AISubs v3.8.2
Be Esteleto!
Thank you for joining us again this week.
Cheer up!
Let's do it again.
Thank you for joining us again this week.
Wow!
Your voice got higher.
Continuing from last week, we will be programming fighting games.
Thank you for joining us again this week, Kobayashi-san.
Thank you for having me.
How was your programming last week, Kobayashi-san?
That's right. How was it?
It was good.
You're making me cry.
It was easy to understand.
But, as always, I had time to lock myself up in my room.
Sometimes, you go too far ahead and move too much.
But, you come back to me when I do that.
You come back to me when I do that.
But, as always, it was good and wonderful.
Thank you for joining us again this week.
Hey, guys!
You guys have the same character.
Good evening, I'm Nogizaka46's Satorika.
It's getting warmer and warmer lately, and it's almost cherry blossom season.
I hope I can go see the cherry blossoms this year.
Everyone, please enjoy the cherry blossoms!
This time, we're making a fighting game part two!
Then, shall we finally make the characters?
Yes!
Last time, we started with making characters, which is essential for fighting games.
Among them, the program we used for the first time is...
This time, we're going to teach you a new system called "calculation".
Calculation?
A program called "calculation" that is passed down from parent class to child class.
If you click the player while controlling it, you can see what's inside of the player.
Wow, you're right!
This is what we're making.
Wow, that's amazing!
You're properly crouching and jumping!
Amazing!
While using this calculation and struggling...
How do you divide it up?
If you have both "calculation" and "display" together, it's pretty easy to mess up in a fighting game like this.
We asked questions about things we didn't know...
In the end, we completed the basic movements of the characters, moving sideways and jumping.
With that said, we're going to continue this time...
We're going to give a score to the characters we made, which is an important part of fighting games.
While we're at it...
We've prepared a lot of things.
Like what?
Characters can attack and stuff like that.
Are you going to show us now?
That's right!
So if you play it, you'll know what it is?
Please play it.
What do you want us to do with "space"?
Like "space"...
Wow! You hit it!
You hit it!
Wow! You hit it!
You hit it!
Do you want me to jump kick it?
Jump kick...
Wow!
You're good!
Kick...
It's not a guarantee of a hit, so...
It's a stick fight.
Wow! You can slide it, too.
And you can change it when you put it back in.
Yeah, you can.
Put it back in.
You're right!
Wow!
We actually made that part.
We did it!
Wow!
It's already done!
It looks like all three of you have already finished it, but...
This is where it gets serious!
Let's start programming for a guarantee of a hit!
So, this time...
We're going to make a guarantee of a hit.
We've done a lot of guarantees of hits in the past, haven't we?
Yes, we have.
Do you remember what we did?
Yes.
I remember.
So, for this time's guarantee of a hit...
Yes!
What variable will you use?
What variable will we use?
Is "rigidbody" different?
"Rigidbody" won't come up this time.
Um... "hit."
"Hit."
"Hit." "ishit."
"ishit" isn't a variable for a name, but we'll do something similar.
"boxcollider"?
We won't use "boxcollider," either.
We won't use it?
Actually, we used it a little last week.
You used it a little?
We used it a little.
"attack."
"attack." Yes, we'll use "attack," too.
"public."
Last week...
We didn't write it.
We didn't write it last week, so...
Hint!
The first letter.
"t."
"transform"?
"trigger"?
I just heard the answer a little.
"transform"?
"transform."
That's right.
"transform."
This is it!
Oh, "transform."
I think you stand or crouch around here.
Oh, you use "transform."
Yes, yes.
I didn't know that.
Are you talking about your private players?
What are you talking about?
I'm sorry.
I don't know anything.
I used to do something similar.
"Let's learn how to hit and judge."
You taught me a lot about "serialized field."
Yes, it says "recommended" in "serialized field."
That's right.
Wow!
You three wrote it down and didn't forget it.
Then, let's start programming!
Well...
I opened my own character class.
"hit and judge" is...
Here it is.
You should be able to "recommend" and "judge."
You remember "recommend," right?
Yes, I do.
"Override" is...
You called a player's "hit and judge," but...
It leads to "hit and judge" of the player who "recommended."
"Override."
If you put in "space," how many will come up?
"Override."
Yes, it comes up.
"Check hit," "damage," and "win" are defined in "player.cs."
So, "check hit" comes up first.
Oh...
Then, you can put in anything you want.
Yes, you can.
You don't use "check hit," so you can erase it.
What?!
"Return."
That's cute.
"Erase" is "erase."
And...
The "pose" here is...
The "attack point" of the opponent.
The "punch" or "point" of the opponent's hand enters and crosses this "pose".
So, you need to determine whether it hits you or not.
If it hits you, you're "true". If it doesn't hit you, you're "lose".
First of all, write a program that defines the position of the place where you will make a hit judgment.
Below that, you will program the conditions for when an attack hits you.
