玩家控制角色左右移动,通过平板,针板,弹板,滚板等的过渡实现下楼。
About the role players to control movement through the plate, needle plate, shell plate, rolling, etc. transitional realize downstairs.
很公平了,但当你在战场中走进一个NPC(非玩家控制角色)时,你需要听到他们低吟的话语吗?
Fair enough, but what about when you walk up to an NPC in the field of battle and you need to hear the sagely words they utter?
许多现代游戏包括非玩家控制角色行为的脚本化和使用执行bytecodes(比如Lua)的语言的其他游戏方面。
Many modern games include scripting of nonplayer-character behaviors and other game aspects using languages that execute bytecodes (such as Lua).
按游戏界的行话,《荣誉勋章》是第一人称射击游戏,意思是玩家从他们控制的角色的视点进行游戏。
In the argot of video games, Medal of Honor is a first-person shooter, meaning that players see the action from the viewpoint of the characters they control.
NPC(非玩家控制)应该有可接受的智能化程度,性格真实得带有瑕疵,还有与玩家或者其他角色建立起的可信任关系。
NPCs should have understandable motivations, real character flaws, and believable relationships with the player and with each other.
Kinect通过三维物体扫描和控制使玩家可以通过用户的真实移动来控制角色的位移。
Kinect enables video game players to move characters through the use of real-life movements made possible by 3-d object scanning and manipulation.
如果你提供的招式太多,玩家便不能很好地控制角色,尤其是在摄像机很差控制器出问题的情况下。
If you offer too many moves, players can't control their character very well, especially if they're fighting a bad camera and other quirks in the controls.
我以只需要按下键的选项来替换掉了主菜单这个选项放(玩家所控制的角色在“ 菜单”/标题屏幕也直接被呈现出来) 。
I ended up scrapping a main menu with the option to just start playing by pressing a key ( the player avatar was introduced in the "menu"/title screen.
不仅仅提供了更平滑的运动,而且给玩家一个额外的运动感和完全控制他们的角色。
Not only does present a much smoother motion, but it gives the player an additional sense of movement and control over their character.
这也产生了一个显示在当前时间空间的对象(玩家自己控制的角色)与显示在过去时间空间的对象(远程角色对象,AI控制实体)之间的交互问题。
This raises the problem of interaction between objects displayed in present time space (the player's avatar) and objects displayed in a past time space (remote characters, ai entities).
这可能意味着游戏玩家在运动游戏中使用运动来回答数学问题,或者控制角色,同时学习阅读或科学。
That could mean gamers using movement in sports games to answer maths questions, or controlling characters while learning about reading or science.
所有的事情都基于玩家对角色的控制,实现同敌人的互动以及决定玩家是胜利还是失败。
Everything from moving the player's character using their input, to the actions of the enemies and determining whether the player has won or lost the game is determined here.
所有的事情都基于玩家对角色的控制,实现同敌人的互动以及决定玩家是胜利还是失败。
Everything from moving the player's character using their input, to the actions of the enemies and determining whether the player has won or lost the game is determined here.
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