AISubs v3.8.2
by B.S. Territo
Thank you for joining us again this week.
Thank you for having us.
Today, we are going to do programming for the first time in a while.
It's really been a while.
It's been a while since we did a programming show like this, hasn't it?
Yes, it has.
It's been a while.
I'm happy.
Speaking of which,
Mr. Kobayashi is here as our coach.
It's been a while.
How many months has it been?
It's been about half a year or so.
Maybe a little longer.
Speaking of which,
it's been a while since we recorded a show like this.
He came to see us perform.
That's right.
I think it's been a while.
People don't change much in half a year.
Mr. Kobayashi doesn't change much.
He hasn't changed at all.
He still has a great appearance.
Good evening. I'm Nogizaka46's Ohha and Rika.
It's snowing recently.
I'm from Iwata Prefecture, so it's snowing a lot and we played a lot in the snow.
It's been a while since we've seen you, Kobayashi-san.
I was wondering what you've been up to lately.
That's right.
Kobayashi-san's "X"
"X"
The third one is, "Today's topic is about Shu-shi's face being smirked at."
"She remembers it and appears in past videos."
That's a good one.
You're announcing it. I'm happy.
I saw it.
You saw it.
I saw it.
I thought you were there.
Why did you smirk?
Because you remembered it.
I remembered it.
I see.
Kobayashi-san watched the "Programming Summary Edition" broadcast.
In the quiz "Answering the necessary variables to make you jump,"
"gvf"
"gravity"
"speed"
"speed," "jump," "power."
The correct answer is...
"The necessary variables for jumping are gravity,"
"vertical speed," "vy,"
and "jumping power."
Wow!
Well done! You got it right.
You were smirking at this on the other side of the TV, weren't you?
There's another one.
"In the episode "It's Not My Turn","
"she smirks on the other side of the screen."
- Really? - Why?
"The next time I remember it, I can't sleep at all."
Kobayashi-san, when you went out with us,
did you smirk at us?
Not at all.
I smirked so that I could react quickly.
She practiced it in the room for me.
By the way, do you remember what you said when you were watching it?
I don't remember much.
I didn't remember.
I said something with a spinal reflex.
I want you to tell me again.
I want you to take a video of me.
I'm sorry. I won't do it again.
Please take a video of me next time.
Now, let's move on to the actual programming.
This time, we're going to make a fighting game.
Lastly, I'd like you all to play against each other.
Wow!
So, this time we're going to try making a fighting game.
First of all, we're going to make a fighting pose and a secret phrase that's essential for fighting games.
Who won rock-paper-scissors will go first.
I won!
Should we go last?
What's last?
Let me think about it.
Oh, you want me to think about it?
Yes.
First of all, Ayati.
I did it!
That's great.
Next up is Hayashi.
I'm going back to school.
Hayashi, is that a catchphrase?
Lastly, Yumiki.
Make sure you decide.
Rock-paper-scissors.
What do you mean?
I don't know.
It's like a killing game.
Yumiki, make sure you decide.
I'd like to start programming right away.
Since it's a fighting game, I think the movement of the characters is important.
I'd like you to think about what kind of movement you want.
I'd like you to show me what kind of movement you actually want.
You're asking for an aggressive feeling today.
It's a fighting game, so...
Now that we've thought about what kind of movement we want...
Jump.
Two-step jump.
Oh, I don't know.
Crouch.
Oh, yeah.
Something you can avoid.
Oh, protect!
Oh, that's important.
Barrier.
Like spinning.
Oh, it's hard.
Oh, rotation!
Rotation?
In other words...
Isn't it like dodging?
It is.
Like flying and dodging.
Dodging.
Can we do that?
It's complicated.
Yeah, it looks difficult.
Since complicated movements seem difficult, we'll make them basic movements.
That is...
Crouch.
Jump.
These three movements are essential for fighting games.
Can you make all of them?
Now, let's learn from Mr. Kobayashi and make fighting games.
Now, let's make characters.
Right-click where there is no hierarchy and select "Create Empty" to create a game object.
What should we name the characters?
What should we name them?
That's important.
You can name them as you like.
What?
Characters' names.
They will be your own characters.
Okay.
Is it Japanese?
Not English?
English is better.
Same characters?
Same characters.
What should we do?
Is it male or female?
Does it matter?
For now...
I drew a masculine silhouette.
A man.
A manly one.
After hearing about the characters' sexes, Yumiki came up with a name.
