東京パソコンクラブ ~乃木坂46×ゲームプログラミング~ 2025年3月14日 乃木坂46が格闘ゲームのプログラミングに挑戦 第二弾!
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TVTranscript
00:00B.S.T.E.R.E.T.
00:05Thank you for joining us this week.
00:07Let's cheer up!
00:09One more time.
00:10Let's do it again.
00:11Thank you for joining us this week.
00:14Your voice got higher.
00:17Continuing from last week, we will be programming fighting games.
00:24Thank you for joining us this week.
00:29How was your programming last week?
00:34How was it?
00:36It was good.
00:38It's hard to say.
00:40It was easy to understand.
00:43But I was trapped in my own shell.
00:50Sometimes you go too far.
00:55But you always come back.
00:58You always come back to me.
01:02But it was still good.
01:05It was great.
01:06Thank you for joining us this week.
01:09Hey, everyone.
01:12You are all so different.
01:28B.S.T.E.R.E.T.
01:57Good evening. I'm Rika Sato from Nagizaka46.
02:01It's getting warmer and it's almost the season of cherry blossoms.
02:06I hope I can go see the cherry blossoms this year.
02:09Please enjoy the cherry blossoms.
02:13This is the second episode of making fighting games.
02:17Let's make characters.
02:19Okay.
02:21Last time, we started with making characters.
02:29The first program we used was...
02:32This time, we will use the system of inheritance.
02:39Inheritance?
02:40Inheritance is a program that a parent class has.
02:45The parent class inherits the parent class.
02:50If you click the player while controlling it, you can see what's inside.
02:56Wow.
02:57It's made.
02:58Wow.
02:59You can crouch and jump.
03:01Wow.
03:03You can use this inheritance to fight.
03:07How do you divide it?
03:09If the processing and the display are the same, it's easy to mess up.
03:15I asked questions that I didn't know.
03:18I completed the basic movement of the character, moving sideways, and jumping.
03:24Oh, you did it.
03:26It's a good jump.
03:27It's heavy.
03:29This time, we will make a character based on the importance of fighting games.
03:38I prepared a lot of things.
03:43What?
03:44The character will attack.
03:49Is this our character?
03:51Yes.
03:52Can I play it?
03:53Yes.
03:54What should I do?
03:56Press space and enter.
03:58Wow.
03:59Wow.
04:00Wow.
04:01Wow.
04:02Wow.
04:03Wow.
04:04Wow.
04:05Wow.
04:06Wow.
04:07Wow.
04:08Wow.
04:09Wow.
04:10Wow.
04:11Wow.
04:12Wow.
04:13Wow.
04:14Wow.
04:17You can slide with that.
04:19It can move when you move it.
04:23Really?
04:24That's awesome.
04:28That's what I made.
04:30Yes!
04:32That's awesome.
04:33к
04:34Everything is done.
04:36It looks like all three of them are done, but the real game starts now.
04:41Let's start the programming for the hit-or-miss.
04:45So, this time we're going to make a hit-or-miss.
04:51You've done a lot of hit-or-miss before, right?
04:54Yes, I have.
04:55Do you remember how you did it?
04:56Yes, I do.
04:59I remember.
05:00So, what variable will you use for this hit-or-miss?
05:04What variable will I use?
05:05It's different for a rigid body.
05:07We won't use a rigid body this time.
05:09Let's see.
05:10Hit.
05:11Hit.
05:12Hit.
05:13Is hit.
05:14It's not a function of the name, but it's close.
05:19Box Collider?
05:21I won't use Box Collider either.
05:24You won't use it?
05:25Actually, I used it a little last week.
05:27You used it a little?
05:28I touched it a little.
05:29Attack.
05:30Attack.
05:31I won't use Attack either.
05:33Public.
05:35You didn't use it last week.
05:38I couldn't use it last week.
05:41Hint.
05:42Hint.
05:43The first letter.
05:45T.
05:46T.
05:47Transform?
05:48Trigger?
05:50I heard the answer.
05:51Transform?
05:52Transform?
05:53Transform.
05:54That's right.
05:56What is it?
05:58It's this.
06:00Transform.
06:01I think it was standing or crouching around here.
06:04I'll use this Transform.
06:06Okay.
06:07So that's what last week was about.
06:09It was about my private life.
06:11What are you talking about?
06:12I'm sorry.
06:13No one knows.
06:14I did something similar last week.
06:17It was a lesson on how to learn how to hit.
06:19It was a lesson on how to learn how to hit.
06:22It was a lesson on how to learn how to hit.
