History Main / ContextSensitiveButton

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.

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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 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).
1st Nov '15 3:12:19 PM Soufriere
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* In ''VideoGame/SonicAdventure'', there's one specific button that can make you attack, pick stuff up, put stuff down, or use the floating help [=TVs=] in the Chao Gardens. This can be a problem. Sometimes, you can try to pick up your Chao and end up attacking it. Other times you try and put down an animal in the aforementioned Gardens and end up in a help menu because you were next to one of the [=TVs=]. Then a Chao comes along and takes the animal out of your hands, changing in ways you didn't intend it to.
* In ''VideoGame/SonicAdventure2'', Somersault, Spindash, Light Speed Dash, Bounce Attack, Mystic Melody, Magic Hands, pick object up, put object down and throw object are all activated by the same button. This can lead to a lot of unintended behaviour, for example bouncing right into a BottomlessPit when you actually wanted to Light Speed Dash over it, but were a bit to far away from a golden ring to use that move.

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* Extremely common in the ''Franchise/SonicTheHedgehog'' series' 3D games.
**
In ''VideoGame/SonicAdventure'', there's one specific button that can make you attack, pick stuff up, put stuff down, or use the floating help [=TVs=] in the Chao Gardens. This can be a problem. Sometimes, you can try to pick up your Chao and end up attacking it. Other times you try and put down an animal in the aforementioned Gardens and end up in a help menu because you were next to one of the [=TVs=]. Then a Chao comes along and takes the animal out of your hands, changing in ways you didn't intend it to.
* ** In ''VideoGame/SonicAdventure2'', Somersault, Spindash, Light Speed Dash, Bounce Attack, Mystic Melody, Magic Hands, pick object up, put object down down, and throw object are all activated by the same button. This can sometimes lead to a lot of unintended behaviour, for example bouncing right into a BottomlessPit when you actually wanted to Light Speed Dash over it, but were a bit to too far away from a golden ring to use that move.move.
** In ''VideoGame/SonicTheHedgehog2006'' (as in ''Adventure 2''), the Light Speed Dash and the Bounce Attack are mapped to the same button. Because the game is [[ObviousBeta so poorly programmed]], it is extremely common, once one has both powerups, to jump toward a trail of rings expecting to dash, only to find oneself body-slamming straight down into a BottomlessPit – ''far'' more often than one would in [=SA2=], let the record show. Because the game ''loves'' to spam ring trails over bottomless pits, you will die… a lot.
** ''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).
3rd Sep '15 5:01:48 AM GulomiJomesh
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Added DiffLines:

* In ''VideoGame/SonicAdventure2'', Somersault, Spindash, Light Speed Dash, Bounce Attack, Mystic Melody, Magic Hands, pick object up, put object down and throw object are all activated by the same button. This can lead to a lot of unintended behaviour, for example bouncing right into a BottomlessPit when you actually wanted to Light Speed Dash over it, but were a bit to far away from a golden ring to use that move.
19th Aug '15 10:23:40 PM DeisTheAlcano
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-->-- '''VideoGame/{{Conker|sBadFurDay}}'''

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-->-- '''VideoGame/{{Conker|sBadFurDay}}'''
'''Conker the Squirrel''', ''VideoGame/ConkersBadFurDay''



* In ''Planetside2'', when the player is moving the Sprint key (default Shift) will cause them to move faster. When the player is standing still it becomes the "Hold breath" key which eliminates crosshair sway for about ten seconds.
* ''VideoGame/FarCry3'' on Xbox: depending on the situation and how long you hold it, the X button will let you use an object in the world, talk to someone, get in or out of a vehicle, push a boat off the beach, reload a gun and loot a corpse. And many more. Clicking the left thumb stick will normally make you sprint, but will make you hold your breath if you're sniping.

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* In ''Planetside2'', ''[[Videogame/PlanetSide Planetside 2]]'', when the player is moving the Sprint key (default Shift) will cause them to move faster. When the player is standing still it becomes the "Hold breath" key which eliminates crosshair sway for about ten seconds.
* ''VideoGame/FarCry3'' on Xbox: consoles: depending on the situation and how long you hold it, the X X/Square button will let you use an object in the world, talk to someone, get in or out of a vehicle, push a boat off the beach, reload a gun and loot a corpse. And many more. Clicking the left thumb stick will normally make you sprint, but will make you hold your breath if you're sniping.



