{"content":"\n \n \n <\/a>\n <\/div>\n \n \n Mithos<\/a>\n\n \n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 632 posts\n <\/a>\n <\/div>\n\n \n ed February 2011<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n Mithos<\/a>\n\n \n 2013-07-14T18:18:36+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n This is what bothers me though. Tasha's video and the ideas being put around here are amazing super-cool ideas, but most of them don't fit in osu!'s structure at all. Nobody would be able to say \"That's a rhythm based game!\" if you turned off the BGM on this game mode. By using the hitbursts=bullet spread style, we have to throw out the only mechanics that hold osu!'s gamemodes together. BPM no longer means anything. Accuracy would be over-complicated at best to implement. Combos? Forget them. I'm not usually pessimistic, but this design is not a rhythm game, not even the slightest!<\/strong><\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n -Seren-<\/a>\n\n \n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 447 posts\n <\/a>\n <\/div>\n\n \n ed April 2011<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n -Seren-<\/a>\n\n \n 2013-07-14T19:27:02+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n theowest wrote:<\/h4><\/iframe>This is something Tasha<\/a><\/strong> quickly scrapped together, so it's all made by him. It's extremely simple and far from a functional game, thus the pre-prototype title. He's actively developing and trying to create this osu! based bulletstorm game, so let's hope for the best. Unreadable mess, nowhere near what it should look like. I just quickly mapped this on top of djpop<\/a>'s diff to see how it would look. Nice visualization though. You will hear some osu! notification sounds in this video, so don't get paranoid while watching this.<\/blockquote>this kind of really hard to dodge.<\/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 2013-07-14T19:39:02+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n I don't care if it's related to the rhythm or not. If peppy adds it, it would be a unique flare to osu! and I can guarantee people would play it. Imagine how many new players would osu! just because it has a Touhou-esque game in it. If you can translate the game nicely, it would be a big plus to osu! as a game.<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n Dolphin<\/a>\n\n \n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 1,167 posts\n <\/a>\n <\/div>\n\n \n ed January 2012<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n Dolphin<\/a>\n\n \n 2013-07-15T01:35:57+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n TheVileOne wrote:<\/h4>I don't care if it's related to the rhythm or not. If peppy adds it, it would be a unique flare to osu! and I can guarantee people would play it. Imagine how many new players would osu! just because it has a Touhou-esque game in it. If you can translate the game nicely, it would be a big plus to osu! as a game.<\/blockquote>You got a valid point. All I am hoping for really is a rhythm-oriented<\/em> game mode that works kinda like Danmakufu. Also it would be nice if it got its own editor where you can adjust bullet-type, amount, direction etc. To keep complexity and variation.An issue would be having Touhosu-specific maps, people would want to make these, but for these to be ranked we need to make a ranking criteria for it.But nearly all Shmups are ridiculously difficult. So where do we limit the difficulty for Easy for instance? How hard should it be? How easy should it be?We need to know this, and I think basing the diff-spread after Touhou would be a general bad idea, since the difficulty curve on Touhou is steep.<\/strong>We also need to know what should be allowed and disallowed. If you're inexperienced and want to create an Insane difficulty by basing it of Touhou Lunatic, you might think that any pattern and bullet density\/speed is allowed, but that's not quite true. There are always limitations.<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n Mithos<\/a>\n\n \n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 632 posts\n <\/a>\n <\/div>\n\n \n ed February 2011<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n Mithos<\/a>\n\n \n 2013-07-16T12:36:01+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n I guess if you can't beat them, them. I hope my idea still stands, but I'm going to move on to trying to get a rhythm fighting game<\/a> made for osu! instead. For this idea however, one thing I would want to incorporate are small things that really mix the game and the song together, in the same way osu!'s menu and games like rhythm heaven do very well.One thing I would like to see with the 'main idea' is a clear indication of BPM in the character. Just a simple movement like moving slightly<\/em> side to side, have the visible hitbox\/grazebox have a pulse effect sort of like the menu animation, just something. Wait... I have an idea with graze, just a small one.Graze is usually a constant stream of bonus points you get for staying ridiculously close to a danmaku. To help with the rhythm aspect of the game, I just had the idea of making graze only active on the beats of a song, or reward more points for grazing during a beat and less during offbeats, creating more of a 'curve' than a steady stream of points.If the changing size of danmaku's didn't affect the hitboxes or gameplay, I would suggest that they pulse to the BPM as well. I think they could still have animations if they were done right.Last thing to note right now, has anyone made a pippi touhou sprite?