Really good update
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
Although you can prob make almost anything look just as good with bezierChronoman wrote: 2y4w1u
I like the Taiko stuff and default skin updates, but what's to be done ing the Catmull-style curves? I just went off to make a beatmap, but I'm rather dismayed that I couldn't make sharply curved sliders, without being perfectly sharp angles.
peppy wrote: 6w4l42
If you feel you are being limited, you can still force catmull in the .osu file itself (find the slider line and change B to C).
Lrn2ElbowCurveJames2250 wrote: 4q2065
Although you can prob makeChronoman wrote: 2y4w1u
I like the Taiko stuff and default skin updates, but what's to be done ing the Catmull-style curves? I just went off to make a beatmap, but I'm rather dismayed that I couldn't make sharply curved sliders, without being perfectly sharp angles.almostanything look just as good with bezier
Manman02 wrote: 3v2t12
I don't like new default skin for Taiko mode anyway...I don't like that stars,they make me confused and I don't know what button I've to hit because those stars.....
Just make sure you have the taiko skin ed, if you don't you can get it from the "get more skins" button in the skins menupeppy wrote: 6w4l42
If you liked the authentic taiko skin and it is not being used anymore, go to Options, Skin Select, and tick the "Use Taiko Skin for Taiko Mode" checkbox.![]()