it's gonna be really interesting to see another game mode in osu..
touhosu.. catchy
touhosu.. catchy
no........not reallyTransformau5 wrote:
Weak, Beat Hazard rip-off
Rhytmic bullet hell, it's actually the same, no matter how you put it.drum drum wrote:
no........not reallyTransformau5 wrote:
Weak, Beat Hazard rip-off
i would still be ok with itTransformau5 wrote:
Rhytmic bullet hell, it's actually the same, no matter how you put it.
It's actually a rip-off AND indirect robbing of Beat Hazard devs.Mofu kun wrote:
i would still be ok with itTransformau5 wrote:
Rhytmic bullet hell, it's actually the same, no matter how you put it.
Hey i dont want to start an argument here. Just my opinion on your comments. The people on here want a touhou-ish gamemode. As the touhou fanbase on here is pretty big(the number of songs too) im sure most of the players would be happy if a touhou+osu gamemode was implemented. Fans of bullet hell games might start playing this game too, bringing more popularity to osu.Transformau5 wrote:
It's actually a rip-off AND indirect robbing of Beat Hazard devs.
So...if one rhythmic bullet hell game is made means nobody else can make it? Then i can say..Transformau5 wrote:
Rhytmic bullet hell, it's actually the same, no matter how you put it.
First of all, making opinions about the others' opinions is actually bound to starting an arguement.NoBodyYouKnow0 wrote:
Hey i dont want to start an argument here. Just my opinion on your comments. The people on here want a touhou-ish gamemode. As the touhou fanbase on here is pretty big(the number of songs too) im sure most of the players would be happy if a touhou+osu gamemode was implemented. Fans of bullet hell games might start playing this game too, bringing more popularity to osu.Transformau5 wrote:
It's actually a rip-off AND indirect robbing of Beat Hazard devs.
Hold it right there.NoBodyYouKnow0 wrote:
If you think its a rip off, what do u want us to do? Play beat hazard?
So you're telling the devs not to implement something because it looks similar to another game?
1) So what? I didn't say that the whole osu! is the worst evil, I just said I don't feel alright with creating a mode like that.Then you wrote:
After looking up beat hazard, i dont understand why you're so upset.
The game is $10+ on steam. Well, osu's free.
And beat hazard has amazing graphics. I doubt the osu! client can handle that.
1)Yet people are getting more and more willing to make it look like BH.Next, you wrote:
Plus, we dont even know how the gamemode will be like exactly. Will it be exactly like beat hazard? We dont know that.
Now you're mistaking game concept and the whole genre. Making a game of a genre is not bad, what's bad is copying a game.And then, you wrote:
Also,So...if one rhythmic bullet hell game is made means nobody else can make it? Then i can say..Transformau5 wrote:
Rhytmic bullet hell, it's actually the same, no matter how you put it.
"osu is a rhythmic game. It was made earlier than beat hazard, which is also a rhythmic game. Therefore it is a rip-off of osu." Fair enough?
Then don't write your opinons about others. My comments are not hateful, but they /might/ be like that if you don't stop saying bullshit like that. I'm negative about the idea and I have the full right to say what I think and why I think like that. It's you stating that I'm such an oh-no-he's-here baddie just because I disagree with the idea.Out of boredom, you wrote:
As you can see, i have nothing to do. But i cant leave this forum seeing your hateful comments on this wonderful idea.
isn't this almost like a dictatorship?Transformau5 wrote:
Then don't write your opinons about others. My comments are not hateful, but they /might/ be like that if you don't stop saying bullshit like that. I'm negative about the idea and I have the full right to say what I think and why I think like that. It's you stating that I'm such an oh-no-he's-here baddie just because I disagree with the idea.Out of boredom, you wrote:
As you can see, i have nothing to do. But i cant leave this forum seeing your hateful comments on this wonderful idea.