* The [[TropeNamer trope namer]] ''[[VideoGame/ConkersBadFurDay Conker's Bad Fur Day]]'' actually has platforms that the game refers to as "Context Sensitive Buttons", which have the letter B on them. When B is pressed while standing on one, it does whatever the game requires at that point, from providing Conker with dynamite to getting him drunk.

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* The [[TropeNamer trope namer]] ''[[VideoGame/ConkersBadFurDay Conker's Bad Fur Day]]'' ''VideoGame/ConkersBadFurDay'' actually has platforms that the game refers to as "Context Sensitive Buttons", which have the letter B on them. When B is pressed while standing on one, it does whatever the game requires at that point, from providing Conker with dynamite to getting him drunk.



* PlayedForLaughs in [[http://www.newgrounds.com/portal/view/495903 Super Press Space to Win Action RPG.]] Every action in the 5-minute game is performed by repeatedly pressing -- [[ExactlyWhatItSaysOnTheTin well, you know.]]

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* PlayedForLaughs in [[http://www.''[[http://www.newgrounds.com/portal/view/495903 Super Press Space to Win Action RPG.]] RPG]]''. Every action in the 5-minute game is performed by repeatedly pressing -- [[ExactlyWhatItSaysOnTheTin well, you know.]]



* VideoGame/BatmanArkhamAsylum makes heavy use of this trope. At appropriate times, almost any of your controls can change to a context-sensitive command. Each button generally sticks to a theme -- 'jump' makes you do something related to movement, 'punch' does a takedown of some sort, and so on -- but not always.

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* VideoGame/BatmanArkhamAsylum ''VideoGame/BatmanArkhamAsylum'' makes heavy use of this trope. At appropriate times, almost any of your controls can change to a context-sensitive command. Each button generally sticks to a theme -- 'jump' makes you do something related to movement, 'punch' does a takedown of some sort, and so on -- but not always.



[[/folder]]

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[[/folder]][[/folder]]
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29th Apr '15 3:26:15 AM Nirual
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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



* ''VideoGame/FarCry3'' on Xbox: depending on the situation and how long you hold it, the X button will let you use an object in the world, talk to someone, get in or out of a vehicle, push a boat off the beach, reload a gun and loot a corpse. And many more. Clicking the left thumb stick will normally make you sprint, but will make you hold your breath if you're sniping.

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* ''VideoGame/FarCry3'' on Xbox: depending on the situation and how long you hold it, the X button will let you use an object in the world, talk to someone, get in or out of a vehicle, push a boat off the beach, reload a gun and loot a corpse. And many more. Clicking the left thumb stick will normally make you sprint, but will make you hold your breath if you're sniping. sniping.
* ''VideoGame/KillingFloor 2'' has a few. Interact (E) opens and closes doors, opens the shop or takes ammo from a support player's backpack if they have that perk. Additionally, ''holding'' the button near a door works as a quick way to equip the welding tool. Alt-Fire (middle mouse button) works differently depending on what weapon you have equipped, ranging from switching fire modes, firing healing darts, flashlight, blocking (with most melee weapons) or firing both barrels of the double-barrelled shotgun. Iron Sights (right mouse button) also work differently for melee weapons, executing a heavy swing. Melee attacks in general are also context-sensitive towards the player movement, which determines if the swing is horizontally or vertically.
13th Mar '15 12:35:52 PM DavidCowie
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Added DiffLines:

* ''VideoGame/FarCry3'' on Xbox: depending on the situation and how long you hold it, the X button will let you use an object in the world, talk to someone, get in or out of a vehicle, push a boat off the beach, reload a gun and loot a corpse. And many more. Clicking the left thumb stick will normally make you sprint, but will make you hold your breath if you're sniping.
10th Mar '15 12:48:12 PM Vilui
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* The so-called "special command" in ''[[VideoGame/DeadlyRoomsOfDeath]]'', which does nothing itself, but the in-game scripting language can detect and respond to it. Most levels don't use it, but (particularly in ''The Second Sky'') there are some UnexpectedGameplayChange levels using it in various ways.

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* The so-called "special command" in ''[[VideoGame/DeadlyRoomsOfDeath]]'', ''[[VideoGame/DeadlyRoomsOfDeath DROD]]'', which does nothing itself, but the in-game scripting language can detect and respond to it. Most levels don't use it, but (particularly in ''The Second Sky'') there are some UnexpectedGameplayChange levels using it in various ways.
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