*edits a lot*
*looks back at OP*
Dang.
I haven't played EBA or Ouendan 2 for almost a year, and frankly, I'm having fun replaying it right now. osu! has the most potential than the original games (peppy + game idea = worldwide attraction), but it just seems to lack some of the little details that define osu! as the perfect Ouendan/EBA simulator.
So anyway, I'm gonna build up a list of requests here, so the Feature Request forum doesn't get spammed by me. I look for these small details by playing through EBA and Ouendan 2, so I'll confirm whether the details happen in both games, or just one. I don't have Ouendan 1, so it'll be appreciated if that request is confirmed in that game by someone else.
Note: I do realize that osu! is straying away from a real Ouendan/EBA sim. We mostly have a two in one sim (taiko in the mix), and I also overheard someone (most likely peppy) in the last community meeting that osu! isn't an Ouendan/EBA simulator anymore. Although it revolves around the original formula, making it better (but not too different) is the main goal of this sim (at least, imo). So, if there's some request that would make osu! look plain stupid or graphically worse, I'll accept that, and it's pretty much peppy's call if that certain request would happen.
And, if there's stuff I missed (I'm sure), go ahead and post, and I'll edit it into the OP. Or edit it in yourself if you're a mod. >_> BTW, I won't remove any stuff from the list (most of the time). I'll simply strike it, mark as done, etc. When osu! 1.0 is done, we'll have something to look at for any unwanted & authentic discrepancies.
orange = done
green = may not do (by personal preference)/up to debate
blue = pending/up to debate
red = a straight out "NO."
2nd Unrelated request: instead of 10's popping out 270° clockwise from the ball's direction all the time, have it so the position changes by 30° for each slider tick. After 12 ticks, the 10's would have made a complete circle, and it kinda looks like spreading fireworks.
*IGNORE*
*looks back at OP*
Dang.
I haven't played EBA or Ouendan 2 for almost a year, and frankly, I'm having fun replaying it right now. osu! has the most potential than the original games (peppy + game idea = worldwide attraction), but it just seems to lack some of the little details that define osu! as the perfect Ouendan/EBA simulator.
So anyway, I'm gonna build up a list of requests here, so the Feature Request forum doesn't get spammed by me. I look for these small details by playing through EBA and Ouendan 2, so I'll confirm whether the details happen in both games, or just one. I don't have Ouendan 1, so it'll be appreciated if that request is confirmed in that game by someone else.
Note: I do realize that osu! is straying away from a real Ouendan/EBA sim. We mostly have a two in one sim (taiko in the mix), and I also overheard someone (most likely peppy) in the last community meeting that osu! isn't an Ouendan/EBA simulator anymore. Although it revolves around the original formula, making it better (but not too different) is the main goal of this sim (at least, imo). So, if there's some request that would make osu! look plain stupid or graphically worse, I'll accept that, and it's pretty much peppy's call if that certain request would happen.
And, if there's stuff I missed (I'm sure), go ahead and post, and I'll edit it into the OP. Or edit it in yourself if you're a mod. >_> BTW, I won't remove any stuff from the list (most of the time). I'll simply strike it, mark as done, etc. When osu! 1.0 is done, we'll have something to look at for any unwanted & authentic discrepancies.
orange = done
green = may not do (by personal preference)/up to debate
blue = pending/up to debate
red = a straight out "NO."
Slider Tick Score Positioning *IDK...*Unrelated request: have something in skin.ini that lets the slider ticks have the original behavior in osu! as of now.
I carefully observed a slider, and I noticed that each 10 and 30 of the slider tick gives out different behavior. Pretend that there is a straight slider, going from bottom to top. When it starts, a 30 rises from the center of the slider's beginning to the space to the left of the slider beginning. For each tick, 10's pop out to the left of the slider. And the slider's end has the 30 rise to the space on top of the end circle.
When a slider is going from top to bottom, the beginning 30 pops to the right, as do the 10's, and the last 30 pops upward.
When a slider goes from right to left, the end 30 pops upward, as usual. 10's fly to the bottom side of the slider, along with the beginning 30..
This means that the beginning 30 and all the 10's are always flying 270° clockwise (90° counter-clockwise) of the slider ball's direction. (So if the ball's going north, 10's pop out left, east is up, south is right, west is down, northeast is top left, etc...) In short, it's to the left of the ball.
