(c) Options like mass replay check, cleanse levels, etc, should be collected in a "Creator's Tools" sub-menu
+1. Yes! Brilliant
all buttons are clickable
Could they have "hover" and "clicked" versions as well? This could be a simple recolouring/edge-shading of the background; happy to do the graphical work for this if you like the idea.
I'm in favour of pretty much everything else you've suggested as well, apart from the following:
I never click on the rank sign, but I use it all the time to see what rank I am currently in, especially when using the up and down arrow keys to switch rank. That must stay.
It's simply much nicer to have a visual representation of what the rank is about, rather than it just being a string of characters in the level-selection menu.
+1 for rank graphics staying, for both of the reasons given by Proxima and Strato. It can actually be very useful for seeing where you up to at a glance from the main menu, even if you don't use it as a selection button, as such.
With the Talisman menu... having... an overview that is accessible without having to look at every single level separately in the level list would still be nice.
+1 for this (
although I definitely think the F4 Talisman menu should be removed): one suggestion could be having the full list of Talismans visible from the F2 level select when clicking the title of pack itself. Doing so currently already indicates how many Talismans have been achieved - I guess there's no reason it couldn't also display the full list as well.
Also, it doesn't help with seeing the talisman requirements during play -- and maybe once that is addressed, there won't be any need to show them on the preview screen at all.
Agreed. I think a simple icon to indicate the presence of Talisman(s) in the level is all that's needed on the preview screen. I do kind of like the idea of showing the skill panel, though, and I suppose there's no reason that it couldn't also show the Talisman-related skills once the icons are clicked...
I'm generally all for keeping the preview screen as un-cluttered as possible.
Yeah, fair. I didn't expect the suggestion of removing the rank sign would go down very well... - it can stay.
Ah, good!
Does this need to be directly accessible from the main menu, though? Would it be acceptable for it to instead be accessed via the level select menu; either as a secondary tab when a level / rank is selected, or else as a "click to view talisman list" button with a similar effect to the existing menu option?
+1 for this, as per my suggestion typed earlier in this message.
I need to start changing the way I reply to threads...!
The main goal here is to have it as an efficient way of showing more info - the release rate and skillset - on the preview screen. The re-use for talismans was actually an afterthought, to be honest, but I do very much see it as a useful idea. I'd also note this wouldn't be a full skill panel, but would only show the release rate + skill buttons (I'm open to going either way on the "does it show placeholder slots when there's less than 10 skills in the level").
Since this idea needs a bit of support, I'm happy to +1 this. As long as the overall goal of the preview screen is to make it more readable and less cluttered, I quite like the idea of a visual representation of the skillset, RR, etc.
Another question to discuss is - since these menus will be mouse-friendly, obviously, they need a visible cursor. Simply using the default Windows cursor is not out of the question, nor is using the same crosshair cursor from in-game. If the in-game one is used, it would by necessity always use the high-res one (as menus are always drawn in a resolution equivalent to high-res, and have been even as far back as DOS Lemmings).
What about a blue arrow with a green edge... or a green arrow with a blue edge?
Also - if the menus are high-res, why not have hi-res graphics in them? Or run them through your upscaler?