If this came out, I would shed a manly tear of joy.
I don't think this will ever come out...sHaDoWsN1pEr13 wrote:
If this came out, I would shed a manly tear of joy.
What he said^palinus wrote:
All of my wants for this! now.. How do I get a vote? :/ I love touhou
It has already been mentioned before in the topic that lasers = sliders. And IMO bars are a stupid idea.Kitokofox wrote:
I was thinking instead of just having bullets, you could have to dodge bars too instead of just bullets. and by bars, i mean bars that fly vertically and horizontally. Or maybe even shapes like triangles and squares. It would be interesting to see more things go across the screen than just bullets. Or some lasers.
Best choice ever.Saten wrote:
Denmarkosu
lmfaoSaten wrote:
Denmarkosu
Okay, maybe not. But at least call this mode something better than using "Touhou" in the name since it's generically a bullet-hell mode and not just from Touhou.Saten wrote:
It's like renaming taiko to donsu or something
Perhaps it wont be non of them. Maybe just "Touhou" mode
Azure_Kite wrote:
Hellosu!
I think "Touhosu" is a funny namePROGUY wrote:
Also since this post has been bumped and I've thought of this for a looooong time, is it okay if we rename this mode to "Danmakosu!" instead? Calling it "Touhosu!" sounds like literally a ripoff from the Touhou series only while there are other bullet-hell games that can be referred to as well, and Danmakosu! defines that better. Remember that it's to reference the genre of bullet-hell than just from a single danmaku shooter series.
....wowRinKagamine wrote:
but touhou is free and something that everybody can just go and download.
who said i didn't like it? please, don't put words in my mouth. all i did was say that something that was already made into a game shouldn't really be made into an osu! mode. it's just my opinion, sheesh.deadbeat wrote:
....wowRinKagamine wrote:
but touhou is free and something that everybody can just go and download.
anyway. peppy's all ready shown interest in adding this. you don't have to play if you don't like it
Pretty nice example on how to implement it.[CSGA]Ar3sgice wrote:
i have seen a game with such rhythm and bullet style, so it should be possible in osu as well, woc233 plz add this
just eggpain
peppy wrote:
Try and thing of original aspects which will bring rhythm and bullets together in an awesome way if you are looking to positively contribute.
There are rhythm games and rhythm-based games. osu!, Taiko and osu!mania are the first ones and CtB and Touhosu are second.Zarerion wrote:
Please, just make sure this game mode will have something to do with Rhythm, unlike other gamemodes where stuff is coming from above and you have to catch it.
When there's a beat, u should in some way click according to that beat.
So Touhosu will be like CtB? :/[Dellirium] wrote:
There are rhythm games and rhythm-based games. osu!, Taiko and osu!mania are the first ones and CtB and Touhosu are second.Zarerion wrote:
Please, just make sure this game mode will have something to do with Rhythm, unlike other gamemodes where stuff is coming from above and you have to catch it.
When there's a beat, u should in some way click according to that beat.
Uhh actually CtB is based off EZ2Catch which is a RHYTHM game. Also CtB follows the beat that a standard map is following, the only difference is you have to catch it in that game mode and not click circles and move your mouse.Zarerion wrote:
Please, just make sure this game mode will have something to do with Rhythm, unlike other gamemodes where stuff is coming from above and you have to catch it.
When there's a beat, u should in some way click according to that beat.
I've never played any Touhou games either but I've got all 3 eXceed games so I'm a veteran in the bullet hell genreKiosk14 wrote:
Sounds interesting. ive actually never played TOHOU b4, so this could be my chance
What they said ^Mercurial wrote:
No.Yuu-Chii wrote:
This is actually happening
This must be the best year for osu!
Saph1 wrote:
If this will be nothing like CtB I'll be pleased.
Lol...she wrote:
You'd probably smash all the danmaku away with your tennis bat.- 1 - wrote:
Would love to see how this will work out.
Actually we need Tennisu! mode more, there's nothing related to sports in this stupid game yet, but enough (too much) weeabooshit for everyone.- 1 - wrote:
Would love to see how this will work out.
I don't know if this can help but I think it gives a good idea on how to do it.peppy wrote:
Just to clear things up, I generally have an idea of how this will be implemented already in my head (when/if it is) and may or may not consider any suggestions. For this reason I won't actively participate in this discussion but will monitor it. Keep in mind that I have played touhou and other danmaku games, so suggesting things already done in those is a bit moot. Try and thing of original aspects which will bring rhythm and bullets together in an awesome way if you are looking to positively contribute.
Need to have more bullets to avoid than enemies to shoot downIgor-Sonic wrote:
I don't know if this can help but I think it gives a good idea on how to do it.
http://youtu.be/KnoUG4RwjSk
I agree with the limiting of the movements, but limiting it to only 3 positions is too much, mainly because if you think about danmaku, you think about few spots on screen which are "safe" to be avoiding them, principally at the highest difficulty levels.Mithost wrote:
Yeah, this is actually a really good place to start. Instead of a classic touhou style where the bullets spawn to the beat, have it so the player must move to the beats. We could have different patterns for different movements, and if you let go of a key you go back to neutral position. This makes hold notes, normal beats, and possibly some other stuff possible. Let me vent some ideas out.