When there are repeats in a slider, the 30's act differently. In a slider w/o a repeat, the end 30 always rises upward. When a repeat appears, the second 30 rises upward as usual, but the next 30 follows the first 30's behavior (as in the 270° rule). Also, since the slider ball has changed direction, so do the 10's. They now fly to the other side of the slider.
If a slider has two repeats, a pattern follows for the 30's. Beginning 30 follows the 10's, the second 30 goes upward, the third 30 goes with the 10's, and the forth goes upward.
Therefore, slider tick scores shoot out like so: the beginning 30 is always 270° clockwise from the ball's direction, and so do all the 10's. The rest of the 30's follow a pattern of up, then 270°, then up, then °, and so on.
Also, all the slider tick scores are shown on top of the slider, but underneath a beat's score. (That means the 10's and 30's are always visible except under a 300, 100, 50, katu, etc.) It will show for a split second on top of the slider ball, but be invisible until the slider ball no longer covers it.
Confirmed in EBA and Ouendan 2.
EDIT: Formula fixed.
2nd Unrelated request: instead of 10's popping out 270° clockwise from the ball's direction all the time, have it so the position changes by 30° for each slider tick. After 12 ticks, the 10's would have made a complete circle, and it kinda looks like spreading fireworks.
Shaking Screen w/ combobreak *Done?*(notes shake = background shake?)
When the Ouendan/Agents fall from a missed slider tick/X, the bottom screen's background, along with the ki bar, will shakeviolentlyin a range of about 5 pixels (on the DS screen) for around a second. You can see a black background underneath the real background while it's shaking.
Implement this when combobreak.wav sounds, so that it happens only when a combo is broken above 30?
BTW, don't do this for beatmaps for video (unless using NoVideo mod). It'll lag and frustrate. =/
Confirmed in EBA and Ouendan 2.
Combo Counter's "x" *IDK...*
When the combo counter increases, only the numbers fade in, not the "x". This applies to the "連" in the Ouendan games.EDIT: Also, for the combo counter, the numbers fade in on top of itself, not behind.DONE
Confirmed in EBA and Ouendan 2.
Button Fading/Animations *Declined*
Have an option in the skin.ini flie to make (animated) buttons keep their original opacity, and not fade when the cursor isn't placed on top of the buttons.
This would be for skip buttons for the EBO and Ouendan 2 skins; skip buttons could blink like in the original (two frames, one the button and the other none), and won't fade ingame.
Option to move combo counter *Declined*
Just put something in Options to switch the positioning of the combo counter. Pretty much useless, except for tablet PC peeps. Also, when the combo increases, the numbers always fade in from right to left, no matter what side the counter is on.
About Missing a Slider End *IDK...*
Currently, in osu!, if you miss a slider's end (not repeat), it will not break the combo counter, nor will it add to the combo counter. In Ouendan/EBA, however, missing a slider end and getting a 100 or 50 will still add to the counter. Here's how it works...
If a slider has no ticks nor repeats, and the beginning of the slider was touched, but not the end, then the counter will raise by two. If a slider has ticks, and the whole slider is missed, then the missed slider end does not add to the counter. However, if a tick, repeat, or beginning is right before the end, and that is successfully cleared, the counter will count that tick/repeat/beginning AND the end, even though it is missed. Therefore, if the end of the slider is missed, it will only add to the counter if there was a tick/repeat/beginning before it that was touched successfully. In the original games, missing a slider end never meant not adding +1 to the combo counter. Therefore, you don't need 300's on all sliders in order to get a "PERFECT!" comment on the results.Was it done on purpose, that in osu!, a missed slider end won't add or break the combo counter?
If it was on purpose, then I'll strike the idea.If it wasn't, and peppy's planning on changing it, how will the ranked plays be recalculated? Will the system be fixed, then the replays will be run again on a nonlagging computer (to avoid score miscalcs) to recalculate to score, then resubmitted? Or will each replay be manually recalculated?
This request = Complete Score Reset...
I will eventually make a new topic in Feature Requests for this idea, not as a request for peppy, but really a poll for everyone about how to handle this new element...
Confirmed in all three games.
Slider Coloring Done
The path of the sliders are supposed to be transparent, and have tube-like coloring; the middle is more light and transparent, while the sides are the darker shades of that hitcircle's color.
(Sorry this was linked from PB. Should I upppy it?)
EDIT: This pic also shows the blue orbs and the slider tick score ideas. ^_^
This seems more uniform when played in OpenGL renderer, so I guess I'll count as done for now? =/
*IGNORE*