I wouldn't be mad about it if he/she/it talked about it normally instead of saying that they're hateful, that's just forcing one's opinion, because by saying my posts are hateful, bad or rude, it's like telling me to change my opinion just because one doesn't like it. Even more, this user is like "oh, how dare you comment negatively on this wonderful idea, you malicious scoundrel! Only changing your mind shalt avert your wrongdoings!"- I have the right to have my own opinion and what's meant to be reviewed here are my posts or my opinions stated in them, not my character.Mofu kun wrote:
isn't this almost like a dictatorship?
if you have an opinion, and then you put that opinion on the internet, you have to be ready for people's opinions on your opinions.
you can't get angry when someone else doesn't happen to like your opinion
Man, this is a feature request. Stop arguing, just chill, it's only others opinion.Transformau5 wrote:
I wouldn't be mad about it if he/she/it talked about it normally instead of saying that they're hateful, that's just forcing one's opinion, because by saying my posts are hateful, bad or rude, it's like telling me to change my opinion just because one doesn't like it. Even more, this user is like "oh, how dare you comment negatively on this wonderful idea, you malicious scoundrel! Only changing your mind shalt avert your wrongdoings!"- I have the right to have my own opinion and what's meant to be reviewed here are my posts or my opinions stated in them, not my character.Mofu kun wrote:
isn't this almost like a dictatorship?
if you have an opinion, and then you put that opinion on the internet, you have to be ready for people's opinions on your opinions.
you can't get angry when someone else doesn't happen to like your opinion
I'm not forcing anyone to think like me, I'm just stating my opinion and I don't think I'm the one being a dictator here.
I find it quite cynical to state something like "this is just a beat hazard ripoff haha umad!!1" as if it was a fact, and then after being confronted you appeal to the "it's my opinion, respect it plz!!1". It's okay to think like that, but not in the way you did.Transformau5 wrote:
blablabla
And yet it's all right to judge others and say "you are this, you are that" basing on their opinion? I said I don't feel alright about this being made and someone else comes up saying my posts are hateful, therefore forcing positive opinion on this idea. Speak about being an asshole.Serraionga wrote:
I find it quite cynical to state something like "this is just a beat hazard ripoff haha umad!!1" as if it was a fact, and then after being confronted you appeal to the "it's my opinion, respect it plz!!1". It's okay to think like that, but not in the way you did.
1) I'm not saying the whole idea is bad (even though I don't see the point of creating touhou-like mode). I've seen posts suggesting it to be like BH, hence my unsupport.Serraionga wrote:
More over, this Beat Hazard game you talk about came on 2010/2011. The first Windows game about Touhou came on 2002 (which it has the concept we want on this mode). Interestingly enough, this actual thread was created BEFORE that game of yours even came out.
So yeah, better do your research before posting nonsense.
If I had to assume, this is how I see things being implemented:Serraionga wrote:
I'm still concerned about how all the mechanics would adapt to this game (sliders, spinners, etc) and how would things like lifes/bombs work (implying it's going to be finished, of course). To be fair, the potential this mode has is incredibly huge. :>
IMO sudden change of player speed (SV) would be bad - a key for SLOW (shift?) is better for bullet dodging, as opposed to CtB dash for catching things.Yauxo wrote:
CS: The higher, the higher the bullet size (CS 2 bullets are not as big as CS 4 bullets)
AR: I dont effing know ... D: Maybe nothing like in Taiko
OD: Damage of the shots/bomb spawn rate
HP: Literally HP. The higher the setting, the less HP you have.
(Note: Either OD or HP could set the HP regen rate for this, not sure where to put this)
SV: The faster the Slidervelocity, the faster the shotspeed and playercharacter
Tickrate: Maybe a bigger shot out of the multiple small ones on each tick of a Slider?
Youre right, I didnt think about this. Maybe let the playerspeed be determined by the basic SV of the map, so that greenlines wont change that.JhowM wrote:
IMO sudden change of player speed (SV) would be bad - a key for SLOW (shift?) is better for bullet dodging, as opposed to CtB dash for catching things.
Im not too sure if I'd like random bullet complexity patterns if I'd map a map. Keeping it simple and being able to make things manually fancy would be the best thing imo.JhowM wrote:
For the OD: think bullet density/pattern complexity - leave HP drain (damage of the shots) and recover for the HP setting?
