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DJ Pippi [Game Mode Concept]

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This is a feature request. Feature requests can be voted up by supporters.
Current Priority: +12
Topic Starter
Rokodo
Discuss.


rulingvenus
oh cool! I highly recommend it! We should have this on osu
blissfulyoshi
Not a bad idea.
I really don't like sliders being on a separate bar. Songs that use really fast rapid spiders, would force you to basically use only that key for certain sections, so that would be annoying and sort of boring. (Sadly, I can't think of an alternative at this moment)

Also, please add a track for normal hitsounds.

I assume that the mods would work like they do in taiko?
Azure_Kite

blissfulyoshi wrote:

Songs that use really fast rapid sliders, would force you to basically use only that key for certain sections, so that would be annoying and sort of boring. (Sadly, I can't think of an alternative at this moment)
Maybe have it so that multiple rapid sliders required an alternation between keys? (v,b,v,b,v---) for example. I could imagine this working for songs like http://osu.ppy.sh/s/7125.
TKiller
how are you supposed to spam 1/4 hitnormals with 1 button? I actually thought of some similiar ideas, mostly because I can't read taiko right to left movement good (and don't want to) and always wanted osu! to have some beatmania-like playmode. This concept looks nice but I'm pretty sure it won't play well.
LuigiHann
I mean it's cool that you drew a picture and all, but this is pretty much the same as the other thousand times that a bemani/guitar her/ddr mode has been suggested
Topic Starter
Rokodo

blissfulyoshi wrote:

Also, please add a track for normal hitsounds.
There is one.

Maybe it would be better to have 2 tracks for normal hits, and 2 for clap OR whistle. So 5 tracks total.
peppy
An interesting concept for the default osu!bemani mode, which would give it a little originality. Moving to feature requests.
UtsukimiJerry
what happens when the mode is played using hard rock, hidden etc?

the concept is pretty intresting to me
Aoitenshi

Crimson_SoulZ wrote:

what happens when the mode is played using hard rock, hidden etc?

the concept is pretty intresting to me
Maybe:
Hard Rock : Faster Note
Easy : Vice Versa ^
NoFail & SuddenDeath : You know what is this.
Half Time & Double Time : ^
Hidden : Note disappear after 3/4 spin
Flashlight : Now what? Dun have any Idea

Wow, It's rare to have another game concept topic and even moved by peppy. Looks interesting to me. Support!
-David
a
Zekira
Then again there should be a way to change the key config right?
Topic Starter
Rokodo
The key config I laid out would just be default, you should be able to change the bindings as for standard and taiko.

Hardrock - my idea is a normal play = LP sized record and HR play = 78 RPM record.
-David
a
adam2046
I'm not really a fan of it.
I think it would just make it a bit more confusing to play, although I can't say for sure.
Also the style isn't really shouting out osu! to me.
mm201
I'd mirror the record since you're playing with your left hand.

I think it makes more sense to pick the note's column based on where the hit object is located with respect to the previous one. (ie. Higher/further right means it appears in the next column to the right. Jumps would cause the note to be placed in a further column.)

Hitsounds could be transformed into concurrent notes, eg. Finish means two adjacent columns, Clap means two columns with a gap between, ...

Edit: I would be happy to write this mode, peppy. I have lots of small detailed ideas like this.
LuigiHann

MetalMario201 wrote:

I think it makes more sense to pick the note's column based on where the hit object is located with respect to the previous one. (ie. Higher/further right means it appears in the next column to the right. Jumps would cause the note to be placed in a further column.)
That's a bit interesting. I have always thought that the bemani mode should make use of the y-coordinates of objects, since CtB uses the x-coordinates. For variety, and also because a lot of mappers consciously or subconsciously match height to pitch to some extent.

I would like to see how your adjacency-based idea works out though.
Mashley
Oooh, I like it. Support! :D
TKiller
I love the axis idea, I already can see the osu!bemani 8-key game mode working like that, with holdnotes and etc.

