It is not usually used because it is a pain to use: it would require alterations of every single tile of every single art piece, as well as changing priority bits all around. In fact, it might turn out to be impossible to make the game look the same as it does now with S/H mode.
Couldn't you map: X -> Switch to Sonic Y -> Switch to Tails Z -> Switch to Knuckles It would be cool to switch direct to the character you want rather than cycle them, "Mode" could be used to rotate the characters the other direction.
Hmmm... I will have to give this a try here soon. Looks rather interesting, as I somewhat liked the Sonic Heroes concept.
Random screenshot time: This shows the new timer, the new portrait icons already working (and fully functional), and the ring counter flashing red because of zero rings; not shown is the timer flashing (I reactivated the flashing code for both, with some improvements). Now time for some mockups: Please ignore the searing pink background; I am not sure if I will use the Sonic/Miles or Sonic/Tails backgrounds, and put a "transparency" pink in place to avoid clashing colors with the important bits. This shows a replacement for the options screen, which will become obsolete; this will show when start is pressed at the title screen. The mockups show 4 situations: top left: selecting a level to play on a 3-player saved game that has been finished; top right: character selection for a new game; bottom left: saved game on a 1-player game that hasn't been finished, showing next level; bottom right: sound test/save deleter screen. The idea of layout and controls is so that no buttons need to be pressed to select a game. Left/right control the selected page at the top, up/down on the sound test/game deleter screen swaps between them, unlisted commands do nothing. I can probably also add horizontal scrolling of the top to add more save slots if needed. I still have nothing but these mockups (no code, just the graphics); implementing it will take a bit of time, but that is all. So, what do you think? Should I go ahead and implement it?
These mock-ups definitely seem interesting. I assume the background will be the Sonic/Miles alternating words like the Options screen?
Those screens are mind-blowing oO' Though I'd suggest that you put the emeralds the way they are shown on the special stage result screen.
my personal opinion is that the Sonic/Miles background looks like ass, plus it simply far too busy. I'd go maybe for the Sonic 3 data select background.
The way I am thinking of implementing the screen will put the emeralds in plane B (like the current options screen), not as sprites; doing it as you suggest would mean either I need the 4 side emeralds to share tiles (they would take 3 tiles per pair) so they get in the right spot or that I must move all emeralds far enough apart in all directions. The former would require a lot of art duplication, while the latter doesn't look that good because the emeralds are too small and too far apart.
Sorry for the double post, but I have made some modifications to the new options screen mockups, including a new background. I think it looks better than before, but wanted to get some ideas. Here are the new mockups: The differences from the previous set: A custom background for the screen; More consistent layout, that includes controls on every page; save game information in a box; team selection uses the new HUD icons; more save slots; the top bar with the save slots will rotate as you move along, keeping the selected item in the middle (and looping for the other items); sound test and save game deletion have been split; empty save game slots are now called "slot" instead of "save"; save game information also shown for the save game you have selected for deletion. Not shown: the emeralds, as well as the red arrows at the top, will flash; the player icons on player select will rotate as needed to accommodate the new order; the A+Start command will only appear if you have enabled level select. Things I I am thinking of adding/doing: An undelete command to the delete save screen. Either that or I either add a delete confirmation (which I hate) or require some other command to delete the game (such as holding A+B+C at the same time); using sprites for anything but the top bar, the boxes and text. This affords better positioning of things, and allows the emerald layout Icewarrior suggested; song/sfx information on sound test, to fill the empty space; improving/revamping the Robotnik icon.
That is a very nice background there. Real good use of dithering, something I rarely see. Usually it's just abused the hell out of these days for the hell of it.
I like the idea of the background image, but not necessarily its colour. What about a silver or light blue or something? I suppose this probably stems at least partially from me thinking of that other Sonic 3 one (which Dark Sonic mentioned). But, as I said, the design itself is nice.
My 2 cents: - Can the arrows on the side be in the same sort of line art style the boxes are? - Remove the red dot from Eggmans forehead. - Im not too fond of the brown. Maybe Blue/Light blue/white'ish? would look better?
How about making the character selection like this? CHARACTER SELECT -SONIC -TAILS -KNUCKLES -ACCEPT -CANCEL Allowing you to keep choosing characters in order, until there's already three of them. That would get rid of all those debug-ish commands you got in there. EDIT: Also, perhaps you could take some ideas from the menus in Sonic Heroes?
How on earth do I find myself in agreement with you all the time? You must teach me this fine art of classiness. The brown also makes me think of the best skin here on Retro, Rusted Copper. If you changed the colour I'd not be a very happy person.