{"content":"\n \n \n <\/a>\n <\/div>\n \n \n bwross<\/a>\n\n \n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 265 posts\n <\/a>\n <\/div>\n\n \n ed December 2009<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n bwross<\/a>\n\n \n 2012-11-18T00:59:22+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n Touhosu isn't defined yet. It's likely to be largely just a music game, but not a rhythm one... which is what CtB is. But as the peppy quote above says... getting rhythm involved in the gameplay (beyond the part where it's part of the music) is what would be preferred. How to do that is the big question. If there was a strong answer to it, then I think that development on Touhosu would start happening in earnest.<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n Uncle Buly\n <\/span>\n \n \n \n \n <\/div>\n\n \n \n \n \n \n Uncle Buly<\/span>\n\n \n 2012-11-18T02:07:57+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n Saph1 wrote:<\/h4>So Touhosu will be like CtB? :\/<\/blockquote>Avoid the Beat!<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n Seph\n <\/span>\n \n \n \n \n <\/div>\n\n \n \n \n \n \n Seph<\/span>\n\n \n 2012-11-18T02:35:06+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n Zarerion wrote:<\/h4>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.<\/blockquote>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.Whats with all the hate on the game mode? Seriously, osu! is full of rhythm games, I mean why would peppy create CtB if it never followed or plan to follow any rhythm at all?<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n deadbeat<\/a>\n\n \n osu! Alumni\n <\/div>\n \n \n \n <\/a>\n\n <\/div>\n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 9,218 posts\n <\/a>\n <\/div>\n\n \n ed June 2009<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n deadbeat<\/a>\n\n \n 2012-11-18T02:42:57+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n guys please. stay on topic. if you want to post something constructive or useful towards this idea then please feel free. otherwise just don't post. if you start going too off topic and hating too much i won't think twice about locking this<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n <\/span>\n <\/span>\n <\/div>\n \n TheVileOne<\/a>\n\n \n osu! Alumni\n <\/div>\n \n \n \n <\/a>\n\n <\/div>\n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 8,434 posts\n <\/a>\n <\/div>\n\n \n ed March 2010<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n TheVileOne<\/a>\n\n \n 2012-11-18T03:02:40+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n I assume it's going to be like CTB only reversed. Instead of catching the beats, you'll need to avoid them.<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n jemhuntr<\/a>\n\n \n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 933 posts\n <\/a>\n <\/div>\n\n \n ed February 2012<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n jemhuntr<\/a>\n\n \n 2012-11-18T05:33:57+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n what if bullets would explode on time with the rhythm? unless it hits the player of something~<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n Drafura<\/a>\n\n \n osu! Alumni\n <\/div>\n \n \n \n <\/a>\n\n <\/div>\n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 2,620 posts\n <\/a>\n <\/div>\n\n \n ed April 2010<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n Drafura<\/a>\n\n \n 2012-11-18T10:54:13+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n The best implementation would be to move<\/strong> in rythm to avoid bullets. Else it would be an audiosurf like (in much harder I hope).@Seph : The idea of CtB doesn't come from Ez2catch. PM me for more info. But I agree CtB requires rythm (sometimes more than std and sometimes not, this is mainly due to std map adaptation).<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n Tsukimi Luna<\/a>\n\n \n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 726 posts\n <\/a>\n <\/div>\n\n \n ed July 2010<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n Tsukimi Luna<\/a>\n\n \n 2012-11-19T02:07:17+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n This is actually happeningThis must be the best year for osu!<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n <\/span>\n <\/span>\n <\/span>\n <\/div>\n \n MillhioreF<\/a>\n\n \n Pro Tester\n <\/div>\n \n \n \n <\/a>\n\n <\/div>\n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 5,004 posts\n <\/a>\n <\/div>\n\n \n ed July 2011<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n MillhioreF<\/a>\n\n \n 2012-11-19T02:13:39+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n I wouldn't say that. It's planned, but for the distant future - I'd be surprised if it was worked on at all this year.<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n Elisha_old<\/a>\n\n \n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 203 posts\n <\/a>\n <\/div>\n\n \n ed November 2012<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n Elisha_old<\/a>\n\n \n 2012-11-19T02:27:07+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n Sounds interesting. ive actually never played TOHOU b4, so this could be my chance <\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n Nitori<\/a>\n\n \n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 177 posts\n <\/a>\n <\/div>\n\n \n ed September 2011<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n Nitori<\/a>\n\n \n 2012-11-19T03:24:03+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n I dunno if it's been said or implied already, but an idea for HP is that it can be similar to the way the HP bar works in osumania. You start out with a full bar and when you get hit, it takes out, say, a quarter of the bar. But every time you graze a bullet, the bar is restored slightly. It would be restored less the higher the song's HP drain is. This would be different from having a set number of, say, 5 lives for example. And if this had been said already just ignore me.<\/del><\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n Kuro<\/a>\n\n \n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 836 posts\n <\/a>\n <\/div>\n\n \n ed July 2012<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n Kuro<\/a>\n\n \n 2012-11-19T07:12:04+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n Kiosk14 wrote:<\/h4>Sounds interesting. ive actually never played TOHOU b4, so this could be my chance <\/blockquote>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 genre eXceed - Gun Bullet Children by FLATeXceed - 2nd Vampire REX (Remake by Tennen-sozai)eXceed - 3rd Jade Penetrate Black Package (Extended version by Tennen-sozai)Not exactly Touhou but you know what I mean To the eXceed fans: Sorry, only original I have is the first one <\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n 5l1h6m