I also only thought about a tiny change in CS size. Maybe have CS 2 -> CS 3 act like a change from CS4 to CS4.2JhowM wrote:
And CS would work best with not too big size difference and changing only from specific ranges, like CS 0-3/4-5/6-10
I wasnt sure if we would have so many different types of bullets (since hitsounds can be mixed with other hitsounds) so I left that out intentionallyJhowM wrote:
Here is one thing you forgot: the HITSOUNDS - could determine the shape/size of the bullets for a specific object (each combination of hitsounds makes an unique bullet/pattern)
I dont think that an indicator of when the bullets get shot is neccessary. Touhou didnt have that and we already have the music/beat as an indicator. I guess you could kinda compare that to Hidden Mod in Std?JhowM wrote:
Imagine there is an indicator of where/when bullets are shot, that's where AR could come into play
I thought of a determined-by-OD bullet density, not random patterns, and only for converted osu! standard maps.Yauxo wrote:
Im not too sure if I'd like random bullet complexity patterns if I'd map a map. Keeping it simple and being able to make things manually fancy would be the best thing imo.
Yeah, I see your point now.Yauxo wrote:
Being able to set the damage on the OD would fix that, as I can set a high OD (high damage) and a high HP (high HP regen)
Yes, not necessary. That is just the only idea I had for ARYauxo wrote:
I dont think that an indicator of when the bullets get shot is neccessary.
15 (average kiai time) seconds seems too short for a bossScore_Under wrote:
Let's have a miniboss every kiai time!
I doubt ZUN would sue peppy for this lol. There are hundreds of fan made Touhou games which he didn`t sue, so why would he sue this? Also, Touhosu sounds better than danmakusu IMO.Ameth Rianno wrote:
PLEASE don't put TOUHOUosu! AS its name mode, Jun'ya Ota (ZUN) would sue this, please name it danmakusu!. I like this mode, anyway.
oh my god you should fucking check this: https://www.shrinemaiden.org/forum/inde ... 915.0.html Touhou is a danmaku game (bullet hell/danmaku), no, i don't want the touhou to be the name. there's many danmaku games, why Touhou?Ictogan wrote:
There are hundreds of fan made Touhou games which he didn`t sue, so why would he sue this? Also, Touhosu sounds better than danmakusu IMO.
i'm thinking what will happen if that mode is available and this map is converted to danmakosu specific modeAmeth Rianno wrote:
by keyboard, ^ v < > arrows thing and of course shift for focus (slowing the player). hmm i think Relax mod is like control the character by using a mouse (like CtB), because it's the easiest way to dodge danmaku.
edit: if this is happened, i'm going to be a danmakosu! mapper.
Slider ticks could be smaller bullets, for one thing.lidahapi wrote:
i see
but hey, what about other elements? like sliders and spinners...
spinners should be coins, just like bananas in ctb imo
but sliders? i have no idea...
i still wondering what affects accuracy? ._.
how aboutlidahsapi wrote:
BS: Bullet size, similiar to CS. The higher the CS, the smaller the bullet and the player?
wut you mean Touhosu like ctb v. 2.0? lmaolidahapi wrote:
in that case, the name of the mode should be Danmakosu! or AVO-B (sounds ridiculous?) or something else apart from touhou or whatsoever
hey, may i suggest something about this? though i'm not a supporter but i can suggest something and bump the thread ;w;
for mod details:
Difficulty Reduction
EZ: reduces object amount, the rest behaves the same for other modes
NF: don't ask about this. You can't die
HT: Everything is slow down :3
Difficulty increase
HR: Everything just got a bit harder... Also adds more objects/bullets
SD: the name says it all
PF: no idea about this. what affects accuracy for this mode?
DT/NC: the name says it all...
HD: Bullets will be transparently visible, or fading out?
FL: The name says it all i guess?
Special
Relax: no need to be afraid of anything... youy may afk if you want :3
Auto: the name says it all...
Legend:
BS: Bullet size, similiar to CS. The higher the CS, the smaller the bullet and the player?
SR: Speed rate, similiar to AR. The higher, the faster the bullet speed
HP: the name saysa it all. The higher the HP, the slower it recovers
OD: Overall Difficulty. Indicates bullet damage. The higher the OD, the more damage taken from the bullet
btw, how do we control the character? by mouse or keyboard?
a bit but different :vLina Sintyadewi wrote:
wut you mean Touhosu like ctb v. 2.0? lmaolidahapi wrote:
in that case, the name of the mode should be Danmakosu! or AVO-B (sounds ridiculous?) or something else apart from touhou or whatsoever
hey, may i suggest something about this? though i'm not a supporter but i can suggest something and bump the thread ;w;
for mod details:
Difficulty Reduction
EZ: reduces object amount, the rest behaves the same for other modes
NF: don't ask about this. You can't die
HT: Everything is slow down :3
Difficulty increase
HR: Everything just got a bit harder... Also adds more objects/bullets
SD: the name says it all
PF: no idea about this. what affects accuracy for this mode?
