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Touhosu! / Dodge the Beat

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This is a feature request. Feature requests can be voted up by supporters.
Current Priority: +12,291
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FrzR
tfw bump but dem stars
-Maus-

Mofu kun wrote:

Transformau5 wrote:

Rhytmic bullet hell, it's actually the same, no matter how you put it.
i would still be ok with it
It's actually a rip-off AND indirect robbing of Beat Hazard devs.
drum drum
but touhou :?:
Raen

Transformau5 wrote:

It's actually a rip-off AND indirect robbing of Beat Hazard devs.
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.

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?

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.
Plus, we dont even know how the gamemode will be like exactly. Will it be exactly like beat hazard? We dont know that.

Also,

Transformau5 wrote:

Rhytmic bullet hell, it's actually the same, no matter how you put it.
So...if one rhythmic bullet hell game is made means nobody else can make it? Then i can say..
"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?

As you can see, i have nothing to do. But i cant leave this forum seeing your hateful comments on this wonderful idea.
All this shit aside, peppy plz update us on this idea thus far, im sure all of us are greatly anticipating it ;_;
-Maus-

NoBodyYouKnow0 wrote:

Transformau5 wrote:

It's actually a rip-off AND indirect robbing of Beat Hazard devs.
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.
First of all, making opinions about the others' opinions is actually bound to starting an arguement.
Second, I'm not against people liking Touhou, I didn't say that.



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?
Hold it right there.
1) What if I actually do want you to play it? Ripping the whole game that is globally available feels just unfair for me.
2) It's just my opinion, don't judge me by making things up, that's the worst thing I keep experiencing for some time.

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) 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.
2) And why did you even say that, it has nothing to do with the case at all.
3) "This game is paid, ours is not, it gives us the full right to steal their concept, yay!"
4) If you put much effort into making a game then simply got it ripped off and the game lost popularity, wouldn't you be upset? I'm not a dev, but let's just be fair.


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.
1)Yet people are getting more and more willing to make it look like BH.
2) Is it even sure that this is gonna be implemented?

And then, you wrote:

Also,

Transformau5 wrote:

Rhytmic bullet hell, it's actually the same, no matter how you put it.
So...if one rhythmic bullet hell game is made means nobody else can make it? Then i can say..
"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?
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.

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.
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.
Jing Yuan

Transformau5 wrote:

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.
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.
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
-Maus-

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 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.
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.
Deppyforce
Omg why did I never think of this before O.o
Come On Add This!!
andeh

Transformau5 wrote:

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 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.
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.
Man, this is a feature request. Stop arguing, just chill, it's only others opinion.

and yes, why not. I'm gonna bookmark this.
JhowM
If I remember correctly in this mode you are supposed to dodge things (danmaku), not shoot things like that beat hazard game
Oinari-sama
Please focus your discussions on how features can be implemented. You can talk about philosophy / something else in private chat.
Factorial
...
Shawic
Cool idea :)
Yauxo
Im still waiting for some fresh information about this mode. I mean, we only know "yeah, it'll happen" and "Infos early 2015" (Japan Expo Q&A Video) (I think, if Iam not mistaken) and .. uh. Yea. Thats it. Give us some hints or insights D:

Im so hyped for it and want to play it ;A;
Ironsoul27
a new osu mode would be awesome cant wait to see it released
Serraionga

Transformau5 wrote:

blablabla
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.

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.
___


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. :>
-Maus-

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.
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:

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.
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.
2) I have nothing particular against the OP, as stated above.
3) Calling my opinion a nonsense just after judging my point of view about the idea and suggestions related to it, denying your own statement.
drum drum
can we stop arguing now
Yauxo

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. :>
If I had to assume, this is how I see things being implemented:

Circle: Basic shot
Slider: single (maybe bigger?) shot at the beginning of the Slider, multiple (smaller?) shots from the Slidertrail, single (maybe bigger?) shot from the Slidertail
Spinner: Maybe similar to CtB, multiple random shots from all over the screen

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?


...anything I missed?
JhowM

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?
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.
For the OD: think bullet density/pattern complexity - leave HP drain (damage of the shots) and recover for the HP setting?
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

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)
Also the lasers, they could fit somewhere (repeat sliders?)