06:23It was a lesson on how to learn how to hit.
06:26It says I recommend it.
06:28It says I recommend it.
06:29Yes.
06:31Wow.
06:32All three of them wrote it down and didn't forget it.
06:39Let's start programming.
06:44I opened my character class.
06:49I opened my character class.
06:57You remember the formula, right?
06:58Yes, I do.
06:59Override.
07:01I called the player's hit check.
07:05It leads to the player's hit check.
07:09Override.
07:11If you put in a space, how many will come out?
07:15Override.
07:18It's coming out.
07:19Check hit, damage, and win are defined in player.cs.
07:26First, check hit.
07:30Oh, it's coming out.
07:32If you do that, a lot of things will come in.
07:34It's coming in.
07:35You don't have to use this, so you can delete it.
07:37What?
07:38Return.
07:39That's cute.
07:40I'll delete it.
07:42And what comes over here is the point of the opponent's attack.
07:50The point on the tip of the hand comes into this pose and crosses.
07:54So you need to determine if it's hitting you or not.
07:59If it's hitting you, it's true.
08:01If it's hitting you, it's false.
08:03First, write a program to define the position of the hit check.
08:10Below that, we'll program the conditions for when the attack hits.
08:18There's a hit check for the character.
08:20We'll put a dot there.
08:23If this dot is here, it's a hit.
08:27If it's here, it's a miss.
08:30But if it's on the left side of this line,
08:35it doesn't matter where the vertical line is.
08:39So if it's on the left side of the vertical line, it's a miss.
08:44I see.
08:45If the X of the pose is on the left of the X of the hit,
08:54and if it's on the left of the half of the X of the size,
09:02the hit is false.
09:04What does this program mean?
09:09This is the hit.
09:12This vertical line is the size.
09:16This is the Y of the size, and this is the X of the size.
09:20The hit is the X of the hit.
09:23So this is the X of the hit,
09:27and this is the half of the size, the line on the left.
09:33So if the X of the hit is on the left of the half of the X of the size,
09:39it's a miss.
09:42That's what it means.
09:44If you program it, it will look like this.
09:47I see.
09:48It's amazing.
09:49It's easy to understand.
09:51I think you can go up, down, left, and right in this way.
09:54Can I?
09:55Can I?
09:56It might be difficult.
09:58Let's do it together a little more.
10:00Let's do it together a little more.
10:01Let's do it together.
10:02I'm scared if I'm suddenly removed from the wheel.
10:07If the X of the hit is bigger than the half of the size,
10:14it's on this side, so it's a miss.
10:19Mr. Kobayashi, were you good at math?
10:22I was good at it.
10:23That's right.
10:25To be honest, I don't know if the X of the hit is on the left of the half of the size.
10:30I see.
10:31I'm sorry.
10:33It's really difficult.
10:35If the X of the hit is on the right of the half of the size,
10:39no matter how you move, it will never hit.
10:45So if the X of the hit is on the right of the half of the size,
10:47it's guaranteed to be off.
10:50Do you want to put it in the red?
10:53I'm writing out a pattern that doesn't fit in the red.
10:58By writing out a pattern that will never hit,
11:01if it does not correspond to that pattern,
11:03it is programmed with the condition that it is hit.
11:09Why don't you write the one that hits?
11:12The one that hits will be longer.
11:14I see.
11:16Let's try writing the one that hits.
11:18I'm scared.
11:21The X of the pose and the X of the pose...
11:27Does that mean it's going to be difficult because there are more conditions?
11:30That's right.
11:32It's difficult.
11:33I'm done.
11:35This is about twice as long.
11:36It's a long line.
11:38It's long and hard to see, so I'm doing this.
11:40I see.
11:42In the same way as before,
11:44I'm writing out a pattern that doesn't fit in the red.
11:54If it does not correspond to that pattern,
11:57it is programmed with the condition that it is hit.
12:00If it does not correspond to that pattern,
12:02it is programmed with the condition that it is hit.
12:07And this time,
12:09there are two kinds of poses, standing and sitting.
12:13I'm going to program the standing pose.
12:18It doesn't seem to have changed.
12:20The X of the pose and the X of the hit have not changed.
12:24Oh, there was one here, too.
12:28Is that what you mean?
12:29That's what I mean.
12:30Thank you very much.
12:31I'm really curious about the space in the pen.
12:35Yes.
12:36The top one is also empty.
12:39Are you curious?
12:41It's a precious face.
12:43Yes.
12:44When I write a program,
12:46I write it in equal order.