It's a cool name.
Fizzy.
By the way, Ayati is the strongest.
Hayashi is Mukimuki and Meimei are both strong.
Now, I will add a picture here.
Right-click on the character and select "2D Objects Sprites Square."
Square...
After adding a picture, prepare a script you need to write a program and give it the same name as the character.
Now I'm ready for programming.
This time, I'd like to teach you a system called "verification" as a new thing.
Verification...
"Verification" is the movement of parents and children of all ages.
It also attracts different classes of children.
For example, let's say there is a function called "cry" in the class of "animals".
When this class of "animals" is verified, both dogs and cats will have the function of "cry".
However, cats don't just cry, they meow.
When you want to do this, you overwrite the meow and cry of the cat itself, not the parent animal.
This is called "override".
While using the function of "cry" of the parent animal, you overwrite the meow.
This time, we will use this "verification" to do programming.
This time, we are actually making something called "player".
It is based on all "verifications".
So, the place where it says "mono behavior" on the right...
This place has always been "mono behavior", but we will change it to "player".
We will change it to "player".
Now, we are ready to verify the movement of the "player" as a parent animal.
Let me tell you what's going on in this "player".
While pressing "control", if you click on "player", you can see what's inside of "player".
Wow, this is amazing!
You can crouch and jump properly!
Wow, this is amazing!
"Player" as a parent animal has a lot of necessary things for fighting games.
But, this is not enough for programming.
Let's write programs for characters themselves.
First, prepare variables for standing, crouching, punching and kicking.
Next, prepare variables for switching images depending on the character's movement.
Let's save and go back to Unity.
Now we have a lot of variables added to the right.
Let's add "t" to "transform" and "gfx" to "square".
By the way, "isattack", "isdamage" and "isguard" are programs for players, so it looks like this.
Then, I think "sprites" at the bottom is "zero", but I'd like to add all "actions" here.
There are ten of them.
Add "ten" and expand the left "triangle". I think you'll get "ten".
Wow! Elements! Amazing!
I'm going to add "action" here.
I see.
Let me tell you where the material is. There is a folder called "action".
Wow, it's true. Wow, amazing!
There are various poses in here.
You look like a shorty. I have a shorty!
We'll link various action images to each element.
After linking, drag the images on the "square" and adjust the size.
Now we have the character in place.
Let's start writing the program in earnest.
This time, we're going to divide the update into two parts.
An update for processing and an update for displaying.
Why do you separate them?
If processing and displaying are the same, it's easy to mess up in fighting games.
So we'll separate them into two parts.
First, we'll separate processing and displaying images of characters into two parts.
Next, we'll prepare variables that represent characters' states and variables that show how long attacks and damages last.
And from here, it gets pretty difficult, or rather troublesome.
And that's switching.
What does switching mean?
It's like a more advanced version of "if".
The contents of this variable are "if" "this" "this" "this" "this"
In "switching", you write a variable in here.
In this case, it's a state.
Depending on what this state is, for example, if the state is "case" and the contents of the state are "state.stand",
execute this state and if the state is "case" and the contents of the state are "stand" execute this state
and if the contents of the state are "sit" execute this state.
In this case I want to change the process depending on the state
so first I will write the state that represents the state here
and then I will write what state it is at the case.
If it is "standing", writing "stand" that represents the state standing here will execute the process in this state.
In addition to this, I will write it in other states as well.
If you can do that, you can copy and paste the same thing for updating the display of the image.
Next, I would like to set how the characters will move when I press which button, but since this is a battle, I need to assign buttons to two characters.
It is difficult to set up one by one
but this time I am using "calculation"
so just by writing the variables of "isonep" and "isleft" created for the player based on "calculation"
you can shorten the program and write it.
This is what it looks like when you actually write it.
"isonep" goes up when you press "double", "isleft" goes up when you press "up" and you can write it all together by using the verified variables.
Which other buttons do you use to go left, right, down?
We'll set up whether or not you're going to attack.
So, whether you're a first-player or a second-player, you can get buttons to move.
But there's one more thing you need.
Back buttons.
Back buttons?
In other words, whether you're on the right or on the left, you use them as guards.
I want to determine whether you're on the back or not.
In a fighting game, if you go in the opposite direction from your opponent, you become a guard.
So, if you're on the right or on the left, if you set it up like this, you become a guard.
With this, even if you jump over your opponent during a match and change directions, you'll be able to guard properly.