Imagine there is an indicator of where/when bullets are shot, that's where AR could come into play
Yauxo

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.
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:

For the OD: think bullet density/pattern complexity - leave HP drain (damage of the shots) and recover for the HP setting?
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.
Then HP. (assuming that HP will work like this: The higher the HP, the more damage will be dealt to me and I get and the less HP regen)
The Damage of the shots and the HP regen rate in one setting doesnt make sense, as it'll always keep that 1:1 value. If I want to have an Insane map where you get lots damage (because lets say that there are only a few shits being shot at me) and have a high HP regen as well - well, I wont be able to do that, as the HP regen rate will be pretty low, since I chose a high HP setting.
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)

JhowM 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 also only thought about a tiny change in CS size. Maybe have CS 2 -> CS 3 act like a change from CS4 to CS4.2

JhowM 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 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 intentionally

JhowM wrote:

Imagine there is an indicator of where/when bullets are shot, that's where AR could come into play
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

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.
I thought of a determined-by-OD bullet density, not random patterns, and only for converted osu! standard maps.

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)
Yeah, I see your point now.

Yauxo wrote:

I dont think that an indicator of when the bullets get shot is neccessary.
Yes, not necessary. That is just the only idea I had for AR
xxxafiqxxx
Wow
Factorial
Hitobjects (bullets) are:
  1. hitcircles
  2. sliderhead and slidertail
  3. sliderbody
  4. slidertick
  5. spinner
ZeethusOSU
We'll all see how good this gamemode affect osu and its gamemodes...
Jasmine
I want Touhosu! :)
CalmirageD88
We need this game-mode.. Danmaku fan will love it, especially me!
But, lot of coding makes developers seems lazy to do it (Creating new major features is more difficult than re-fix/re-apply features that already done in current development)

Anyway, let's see whats will gonna happen in the future ;)
Score_Under
Let's have a miniboss every kiai time! :D
Factorial

Score_Under wrote:

Let's have a miniboss every kiai time! :D
15 (average kiai time) seconds seems too short for a boss
Bunnrei
And there are also kiai times which last for only 1/2 (or even 1/4) of a beat, and a midboss that lasts for only a short period isn't really good.

:/
drum drum
ok just be creative and realize people dont have to put tiny kiai times
Vialle
Sounds like reflec beat
[ Scarlet Red ]
How about different characters made for touhosu! With different speeds, maybe shot types (if enemies are implemented) and different dodge-specials like a super speed or a teleport a short distance (big cool downs tho ofc) idk just throwing unpolished ideas out there I want this so bad
Bara-
I believe ppy said it will come

Also, I don't think different characters will really work tbh, much work and hard to master all
Ameth Rianno
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.
Ictogan

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.
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

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.
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?

"Asking for money as direct aid to make fan work is not allowed. "Please give money to do X Y Z". Examples are: begging, donations, crowdfunding and similar cases of direct monetary help."

like. you must donate for osu!supporter, huh?

and,
"The title or name should not match actual names in Touhou Project. (Do not call your work "Hakurei Reimu" or "Hakurei Shrine")"

edit: yeah ZUN didn't sue those fangames because they are not for to PAY, get it?
Professor Gila
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?
Ameth Rianno
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.
Professor Gila

Ameth 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.
i'm thinking what will happen if that mode is available and this map is converted to danmakosu specific mode

https://osu.ppy.sh/b/372245
Ameth Rianno
That will be actually (maybe) possible to pass. But, maybe there's an impossible barrier (like yukari's) that you can't dodge.
Professor Gila
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? ._.
Bedrock

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? ._.
Slider ticks could be smaller bullets, for one thing.

It's possible that grazing could either give accuracy above 100% or a higher score. Obviously hitting a bullet makes you lose accuracy though.
Professor Gila
that's great, but i have an idea!

sliders should be firing bullets, bullet tick (from slider tick) and some smaller bullets! like drops in ctb. if we don't catch the droplet, it will reduce the accuracy. as well as the smaller bullets (not tick ones), if we being hit by the bullet, no damage (or small damage? [smaller than bullet ticks and main bullets do]) is taken

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 ?)
3312

lidahsapi wrote:

BS: Bullet size, similiar to CS. The higher the CS, the smaller the bullet and the player?
how about
the higher the cs,the bigger the bullet,the smaller you are?
YatsuKaori

lidahapi 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?
wut you mean Touhosu like ctb v. 2.0? lmao
Professor Gila