The source of bullets will be a circular entity. It will pulse to the beat, making a translucent circle that expands towards the player (probably at the designated approach rate from osu!standard maps). This would be like the barline on taiko or osu!mania. Any and all hit objects will be placed on these circles. If a hitobject is placed off of a beat, (eighth/sixteenth notes), a fainter circle will be put there to indicate that there is a hitobject there.
Player loses health when they get hit by a bullet, and they gain health when they successfully dodge one. Sudden Death will make one hit = kill, and the damage is calculated by the health drain difficulty setting.
The player has 3 main positions. Neutral, Left, and Right. Pressing a key down will make the character move in that direction, and letting a key go will put you back in neutral.
When you dodge a bullet, you get a "graze" bonus based on your timing.
Here are the potential differences in hitobjects.
Normal Beat: Moving from neutral position to one of two sides, to avoid a single bullet headed straight for you. You get extra points if you input the dodge at the right time. Holding the directional key to avoid multiple bullets will cause every other bullet to be scored as a 50 instead of a 300, and the player's health would not increase for it.
Specific Beat: Requires you to move to one side, dependant on which side has a free spot. Bullets spawned by this hitobject are placed in the neutral position AND in one of the two directions you can dodge in, limiting you to only one of the two sides. The secondary bullet would be highlighted in some way, probably by being a bit bigger or brighter. This could probably be mapped to one of the hitsounds, or certain movement patterns in osu.
Hold Notes: The laser. The entity starts glowing or shining (as if it was charging), then it makes a thin line that goes over the neutral position a few beats before it arrives. You can pass through it as it has not arrived yet. Expands to a bigger line once it arrives. Requires the player to hold the left or right button until it is done. Multiple lasers can be read by looking at the charge animation. Counting how many of them happen and when they happen should give you a good sense on when they appear. This can be combined with specific beats, with multiple thin lines hinting on which sides to avoid.
Don't know what to do for spinners. We could make them press the up arrow to the beat or something to do a little taunt or dance, but I'm not sure.
This should be good enough for now. If you can't visualize it, I'll draw (MS Paint or lazy photoshop) a draft of the circle thing. Just visualize the osu! logo on the title screen, where the circles it pulses out to the beat have little circles stuck to them. Now imagine dodging them like in the video.
This is all I wanted to add to your thing. Everything else is just my random opinions.Mithost wrote:
I agree though that we CAN give the players a bonus if they stay un-hit long enough (high enough combo) and get a bonus by beating a life off of the boss.
Seems like interesting wall of text. I'll read the entire post tomorrow after a good sleep.Mithost wrote:
Don't know what to do for spinners. We could make them press the up arrow to the beat or something to do a little taunt or dance, but I'm not sure.
Spinners are ignored in mania too.Mithost wrote:
It's a cool pattern, but I don't think it would match well with 1) How spinners usually fit in songs 2) My idea on how the game would work and 3) How spinners work score wise in osu!standard
Some FYI information: In rhythm tengoku, it's basic that you MUST match the beat, so sometimes it's easier to listen to the cue rather than looking. That's what they did in rhythm carnival scarlet too. Everything has a cue(mostly). BTW the remilia beat game, it only takes 2 keys, one for normal beat and one for hold.Mithost wrote:
......The source of bullets will be a circular entity. It will pulse to the beat, making a translucent circle that expands towards the player (probably at the designated approach rate from osu!standard maps). This would be like the barline on taiko or osu!mania. Any and all hit objects will be placed on these circles. If a hitobject is placed off of a beat, (eighth/sixteenth notes), a fainter circle will be put there to indicate that there is a hitobject there......
I agree with this, everyone who have supported this should have their own image of how this could work.Oinari-sama wrote:
Each person should feel free to propose their ideas
That game has very weak gameplay, avoiding bullets is easy, the bullets on the hardest level are less frequent than touhou on easy - it's all just visual effects and enemies to shoot (I don't see music being applied to gameplay in any way there).JeMhUnTeR wrote:
can't we just base it on beathazard, but call it touhosu!? (although mapping it would be impossible :<)
Not to be mean here, but I think you are missing the point of "rhythm game", which is doing something to the beat of the music. One thing that a lot of people here are missing is that we can't have a game that is danmaku where the bullets are simply spawned on beats. Sure, it would make a nice game (see beat hazard, the touhou modded levels, etc), but it can't be an osu! game mode. It lacks too many things that make a rhythm game a rhythm game. Things like Accuracy, Combos, and actually paying attention to the beat are crucial to any gamemode that will ever go in osu!. I don't want to speak for peppy here, but I honestly think that peppy won't even lift a finger towards making this game mode if it doesn't include the fundamentals of rhythm games.JhowM wrote:
Now you two are missing the point of "danmaku" which is: multiple bullets of multiple types moving at multiple speeds with multiple patterns, AT THE SAME TIME.