12:48I can't live with you.
12:50Me, too.
12:52If you write a program neatly,
12:55you can see that it's wrong where it's off.
12:58It's easy to make a mistake.
13:00That's why it is said that it is better to write a program neatly.
13:04Oh, my God.
13:05My daily life is relatively messy.
13:07Is that so?
13:08The room is very dirty.
13:09Which do you not like at that time?
13:12I don't have much time.
13:14Oh, you don't have that much time.
13:15I don't have time.
13:16I can't get the time together.
13:17Is it a large size?
13:18It's a small size.
13:19Oh, I see.
13:22Now, if you can program the hit judgment while sitting,
13:29let's move on to the attack judgment programming.
13:36Attack judgment.
13:37Attack judgment.
13:38Attack judgment.
13:40If...
13:41If...
13:42Attack state.
13:43If...
13:45It's the state you're attacking.
13:48And...
13:50Oh, it's out.
13:51It's out.
13:52The action time is smaller than the attack time.
13:57The reason why I'm doing this is because
13:59if you do the damage judgment right after the attack,
14:05the opponent player doesn't have a chance to guard.
14:08Oh, I see.
14:09Because it's the same frame.
14:10So if you guard with the same number of seconds, you'll get hit?
14:14Yes, you'll get hit.
14:15So, if you delay the attack by 1 frame,
14:18the opponent player can see if you're guarding or pressing a button
14:24after the attack is over.
14:28That's how you get the judgment.
14:30So, if you delay the attack by 1 frame,
14:33the opponent player can see if you're guarding or pressing a button after the attack is over.
14:38I see.
14:39I see.
14:40And...
14:41And...
14:42And...
14:43It's out.
14:44It's out.
14:45It's called Is First Hit.
14:46It's called Is First Hit.
14:47Is First Hit.
14:48What is Is First Hit used for?
14:51It's used to see if an attack is hit.
14:53If you get hit even once, you don't get the hit judgment anymore.
14:57Otherwise, you'll get hit every frame while you're punching.
15:00I see.
15:01You'll get hit.
15:03So, if you get hit even once, you'll get Is First Hit.
15:06So, you don't get hit anymore.
15:10And you draw the center of the attack.
15:14If...
15:15If...
15:16If...
15:17If...
15:18If...
15:19If...
15:22If...
15:24If...
15:25If...
15:26If...
15:29If...
15:31If you call the opponent's Is First Hit,
15:35If you call the opponent's Is First Hit,
15:36what you'll get is the point of your attack.
15:39The reason why I put this in the position of standing and not standing is that
15:42the attack while standing is at the tip of the punch.
15:45When you're crouching and jumping, the attack is at the tip of the kick,
15:49so you'll get the point of the tip of your leg.
15:52So the point is different.
15:53So, when you stand, you use the attack dot position.
16:00Attack dot position.
16:06This is the same. If, check, hit.
16:09You use the attack S position.
16:13Punch and kick.
16:15If you write a program to determine the attack,
16:19you can also write a program to confirm the attack.
16:27By the way, you forgot something.
16:30What?
16:32What did you forget?
16:34On purpose?
16:35On purpose.
16:36On purpose.
16:37What is it?
16:40The hint is...
16:41If you open the pre-hub...
16:44If you open the pre-hub, you can find something.
16:46What did you forget?
16:48On purpose...
16:51Something you always have?
16:52There is something missing.
16:54Something missing?
16:55What?
16:57Instead of making a game that can be sold,
16:59I want to make a game that can be sold.
17:02I finally saw it.
17:03These words come out on a daily basis.
17:06This is a derivative work of the Touhou Project.
17:11The original game, Denpa-to, is on sale for 980 yen.
17:17We will introduce our impressions of the game in the program,
17:22so please play it.
17:25Please tell us the fashion point and theme.
17:28Yes.
17:29Hayashi-san, please.
17:30It's mature.
17:32Good.
17:33The point is black.
17:35It's monotone overall.
17:38It's monotone.
17:40It's still cold,
17:42but it's a little transparent.
17:44But the bottom is a little winter-like.
17:47It's glittery.
17:49I put my hair together and made it look mature.
17:52It's like a singer.
17:59Yoshida-san, please.
18:02It's spring.
18:03It's spring.
18:04It's nice.
18:06It's the only spring color.
18:08That's right.
18:09It's orange, but it's not too strange.
18:13I think it's cute.
18:17It's cute.
18:18Miki-san, please.
18:19I've been waiting.
18:21I'm really looking forward to the fashion check today.
