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Ouendan/EBA Authenticity Request Wishlist

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This is a feature request. Feature requests can be voted up by supporters.
Current Priority: +0
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Topic Starter
YoshiKart
Very true.



It's sort of a tube-like coloring; it's light in the middle and dark on the outer sides.
xerxes_oli

YoshiKart wrote:

Very true.
<3 yoshi~
peppy
The current sliders ARE actually transparent - look closely. That said, I like their current design and chose it after experimentation, including using higher transparency. Allowing every colour in the rainbow is another issue - as they dont all look good with transparency added, and with such a wide specstrum gradient as in ouendan. Therefore I don't want to change the current colouring.

Not a technical isue, just personal preference. Feel free to debate.
Topic Starter
YoshiKart
OP is now more colorful...


peppy wrote:

The whole animation is different on ouendan. Not sure I plan on changing this.
I checked a RSG video; even though it's not an "x" (don't know the name for it... translation plz?), it still does not fade in like the numbers.
And I also confirmed it on EBA and Ouendan 2.

So whatever "different whole animation" you're talking about, I probably missed it altogether. :o
xerxes_oli
This map has been deleted on the request of its creator. It is no longer available.

peppy
The lines are actually transparent. As I said, I quite like this look, but it seems you don't.
LuigiHann
This map has been deleted on the request of its creator. It is no longer available.
xerxes_oli

peppy wrote:

The lines are actually transparent. As I said, I quite like this look, but it seems you don't.
well i don't like the lines because i don't see how that adds "transparency"

and would like to be able to see the picture/video/character behind the slider like you do on the oto2 and eba.
Topic Starter
YoshiKart
I don't remember notes shaking when the combo breaks, but if the background (not video; that's harsh) and the ki bar will shake, then I'll mark "Shaking Screen w/ combobreak" as done.

Adding my new ideas in...
Hyperworm

YoshiKart wrote:

I checked a RSG video; even though it's not an "x" (don't know the name for it... translation plz?)
The kanji used after the numbers in Ouendan is 連 (ren, here "chain/combo").
Topic Starter
YoshiKart
Thanks a bunch! Adding in.

BTW, know the "score" kanji from the top screen?
Topic Starter
YoshiKart
Getting rid of notes shaking is ok, but the idea of the background/ki bar shaking still stands.
Behon
I'm not sure about the idea of the blue orbs. On the DS they work, but I feel that without the top screen they go to it would just be distracting. If it is implemented, it'd be nice if they could be toggled on and off.
Hyperworm

YoshiKart wrote:

BTW, know the "score" kanji from the top screen?
Yeah, that's 得点 (tokuten). :)
Topic Starter
YoshiKart
Thanks again. :D
mm201

xerxes_oli wrote:

peppy wrote:

The lines are actually transparent. As I said, I quite like this look, but it seems you don't.
well i don't like the lines because i don't see how that adds "transparency"

and would like to be able to see the picture/video/character behind the slider like you do on the oto2 and eba.
There should be an option, "alternate slider rendering method." The entire slider would be rendered (in software) to a single texture which is placed in a semitransparent poly. The software rendering of the slider can be done gradually to achieve the "snaking slider" effect. This would also probably solve the NDS port's troubles with sliders eating memory.


Another "authentic" feature I have in mind would be a system for easier, less hackish, and more robust bloopy beeps (as in Over The Distance, Inspiration, Believe):
-Add the option to disable the default hit circle and slider noises, keeping just the whistle, etc.
-Add the skinning option to use different sounds for the slider ticks for Whistle, Finish, etc., and the slider slide for Finish.
-Add "Custom 1" and "Custom 2" hitsounds, which could only be used in a map's internal skin. These, too, could include hit, slide, and tick noises.

These custom hitnoises would also be very useful for stages such as EBA's Highway Star, where all the usual noises are used, plus some song-specific extras, to avoid needing an excessive number of timing sections (hackish, forces the map to use all custom hitnoises for consistency) to achieve the desired effect.
peppy

MetalMario201 wrote:

There should be an option, "alternate slider rendering method." The entire slider would be rendered (in software) to a single texture which is placed in a semitransparent poly. The software rendering of the slider can be done gradually to achieve the "snaking slider" effect. This would also probably solve the NDS port's troubles with sliders eating memory.
Making the whole slider texture would look crap because the border would also be transparent. Software rendering is slow and ugly. This also makes no logical sense. As I have already said - the current sliders can be made tarnsparent, but are not due to it making them look crap. I have added slight transparency in the test build and it looks almost not crap, so that will probably make it to the next public.

Also - textures use more memory than direct rendering, just to clear things up.

MetalMario201 wrote:

-Add the option to disable the default hit circle and slider noises, keeping just the whistle, etc.
Can be done already.

MetalMario201 wrote:

-Add the skinning option to use different sounds for the slider ticks for Whistle, Finish, etc., and the slider slide for Finish.
Eh, if someone actually asks me to use these in a beatmap i'll look at it.

