So if I read this right, this is Frogosu!??? frogger + osu! = win.
It has already been mentioned before in the topic that lasers = sliders. And IMO bars are a stupid idea.Kitokofox wrote: 3l4i3d
I was thinking instead of just having bullets, you could have to dodge bars too instead of just bullets. and by bars, i mean bars that fly vertically and horizontally. Or maybe even shapes like triangles and squares. It would be interesting to see more things go across the screen than just bullets. Or some lasers.
lmfaoSaten wrote: 5e2b6d
Denmarkosu
Okay, maybe not. But at least call this mode something better than using "Touhou" in the name since it's generically a bullet-hell mode and not just from Touhou.Saten wrote: 5e2b6d
It's like renaming taiko to donsu or something
Perhaps it wont be non of them. Maybe just "Touhou" mode
I think "Touhosu" is a funny namePROGUY wrote: w6x73
Also since this post has been bumped and I've thought of this for a looooong time, is it okay if we rename this mode to "Danmakosu!" instead? Calling it "Touhosu!" sounds like literally a ripoff from the Touhou series only while there are other bullet-hell games that can be referred to as well, and Danmakosu! defines that better. that it's to reference the genre of bullet-hell than just from a single danmaku shooter series.
who said i didn't like it? please, don't put words in my mouth. all i did was say that something that was already made into a game shouldn't really be made into an osu! mode. it's just my opinion, sheesh.deadbeat wrote: 819
....wowRinKagamine wrote: 2m1v54
but touhou is free and something that everybody can just go and .
anyway. peppy's all ready shown interest in adding this. you don't have to play if you don't like it
Pretty nice example on how to implement it.[CSGA]Ar3sgice wrote: 5a44y
i have seen a game with such rhythm and bullet style, so it should be possible in osu as well, woc233 plz add this
just eggpain
lol beaten the entire game in 45 minutes :p[CSGA]Ar3sgice wrote: 5a44y
i have seen a game with such rhythm and bullet style, so it should be possible in osu as well, woc233 plz add this
There are rhythm games and rhythm-based games. osu!, Taiko and osu!mania are the first ones and CtB and Touhosu are second.Zarerion wrote: 54f6m
Please, just make sure this game mode will have something to do with Rhythm, unlike other gamemodes where stuff is coming from above and you have to catch it.
When there's a beat, u should in some way click according to that beat.
So Touhosu will be like CtB? :/[Dellirium] wrote: 1x621p
There are rhythm games and rhythm-based games. osu!, Taiko and osu!mania are the first ones and CtB and Touhosu are second.Zarerion wrote: 54f6m
Please, just make sure this game mode will have something to do with Rhythm, unlike other gamemodes where stuff is coming from above and you have to catch it.
When there's a beat, u should in some way click according to that beat.
Uhh actually CtB is based off EZ2Catch which is a RHYTHM game. Also CtB follows the beat that a standard map is following, the only difference is you have to catch it in that game mode and not click circles and move your mouse.Zarerion wrote: 54f6m
Please, just make sure this game mode will have something to do with Rhythm, unlike other gamemodes where stuff is coming from above and you have to catch it.
When there's a beat, u should in some way click according to that beat.
I've never played any Touhou games either but I've got all 3 eXceed games so I'm a veteran in the bullet hell genreKiosk14 wrote: 21831
Sounds interesting. ive actually never played TOHOU b4, so this could be my chance![]()
I don't know if this can help but I think it gives a good idea on how to do it.peppy wrote: 6w4l42
Just to clear things up, I generally have an idea of how this will be implemented already in my head (when/if it is) and may or may not consider any suggestions. For this reason I won't actively participate in this discussion but will monitor it. Keep in mind that I have played touhou and other danmaku games, so suggesting things already done in those is a bit moot. Try and thing of original aspects which will bring rhythm and bullets together in an awesome way if you are looking to positively contribute.
Need to have more bullets to avoid than enemies to shoot downIgor-Sonic wrote: 5k2f16
I don't know if this can help but I think it gives a good idea on how to do it.
http://youtu.be/KnoUG4RwjSk
Oinari-sama wrote: cv50
I agree with the limiting of the movements, but limiting it to only 3 positions is too much, mainly because if you think about danmaku, you think about few spots on screen which are "safe" to be avoiding them, principally at the highest difficulty levels.Mithost wrote: 346313
Yeah, this is actually a really good place to start. Instead of a classic touhou style where the bullets spawn to the beat, have it so the player must move to the beats. We could have different patterns for different movements, and if you let go of a key you go back to neutral position. This makes hold notes, normal beats, and possibly some other stuff possible. Let me vent some ideas out.
The source of bullets will be a circular entity. It will pulse to the beat, making a translucent circle that expands towards the player (probably at the designated approach rate from osu!standard maps). This would be like the barline on taiko or osu!mania. Any and all hit objects will be placed on these circles. If a hitobject is placed off of a beat, (eighth/sixteenth notes), a fainter circle will be put there to indicate that there is a hitobject there.
Player loses health when they get hit by a bullet, and they gain health when they successfully dodge one. Sudden Death will make one hit = kill, and the damage is calculated by the health drain difficulty setting.
The player has 3 main positions. Neutral, Left, and Right. Pressing a key down will make the character move in that direction, and letting a key go will put you back in neutral.
When you dodge a bullet, you get a "graze" bonus based on your timing.
Here are the potential differences in hitobjects.
Normal Beat: Moving from neutral position to one of two sides, to avoid a single bullet headed straight for you. You get extra points if you input the dodge at the right time. Holding the directional key to avoid multiple bullets will cause every other bullet to be scored as a 50 instead of a 300, and the player's health would not increase for it.
Specific Beat: Requires you to move to one side, dependant on which side has a free spot. Bullets spawned by this hitobject are placed in the neutral position AND in one of the two directions you can dodge in, limiting you to only one of the two sides. The secondary bullet would be highlighted in some way, probably by being a bit bigger or brighter. This could probably be mapped to one of the hitsounds, or certain movement patterns in osu.
Hold Notes: The laser. The entity starts glowing or shining (as if it was charging), then it makes a thin line that goes over the neutral position a few beats before it arrives. You can through it as it has not arrived yet. Expands to a bigger line once it arrives. Requires the player to hold the left or right button until it is done. Multiple lasers can be read by looking at the charge animation. Counting how many of them happen and when they happen should give you a good sense on when they appear. This can be combined with specific beats, with multiple thin lines hinting on which sides to avoid.
Don't know what to do for spinners. We could make them press the up arrow to the beat or something to do a little taunt or dance, but I'm not sure.
This should be good enough for now. If you can't visualize it, I'll draw (MS Paint or lazy photoshop) a draft of the circle thing. Just visualize the osu! logo on the title screen, where the circles it pulses out to the beat have little circles stuck to them. Now imagine dodging them like in the video.