18:24The reason is...
18:26It's Ime-chan.
18:27This time, the costume designer told me that I matched the clothes.
18:31I thought it was really cute.
18:33I got my hair done, too.
18:35It's got ribbons.
18:36And there are two braids here.
18:40The rope braids and the braids are going up and down.
18:42That's right.
18:43It's cute.
18:44It's fashionable.
18:45I like clothes that are very special,
18:48but I also like casual clothes that look like I'm wearing.
18:53I wanted to say this at the fashion check.
18:57The fashion check is over.
19:00The three of them have finished the hit and attack judgment.
19:04But...
19:05But...
19:06By the way, you forgot something.
19:09What?
19:10What?
19:11What did you forget?
19:13What?
19:14On purpose?
19:15On purpose.
19:16On purpose.
19:17What is it?
19:18Kobayashi-san forgot something on purpose.
19:21What is it?
19:23The one you always have?
19:24Something is missing.
19:26What is it?
19:28I want you to notice this.
19:30What?
19:31What is it?
19:32What is it?
19:33You've been playing around with the hitbox and attack, right?
19:36Yes.
19:38You've been playing around with the hitbox and attack, right?
19:43I'm almost there.
19:45I'm almost there.
19:46I'll tell you the answer.
19:48It's here.
19:49It's here, right?
19:50It's here, right?
19:51I thought so.
19:52I thought so.
19:53It's empty here.
19:55Yes.
19:56What should I do?
19:57That's the answer.
19:59What?
20:00Do I have to drop it?
20:03It's empty here, so you can't get the hitbox.
20:07Right.
20:08It's not there yet.
20:09That's right.
20:10I'll make it from now on.
20:12That's the question.
20:13I see.
20:14It's hard to answer.
20:16It's hard to answer.
20:17It's really hard.
20:19I thought it would be easier than that.
20:21I thought it would be easier than that.
20:22I thought it would be easier than that.
20:23It's a drag-and-drop game.
20:25I'll make it.
20:26Okay.
20:27Click on the top of the character and select the 2D object.
20:35Select the sprite and square.
20:39It's on the right.
20:41Then you'll see another square.
20:45Nothing will appear on the screen.
20:46Nothing will appear on the screen.
20:47It's because it's too small.
20:49For example, set the position to 500.
20:54The line is coming out.
20:56If you set it to 500, it will come out.
20:58That's right.
20:59It's coming out.
21:01This square will be the hitbox.
21:03Okay.
21:05Adjust this square according to the silhouette.
21:10Let's change the character to crouch.
21:15Here.
21:17Change the image and adjust the hitbox when crouching.
21:26Next, change the image of the punch to determine the position of the hitbox.
21:37In the case of the hitbox, the arrow will be the place of the hitbox, so move the arrow to the front of your hand.
21:48This point will be the crosshatch of the illustration used in the explanation.
21:55If you do the same work on the silhouette of the kick, the programming of the hitbox and the hitbox is complete.
22:04Is this how you determine the angle of the world?
22:07The angle of the world is more detailed.
22:09There are a lot of squares in the character.
22:12I'm determining the angle of the square.
22:14I'm determining whether the point is in the square or not.
22:17I'm determining whether the square is crossing the square.
22:20I'm making a square in the shape of an arm.
22:23If the arm is on the square, it will hit.
22:28That's strict.
22:30Let's put each item in the box.
22:36Hitbox, hitbox S, attack, attack S.
22:43If you do this, you can see the hitbox of the punch and the kick.
22:55After this, attack while crouching.
22:59The kick is a hit.
23:03Game production is not over if you give up.
23:06If you don't give up, it won't end.
23:08Isn't it difficult?
23:10It's difficult.
23:16Tokyo Basukon Club will broadcast after the broadcast on TVer.
23:21The program will continue for three years, four years, and a long time.
23:25Please click on the favorite button on TVer.
23:31Let's see if the three people who programmed the hitbox are doing well.
23:41Attack while crouching.
23:44The kick is a hit.
23:46It's a hit.
23:48It's a hit.
23:49It's a hit.
23:52It's a hit.
23:53It's a hit.
23:57It's a hit.
23:58I'm glad.
24:03Time is up.
24:08That's all for this week.
24:10Thank you very much.
24:12Mr. Kobayashi, can I sum it up?
24:17Mr. Kobayashi, can I sum it up?
24:22Today's summary.
24:28Now loading.
24:30There was a bug.
24:33It's a hit today.
24:37Mr. Kobayashi, thank you very much.
24:41Thank you very much.