MetalMario201 wrote:

-Add "Custom 1" and "Custom 2" hitsounds, which could only be used in a map's internal skin. These, too, could include hit, slide, and tick noises.
Planned but not yet done. Feel free to donate to help with the progress :).
Behon
In the Ouendan games, the combo fire can increase to cover most of the screen, while in osu! it only reaches about 1/3. Can the height be increased?
peppy

Behonkiss wrote:

In the Ouendan games, the combo fire can increase to cover most of the screen, while in osu! it only reaches about 1/3. Can the height be increased?
Can be set in options.
Behon
No, I know about that, but the maximum amount of fire still doesn't take up most of the screen. Can the max size be increased?
peppy
This map has been deleted on the request of its creator. It is no longer available.
Topic Starter
YoshiKart
Knocked off one.

peppy, I get rid of the "New Requests" whenever you comment on it, so a one word answer like "No." would work nicely for each. :)
mm201
I've found, on emulators, that the games don't render sliders the way I expected. What they do is display a mesh of trapezoids.

peppy wrote:

MetalMario201 wrote:

-Add the option to disable the default hit circle and slider noises, keeping just the whistle, etc.
Can be done already.
I do mean on a per-note basis, you know. ;) (Or am I just unable to track down where to change this?)

peppy wrote:

MetalMario201 wrote:

-Add the skinning option to use different sounds for the slider ticks for Whistle, Finish, etc., and the slider slide for Finish.
Eh, if someone actually asks me to use these in a beatmap i'll look at it.
It's actually necessary for the authentic levels with bleepy sliders. The bleeps would be assigned to, say, the Whistle's slidertick, leaving the regular slidertick using a jingle bell. Currently, timing sections must be used, sometimes very frequently.

On the topic of beeps, there's a problem with them when using Double Speed or Halftime mods--the beeps' speed is not adjusted! There should be an option (in the map) for "timescaled noises on non-1x playback."

Another idea I have in mind which would solve two problems: null notes. These would be invisible hit markers that you don't need to (or are able to) hit, nor would they add anything to your combo. They could be used to adjust the starting time of the countdown (back, not forwards) and to use combo colours out of sequence, since you'd be able to assign them the New Combo flag. I've observed that most authentic levels don't follow a perfect colour cycle rule. The same patterns usually appear in the same colours every time, which is currently hard to do and requires weird combo divisions.

I'll probably find myself donating sometime soon, anyway. :)

Edit: I found a missing feature in the new (but still great) slider noises feature. On Sekai wo Sore wa Ai to Yobunda Ze, Intense, at 0:59:145 (using ZZT The Fifth's timing), there's a slider that has a whistle on its start, no whistle on its rebound (can do), but no whistle when it ends at the same place it started, which I can't do. I can see this being a pickle.
peppy

MetalMario201 wrote:

Edit: I found a missing feature in the new (but still great) slider noises feature. On Sekai wo Sore wa Ai to Yobunda Ze, Intense, at 0:59:145 (using ZZT The Fifth's timing), there's a slider that has a whistle on its start, no whistle on its rebound (can do), but no whistle when it ends at the same place it started, which I can't do. I can see this being a pickle.
Use the timeline.
Behon
Okay, I've got one:

The combo burst in the games juts out fast and then retreats offscreen, and is solid the whole time. osu!'s combo burst comes out kind of slow and then just fades away. Can this be fixed?
Topic Starter
YoshiKart
This map has been deleted on the request of its creator. It is no longer available.
Topic Starter
YoshiKart
To make xerxes happy, I found out that the sliders look more transparent and more similar to Ouendan/EBA when played in OpenGL renderer.

Is it me, or is the combo counter NOT sliding smoothly in and out of the screen during breaks? Was it like that in the past, or am I just forgetful? =/
xerxes_oli

YoshiKart wrote:

To make xerxes happy, I found out that the sliders look more transparent and more similar to Ouendan/EBA when played in OpenGL renderer.

Is it me, or is the combo counter NOT sliding smoothly in and out of the screen during breaks? Was it like that in the past, or am I just forgetful? =/
im sooo happy with the opengl sliders they are great!! only if directx had them...and i wouldnt count as done for that reason~
HJ-kos
It would be great to add models support for BG, after playing EBA i miss agents so much :oops:
Topic Starter
YoshiKart
Dancers are coming soon. I think Loginer's still working on the model.
mm201
MOAR HITNOISES!! >=[ Clap was great, so let's use the positive energy and keep going! I've heard some authentic maps use 6+ hitnoises, so the target should be in that range. Variable sliderticks, too. Ai - Believe uses no fewer than four different slidertick noises.

Transparent sliders, yadda, yadda. Several rendering methods come to mind.

Also, in OTO/EBA, a spinner belongs to the combo preceeding it. Play Jumping Jack Flash or another level with lots of spinners. The last regular note of the combo is not a(n) (Elite) Beat, but a regular 100/300/etc. The spinner then counts as the appropriate bonus. This, of course, requires score deletion (just like the slider end not counting towards the combo if missed), so save it for whenever you planned to reset all the scores.
peppy

MetalMario201 wrote:

Also, in OTO/EBA, a spinner belongs to the combo preceeding it. Play Jumping Jack Flash or another level with lots of spinners. The last regular note of the combo is not a(n) (Elite) Beat, but a regular 100/300/etc. The spinner then counts as the appropriate bonus. This, of course, requires score deletion (just like the slider end not counting towards the combo if missed), so save it for whenever you planned to reset all the scores.
Incorrect - has been discussed before and it is not consistent throughout all levels. We decided to handle it as it is. This is osu!, not ouenda/eba (and this thread is getting really tired and old)
Topic Starter
YoshiKart
1.

MetalMario201 wrote:

Also, in OTO/EBA, a spinner belongs to the combo preceeding it. Play Jumping Jack Flash or another level with lots of spinners. The last regular note of the combo is not a(n) (Elite) Beat, but a regular 100/300/etc. The spinner then counts as the appropriate bonus. This, of course, requires score deletion (just like the slider end not counting towards the combo if missed), so save it for whenever you planned to reset all the scores.
Elite Beats don't help your score at all. It only helps your HP bar. Check the FAQ on scoring. So, it won't need a score reset.

2. I'm getting rid of all the new stuff. I think I'll introduce each one at a time, slowly, and not so annoying.
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