so only bullets should be smaller, or even bigger, depending on the BS itself
and yeah, let's tell this about others, shall we?
and yeah, let's tell this about others, shall we?
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?