History Main / ContextSensitiveButton

12th May '18 5:10:00 PM quesera
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**The page image is from ''VideoGame/TheLegendOfZeldaTheMinishCap'', which utilizes the Right Shoulder/R Button for most non-combat actions. Most times context sensitive buttons are meant to free up other buttons for other actions that are used more frequently (like attack or defend). This is especially true on portable games like the GameBoyAdvance, which only has four buttons besides the D-Pad that can be used.
12th May '18 5:01:49 PM quesera
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[[quoteright:342:[[VideoGame/TheLegendOfZeldaTheMinishCap http://static.tvtropes.org/pmwiki/pub/images/context_sensitivebuttons_01.jpg]]]]
[[caption-width-right:342:[[GameBoyAdvance When in doubt, press "R" ]]]]

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.
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