There is a "hit judgment" of the opponent.
Hit a "point" there.
If this "point" is here, of course, it is "hit".
And if it is here, it is "lose".
But if it is on the left side of this left line,
it doesn't matter where the "vertical" is, it is "lose".
So, first of all, write that it is on the left side of the left line, not on the left side of the line.
I see.
If...
If "pose"'s "x" is "hit"'s "x" and if "size"'s "x" is on the left side of the line,
"is hit" is "false".
What does this program mean?
If you explain it with an illustration...
This is "hit".
This "vertical" is "size".
This is "size"'s "y" and this is "size"'s "x", right?
"hit" is "hit"'s "x" and "y".
So, if "hit"'s "x" is more than "size"'s "half"'s "left" line, it is "hit".
In other words, if "hit"'s "x" is more than "size"'s "half"'s "left" line, it is "hit".
I see.
If you program "hit"'s "x" is more than "size"'s "half"'s "left" line, it is "hit".
I see.
I think you can go up, down, left and right like this.
Can you do it?
It may be difficult.
Let's do it together a little more.
Do you want me to do it a little more?
Let's go ahead.
I'm afraid of being suddenly removed.
When the hit X is bigger than half of the size to the right, it means that it is on this side, so you will not hit it.
Were you good at math?
I was good at it.
That's right.
To be honest, I don't know if it's off here.
I see.
Yes, I'm sorry.
It's very difficult.
If it's on the right side of this line, no matter how you move, you will never hit it.
So, if it's on the right side of this line at least, it's guaranteed to be off.
Do you want to fit it in the red?
I'm writing out a pattern that doesn't fit in the red.
By writing out a pattern that will never hit it, we are programming it under the condition that it hits if it does not violate the pattern.
Why don't you write the one that hits it?
If it hits it, it will be longer.
I see.
Let's try writing the one that hits it.
I'm scared.
If the X of "pos" is...
If there are more conditions, does it mean that it will be more difficult?
That's right.
It's difficult.
I'm done.
It will be about twice as long.
The first line is already long.
It's long and hard to see, so we are doing it like this.
I see.
In the same way as before, we are writing programs for when the attack point is above the object.
If we don't violate any of them, we write programs that show that we are hitting, and when we are standing up, we are done with the hit judgment.
And this time, there are two kinds of poses, standing and sitting, so we will also program the hit judgment while sitting.
It doesn't seem to change.
"tosx" and "hittx" are still the same.
Oh, it was also here.
Is it like this?
Yes, it is like that.
Thank you very much.
I'm really curious about the space on the pen.
Yes.
The one above is also open one by one.
Are you curious about it?
It's really front view.
That's right.
I write programs in equal order.
We can't live together.
Me too.
If you write a program neatly, you can see where it's wrong and where it's wrong.
It's easy to confirm.
That's why it is said that it is better to write a program neatly.
My daily life is rather messy.
My room is really dirty.
Cleaning, cleaning, which one do you hate?
I don't have much time.
I don't have much time, so it's hard for me to get organized.
Is it large?
No, it's A-type.
Now, if you can program the hit judgment while you are sitting...
Next, let's move on to the attack judgment programming.
Attack judgment.
If...
Attack state.
You are attacking.
If...
Oh, it's "and, and".
If...
It's smaller than the attack time.
The reason for doing this is...
If you do a damage judgment immediately after an attack...
The opponent player doesn't have a chance to guard.
Oh, I see.
Because it's the same frame.
If you guard with the same number of seconds, you'll get hit, right?
You'll get hit, yes.
So you delay one frame and wait for your attack to come out first and then...
You judge whether you're guarding or pressing buttons based on your attack.
You wait for your opponent's frame to come out first and then you judge.
That's why we set up the act timer to be smaller than the attack time.
Oh, I see.
I understand.
And...
Oh, I see.
We use "is first hit".
"is first hit".
What we use "is first hit" for is...
Whether you get hit or not.
If you get hit even once, you don't get hit.
Otherwise, you'll get hit every frame while you're punching.
Oh, I see.
You'll get hit.
If you get hit once, you get "is first hit" flag.
And you don't get hit.
And you write "attack" and "defense" inside of it.
Yes.
If...
If you...
If you stand up...
And...
If you don't, you don't get hit.
If...
If you call your opponent's "check hit"...
You'll get points for your attack.
The reason we set up "is first hit" and "is first hit" is...
"is first hit" attacks are at the tip of your punch.
"is first hit" attacks are at the tip of your kick.
Punch and kick.
If each of you write an attack judgment program,
we will also write a program to check whether the attack judgment is actually working.
By the way, you're forgetting something.
What are you forgetting?
On purpose?
On purpose.
What is it?
If you open a program...
If you open a program, you'll know what it is.
What are you forgetting?
On purpose...
What you always have?
There's something missing.
Something missing?
What is it?
You're not making a game you can sell, you're selling a game you want to make.
I finally saw it.
