History Main / RingMenu

10th Apr '17 1:08:30 PM nombretomado
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* ''SecondLife'' used to have a few of those, but they are cranky. Now replaced with drop-down menus, that are crankier.

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* ''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.

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* 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
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* ''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.

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* ''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
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* Common in later LucasArts Adventure Games.

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* Common in later LucasArts Creator/LucasArts Adventure Games.
21st Oct '16 2:42:07 PM Prfnoff
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* ''VideoGame/LiveALive'' shows sprites of the seven protagonists in a ring for the "Select Scenario" screen. [[spoiler:An eighth appears once you complete the first seven scenarios.]]

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* ''VideoGame/LiveALive'' shows sprites of the seven protagonists in a ring for the "Select Scenario" screen. screen (or "Select-A-Live" as the soundtrack calls it). [[spoiler:An eighth appears once you complete scenario is added to the ring after the first seven scenarios.are cleared.]]
19th Oct '16 5:41:22 PM nombretomado
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* In ''{{Drakengard}}'', you choose your weapon from a ring of sharp objects.

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* In ''{{Drakengard}}'', ''VideoGame/{{Drakengard}}'', you choose your weapon from a ring of sharp objects.
12th Jul '16 12:25:32 AM jormis29
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* The ''VideoGame/{{Battlefield}}'' series trademarked "Commo Rose" for voice communications, featured in ''Battlefield 2'' ''Battlefield 2142''.

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* The ''VideoGame/{{Battlefield}}'' series trademarked "Commo Rose" for voice communications, featured in ''Battlefield 2'' ''Battlefield 2142''.''VideoGame/Battlefield2'' ''VideoGame/Battlefield2142''.
25th May '16 10:36:11 AM Chabal2
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* ''{{VideoGame/Drakengard}}'': The only menu in the gameplay serves to select your weapon, making a scraping sound with every turn.
16th Mar '16 4:27:06 PM Prfnoff
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* ''VideoGame/LiveALive'' shows sprites of the seven protagonists in a ring for the "Select Scenario" screen.

to:

* ''VideoGame/LiveALive'' shows sprites of the seven protagonists in a ring for the "Select Scenario" screen.
screen. [[spoiler:An eighth appears once you complete the first seven scenarios.]]
16th Mar '16 4:23:51 PM Prfnoff
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* ''VideoGame/LiveALive'' shows sprites of the seven protagonists in a ring for the "Select Scenario" screen.
8th Feb '16 5:30:00 PM WillyFourEyes
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** ''VideoGame/Hyrule Warriors'' had two versions of the item inventory. One which just cycled from left two right, but the other was a direct copy of the Skyward Sword menu. The difference being that you touch the Gamepad's screen to select the item rather than pointing the wiimote, and they only display as much slots as you have items, so there is no interface spoiler. With all the items you get in the game, this means there are 5 slots, but you can potentially go up to 7 or as low aa 4 depending on the mission and if you choose to use the limited items.

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** ''VideoGame/Hyrule Warriors'' ''VideoGame/HyruleWarriors'' had two versions of the item inventory. One which just cycled from left two right, but the other was a direct copy of the Skyward Sword menu. The difference being that you touch the Gamepad's screen to select the item rather than pointing the wiimote, Wiimote, and they only display as much many slots as you have items, so there is no interface spoiler. With all the items you get in the game, this means there are 5 slots, but you can potentially go up to 7 or as low aa as 4 depending on the mission and if you choose to use the limited items.



* ''RatchetAndClank'' series: Ratchet's quick-select menu (and Clank's action menu). Later games even expanded the menu to hold two or more 'pages' of items.

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* ''RatchetAndClank'' ''VideoGame/RatchetAndClank'' series: Ratchet's quick-select menu (and Clank's action menu). Later games even expanded the menu to hold two or more 'pages' of items.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.RingMenu