History Main / RingMenu

25th Feb '18 3:32:17 PM nombretomado
Is there an issue? Send a Message


* Isometric UsefulNotes/GameBoyAdvance action game ''ScurgeHive'' has one of these for weapon type selection, though it's basically just a circular version of a traditional menu since you can see the empty slots before they're filled.

to:

* Isometric UsefulNotes/GameBoyAdvance action game ''ScurgeHive'' ''VideoGame/ScurgeHive'' has one of these for weapon type selection, though it's basically just a circular version of a traditional menu since you can see the empty slots before they're filled.
20th Feb '18 2:30:54 PM Jagger
Is there an issue? Send a Message


* The ''VideoGame/WorldOfMana'' series, if not the UrExample, is likely the TropeMaker, using a ring menu system in almost every game of the series.

to:

* The ''VideoGame/WorldOfMana'' series, if not the UrExample, is likely the TropeMaker, using a ring menu system in almost every game of the series. The first game with a radial menu was ''VideoGame/SecretOfMana'' (1993).
8th Dec '17 1:16:34 AM Cryoclaste
Is there an issue? Send a Message


* ''VideoGame/MetroidPrime 2'' had a variation in which menu options were displayed emanating from a central node, and the user rotated the menu in three dimensions to bring one node to the front.
* The inventory from ''VideoGame/EscapeFromMonkeyIsland'', in a variation similar to the one from ''MetroidPrime 2''.

to:

* ''VideoGame/MetroidPrime 2'' ''VideoGame/MetroidPrime2'' had a variation in which menu options were displayed emanating from a central node, and the user rotated the menu in three dimensions to bring one node to the front.
* The inventory from ''VideoGame/EscapeFromMonkeyIsland'', in a variation similar to the one from ''MetroidPrime 2''.''VideoGame/MetroidPrime2''.



* The ''VideoGame/MetroidPrime'' series used this to switch between Samus's visors and beam weapons. In the UsefulNotes/NintendoGameCube originals they corresponded to the controller's directional pad and second analog stick respectively; ''Metroid Prime 3'' (and the ''Trilogy'' edition) made this explicit by overlaying the menu across the game screen for selection with the motion controls.

to:

* The ''VideoGame/MetroidPrime'' ''VideoGame/{{Metroid Prime|Trilogy}}'' series used this to switch between Samus's visors and beam weapons. In the UsefulNotes/NintendoGameCube originals they corresponded to the controller's directional pad and second analog stick respectively; ''Metroid Prime 3'' (and the ''Trilogy'' edition) made this explicit by overlaying the menu across the game screen for selection with the motion controls.
16th Sep '17 11:29:55 AM nombretomado
Is there an issue? Send a Message


* Isometric GameBoyAdvance action game ''ScurgeHive'' has one of these for weapon type selection, though it's basically just a circular version of a traditional menu since you can see the empty slots before they're filled.

to:

* Isometric GameBoyAdvance UsefulNotes/GameBoyAdvance action game ''ScurgeHive'' has one of these for weapon type selection, though it's basically just a circular version of a traditional menu since you can see the empty slots before they're filled.
8th Sep '17 12:25:06 PM Malady
Is there an issue? Send a Message


* ''AmericasArmy 3''
* ''HalfLife'' mod ''Natural Selection'' expanded this into ''point to select submenus'' -- to build something, for example, you opened the ring menu with left click, then you moved the mouse left to "Buildings", then you moved the mouse up or down to select a type of building, then you selected the building.

to:

* ''AmericasArmy ''VideoGame/AmericasArmy 3''
* ''HalfLife'' ''VideoGame/HalfLife'' mod ''Natural Selection'' expanded this into ''point to select submenus'' -- to build something, for example, you opened the ring menu with left click, then you moved the mouse left to "Buildings", then you moved the mouse up or down to select a type of building, then you selected the building.
2nd Sep '17 3:38:42 PM GrammarNavi
Is there an issue? Send a Message


* ''ABoyAndHisBlob'' for the Wii

to:

* ''ABoyAndHisBlob'' ''VideoGame/ABoyAndHisBlob'' for the Wii
14th May '17 4:38:19 PM nombretomado
Is there an issue? Send a Message


* ''SaintsRow'' uses a type 2 with two such wheels: a larger one holding guns selected with the left stick, and a smaller one for food/drugs selected with the D-pad. ''The Third'' changes this slightly - the D-Pad now selects which grenade to throw, as food items were removed entirely and grenades do not need to be equipped like other weapons to be used.

to:

* ''SaintsRow'' ''VideoGame/SaintsRow'' uses a type 2 with two such wheels: a larger one holding guns selected with the left stick, and a smaller one for food/drugs selected with the D-pad. ''The Third'' changes this slightly - the D-Pad now selects which grenade to throw, as food items were removed entirely and grenades do not need to be equipped like other weapons to be used.



* The Wii versions of ''TraumaCenter'' use the second type. The hand and bandage tools are removed (the Bandages are only used at the end of an operation, anyways) so that there are an even 8-points for directional tool switching. It takes a bit of getting used to, but it's probably easier to play the game this way than on the DS.

to:

* The Wii versions of ''TraumaCenter'' ''VideoGame/TraumaCenter'' use the second type. The hand and bandage tools are removed (the Bandages are only used at the end of an operation, anyways) so that there are an even 8-points for directional tool switching. It takes a bit of getting used to, but it's probably easier to play the game this way than on the DS.
10th Apr '17 1:08:30 PM nombretomado
Is there an issue? Send a Message


* ''SecondLife'' used to have a few of those, but they are cranky. Now replaced with drop-down menus, that are crankier.

to:

* ''SecondLife'' ''VideoGame/SecondLife'' used to have a few of those, but they are cranky. Now replaced with drop-down menus, that are crankier.



* While the default interface in ''WorldOfWarcraft'' doesn't have this feature, a popular add-on, [[http://www.go-hero.net/opie/ OPie]] allows it to be applied in-game. It is a great tool to utilize sparsely used skills, items, macros, abilities, and other things while minimizing interface clutter.

to:

* While the default interface in ''WorldOfWarcraft'' ''VideoGame/WorldOfWarcraft'' doesn't have this feature, a popular add-on, [[http://www.go-hero.net/opie/ OPie]] allows it to be applied in-game. It is a great tool to utilize sparsely used skills, items, macros, abilities, and other things while minimizing interface clutter.
2nd Apr '17 5:13:55 PM nombretomado
Is there an issue? Send a Message


* ''PhantomBrave'' uses a ring menu for character creation. This gets a little annoying as you always start at the same spot in the ring each time and you eventually get enough generic character classes for ''two'' rings.
* ''PlanescapeTorment'' replaced the standard Infinity Engine UI with one of these. It left something to be desired.

to:

* ''PhantomBrave'' ''VideoGame/PhantomBrave'' uses a ring menu for character creation. This gets a little annoying as you always start at the same spot in the ring each time and you eventually get enough generic character classes for ''two'' rings.
* ''PlanescapeTorment'' ''VideoGame/PlanescapeTorment'' replaced the standard Infinity Engine UI with one of these. It left something to be desired.
14th Jan '17 12:37:33 PM nombretomado
Is there an issue? Send a Message


* Common in later LucasArts Adventure Games.

to:

* Common in later LucasArts Creator/LucasArts Adventure Games.
This list shows the last 10 events of 112. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.RingMenu