History Main / RingMenu

16th Sep '17 11:29:55 AM nombretomado
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* 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.

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* 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
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* ''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.

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* ''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
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* ''ABoyAndHisBlob'' for the Wii

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* ''ABoyAndHisBlob'' ''VideoGame/ABoyAndHisBlob'' for the Wii
14th May '17 4:38:19 PM nombretomado
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* ''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.

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* ''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.

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* 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
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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''.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.RingMenu