These words come up on a daily basis.
The show's original game "Denpa-to" is selling well for 980 yen.
We will also introduce our impressions of the show, so please give it a try.
One by one, fashion points and themes, please.
Yes.
Ais, please.
Adult-like.
Nice.
The point is black.
It's monotone, isn't it?
It's monotone, and it's still a little cold, but it's a little sukiyaki-like.
But it's a little winter-like underneath.
It's glittery.
I also tied my hair up and made it look adult-like.
You look like a singer.
Thank you.
Then, Yoshia-san.
Yes.
Please give me a point.
Spring.
Hmm.
Hmm, spring.
Nice, you're getting used to it.
Hmm.
Is it the only spring color today?
Yes, it is.
It's kind of orange, but it's not too bold of an orange.
Hmm.
I think it's cute.
Nice.
Pop.
It's cute.
Yes.
Yuki-san, please.
I've been waiting for it.
Um, I'm really looking forward to the fashion check today.
The reason is...
It's "ime-ten".
The costume designer told me that I looked like a chef this time.
Hmm.
I thought it was really cute.
I also got my hair done.
It has ribbon.
Yes.
And...
There are two braids here.
A rope braid and a braid go well together.
Oh, I see.
It's cute.
Fashionable.
I like clothes that are unique and special.
But I also like casual clothes like this one I'm wearing now.
So I wanted to say this as soon as possible at the fashion check.
Hmm.
The three of us wrote down the score and attack score.
But...
By the way, you forgot something.
What?
What did you forget?
What?
On purpose?
On purpose.
I wonder what it is.
It seems like Kobayashi-san forgot something on purpose.
What could it be?
The one you always have?
There is something missing.
What is it?
I want you to notice it.
What is it?
You've been changing your hitboxes and attacks, haven't you?
I'm almost there.
I'll tell you the answer.
It's here.
It's here, isn't it?
Yes.
I knew it.
You know it, don't you?
Everything here is empty.
That's right.
You know it, don't you?
That's the answer.
What?
You've been changing your hitboxes and attacks, haven't you?
You know it, don't you?
Everything here is empty.
You can't get a hitbox even if you try.
That's right.
This one is not there yet.
I'll make it from now on.
That's the question.
I see.
It's hard to answer.
It's really hard.
I thought it would be easier than that.
I'll make it.
Okay.
At the top of the character, click right and you'll see the 2D object sprite square.
Sprite...
Oh, it's on the right.
If you do that...
Square...
I think you'll see another square.
But you can't see anything on the screen, can you?
No, you can't.
It's because it's too small.
Oh...
Let's say you set this 1 to 500.
The Y is also...
Oh, it's coming out.
If you set it to 500 or something like that, it'll come out like this.
It's true.
It came out.
Oh...
This square will be the correct answer as it is.
Okay.
If you adjust this square according to the silhouette...
Let's change the character's posture when crouching.
Like this.
Change the image and adjust the blind spot when crouching.
Next, change the punch image to determine the position of the attack judgment.
And in the case of an attack judgment, the arrow is the judgment place, so the arrow is moved to the tip of the hand.
This point is the X mark of the illustration used in the explanation earlier.
If you do the same work for the silhouette of the kick, both hit judgment and attack judgment programming are complete.
Is the angle of the arrow like this?
The angle of the arrow is much finer.
There are many squares in the character, and I think it's about squares and squares.
I think it's about whether or not there is a dot in the square now, but I think it's about whether or not the square intersects with the square.
Make a square in the shape of an arm and hit it if this arm is properly on the square.
I see, it's tough.
Then, let's put each of them in the place we opened earlier.
Hitbox, hitbox S.
Let's put in all the ones we made.
Attack, attack S.
If you do this, you should be able to hit the punch and kick that you hit earlier.
The log.
After this...
Crouch and attack.
The kick is a hit.
Game production doesn't end when you give up, it doesn't end if you don't give up.
It's hard, wait a minute.
It's hard, it's hard.
"Tokyo Basukun Club" is broadcasting after the broadcast on TVer and other platforms.
The show is three years old, four years old and will continue for a long time.
Please click on the "like" button on TVer.
Three people who programmed the hit judgment, which is essential for fighting games.
Let's check if it's done properly.
Crouch and attack.
Kick is a hit.
It's a hit.
Wow!
Oh, it's a hit!
I did it!
Oh, it's a hit!
I'm happy.
All right.
Well, it's time for us to say goodbye.
Thank you very much.
Well, Kobayashi-san.
Yes?
Can you sum it up for me?
For me?
Kobayashi-san.
For me?
Please.
Today's summary.
Now loading.
Bug.
A bug occurred.
Today is a lucky draw.
Yes.
Thank you very much.
Toupaso Fighting Game Completion Edition.
Next is Toupaso Fighting Game Completion Edition.
And the strongest final match.
Oh my god! Oh my god! Oh my god!
The strongest wins.