Zytron II - Multiplayer Twin Stick Scrolling Shmup

Community Forums/Showcase/Zytron II - Multiplayer Twin Stick Scrolling Shmup

Trinosis(Posted 2011) [#1]
Zytron II Now On Sale + New 3 Level Demo

V1.3 Demo Download Link ( 90mb hd space required )


3 level Demo, Url's

62mb Installer
http://www.trinosis.com/zytron2/demo/Zytron_II_Demo.exe

66mb Zip
http://www.trinosis.com/zytron2/demo/Zytron_II_Demo.zip


It was felt that a single level didn't convey enough of the game to players but that a 3 level demo would provide enough variation to give players a better feel for the game.

The demo features levels, 1 , 7 and 12 from the full version of the game.

The game has had numerous updates, extensive playtesting and game balancing since my initial v1.0 demo.


Website
http://www.trinosis.com/zytron2/zytron2.html


Written in Blitzmax


About The Game
Zytron II is a twin stick, scrolling shoot em up for Windows PC Computers and is the sequel to my 1990 shoot em up for the Commodore 64 home micro, Zytron Megablast.
Sold through the classic UK magazine of the time, Zzap64.
The game is typical of scrolling shoot em ups of that era and will be familiar to anyone who's played such classics as, Armalyte, R-Type or Gradius ( Nemesis ).
The aim of the game is simple enough, blast anything and everything in your path to make your way to the last level and destroy the end of game boss.

Video
Lo res youtube video
http://www.youtube.com/watch?feature=player_embedded&v=oIEfHCQNfqI

Hi res flash video
a http://www.trinosis.com/zytron2/flash_video.html


Screenshots







Game Features
Supports Any Combination Of Mouse , Keys And Joysticks ( Including Xbox 360 controllers ).
1 - 4 Players Co Op ( Players can join the game at any time ).
32 Multi Directional Parallax Scrolling Levels.
Auto Firing Player Ships.
End Of Level And Mid Level Boss Fights.
Meteor Storms.
Ufo Swarms.
Player Smart Bombs.
Optional Player Energy Sharing System ( Players can keep each other alive by sharing energy ).
Auto Saves Allow For Pick Up And Play Gameplay ( Restart From The Last Level You Played ).
20 Achievements.
13 Soundtracks.
In Game Instructions And Gameplay Hints / Tips.
Backstory ( Sets the scene for the game ).
Unlockable Game Complete Sequence.
Multiple Detail Settings.
Multiple Screen Resolutions
( 1024 x 768 - 1680 x 1050 widescreen ).
Fullscreen / Windowed Modes.
16 / 32 Color Depth.
Multiple Monitor Refresh Rates.


System Requirements

Windows 2000 / XP / Vista / 7

2 Ghz Processor
512mb Ram
128mb Graphics Card
Direct X 7.0 / Open GL
110 mb hd space for the Demo


More screenshots and details are available on my website at

http://www.trinosis.com

You can also read the backstory to the game, either in game from the main menu or on my website at

http://www.trinosis.com/zytron2/backstory.html

Last edited 2012

Last edited 2012


Steve Elliott(Posted 2011) [#2]
Awesome. I love the retro feel, but with updated silky smooth graphics locked to refresh rate.

Just wish I could run it at 60FPS with max detail. I get around 30 - 40 FPS @ 1024 X 768 and max detail.

Last edited 2011


Trinosis(Posted 2011) [#3]
Thanks for the feedback steve.

Pity about the low fps.

Glad you liked it.


Steve Elliott(Posted 2011) [#4]
Yes I love this type of game and graphic style.

Changing from DirectX to Opengl and things speed-up. Running at the high setting I now get around 60FPS unless things get very busy on-screen.

Your purchase link on your website doesn't seem to be working.


Trinosis(Posted 2011) [#5]
Ahh, thats interesting.

Changing to Open GL for a speed increase. :)

I know about the purchase link.

I've released the demo for feedback to see if any changes need to be made before it goes on sale.

I've already had a couple of good suggestions for minor changes.

The full game is complete and ready for download, just not linked.

But if you want to buy the game now i could make the link active.

All future updates would be free to too.


Steve Elliott(Posted 2011) [#6]
Yeah, I've always found Opengl quicker - and certainly BlitzMax favours Opengl. But I've also found DirectX more consistent - no graphical glitches (not in this game though).
You might want to mention that in your intructions, as it does make a big difference.

ok minor change then, you enter your name, but then have to do so again when you get on the high score table. Once you've signed in, you shouldn't need to enter your name again.

I'll certainly be buying, but will wait for any minor changes.


Trinosis(Posted 2011) [#7]
Yeh, good point about including the Open GL option in the instructions.

I'll do that.

I'll also change the enter name system to make it auto for all players too.

How did you find the difficulty of the demo level ?


Jesse(Posted 2011) [#8]

How did you find the difficulty of the demo level?



my OSX doesn't like it. It refuses to play it. ; )

Looks really good though.


Trinosis(Posted 2011) [#9]
Hi Jesse.

It's Windows only I'm affraid.

I'll amend the 1st post to make that clearer. :)

Thanks for the comments.

Last edited 2011


Jesse(Posted 2011) [#10]
I knew that, just trying to be funny Hanse the wink.

Do you have any interest in doing an OSX build?

I would assume your sales would be considerably better.


Trinosis(Posted 2011) [#11]

I knew that, just trying to be funny Hanse the wink.

Do you have any interest in doing an OSX build?

I would assume your sales would be considerably better.





Ahh. I missed the Wink.

I would consider a Mac build if i had a Mac.

Unfortunately i'm on a budget and only have a PC.


Steve Elliott(Posted 2012) [#12]

How did you find the difficulty of the demo level ?



