History Main / RingMenu

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.

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* ''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.
16th Dec '15 7:19:46 PM nombretomado
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* ''LeagueOfLegends'' uses this to choose four out of eight types of map ping -- missing enemy, incoming danger, help needed or going somewhere. (Generic ping and retreat warning are directly available from the game UI; focusing an enemy and defending a building are contextual).

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* ''LeagueOfLegends'' ''VideoGame/LeagueOfLegends'' uses this to choose four out of eight types of map ping -- missing enemy, incoming danger, help needed or going somewhere. (Generic ping and retreat warning are directly available from the game UI; focusing an enemy and defending a building are contextual).
19th Nov '15 5:22:18 PM nombretomado
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* ''RuneFactoryFrontier'' uses separate ring menus for tools, seeds, and weaponry. You can even customize a ring menu to store the tools you use most frequently.

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* ''RuneFactoryFrontier'' ''VideoGame/RuneFactoryFrontier'' uses separate ring menus for tools, seeds, and weaponry. You can even customize a ring menu to store the tools you use most frequently.
7th Nov '15 5:38:00 PM nombretomado
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* ''RedDeadRedemption'' when selecting weapons.

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* ''RedDeadRedemption'' ''VideoGame/RedDeadRedemption'' when selecting weapons.
9th Oct '15 6:39:07 PM nombretomado
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* ''PerfectDark'' displayed your weapons and gadgets like this - optional for weapons, which you could just scroll through like most [=FPSes=], but the only way to access things like night-vision.

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* ''PerfectDark'' ''VideoGame/PerfectDark'' displayed your weapons and gadgets like this - optional for weapons, which you could just scroll through like most [=FPSes=], but the only way to access things like night-vision.
20th Sep '15 11:09:59 AM nombretomado
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* The ''VideoGame/MetroidPrime'' series used this to switch between Samus's visors and beam weapons. In the GameCube 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.

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* The ''VideoGame/MetroidPrime'' series used this to switch between Samus's visors and beam weapons. In the GameCube 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.
29th Aug '15 11:19:32 PM jormis29
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* ''VideoGame/{{Hitman}}: Blood Money'' does this.

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* ''VideoGame/{{Hitman}}: Blood Money'' ''VideoGame/HitmanBloodMoney'' does this.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.RingMenu