History Main / VisualInitiativeQueue

2nd Feb '16 2:31:05 PM Grobi
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Typo.
* ''{{Nostalgia}}'' uses a vertical bar on the lower screen.[[note]]Yes the page picture shows it on the man screen. That was tweaked for the illustration.[[/note]]
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* ''{{Nostalgia}}'' uses a vertical bar on the lower screen.[[note]]Yes the page picture shows it on the man main screen. That was tweaked for the illustration.[[/note]]
24th Jan '16 4:39:36 PM AzureSeas
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* ''LegendOfHeroesVI: Trails in the Sky'' has a stack showing everyone's turn order for (depending on how many enemies are present) two or three 'rounds', and highlights where a character's next action will be after taking their turn (which varies depending on what they do). It also has icons next to some turns indicating that whoever acts then will get a bonus effect, such as a STR boost or guaranteed CriticalHit. Since the LimitBreak style attack can be triggered at any time and allow the user to act immediately, it's useful to deny an enemy such a bonus and make use of it yourself.
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* ''LegendOfHeroesVI: Trails in the Sky'' ''VideoGame/TheLegendOfHeroesTrailsInTheSky'' has a stack showing everyone's turn order for (depending on how many enemies are present) two or three 'rounds', and highlights where a character's next action will be after taking their turn (which varies depending on what they do). It also has icons next to some turns indicating that whoever acts then will get a bonus effect, such as a STR boost or guaranteed CriticalHit. Since the LimitBreak style attack can be triggered at any time and allow the user to act immediately, it's useful to deny an enemy such a bonus and make use of it yourself.
11th Sep '15 11:58:46 AM Willbyr
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* ''{{Neptunia}}''
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* ''{{Neptunia}}'' ''Franchise/{{Neptunia}}''
4th Sep '15 11:06:28 AM DragonQuestZ
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* Another is that someone's speed stat tends to become more prominent, as [[CombatantCooldownSystem not only will faster characters get turns sooner, but can often get multiple turns within a round]].
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* Another is that someone's speed stat tends to become more prominent, the OneStatToRuleThemAll, as [[CombatantCooldownSystem not only will faster characters get turns sooner, but can often get multiple turns within a round]].
4th Sep '15 11:05:08 AM DragonQuestZ
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* ''VideoGame/FinalFantasyX'' * ''{{Nostalgia}}''
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* ''VideoGame/FinalFantasyX'' ''VideoGame/FinalFantasyX'' uses a vertical bar to show turn order. * ''{{Nostalgia}}'' ''{{Nostalgia}}'' uses a vertical bar on the lower screen.[[note]]Yes the page picture shows it on the man screen. That was tweaked for the illustration.[[/note]]

* ''VideoGame/HexyzForce''
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* ''VideoGame/HexyzForce'' uses a vertcial bar/

* ''Franchise/WildArms'':
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* ''Franchise/WildArms'':''Franchise/WildArms'' uses this for certain fights:

* ''[[LegendOfHeroesVI Trails in the Sky]]'' has a stack showing everyone's turn order for (depending on how many enemies are present) two or three 'rounds', and highlights where a character's next action will be after taking their turn (which varies depending on what they do). It also has icons next to some turns indicating that whoever acts then will get a bonus effect, such as a STR boost or guaranteed CriticalHit. Since the LimitBreak style attack can be triggered at any time and allow the user to act immediately, it's useful to deny an enemy such a bonus and make use of it yourself.
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* ''[[LegendOfHeroesVI ''LegendOfHeroesVI: Trails in the Sky]]'' Sky'' has a stack showing everyone's turn order for (depending on how many enemies are present) two or three 'rounds', and highlights where a character's next action will be after taking their turn (which varies depending on what they do). It also has icons next to some turns indicating that whoever acts then will get a bonus effect, such as a STR boost or guaranteed CriticalHit. Since the LimitBreak style attack can be triggered at any time and allow the user to act immediately, it's useful to deny an enemy such a bonus and make use of it yourself.

* ''VideoGame/PhantomBrave''
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* ''VideoGame/PhantomBrave'' uses a vertical bar.

