History Main / ContextSensitiveButton

15th Nov '17 7:37:19 AM Kalmbach
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* Industrial control equipment has been moving in this direction for a couple decades, transitioning from hard-wired buttons each with only a single function to "softkeys" on a programmable controller, the exact functions of which can be changed depending on the program, operating mode, and display screen selected.
7th Sep '17 9:01:10 AM SeptimusHeap
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* The "A" button in ''{{Gears of War}}'' is a catch-all button for the gameplay's duck and cover system. You slide into cover, switch pillars with a swat turn, jump over barriers, roadie run, anything you can think of. In fact, it's ''so'' frequently used that players and critics have complained about the button causing the wrong thing to happen because the context changed slightly just before they pushed it.
* ''VideoGame/{{Portal}}'', ''VideoGame/Left4Dead'', and ''VideoGame/{{Half-Life}}'' have the "Use" key (default: E) which will do various things based on context. In ''Portal'', it normally picks things up, but will also push the small red buttons on pedestals and open unlocked doors.

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* The "A" button in ''{{Gears ''VideoGame/{{Gears of War}}'' is a catch-all button for the gameplay's duck and cover system. You slide into cover, switch pillars with a swat turn, jump over barriers, roadie run, anything you can think of. In fact, it's ''so'' frequently used that players and critics have complained about the button causing the wrong thing to happen because the context changed slightly just before they pushed it.
* ''VideoGame/{{Portal}}'', ''VideoGame/Left4Dead'', and ''VideoGame/{{Half-Life}}'' ''VideoGame/HalfLife'' have the "Use" key (default: E) which will do various things based on context. In ''Portal'', it normally picks things up, but will also push the small red buttons on pedestals and open unlocked doors.
22nd Mar '17 3:14:22 PM Narsil
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This is an OmnipresentTrope in the RTS genre, as well as most computer games that use a mouse and aren't shooters. Actually, it’s a common feature mouse use ‘’in general’’; in every major operating system the right mouse button generally opens a "context menu" that has options relating specifically to whatever you right-clicked on.

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This is an OmnipresentTrope in the RTS genre, as well as most computer games that use a mouse and aren't shooters. Actually, it’s a common feature mouse use ‘’in general’’; ''in general;'' in every major operating system the right mouse button generally opens a "context menu" that has options relating specifically to whatever you right-clicked on.
7th Oct '16 3:32:13 PM TranceWarp
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* Both ''VideoGame/Doom3'' and ''VideoGame/QuakeIV'' has one known instance. The button that normally fires your weapon becomes an "activate" command when you are near an active panel and your aiming reticule is inside it.
29th Sep '16 6:31:22 AM billybobfred
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* ''VideoGame/EarthBound'' has a primitive version, with the L button being a shortcut for talking if you happen to be facing a person, and checking the environment otherwise. This was added as a more-convenient counterpart to the game's ''Dragon Quest'' style action menu, which was {{Retraux}} even then.
13th Jul '16 11:44:35 AM Soldancer
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A context sensitive button is a button (usually, but it could be a stick position) that has a different function based on where you are and what's going on around you at the time (that is, the ''context''). Some games have a dedicated "action button" that does nothing unless you're in a situation where a special action is available to you; others subborn one of your standard controls when you get into a recognized context. There is usually some sort of on-screen indication that a special action has become available.

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A context sensitive button is a button (usually, but it could be a stick position) that has a different function based on where you are and what's going on around you at the time (that is, the ''context''). Some games have a dedicated "action button" that does nothing unless you're in a situation where a special action is available to you; others subborn override one of your standard controls when you get into a recognized context. There is usually some sort of on-screen indication that a special action has become available.
18th Mar '16 1:18:35 PM Willbyr
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* A {{Tamagotchi}} is a virtual pet that's controlled by only three context-sensitive buttons.

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* A {{Tamagotchi}} VideoGame/{{Tamagotchi}} is a virtual pet that's controlled by only three context-sensitive buttons.
16th Jan '16 3:55:53 PM Saklad5
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It's also very common for more complex console games since there are only so many buttons available in the first place

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It's It’s also very common for more complex console games since there are only so many buttons available in the first place
place.
16th Jan '16 3:55:33 PM Saklad5
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This is an OmnipresentTrope in the RTS genre, as well as most computer games that use a mouse and aren't shooters. Actually, it's a common feature mouse use ''in general''; in Windows the right mouse button generally opens a "context menu" that has options relating specifically to whatever you right-clicked on.

to:

This is an OmnipresentTrope in the RTS genre, as well as most computer games that use a mouse and aren't shooters. Actually, it's it’s a common feature mouse use ''in general''; ‘’in general’’; in Windows every major operating system the right mouse button generally opens a "context menu" that has options relating specifically to whatever you right-clicked on.
1st Nov '15 3:20:31 PM Soufriere
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** ''VideoGame/SonicUnleashed'' fixed a lot of the control problems ''Sonic '06'' had, including the button-mapping. Light Speed Dash is its own button, and Bounce instead shares a button with Air Dash – it is still possible for the command to misfire, but is much less of an issue (you won't be using Air Dash often in the 3D sections, for one). Elsewhere, the game has a traditional Context-sensitive button, helpfully indicated by a flashing prompt whereby you can pull a switch, turn a crank, grab an enemy, or punch (as the Werehog); bodyslam or crouch-slide (as regular Sonic).

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** ''VideoGame/SonicUnleashed'' fixed a lot of the control problems ''Sonic '06'' had, including the button-mapping. button-mapping – Light Speed Dash is its own button, and Bounce instead shares a button with Air Dash – it is still possible for the command to misfire, but is much less of an issue (you won't be using Air Dash often in the 3D sections, for one).button. Elsewhere, the game has a traditional Context-sensitive button, helpfully indicated by a flashing prompt whereby you can pull a switch, turn a crank, grab an enemy, or punch (as the Werehog); bodyslam or crouch-slide (as regular Sonic).
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http://tvtropes.org/pmwiki/article_history.php?article=Main.ContextSensitiveButton