Lina Sintyadewi wrote:

lidahapi 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?
wut you mean Touhosu like ctb v. 2.0? lmao
a bit but different :v
Ameth Rianno

Lina Sintyadewi wrote:

wut you mean Touhosu like ctb v. 2.0? lmao
uh no danmaku dodging and catching fruits is different

i think sliders must be lasers (slidertick still small bullets)
spinner? i have no idea lol
Professor Gila

3312Osu wrote:

lidahsapi wrote:

BS: Bullet size, similiar to CS. The higher the CS, the smaller the bullet and the player?
how about
the higher the cs,the bigger the bullet,the smaller you are?
nice perc 3312osu :v

perhaps?

lidahapi 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 ?)
that should be the spinner Ameth Rianno
Ameth Rianno
okay

but i'd say no to "the smaller you are" because danmaku isn't caring about bigger bullet that your hitbox must be small. all danmaku players care is about dodging~

rip english
Professor Gila
so only bullets should be smaller, or even bigger, depending on the BS itself

and yeah, let's tell this about others, shall we?
3312
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
Professor Gila

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

Yasamito wrote:

Circle size = bullets fired from a beat/bullet size
^what about that? :?

Edit: don't set a flame in this thread
drum drum

lidahapi 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

Yasamito wrote:

Circle size = bullets fired from a beat/bullet size
^what about that? :?

Edit: don't set a flame in this thread
BS = bullet size
he's not flaming you or anything
Professor Gila

drum drum wrote:

BS = bullet size
he's not flaming you or anything
ah sorry for that ;w;

i think this mode should be played by using mouse so the bullets will be avoided easily :3

so i'm thinking like this, mouse is used for player movements, and keyboard is used for rotate the player so the player can shoot anywhere else, than just shooting ahead. Or maybe just prefer vice versa?, the keyboard is used to move the player, and mouse is used for aiming

and speaking of mapping, i'm afraid it will be the most complicated than other modes :(
Touhou
So.... when are we getting this?
Zare
i think this is literally the oldest thread thats still active
gentsuga
If we could get this mode that would be soooooooooo awesome :D
Miterosan

gentsuga wrote:

If we could get this mode that would be soooooooooo awesome :D
It is confirmend
Dovu
5000, we did it boyz.
Yauxo

Miterosan wrote:

gentsuga wrote:

If we could get this mode that would be soooooooooo awesome :D
It is confirmend
It has been for almost ... 5 years now? :v
HappyRocket88

Yauxo wrote:

It has been for almost ... 5 years now? :v
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.
Okoayu
except that it was announced to happen beginning this year or something
Trosk-
+5000 stars *-*
Yauxo
Someone broke the beautiful 5000. Rude.
Topic Starter
Yasa
Well this took off without me noticing. (OP here)

EDIT: I better add more content to my post. The idea is nice and everything but I worry about how hard it would be to implement in a fun way. Controlling the difficulty gradient when none of the many thousand maps are designed for this game mode makes for a difficult challenge.
LigerZero
go go go go 6000 stars.....!
Okoayu
6 years after op returns and says some things
Jasmine
Maybe one day.. :cry:
abraker
Theory: The stuff that peppy is keeping from breaking the internet is Touhosu.
Bad Apple
Touhosu would be like the most awesome thing ever.
Holy.
_Ins3rt
This would be awesome! Although quite difficult to implement.
abraker
By the way, a suggestion on how to approach introducing this gamemode to osu!:

Since we all see how the SR system is flawed in the existing gamemodes, I suggest to not rush it and initially implement it without SR for us to get a feel for the difficulty the beatmaps may have. The mods should also all have a multiplier of x1.0 so we can see the direct result of what those mods do to the resultant score. Then with time, when there will be enough beatmaps and the feedback should reach a general consensus of what the SR should be like and which mods should have what multipliers as well as to what mods should remain unranked.

I just don't want to see another dysfunctional SR system and unbalanced mods when this gets added.
Insanix_old_1
Any news of this?
abraker

-iNSaNiX- wrote:

Any news of this?
I think nothing until the new website is finished and clans are implemented.
Yauxo
One day it'll happen.
#FREETOUHOSU
leepdesu

Yauxo wrote:

#FREETOUHOSU
abraker
Not sure if this was posted already, but that 2nd post-it note down on the right... touho- I mean osu!dodge CONFIRMED!!!
FrzR
Yauxo
I dont know if it matters, but I really hope that the editor will have some sort of keyframing.

