nevermind, didn't see the update ><
If you mean the default skin ones as opposed to the taiko skin, please make sure you have the "use taiko skin" ticked.ac17407 wrote: 352i72
Change the Taiko hit sound back to the previous one! Plz
The new one sounds really terrible!
If you mean the change from Taiko skin v4 to v6, take it up with Luigi![]()
Well thx anyway.peppy wrote: 6w4l42
If you mean the default skin ones as opposed to the taiko skin, please make sure you have the "use taiko skin" ticked.ac17407 wrote: 352i72
Change the Taiko hit sound back to the previous one! Plz
The new one sounds really terrible!
If you mean the change from Taiko skin v4 to v6, take it up with Luigi![]()
.
Hakurei Reimu wrote: 32h5s
A little request.
Chinese font should be more smaller,too big..
what version number is display in the top-right corner of the options screen?brmelon wrote: 2k256p
It's updated now but it always says that there's a newer version available..
Would it be better if I install osu all over again?
It says osu! b1696.peppy wrote: 6w4l42
Hakurei Reimu wrote: 32h5s
A little request.
Chinese font should be more smaller,too big..
what version number is display in the top-right corner of the options screen?brmelon wrote: 2k256p
It's updated now but it always says that there's a newer version available..
Would it be better if I install osu all over again?
peppy wrote: 6w4l42
If you want to make linear sliders now, you can still do so by double-clicking for sharp corners. The slider guide point will turn red as an indication (you can also ctrl-click an existing point).
I agree with Catmull is ugly, but linear is still useful.peppy wrote: 6w4l42
@dksslqj because catmull is ugly and linear isn't necessary anymore.
I'm pretty upset about the removal of the linear and catmull sliders, I often liked to use both of them. Well, linear sliders can still be made with those red points, but catmull is simply not possible anymore. I cannot agree that catmull looked ugly, it just depends on the creativity of the mappers, but that goes for every slider type, there are also ugly bezier sliders. Also mappers didn't have to use catmull or linear sliders, it was just an option...peppy wrote: 6w4l42
Removed catmull/linear slider types. All sliders from now on will be bezier (use multi-part/red points for linear).
Removing the options makes sliders a lot more understandable You can make any shape you made with catmull still, it will just be slightly smoother at the worst. I've read your opinion but I am not budging on this one. Every BAT member I asked agreed that this was a good move forward, so it isn't just me alone.Dangaard wrote: 4l2n4v
I cannot agree that catmull looked ugly, it just depends on the creativity of the mappers, but that goes for every slider type, there are also ugly bezier sliders. Also mappers didn't have to use catmull or linear sliders, it was just an option...
viewtopic.php?f=15&t=662Zekira wrote: 441q1d
...I don't know if this is the right place to ask for it, but can I have the old spinner-spin.wav of the old Taiko skin if possible? Don't get me wrong, I'm very, VERY pleased that the spinner-bonus.wav was changed, but I liked the spinner-spin.wav of before.
Removed catmull/linear slider types. All sliders from now on will be bezier (use multi-part/red points for linear).Imo this feature makes no sense. If someone uses catmull-sliders only in his map, he has to do another click which takes more time than just starting a point with linear type sliders. It's pretty annoying and there actually is a difference when there's choose between slider types.
Maybe making the text move could be the best way to fit it.peppy wrote: 6w4l42
You can help with translations at li.ppy.sh! As for alignment issues, I will improve that moving forwards (please try and keep the translations as brief as possible so they can fit, though).
Two clicks. Instead of one.fartownik wrote: 64d9
De-improving stuff.
This is actually a good point, and something worth considering adding to osu!Explorer09 wrote: 4y1j30
The new skin caused me to realize that in the original Taiko no Tatsujin, the text ド カ ド カ (do ka do ka) etc. helps colorblind players.
Because the color of the notes are a bit hard for me to distinguish, especially without texts. (Namco)
the point is, PS is not for new s, it is a extremely complex tool and it does not hide thatDangaard wrote: 4l2n4v
Compare this to some other editing software, say, Photoshop. There a lot of tools you can use, but it takes some time to get used to all of them. I myself am pretty much a noob with PS, so I would compare myself to the new mappers in this case. Isn't it my own interest to inform myself now about the tools available? Or do the developers of PS finally realize there are too many noobs like me, and remove half of the tools to make it simpler?
Agreed, maybe black / white notes instead of red / blue notes work? (Well, this might can be vareid by what color you can't see.)MetalMario201 wrote: 2e2ra
This is actually a good point, and something worth considering adding to osu!Explorer09 wrote: 4y1j30
The new skin caused me to realize that in the original Taiko no Tatsujin, the text ド カ ド カ (do ka do ka) etc. helps colorblind players.