* ''VideoGame/TheLordOfTheRingsTheThirdAge''. The turn order is represented by headshots of the party stacked on top of each other. Not surprising since it runs on a slightly modified ''VideoGame/FinalFantasyX'' engine.
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* ''VideoGame/TheLordOfTheRingsTheThirdAge''. ''VideoGame/TheLordOfTheRingsTheThirdAge'': The turn order is represented by headshots of the party stacked on top of each other. Not surprising since it runs on a slightly modified ''VideoGame/FinalFantasyX'' engine.other.
4th Sep '15 10:54:35 AM DragonQuestZ
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That game is already listed in the western game section
* The third and fourth VideoGame/PennyArcadeAdventures games use a system very similar to Grandia, with the exception that enemies can get their turns pushed back to a lesser degree even if their icon isn't currently between CMD and ACT and there's a lot more attacks that can interrupt enemy turns, some of them even targetting the entire enemy party.
4th Sep '15 10:51:42 AM DragonQuestZ
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Not how sub entries work.
** The third and fourth VideoGame/PennyArcadeAdventures games use a system very similar to this one, with the exception that enemies can get their turns pushed back to a lesser degree even if their icon isn't currently between CMD and ACT and there's a lot more attacks that can interrupt enemy turns, some of them even targetting the entire enemy party. ** ''VideoGame/ChildOfLight'' also features a similar action bar to ''Grandia'', with a "Wait" phase and a "Cast" phase. If a character is damaged during the "Cast" phase, their attack is interrupted entirely. There are also certain statuses that slow characters on the "Wait" phase, stop them temporarily, or push them back on the "Wait" phase. The player can also use a firefly to blind foes, which slows them on ''both'' the "Wait" and "Cast" phases.
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** * The third and fourth VideoGame/PennyArcadeAdventures games use a system very similar to this one, Grandia, with the exception that enemies can get their turns pushed back to a lesser degree even if their icon isn't currently between CMD and ACT and there's a lot more attacks that can interrupt enemy turns, some of them even targetting the entire enemy party. ** * ''VideoGame/ChildOfLight'' also features a similar action bar to ''Grandia'', with a "Wait" phase and a "Cast" phase. If a character is damaged during the "Cast" phase, their attack is interrupted entirely. There are also certain statuses that slow characters on the "Wait" phase, stop them temporarily, or push them back on the "Wait" phase. The player can also use a firefly to blind foes, which slows them on ''both'' the "Wait" and "Cast" phases.
26th Oct '14 4:06:27 PM R1ck1
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* ''VideoGame/PennyArcadeAdventures 3'' has a variation where every character's icon runs along the top of the screen and they get to go once they reach the edge (being turn based, everyone else freezes until that character makes a move). Speedier characters move through this queue faster and can overtake slower characters, so it's not always easy to eyeball who will be next.
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* ''VideoGame/PennyArcadeAdventures 3'' and 4 has a variation where every character's icon runs along the top of the screen and they get to go once they reach the edge (being turn based, everyone else freezes until that character makes a move). Speedier characters move through this queue faster and can overtake slower characters, so it's not always easy to eyeball who will be next.
10th Sep '14 2:53:23 PM DragonQuestZ
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Subtrope of ActionInitiative. These can involve various amounts of RealTimeWithPause.
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Subtrope of ActionInitiative. These can involve various amounts of RealTimeWithPause.RealTimeWithPause. A SubTrope of ActionInitiative.
10th Sep '14 6:58:26 AM Koveras
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When the turn order in a video game, usually strategy or {{RPG}}, is shown in a way that tells the player the next several turns of (usually) everyone involved in a battle or challenge. The form is usually a stack or line of headshots of the characters and enemies.
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When the [[ActionInitiative turn order order]] in a video game, usually strategy or {{RPG}}, is shown in a way that tells the player the next several turns of (usually) everyone involved in a battle or challenge. The form is usually a stack or line of headshots of the characters and enemies.

These can involve various amounts of RealTimeWithPause.
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Subtrope of ActionInitiative. These can involve various amounts of RealTimeWithPause.
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