Now that we've set up the buttons, let's move the characters.
First, we'll set up variables for the movement speed of the characters in both directions.
Here's a quiz. What are the other two things you need?
There are two more things we need, right?
I don't want to say it.
Do you watch our individual videos?
We do watch them.
Wow! Isn't it a perfect match?
It's like a family.
The show's original game "Lenpa-to" is selling well for 980 yen.
We'll also introduce our impressions of the show, so please give it a try!
What are the other two variables you need for the movement speed of the characters in both directions?
There are two more things we need, right?
I don't want to say it.
Do you watch our individual videos?
I don't want to say it.
Ah! I know!
Jump?
It's necessary when you jump.
Jump power?
Jump power is good.
Gravity?
Gravity...
That's all.
The rest is V and Y.
Okay.
Yuniki, you're correct!
I'm glad you were playing the last compilation edition.
Not only jump power and gravity,
I decided to add speed adjustment, attack duration, and attack time.
Now I have the variables,
I can process when I'm standing
and draw coordinates of characters.
Ah!
It moved towards the arrow.
I can move sideways now.
But as it is now, there is only one character,
so I can drag characters from hierarchy to assets
and drag characters from assets to hierarchy again.
Now we have two characters.
Next, I'll adjust the position so that they don't overlap.
Then...
Oh!
Now we can move both characters.
Next, I'll process how the image changes depending on the state.
First, I'll process when I stand up and switch images.
When I stand up and attack, I process the first image.
When I stand up and guard, I process the second image.
In this way, when you crouch and jump...
Actually, you can use the same image when you crouch and jump.
So...
I'll scrape this part.
Huh?
If you scrape this part of the seat, you can actually use the seat and jump to go here.
The switch part is a switch case and stuff like this.
I see.
So, we're going to draw when the image switches between crouching and jumping.
In the same way, we're going to draw what image switches between lying down and standing up.
Now that we've drawn how the image switches, let's move the jump next.
In the stand of "proc"...
If "up" is pushed...
Is it "vy"?
"vy"... "vy", yes, "vy".
Equals...
It's "jump power", right?
That's amazing, Yumiki.
The program when you jump is perfect.
Now, when you press up, you can write "jump".
Then, write the gravity when you jump at the switch part and write the landing process, and the jump movement is complete.
Can you really jump?
What?
Do you want me to edit it?
There's a sound.
Edit it?
You're missing a finger.
What?
One or the other.
"Tokyo Basukon Club" will broadcast after the broadcast on TVer and other platforms.
The program will continue for three years, four years, and more.
Please click on the "Like" button on TVer.
Challenge yourself to make a fighting game.
Can you really jump?
What?
You jumped too high.
I jumped too early.
That's terrible.
And Hayashi, too.
Wow, you jumped so high.
That's terrible.
I can't do it anymore.
She was so surprised by her jumping ability.
It seems that gravity and jump power values were a problem.
She decided to try changing the values.
Wow, you did it!
That's a good jump power.
That's a good weight.
I can't do it anymore.
How about you, Aichan?
I can't fly in the first place.
Since she couldn't do it herself,
she asked the security guard to look at it.
It seems that the problem was caused by the location of the program.
It wasn't here.
She had to draw it here.
When she fixed it and tried it...
Wow, you're flying!
She was able to jump.
And then...
Wait, I want to change both colors.
Seeing that each character has a color,
Hayashi wanted to try it, too.
You can change the color with that.
You can change it with each square.
You can change it here.
Oh, with this one...
Right, right, right.
She asked the security guard to teach her,
and she started coloring.
To Hayashi like that...
Can you change the color of the background?
I'm curious about the color of the background.
Where is the camera?
Is it here? Environment.
Environment.
It's here.
Environment...
I think there is a background in the environment.
Background...
Oh, this is it.
It's a background type.
Something like...
Oh, I got it.
Something like...
Ayatee-san, who was listening with me, taught me how to change the color of the background.
What color will it be?
Ayatee-san and Hayashi are also focused on changing the color of the background.
But...
We don't have much time.
Now that you've done the jumps...
Yes.
I hope you can continue this next time.
Yes.
Thank you very much.
Fighting game making is still in the first half.
All three of you, fight!
Next time... Fighting game making, part two.
Wow!
It's sinking!
I hit it!
Wow, you can even slide it.
And you can change it when you put it back in.
Yeah, it changes.
Look, it's back in.
It's true!