Cool idea 

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?
I don't think you read through the thread...Andruchon wrote:
I would really love to hear some Info from peppy about this, at least a "yes" or a "no"
It's been stickied, sign of something coming, maybe.Nurdieruhe wrote:
over 6000 votes and 6 years...Nothing...Borboratharidafeatbboyauftheriderhofxd
Sorry that reading through 28 pages is too much for me. And if you talk about that post-it... thats not really enough for meabraker wrote:
I don't think you read through the thread...
Andruchon wrote:
Sorry that reading through 28 pages is too much for me. And if you talk about that post-it... thats not really enough for meabraker wrote:
I don't think you read through the thread...
Many years ago he already said, that he will do it, but there is still no touhosu.
sameMrSergio wrote:
I'm still waiting for the star priority to reach 9,001 and do the "it's over 9,000 joke" lol