Add Bad Apple mod into the osu!catch ruleset#37065
Add Bad Apple mod into the osu!catch ruleset#37065Tenexxt wants to merge 3 commits intoppy:masterfrom
Bad Apple mod into the osu!catch ruleset#37065Conversation
Co-Authored-By: maarvin <8039761+minetoblend@users.noreply.github.com>
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Good mod idea if executed correctly, though this comes with a few problems:
myears.mp4Even if a map doesn't have that much fruits at once, a sudden loud sound effect is still annoying, especially coming from a person who has a worse than average sensitivity to loud noise, explosions, bangs, etc. Alternatively, depending on how hardcoded scoring is in this game, make the beats actually go under you how it is currently when playing with nofail and just reward you with points for each missed fruit, and just remove a chunk of your score on each caught fruit. Not only that, but it feels more natural and misses don't have play a sound effect until you hit 20 combo In terms of hyperdashes as a punishment, I don't think it's a bad idea, but imo it should probably just be an option in the mod settings, and let it be disabled by default, since hyperdashes in a setting like this are just very annoying The mod naming is smart and fine if understood correctly, because not gonna lie I got confused for a second when I saw the name |
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There now should be a setting to mute all hitsounds (left it optional because mappers can later take the mod into account and adress this themselves however they want). Its turned on by default, but you can dissable it. |
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Mod should be in "Conversion" category since it fundamentally alters goals of gameplay. This has tagging / medal implications.
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Oh yea I guess that makes sense, will adjust
| // Block hyperdashing to avoid hyperdashes when two objects appear at the same time. | ||
| catcher.SetHyperDashState(1, -1); |
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This is pretty terrible and in general I don't know that having hyperfruit at all here is a good idea.
Rather than doing whatever this is doing, I'd implement IApplicableToBeatmap and forcefully set HyperDash = false, HyperDashTarget = null to all objects in the beatmap to just turn off hyperdash mechanics entirely.
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Yea that makes more sense, will do
| { | ||
| if (drawable is DrawableCatchHitObject catchHitObject) | ||
| { | ||
| catchHitObject.CheckPosition = hitObject => !catcher.CanCatch(hitObject); |
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I get what this is going for, but the visual effects of this change mean that this mod looks terrible on argon and legacy skins, and a little less terrible on triangles.
See video below. Fruit disappear instantly on miss and slowly fade out on catch which is all types of wrong IMO.
Screen.Recording.2026-03-23.at.08.48.18.mov
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I'll try to change the behaviour and see what I can do
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In terms of constructive feedback, in a perfect world I think dodged fruits could explode in some way to indicate hit, while missed fruits... not sure. Maybe missed fruits could stay on the catcher? Could be a fun idea as a way of punishing the player for catches, but maybe overly punishing if you catch too much.
Might not be very easy to pull any of that though.
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I'd hope the fruit don't get visually caught and continue through the level. |
The
Bad Applemod serves as a Dodge the Fruit mod basically - when you catch the fruit you get a miss, when you actaully miss you 'catch'. I can change the name to not be a obvious touhou reference but for now it is one.2026-03-22.11-30-01.mp4
This allows for combo tracking in DTF and I think it just feels better this way, it allows for more possibilities in DTF as hitsounding and actuall score grading. Worth noting this mod would also obviously work on ranked maps, so the score multiplier most likely shouldn't stay at a perfect 1, if you have a idea what the multiplier should be please share!
For now, hyperdashing is entirely blocked as DTF maps don't utalize hypers when playing (except as a miss chain penalty). If you think there should also be a penalty in form of a forced hyperdash on a miss, please comment on that. (basically when you catch the fruit you enter into a brief hyperdash as a penalty)