DT/NC: the name says it all...
HD: Bullets will be transparently visible, or fading out?
FL: The name says it all i guess?
Special
Relax: no need to be afraid of anything... youy may afk if you want :3
Auto: the name says it all...
Legend:
BS: Bullet size, similiar to CS. The higher the CS, the smaller the bullet and the player?
SR: Speed rate, similiar to AR. The higher, the faster the bullet speed
HP: the name saysa it all. The higher the HP, the slower it recovers
OD: Overall Difficulty. Indicates bullet damage. The higher the OD, the more damage taken from the bullet
btw, how do we control the character? by mouse or keyboard?
uh no danmaku dodging and catching fruits is differentLina Sintyadewi wrote:
wut you mean Touhosu like ctb v. 2.0? lmao
nice perc 3312osu :v3312Osu wrote:
how aboutlidahsapi wrote:
BS: Bullet size, similiar to CS. The higher the CS, the smaller the bullet and the player?
the higher the cs,the bigger the bullet,the smaller you are?
that should be the spinner Ameth Riannolidahapi wrote:
for spinner, i think it's a "bonus zone", where score will increase faster than normal. being hit by a bullet takes no damage, but you will lose the score a bit. (or maybe causes score to multiply by an increasing multiplier, being hit by a bullet will break the multiplier count and start back to 1x ?)
3312Osu wrote:
danmaku is about shooting enemies AND dodging bullets,right?
so
BS = the smaller the bullet you shoot
if its just about dodging,we don't need BS
^what about that?Yasamito wrote:
Circle size = bullets fired from a beat/bullet size
BS = bullet sizelidahapi wrote:
3312Osu wrote:
danmaku is about shooting enemies AND dodging bullets,right?
so
BS = the smaller the bullet you shoot
if its just about dodging,we don't need BS^what about that?Yasamito wrote:
Circle size = bullets fired from a beat/bullet size
Edit: don't set a flame in this thread
ah sorry for that ;w;drum drum wrote:
BS = bullet size
he's not flaming you or anything
It is confirmendgentsuga wrote:
If we could get this mode that would be soooooooooo awesome
It has been for almost ... 5 years now? :vMiterosan wrote:
It is confirmendgentsuga wrote:
If we could get this mode that would be soooooooooo awesome
You know, this kind of programs recquires more work and ideas than you expect. So it's not that easy to program a game like that despite all the ideas which have arisen since the ideas blossomed. There are games that not even have been shown because it needs time and work.Yauxo wrote:
It has been for almost ... 5 years now? :v
I think nothing until the new website is finished and clans are implemented.-iNSaNiX- wrote:
Any news of this?
It's interesting because we calculate those things by hitting or aiming something, but here we are doing the opposite. What constitutes to be a valid action is boundless because you are not confined to hit or aim a note. I think the only thing you can really use to score is either time or number of onbjects dodged. Combo could be the number of objects dodged in a row. Accuracy could be the % of the object dodged.Aikyuu-Chan wrote:
How do you calculate the score?
How do you calculate the accuracy?
How do you calculate the combo?
So, the lowest % accuracy is the winner?abraker wrote:
It's interesting because we calculate those things by hitting or aiming something, but here we are doing the opposite. What constitutes to be a valid action is boundless because you are not confined to hit or aim a note. I think the only thing you can really use to score is either time or number of onbjects dodged. Combo could be the number of objects dodged in a row. Accuracy could be the % of the object dodged.
or we can just have the beginning like 2m or 5m then "decount" when you dont dodge somethingabraker wrote:
It's interesting because we calculate those things by hitting or aiming something, but here we are doing the opposite. What constitutes to be a valid action is boundless because you are not confined to hit or aim a note. I think the only thing you can really use to score is either time or number of onbjects dodged. Combo could be the number of objects dodged in a row. Accuracy could be the % of the object dodged.Aikyuu-Chan wrote:
How do you calculate the score?
How do you calculate the accuracy?
How do you calculate the combo?