Ex. You have a slow, spinner-like, introducing beat in which selected objects slowly fly towards a selected x/y position. As soon as the song stops (because idk, that what it does in my head), the bullets dont move at all, kind of representing the beat. Then, the song continues (or lets say the beat drops) and the previously stopped bullets now fly towards the player. (so spawn -> fly towards selected position -> stop -> attack player)

Does that make sense?

OtakGravure
wow that star :o wkwkw
abraker
Now that Undertale showed us what bullet hell style games could really be about, I would love to see osu!dodge be more than just about dodging points going at you. I would like the mappers to have full creativity on creating shapes which you will need to avoid touching or can touch. Just imagine the possibilities this may allow! The fight with Sans can be just the beginning of it!

To avoid spoilers, I will direct you to the fanmade vid instead (which is kinda the creativity I expect from the community, and more):
[ R i v e n ]
Rhonin
about time for touhou games monsters to shine.
not me
Reha
+5 interesting
Aikyuu-Chan
I thought DTB (Dodge the beat) mode is fun, BUT...

How do you calculate the score?
How do you calculate the accuracy?
How do you calculate the combo?

Not only CTB mode IF you want to implemented but also how about other modes like osu!STD, osu!mania, and Taiko?

well, I just searching the DTB and found it just only for CTB mode.
https://osu.ppy.sh/s/90935
abraker

Aikyuu-Chan wrote:

How do you calculate the score?
How do you calculate the accuracy?
How do you calculate the combo?
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

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.
So, the lowest % accuracy is the winner?
Or lowest score like 00000000 is the winner?

And, how about when we add some mods, like HR, HD, DT, or FL?
Is the score must supposed to be like a minus?
AncuL

abraker wrote:

Aikyuu-Chan wrote:

How do you calculate the score?
How do you calculate the accuracy?
How do you calculate the combo?
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 something
Andruchon
How about this:

My mad ideas for Touhosu!
You have 3 hit Zones: 100x, hit, and graze. The size of those zones is determined by the difficulty. with high difficulty, you get more bullets, and the zones get smaller (so you can still have fun playing easy maps and it doesn't get too easy).

You get points for every full set of bullet spray dodged. For example a 5 red hit notes combo will spawn 5 enemies and every enemy shoots at you. If you dodge every bullet in that wave, you get 5x 300, if you get hit you get a penalty. Getting hit at the middle of the hit box, causes a combo break, 0x points from that single enemy. Getting hit at the border of the middle hitbox causes you to get only 100x points from that enemy, but no combo break. So by playing you should get points for:

A. Not getting hit "Dodging"
B. Having as many bullets as possible in your graze area. (grazing should be easier than in touhou)
(C. Killing enemies?)

Your accuracy should rize with every dodged wave from an enemy, and fall from each hit (100 or X)

Just wanted to spread my idea of how i imagine Touhosu. I think it should be possible to develop this mode, and even peppy said he will do it, and it will be good :) :) :)
Deppyforce
imo score should keep increasing, depending on the combo
like 10x combo = 100score/sec , 20x = 200/sec idk

u combobreak when u got hit
vitail
i like games like touhou but i didnt played none of these :( :(
Xaetral
this is not in the english wiki of osu but in the french one there's this:
"Peppy (développeur en chef) a annoncé qu'il prévoyait de créer un mode Danmaku. Il aurait déjà été testé et serait fonctionnel ; cependant il demeure possible que Peppy revienne sur sa décision"
the danmaku mode is already programmed and it works! now we are just waiting!
NeXt4r_
i seen to imagine this the hardest mode it will be fun and i imagine you can use tablet to play and the skins for this will be awesomw
Chirimu
GG guy's, its stickied!
Pituophis
:D
Razor Sharp
113 stars given.. please make this happen..
(yes i donated 113)
Nurdieruhe
over 6000 votes and 6 years...Nothing...Borboratharidafeatbboyauftheriderhofxd
Andruchon
I would really love to hear some Info from peppy about this, at least a "yes" or a "no"
abraker

Andruchon wrote:

I would really love to hear some Info from peppy about this, at least a "yes" or a "no"
I don't think you read through the thread...
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