I think that osu! on mobile requires proper touchscreen support. Just adding a virtual mouse or keyboard is not enough.
the osu ruleset should be controlled by having Finger 1 as the cursor position. Finger down counts as a click and start of hold down. Finger Up counts as the end of the hold down.
Example from osu!revolution (fork of osu!droid): www.youtube.com/watch?v=uRu5YqsEUBE
Moving the finger 1 over the screen offsets the catcher. If finger 2 is put on the screen, then hyper drash is activated until finger 2 gets removed from the screen.
Split the screen into two halves horizontally. The left half moves the catcher to the left and the right to the right. Holding the second finger down activates dashing.
Finger down counts as a click and hold down. Finger up counts as the end of hold.
Example: www.youtube.com/watch?v=XMi1MNXKAGg
Split the screen in 4 sections that correspond to the section of the drum. Finger down is a click.
Example: www.youtube.com/watch?v=wbL11_vJSEo
The default input style for osu! standard should essentially be the same as osu!stream. If we were to implement the touch style you鈥檝e demoed here, it would need to be an option the user can enable, rather than the default.
Well everything harder than 4 stars won't be passable on mobile then. The osu!stream input scheme does not really work with hitcricle or slider streams. Not sure how this prevents you from playing in the osu!stream way. Putting your first finger on the screen will hit the hitcircle.
That鈥檚 fine, but if it were the default it would be confusing for new players coming from osu!stream.
I wouldn't use dragging a finger as the only option for catch, it wouldn't be responsive enough for maps above 2 stars. Perhaps splitting up the playfield into areas that trigger left, right, and dash?
Some options, starting from best:
For standard, I'd also prefer the osu!evolution style to be available, otherwise streams are neigh-impossible.
There should instead be options to choose between a virtual keyboard or traditional touch screen for standard and catch to fit the best of both worlds.
I believe virtual controls will be enough to cover all scenarios. It will be an option in addition to non-virtual modes which have per-ruleset implementations.
Related to #4195.
Is this still going to be a thing?
When one of us has the time to implement it. Feel free to submit a pull request if you want to contribute.
Some android devices support OTG input, like Huawei Pad M6. In this way mouse and keyboard can be linked. However, in-game cursor seems not support OTG-mouse, will this be fixed?
Samsung Note devices have a Wacom digitizer built-in. But hovering with the stylus isn't working. It should be the same as moving a mouse around the screen.
Should this be on a different issue by itself?
@khalid151 https://github.com/ppy/osu/issues/6401
This has been under discussion for over a year, and unfortunately I still don鈥檛 see an option for it. What has caused this and similar issues to be put into low priority?
Ensuring the osu!lazer desktop version has feature parity with osu!stable takes priority over adding mobile specific features.
This has been under discussion for over a year, and unfortunately I still don鈥檛 see an option for it. What has caused this and similar issues to be put into low priority?
There isn鈥檛 proper multitouch support yet.
There are open PRs framework-side with initial implementations of touch input. These need to be reviewed and merged for any further progress to happen:
https://github.com/ppy/osu-framework/pull/3266
https://github.com/ppy/osu-framework/pull/3267
https://github.com/ppy/osu-framework/pull/3268
https://github.com/ppy/osu-framework/pull/3269
https://github.com/ppy/osu-framework/pull/3270
It will happen when we have the bandwidth. Our focus is still on desktop primarily.
Alright, so as usual, osu!lazer is now focused on desktop. But, what if I suggest some ideas for inputs?
STD - Use either osu!droid input or osu!stream input (toggleable in settings)
CTB - split the screen, and doubletapping causes hyperdash, doubletapping again cancels it.
Taiko - make 4 halfcircles (near opaque) for the buttons.
Mania - convert the screen vertical and play it like a touchscreen mania rhythm game.
@recognitionmark as far as I can see you've basically restated the ideas in the opening post, save for the catch idea. That is not really helpful.
agreed
Most helpful comment
I wouldn't use dragging a finger as the only option for catch, it wouldn't be responsive enough for maps above 2 stars. Perhaps splitting up the playfield into areas that trigger left, right, and dash?
Some options, starting from best:
For standard, I'd also prefer the osu!evolution style to be available, otherwise streams are neigh-impossible.