<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n PROGUY<\/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 936 posts\n <\/a>\n <\/div>\n\n \n ed October 2010<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n PROGUY<\/a>\n\n \n 2013-07-17T11:16:30+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n I just thought of a suggestion for the scoring system for Danmaku (I'm calling it that from now on, and I don't care what you gays call it.) and a few others below.For every circle that spawns bullets from its origin in time, it would also spawn a point item that adds to the score when collected. These items will also appear at the end of the slider (not in-between or at the beginning). I'm not sure about how this would work for spinners though - maybe have it spawn at a random location after completion of the spinner?Also note that these items should despawn after about two seconds (depending on OD?) as a challenge. Maybe more for spinners since they're random.In the results, the final score should be = (Items Collected \/ Total Items) * 1,000,000.And no, grazing bullets do nothing to your score.Other suggestions:BPM x Slider Velocity = Actual speed of bullets (but it should have a limit of sort so it doesn't result in an instant massacre)<\/li>Player's speed = Like CTB, it should be fixed at a certain point<\/li>Approach circles will appear as visible as possible in the background to indicate the spawning of bullets in that particular position<\/li>When the song ends (or the last note of the beatmap), the game should only end once there are no remaining bullets on-screen and remaining point items are collected\/despawned.<\/li><\/ol><\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n Starz0r<\/a>\n\n \n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 197 posts\n <\/a>\n <\/div>\n\n \n ed March 2012<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n Starz0r<\/a>\n\n \n 2013-07-18T01:56:16+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n A better idea on how Touhosu! could work is this:<\/iframe><\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n Dolphin<\/a>\n\n \n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 1,167 posts\n <\/a>\n <\/div>\n\n \n ed January 2012<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n Dolphin<\/a>\n\n \n 2013-07-18T09:53:18+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n Starz0r wrote:<\/h4>A better idea on how Touhosu! could work is this:<\/span>Fixed it<\/a>[youtube]LXktr7MLicY?rel=0' allowfullscreen><\/div><\/iframe><\/blockquote><\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n Dolphin<\/a>\n\n \n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 1,167 posts\n <\/a>\n <\/div>\n\n \n ed January 2012<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n Dolphin<\/a>\n\n \n 2013-07-18T09:56:43+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n Starz0r wrote:<\/h4>A better idea on how Touhosu! could work is this:<\/iframe><\/blockquote>You did the YouTube thing wrong, its [youtube]LXktr7MLicY[\/youtube]<\/pre>You have to put the Video Code, not the URL.<\/span>SPOILER<\/a><\/iframe><\/div><\/div>Someone delete my previous post, it broke and I can't interact with it for some reason :L<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n PROGUY<\/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 936 posts\n <\/a>\n <\/div>\n\n \n ed October 2010<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n PROGUY<\/a>\n\n \n 2013-07-18T10:50:53+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n @Starz0r: ...You didn't read the entire topic before you posted that, didn't you?On-topic and in addition to my previous post, maybe the number of lives would also affect the score aside from just point items.So right now the formula is = ( (Items Collected \/ Total Items) * 700,000 ) * ( (Lives Left \/ Max Lives) * 300,000 )...or at least something like that.<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n Mithos<\/a>\n\n \n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 632 posts\n <\/a>\n <\/div>\n\n \n ed February 2011<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n 3y1io