Yeah, I know; I even commented there already. But I should have added the video here, to give it more visibility; so thanks.
So... somewhere between yesterday night and today morning, my first ever Sonic Classic Heroes video (back when it was still called Sonic 2 Heroes and comprised only of Sonic 2) has surpassed the 200,000 view mark in YouTube. I am astounded.
I think the eventual (give it a few more decades) Sonic 1 & 2 & 3 CD & Knuckles Classic Heroes is going to be a fangame, not a romhack. Just sayin'.
So, I got this suggestion for a 6-button only control mode: ABC: Jump buttons as they currently work in the hack; X: Swap players as A does now; Y: If P2 is an AI, forces that player to behave as if a jump button has been pressed; allows triggering of the character's ability (e.g., in the default order, you can make Tails jump by pressing Y then make him fly by pressing Y while he is on air); Z: same as Y but for P3 instead; Mode: turn super/revert; I would probably remove the 3-button mode and require 6-button controllers for SCH if I went that route; at the very least for player 1. Thoughts? Ideas?
Interesting button layout. I wouldn't mind it as long as it didn't make fighting bosses ridiculously easy (ala Sonic 2/3 using 2P Tails).
I'd have it as an option, not necessarily a requirement... then again I know ZERO about how making the 6 button control works... so maybe that's not an option?
So, I implemented a variant of that control scheme: ABC: Jump buttons as they currently work in the hack; X: Swap players as A does now (rotate left: P1 controls who was P2, P2 controls who was P3, P3 controls who was P1); Y: Swap players as X does now (rotate right: P1 controls who was P3, P2 controls who was P1, P3 controls who was P2); Z: Swap sidekicks if they are both being controlled by AIs Mode: turn super (you still have to be on air). Moreover, I implemented it in a way that 3-button controllers continue to work as they do currently, it is just 6-button controllers that get all of the benefit. I have some more things to wrap up, but I may have a new version released in the coming days.
Is swapping sidekicks that important to put it so near the right thumb? I mean, the most important actions are usually mapped to whatever buttons are more easily accessible by the hand. I'd map them like this, instead: -Z: Next character (Important change, to the next character in line) -Y: Previous character (Secondary change, to the last character in line) -X: Swap sidekicks (Less relevant change, between NPCs) Now that's a cool idea, even kind of intuitive due to the button's name!
The minute I saw these I thought this is work to remember than something natural. It's better to just have. X: Sonic Y: Tails Z: Knuckles You don't have to think about who you're switching to, this way it's just a case of pressing said button will swap to said character. Simple and effective.
With the other system you only really need one button (the others are optional for planning ahead), which makes it more comfortable.
I agree with ICEknight -- the 3 buttons for changing to different characters is impossible to downgrade gracefully to a 3-button controller. And he got the gist of the idea that the control scheme is based on being able to plan ahead. The position of the buttons was actually based around using 3 fingers in the control, but I suppose it could be swapped around.
Could you possibly do the Spinball method and have an option to change to various control schemes in the options menu?
Well, aside from me, I am using the XBox 360 Controller on a Six Button config, and it works fine nonetheless. I suppose a optimization could be in order, but as long as its not game breaking should there even be one?
Can Team Chaotix go super? I got all the Sol Emeralds and it seems I cant transform with them. Or is it because I havent got the Chaos Emeralds? Never mind, it seems you need both sets to transform.