But anyway, talking about rokodo's idea, even if notes will appear based on position basis, I still don't get how are you supposed to spam 1/4 streams/stacks like this. Of course it can use an 8 keys set, 2 keys for each line, but this makes problems with layout (2 rows with 4 keys = intuitive but not comfortable, 8 keys in 1 line = comfortable but less intuitive)

My thoughts on this matter are like this: when map gets to the place where notes don't change their placement (or the needed axis) notes begin to fall
a) in one of these patterns, repeating one after each other (one pattern per stream): ZXCVZXCV/ZCXVZCXV/XCZVXCZV/probably more, but I think 3-4 will be enough (I prefer this option)
b) in the column that they're supposed to fall in and to the next/previous one, so player would have to spam 2 buttons like in osu!standart

Now why I don't like this concept:
circle movements are harder to read than linear
4 columns are too little number if use note axis concept
4 is fine for hitsounds but then this turns out like wierd Taiko overhaul

Srsly, if someone was willing to code an 8 (or at least 6) keys osu!bemani like that above, I'd be so grateful that included that person in my last will D:
Nazo_old
I support this wholeheartedly. >3<

(I'm surprised this wasn't denied. oAo)
+1
Azure_Kite

LuigiHann wrote:

That's a bit interesting. I have always thought that the bemani mode should make use of the y-coordinates of objects, since CtB uses the x-coordinates. For variety, and also because a lot of mappers consciously or subconsciously match height to pitch to some extent.
'Tis how I'd imagined it to be, as well.
TKiller
I srsly hope my posts won't get ignored ._.
MMzz
Spacebar for sliders kthxbai

Or you can use the ALT keys.
Well I coukd my KB is like that
arien666
Seems good idea for osu!'s 4th game mode :3
Well?

I'll copy this thread's URL into Korean forum ;_;



Anyway, seems good XD
LuigiHann

TKiller wrote:

I srsly hope my posts won't get ignored ._.
I'm sure people are thinking about it.

Maybe we could go the Frets on Fire route and have one hand hold a button down, and then have the other hand "strum" with two keys
mm201
Honestly, I think 4--maybe 5--buttons are good enough. Any more and it would get confusing.

I don't quite see the Guitar Hero strumming logic working so well on the keyboard, honestly. Perhaps it could be an option for those who own the guitar peripheral?


Expanding further on my ideas, I think there should be a cutoff of note frequency (probably at 1/2s, but varying with map difficulty) where multi-notes (as established by hitsounds) will be replaced with alternating notes--to avoid awkward multi-note patterns on low difficulties.

Likewise, if a stack is too quick (1/4s or 1/3s sound about right), the notes, which otherwise would be found on the same button, will be made to alternate between two adjacent buttons.

Sliders would be handled much the same way as in Taiko. They would become holds. Only the start and end points are considered; rebounds are ignored but do add to the length of the hold as would be expected. If a hold would be shorter than a 1/1 beat, it is turned into two regular hits--one at the start and one at the end. The accuracy of your RELEASE from a hold, as well as your start on it, is important for scoring.

Spinners are like Taiko but you must use all the buttons or they will stop spinning. I'd aim to make it spin fastest when you use all the buttons as uniformly as possible.
Dragvon
I liked this ideia a lot :3!
But i would love to scratch using the mouse back and forth insted of pressing buttons :3
RandomJibberish

Dragvon wrote:

I liked this ideia a lot :3!
But i would love to scratch using the mouse back and forth insted of pressing buttons :3
Actually I think this would be pretty good for spinners

Might be hard to swith between mouse and keyboard quickly though.
TKiller
let's not mix osu!standart with this keyboard-mashing mode


@MetalMario
well, I've suggested a bit same things about alternating buttons for fast notes. Also, I still like your idea abot axis-based note placement much better than hitsound one.

Frets on Fire strumming logic - this can work, but kinda ruins the original concept for me.

Number of keys - actually if you're of button-smasher kind like me rather then pointer-user, getting used to >4 buttons is easy. 8 buttons can be tough for someone because pinky fingers are generally not used for rapid key pressings, but 6 buttons can be mastered by anyone. Also, more buttons = more room for interesing use of double or even triple key presses.

I still hate that it's a circle, I'll be able to read only the 1/4 of it, right before notes hitting the judge line.
RandomJibberish
It not being a circle really defeats the whole DJ thing :/
Neo Adonis
The coolest idea I've ever read!!

I think the scratching could be done better (maybe, I dunno) with the mouse, e.g, but yeah, the mode concept is good.

Support!!
TKiller
@RandomJibberish
Truly enough, but agree, circle movements are really harder to read than linear ones. Well, everything can be get used to and probably some color differentiation can help, but still.
Zero Azrael
It seems very interesting

I'm looking forward to this mode~ :)
-Pinkie Pie-
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