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* ''VideoGame/ANNOMutationem'': When in combat, the action bar fully depicts the weapons currently equipped, the items being held in possession, and the amount of ammo for sub-weapons.



** ''VideoGame/SaintsRow1'' and its sequel do this as well.

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** * ''VideoGame/SaintsRow1'' and its sequel do this as well.



* The RingMenu makes an appearance in ''VideoGame/SecondLife''

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* The RingMenu makes an appearance in ''VideoGame/SecondLife''''VideoGame/SecondLife''.
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Games on personal computers, designed to be used with a one or two-button mouse, use these to allow the player to select which action he wants to perform. Console games generally assign different controller buttons to these functions, but, particularly when the buttons are assignable, may keep this on screen as a visual reference as to which options are currently equipped. The bar can also represent the player's inventory of usable items.

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Games on personal computers, designed to be used with a one or two-button mouse, use these to allow the player to select which action he wants they want to perform. Console games generally assign different controller buttons to these functions, but, particularly when the buttons are assignable, may keep this on screen as a visual reference as to which options are currently equipped. The bar can also represent the player's inventory of usable items.
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* ''{{VideoGame/Sipho}}'': The lower-right corner of the screen shows what abilities you can use at a given time and what controls they are linked to.
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do not wick to self.


Games on personal computers, designed to be used with a one or two-button mouse, use these to allow the player to select which action he wants to perform. Console games generally assign different controller buttons to these functions, but, particularly when the buttons are assignable, may keep an ActionBar on screen as a visual reference as to which options are currently equipped. The ActionBar can also represent the player's inventory of usable items.

to:

Games on personal computers, designed to be used with a one or two-button mouse, use these to allow the player to select which action he wants to perform. Console games generally assign different controller buttons to these functions, but, particularly when the buttons are assignable, may keep an ActionBar this on screen as a visual reference as to which options are currently equipped. The ActionBar bar can also represent the player's inventory of usable items.



* The RingMenu-style ActionBar was common in late Lucas Arts adventure games, and is currently best known from its use in ''VideoGame/TheSims''.

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* The RingMenu-style ActionBar version of this was common in late Lucas Arts adventure games, and is currently best known from its use in ''VideoGame/TheSims''.
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* The ''VideoGame/MicrosoftFlightSimulator'' series up until ''Flight'' had an action bar in the style of UsefulNotes/MicrosoftWindows and had drop-downs for modifying your current flight.

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* ''VideoGame/PhantasyStarII'' and ''VideoGame/PhantasyStarIV'' feature an icon-based battle menu: a sword for normal attacks, stars for techniques, a chest for items, and a shield for defense. ''IV'' also adds a larger four-pointed star for special abilities.
* ''VideoGame/Persona5'' features a unique stylized battle menu where, instead of highlighting and selecting an action like in previous games, each option is assigned to a specific button: X for melee attacks, Circle for defense, Square for items, Triangle for Persona abilities, up on the D-pad for gun attacks, and [=L2=] for tactical options or escaping.
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* The RingMenu-style ActionBar was common in late Lucas Arts adventure games, and is currently best known from its use in ''The Sims''.

to:

* The RingMenu-style ActionBar was common in late Lucas Arts adventure games, and is currently best known from its use in ''The Sims''.''VideoGame/TheSims''.
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* ''VideoGame/RatchetAndClank'' uses a RingMenu as a weapon select.

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* ''VideoGame/RatchetAndClank'' ''Franchise/RatchetAndClank'' uses a RingMenu as a weapon select.



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* One of the three main styles of interface for [[AdventureGame adventure games]], particularly early {{Sierra}} and LucasArts games.
* ''The Legend of Zelda'' games, from their earliest incarnation, kept an action bar on-screen to show which items Link has equipped.
* ''VideoGame/MetroidPrime'' and its sequels have visual indicators at the bottom of the screen to show which weapon and display Samus has armed.

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* One of the three main styles of interface for [[AdventureGame adventure games]], particularly early {{Sierra}} Creator/{{Sierra}} and LucasArts Creator/LucasArts games.
* ''The Legend of Zelda'' ''Franchise/TheLegendOfZelda'' games, from their earliest incarnation, kept an action bar on-screen to show which items Link has equipped.
* ''VideoGame/MetroidPrime'' and its sequels The ''VideoGame/MetroidPrimeTrilogy'' have visual indicators at the bottom of the screen to show which weapon and display Samus has armed.



* ''Natural Selection'', a multiplayer mod for ''VideoGame/{{Half-Life}}'', ups the ante with a full-featured Action Menu that can be quickly called and navigated with a middle click.

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* ''Natural Selection'', a multiplayer mod for ''VideoGame/{{Half-Life}}'', ''VideoGame/HalfLife'', ups the ante with a full-featured Action Menu that can be quickly called and navigated with a middle click.



* The RingMenu makes an appearance in ''SecondLife''

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* The RingMenu makes an appearance in ''SecondLife''''VideoGame/SecondLife''
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* Common in many [=MMOs=] such as ''WorldOfWarcraft'' and ''CityOfHeroes''. It's not uncommon for higher-level characters to have many action bars, with those who have maxed-out their capabilities viewing the game through a kind of narrow window in between their action buttons.

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* Common in many [=MMOs=] such as ''WorldOfWarcraft'' ''VideoGame/WorldOfWarcraft'' and ''CityOfHeroes''.''VideoGame/CityOfHeroes''. It's not uncommon for higher-level characters to have many action bars, with those who have maxed-out their capabilities viewing the game through a kind of narrow window in between their action buttons.

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A variation seen in later games was to replace the ActionBar with a pop-up display of actions which appear radially around the character sprite. Such a usage is commonly called a "RingMenu".

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A variation seen in later games was to replace the ActionBar Action Bar with a pop-up display of actions which appear radially around the character sprite. Such a usage is commonly called a "RingMenu".



* ''RatchetAndClank'' uses a RingMenu as a weapon select.

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* ''RatchetAndClank'' ''VideoGame/RatchetAndClank'' uses a RingMenu as a weapon select.




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* ''VideoGame/EverybodyEdits'' has a bar at the bottom of the screen that allows the player to leave the level, give woots, type in the password to the level, a [[LevelMapDisplay minimap]], and more.
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** ''SaintsRow'' and its sequel do this as well

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** ''SaintsRow'' ''VideoGame/SaintsRow1'' and its sequel do this as wellwell.

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