Because the color of the notes are a bit hard for me to distinguish, especially without texts. (Namco :()
You can change it back to how it used to work; just add new sprites to your skin folder for each hitcircle/overlay sprite with taiko- before it.virus73 wrote: 4i2x64
Not really enjoying the Taiko skin. I liked when I had the skin that I use for Osu! mode applied to Taiko mode as well. Not dealing with the change to well. Probably not going back to Taiko mode for a while as a result. Nothing lost I suppose.
Not exactly in the know on how to do that.peppy wrote: 6w4l42
You can change it back to how it used to work; just add new sprites to your skin folder for each hitcircle/overlay sprite with taiko- before it.virus73 wrote: 4i2x64
Not really enjoying the Taiko skin. I liked when I had the skin that I use for Osu! mode applied to Taiko mode as well. Not dealing with the change to well. Probably not going back to Taiko mode for a while as a result. Nothing lost I suppose.
I'm a bit surprised this idea has only been brought in now, but if we were to follow the authentic way these are put, there might be some complications:Explorer09 wrote: 4y1j30
The new skin caused me to realize that in the original Taiko no Tatsujin, the text ド カ ド カ (do ka do ka) etc. helps colorblind players.
Because the color of the notes are a bit hard for me to distinguish, especially without texts. (Namco)
d d d d d d d
ド ド ド ド ド ド ドンHowever for something like:
d d d ddd d d d ddd d
ド コ ドン ドコドン ド コ ドン ドコドン ドンA foreign character, 'コ' (ko), is introduced when there are 3 consecutive don notes.
Well the countdown doesn't bother me, but the removal of the warning arrows might be an issue, especially if you play a map that has many/long breaks.peppy wrote: 6w4l42
[*]Removed some elements in taiko mode that didn't make sense (countdown/warning arrows).
If you can get all the details right, I'll take a look. What happens when there are 3 katsu in a row? How close together should objects be before they get compressed to do/ka? How are rolls/spinners represented?Zekira wrote: 441q1d
I'm a bit surprised this idea has only been brought in now, but if we were to follow the authentic way these are put, there might be some complications:Explorer09 wrote: 4y1j30
The new skin caused me to realize that in the original Taiko no Tatsujin, the text ド カ ド カ (do ka do ka) etc. helps colorblind players.
Because the color of the notes are a bit hard for me to distinguish, especially without texts. (Namco)
1.) When placing the alphabet on the drumroll notes, the symbol for Renta (forgot what it was) and the number of ~~~~'s should match the length of the drumroll.
2.) The symbols used for the normal notes are not always ド and カ. From my understanding, for each note-distancing below 1/1, each common note-distancing is considered as one 'stream', where the end of the stream will contain either ドン or カッ. E.g:
d d d d d d d
The symbols that would be seen here are:
ド ド ド ド ド ド ドンHowever for something like:
d d d ddd d d d ddd d
It should come up with something like this:
ド コ ドン ドコドン ド コ ドン ドコドン ドンA foreign character, 'コ' (ko), is introduced when there are 3 consecutive don notes.
I'm getting a few details wrong here (maybe even a lot, since you kinda get used to reading it by its sound and not by what it looks like anymore), but I'm hoping to know that if it actually gets implemented, will it be fine for the people to just see only two symbols, ド and カ ? From experience in using the Doron mode, fully reading the words like "Don Dokodon don don don" is easier to predict in a musical sense than if it sounded like "Do dododo do do do"...
(to clarify, Doron mode is a mod in the Taiko games where the notes completely disappear, leaving only the text below the 'notes' as visual aid)
1. 3 katsu in a low? Just ka ka kat(カ カ カッ) orzMetalMario201 wrote: 2e2ra
If you can get all the details right, I'll take a look. What happens when there are 3 katsu in a row? How close together should objects be before they get compressed to do/ka? How are rolls/spinners represented?
Also, how should the screen layout be adjusted to accommodate this new strip?
Big hits? In Taiko no Tatsujin they just put (大), like ドン(大), カッ(大), 連打(大). Big hits never appears that close to other notes, so as I know there's no need to make exceptions.MetalMario201 wrote: 2e2ra
I forgot to mention big hits. u.u;
Also (even though this is bad mapping practice, it's important for completeness), is there any special way of showing big hits when too close together to fit the usual text?
Use the "Clap" button instead of the "Whistle" button to make kat notes if it makes a difference to you. They'll both make the same sound in Taiko mode, but they make different sounds in osu! mode (and therefore, in the editor). If you're not mapping for osu! mode at all then using the clap sounds will be more consistent.OnosakiHito wrote: 1h4bn
Taiko:
Oh, there is one more thing.
The new sound for kat in the edit mode is not suitable.
You can't choose/hear sometimes well, between some timing sections when the kat has an echo.
Edit:And you can't re-check the map good by hearing, because, if you have many kat's the echos are overlapping.
Why is there an echo?:o