game by being connected to a server apparatus via a network, the method comprising:
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receiving network video game messages transmitted from the server apparatus via the network in accordance with a progress of a network video game; scrolling and sequentially displaying the received network video game messages in a first window displayed on a video game screen, wherein each received message from a video game player is identified by displaying a name of an originating video game player adjacent to a corresponding received message from the originating video game player; displaying a current status of each video game player character that is controlled by a client apparatus in a second window displayed on the video game screen, and not displaying a current status of any video game non-player character that is controlled by the server apparatus in the second window displayed on the video game screen, wherein the first window and the second window are displayed on the video game screen simultaneously beside one another on the bottom portion of the video game screen so as not to overlap one another and so as not to visually obscure the progress of the network video game, which includes video game player characters and at least one video game non-character, being displayed on the video game screen, and wherein the first window displayed on the video game screen only displays messages from game players received by the message receiver; starting to count time when a time counter counts a predetermined time and also starting to count time when receiving a message by the server apparatus; determining whether a current number of display lines for the messages in the first window is less than a preset maximum number in response to reception of a new message by said message receiver and enlarging the first window so as to increase the number of display lines by the number of lines necessary to display the received new message when it is determined that the current number of display lines for the messages in the first window is less than the present maximum number, wherein the window enlarging device can be selectably set to a first setting that displays only active messages in the first window, and to a second setting that permits a display of both active messages and previously erased messages in the first window; and determining whether the current number of display lines for the messages displayed in the first window is more than a preset minimum number when a predetermined condition is satisfied including a case where the time counter counts the predetermined time and reducing the first window so as to decrease the number of display lines for the message in the first window by one message or one line when it is determined that the current number of display lines for the messages displayed in the first window is more than a preset minimum number, wherein a reduction time at which the first window is reduced may be delayed while a specific message related to the progress of the video game is displayed. - View Dependent Claims (18, 19)
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20. A non-transitory computer-readable storage medium on which a network video game program is recorded, the video game program causing a computer connected, via a network, to a server apparatus, which is connected to at least one other video game apparatus via the network to execute:
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receiving network video game messages transmitted from the server apparatus via the network in accordance with progress of a network video game; scrolling and sequentially displaying the received messages in a first window displayed on a video game screen, wherein each received message from a video game player is identified by displaying a name of an originating video game player adjacent to a corresponding received message from the originating video game player; displaying a current status of each video game player character that is controlled by a client apparatus in a second window displayed on the video game screen, and not displaying a current status of any video game non-player character that is controlled by the server apparatus in the second window displayed on the video game screen, wherein the first window and the second window are displayed on the video game screen simultaneously beside one another on the bottom portion of the video game screen so as not to overlap one another and so as not to visually obscure the progress of the network video game, which includes video game player characters and at least one video game non-character, being displayed on the video game screen, and wherein the first window displayed on the video game screen only displays messages from game players received by the message receiver; starting to count time when a time counter counts a predetermined time and also starting to count time when receiving a message by the server apparatus; determining whether a current number of display lines for the messages in the first window is less than a preset maximum number in response to reception of a new message by said message receiver and enlarging the first window so as to increase the number of display lines by the number of lines necessary to display the received new message when it is determined that the current number of display lines for the messages in the first window is less than the present maximum number, wherein the window enlarging device can be selectably set to a first setting that displays only active messages in the first window, and to a second setting that permits a display of both active messages and previously erased messages in the first window; and determining whether the current number of display lines for the messages displayed in the first window is more than a preset minimum number when a predetermined condition is satisfied including a case where the time counter counts the predetermined time and reducing the first window so as to decrease the number of display lines for the messages in the first window by one message or one line when it is determined that the current number of display lines for the messages displayed in the first window is more than a preset minimum number, wherein a reduction time at which the first window is reduced may be delayed while a specific message related to the progress of the video game is displayed. - View Dependent Claims (21, 22)
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Specification