⚠︎Play on compiled scratch for the best experience!⚠︎ https://turbowarp.org/1193929805/ https://forkphorus.github.io/#1193929805 ⚠︎Run in turbo mode if you play in scratch!⚠︎ Hold the "shift" key, then click on the flag to enable it! This may cause rendering lag Ads are allowed! ⟪Description!⟫ osu! is a game created and developed by peppy (ppy). osu!catch is the third gamemode, or ruleset, that is in the game. This project is a recreation of that game! I hope you enjoy and if yo find any bugs, please do report them in the comments! ⟪How to play!⟫ Use the left and right arrow keys to move your catcher underneath the notes! Pressing the space bar enables dashing, which makes you move at 2x speed! When you catch red notes, you will enter a hyperfruit state where you get a speed boost to help catch the next note! Sliders have smaller juice points inbetween them. Catch those to earn more points! Banana showers drop a bunch of yellow notes. you do not need to catch all of them, but catch as many as you can! ⟪What do stars mean?⟫ Stars represent the difficulty of a beatmap, the more stars there are the harder the beatmap is! There are difficulty names which can be more accurate at representing difficulty, so here is all of them and their meaning! • Cup: 0-2★ • Salad: 0-3★ • Platter: 2-4★ • Rain: 2-5★ • Overdose: 3-10★ any other difficulty name can be represented with any star rating! ⟪Gameplay modifiers!⟫ difficulty decrease (less score): • Easy: Decreases approach rate, Health difficulty, makes circles bigger, gives 2 extra lives, and makes the game easier! • Nofail: It's in the name! • Halftime: Slows the song speed to 0.75% difficulty increase (more score): • Hardrock: Shrinks the note size, increases the approach rate, and makes health less lenient! • Sudden Death: If you miss, you fail • Perfect: If your accuracy drops below 100%, you fail • Hidden: Notes fade out as they drop • Flashlight: your view of notes is restricted special (unranked, no score): • Relax: Control the catcher with your mouse! Plus, you can't fail ⟪Importing recources!⟫ • Video guide: https://youtu.be/LkYnSVCOG34 • Account creation: https://osu.ppy.sh/users/create • Beatmap search (must own an osu! account): https://osu.ppy.sh/beatmapsets?m=2 • Compressing guide: https://osu.ppy.sh/wiki/en/Guides/Compressing_files ⟪FAQ/QaA⟫ • Why is the gameplay so laggy? This can be caused by multiple things, but most commonly: hardware issues, compiled issues, or other conflicts. For best performance, you can try the following things: - Enabling turbo mode (or if it is enabled, you can disable it) - Running in turbowarp - Closing other tabs or windows - Clearing cache and cookie data • Why do the visuals glitch out? The common cause for this can be from enabling turbo mode, or from the same issues as the past question. Refer to the previous question for fixes. • Why is the music off-sync? Sometimes the game can lag before the audio starts playing, you can try restarting the beatmap or the project to fix this. If this is consistently happening, you can adjust the music offset in the options menu. This setting can go from -50ms offset, to 50ms offset. • The game is too hard! The amount of stars represents the difficulty of the map! check the "what do stars mean?" section of this text! • Why cant I import maps? (why is my import failing? On scratch, importing does not work because of its compression. You must use turbowarp to import. Another issue with imports is that you are selecting any file other than the ".osu" file. DO NOT select the .osz or .osb files. ⟪Stats for nerds⟫ Total time in development: 3 months Blocks: 10k Assets: 370 Size: 90.1MB ⟪Benchmarks!⟫ - 10 likes? - 10 loves? ⟪Hashtags!⟫ !catch
⟪More of osu! in scratch!⟫ • osu! standard (by @spiritSK): Scratch: https://scratch.mit.edu/projects/613688710/ Turbowarp: https://turbowarp.org/613688710/ • osu! mania (by @OliBomby ): Scratch: https://scratch.mit.edu/projects/220672247/ Turbowarp: https://turbowarp.org/220672247?fps=120/ • osu! taiko (by me! @JinkusuSPL): Scratch: https://scratch.mit.edu/projects/1067424534/ Turbowarp: https://turbowarp.org/1067424534/ • osu! catch (by me! @JinkusuSPL): Scratch: https://scratch.mit.edu/projects/1193929805/ Turbowarp: https://turbowarp.org/1193929805/ • Get the original game here! https://osu.ppy.sh/ ⟪Credits!⟫ • @spiritSK : Assets and some rhythm game code snippets. Used code as a reference for when I got stuck in some spots (bezier curve, circular curves). also for the trail. • @olibomby : Advice and ideas (recommendations from the taiko project got reused! ^^). • PPY: Creator of osu, and the osu! file format webpage https://osu.ppy.sh/ • the osu!dev server for help with some resources. • Nekodex for the title screen music (circles!, welcome!, and aureole) • the playtesters: - @Stickman_A - @Jay_Does_Things • all the maps, their mappers, and song artists. • Skinning creddits: - Scratch and their trademark on the scratch-cat. - the pii skin for menu SFX, and some assets - the osu!default skin for some assets such as mods buttons - the ameliorate skin for hitsounds - peppy for the osu! logo. ⟪Notes about the project⟫ Editing the project may be hard, so here is some descriptions for various things that get reused around the project! • days since 2000 animation and detection the days since 2000 block is used to time most everything in the project! This makes things more consistent. This value is converted into MS so it can be used more efficiently. Cases for how this is used can be found inside the project, but the general gyst is: set a variable to MS since 2000, wait until "(MS since 2000) - (var)" > 333, then do the action. Some cases, you will use an if block or a repeat until block instead of a wait until block. • Note timing with MS Notes, and many other things aside from notes, are timed in MS using the timer variable. How this works is you have a base value (position, colour, opacity, etc) and then you add delta time to it. This delta time value is "(TIMER * 1000) - (offset)". this delta time value can be multiplied to make things appear faster, or slower. This is used in note timing, pulsing objects, detecting when to print the tutorial objects, etc. • The .osu file format Whilst i do not have enough text space to explain this, there is a document explaining how this works. I will give the various different sections used here: different osu file formats (we use .osu, but you can learn others!): https://osu.ppy.sh/wiki/en/Client/File_formats .osu structure (and an explanation of the sections): https://osu.ppy.sh/wiki/en/Client/File_formats/osu_%28file_format%29#structure timing points explanation (stores BPM, SV, kiai, and other beatmap data for notes):https://osu.ppy.sh/wiki/en/Client/File_formats/osu_%28file_format%29#timing-points Hitobject data: https://osu.ppy.sh/wiki/en/Client/File_formats/osu_%28file_format%29#hit-objects osu!catch's way of using the data: https://osu.ppy.sh/wiki/en/Client/File_formats/osu_%28file_format%29#osu!catch ⟪Changelog!⟫ For a full change log, view the READ ME sprite. v1.0.1 - Made movement run based on delta time - Adjusted the way the chart select menu looks - Adjusted the chart select menu skin - Fixed an issue with fencing - Adjusted dash speed of movement to be more consistent - Fixed some SFX issues in the chart select screen - Fixed hyper fruit speed being 200x the speed its supposed to be - Fixed breaks not loading thank you for playing!