Difficulty is good. What I like about this shmup is you don't die immediately if you miss a powerup. That is soo annoying. I'm glad you didn't go down that route. Having said that, I'd reduce the number of weapon pickups as your ship can get very powerful which makes it a tad easier than it could be.


Trinosis(Posted 2012) [#13]
Ok.

Thanks for the feedback.

Bare in mind this is level 1 out of 32.

Each succesive level does get harder as you progress.

Judging the difficulty for a demo is quite tricky.

I want it easy enough so players can get to see all it has to offer, but difficult enough as to provide a bit of a challenge.

I'll tweak the pickup spawn rate a tad. :)


Steve Elliott(Posted 2012) [#14]

Bare in mind this is level 1 out of 32.
Each succesive level does get harder as you progress.



Ah, in that case I wouldn't change it too much...if at all.


Trinosis(Posted 2012) [#15]
Ok.

I've already had some very useful feedback and have a new, to do list, of lots of minor updates to do.

I've not had any comments saying the demo is too difficult though.
Which is good news.

This is after all, the easiest level in the game.

:)


Steve Elliott(Posted 2012) [#16]
If this is the easiest level then I have no complaints there. I completed the demo and enjoyed it, and so would like to purchase. Therefore the demo is a good one.

Another minor update: When you quit and the other levels in the full version are scrolled across the screen, they are ever so slightly jerky. Not silky smooth like everything else.


Trinosis(Posted 2012) [#17]
Great to hear you enjoyed the demo.

I've looked into the jerky scrolling images problem and think i've solved it.

The code was attempting to draw all the images at the same time, an oversight on my part.

Now, only the screenshot images which are about to come onto the screen or have just scrolled off are drawn.

Reducing the draw overhead by a significant amount.

I've also pre drawn the images when they are loaded so they are copied to the graphics card ram before they are drawn too.

This should eliminate that jerky scroll problem.

I've uploaded a new game.exe file with the changes.

I'd be greatful if you could download it and test it for me.

1.4mb zip file.

http://www.trinosis.com/files/jerky_scroll_test.zip

Just unzip the exe and copy it to the zytron II install folder and run it from there.

And report your findings.

Much appreciated.

Last edited 2012


Steve Elliott(Posted 2012) [#18]
The problem is still there. I'm noticing it in-game now too - because I'm looking for it. In-game is so busy that I hadn't even noticed it before, lol.

The game is smooth enough to be honest, so you might want to ship it anyway. I think the problem is your lack of speed compensation code. So the scrolling is 'pulling' now and again, rather than one continuous scroll. If your code adjusted for the frame rate drops I think the problem would be solved.


Trinosis(Posted 2012) [#19]
Ahh ok.

If your game, screen resolution refresh rate is set 60hz and your computer fast to update the game code at 60hz and v sync enabled then there should be no jerky display.

But slicker smooth scrolling.

Any refresh rates other than 60hz will produce a slightly jerky display as well as running too high a detail level where the code cant update at 60hz.


Neuro(Posted 2012) [#20]
Wow, that was one hell of an experience :)! Kinda reminded me of that same trance-like feeling I got from playing Child of Eden with all the surreal glowing polygons everywhere. Its like eye candy chaos, running at 60fps on max settings :)! Just beat the demo and looking forward to the full game.


Trinosis(Posted 2012) [#21]
Thanks Neuro.

Glad you enjoyed it.

I'm currently implementing some changes suggested by players.

I expect to have an updated demo available in about two weeks time.

:)


Paul "Taiphoz"(Posted 2012) [#22]
I hate to say it. But I hate games like this, not the game actually but that visual style , it's seems to me like such a copout when it comes to the art.

I'm sure the gameplay is amazing and clearly lots of work done on it. Just not my style. If you release a traditional skin let me know.


Neuro(Posted 2012) [#23]
not the game actually but that visual style , it's seems to me like such a copout when it comes to the art.

How exactly is this a copout to the art?


Steve Elliott(Posted 2012) [#24]
Hate to say it...well don't then lol.


Paul "Taiphoz"(Posted 2012) [#25]
@Steve , he said all feedback welcome.

As I said I just really do not like this visual style in games, this is purely a personal thing, and as I said I am sure the game play is solid, but for me the visual style would not only give me a pounding headache after 5 seconds of play, but would probably make me a little sick as well.


Steve Elliott(Posted 2012) [#26]
I know what you mean. You either love or hate the style.


Neuro(Posted 2012) [#27]
Yeah i agree, and everyone is entitled to their opinions. I was just curious as to why he would call the art style a cop-out. A friend of mine wouldn't be able to play this kind of game also since he gets a headache reaction from the flashing graphics, and loathes those bullet-hell type games. I personally love it :).


Steve Elliott(Posted 2012) [#28]

..it's seems to me like such a copout when it comes to the art.



As far as I'm concerned, more abstract art (rather than photo realistic) suits this type of game much better.


Trinosis(Posted 2012) [#29]
A New Updated Demo Is now Available For Download.

See First Post for details.


Trinosis(Posted 2012) [#30]
Zytron II Now On Sale + New 3 Level Demo

See First Post for details.


Neuro(Posted 2012) [#31]
Trinosis, your site appears to be down !


Trinosis(Posted 2012) [#32]
It's currently up for me.

Just checked it with http://www.downforeveryoneorjustme.com/

The forum says you posted here 55 minutes ago.

So it's probably just weekend traffic slowing the server down.

Thanks for letting me know though.


By the way, the game images in my first post here are linked directly to my website, so if you see those images, then the site is up.

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Neuro(Posted 2012) [#33]
Ok it works now, wasn't up when i last checked :). Thanks!


Neuro(Posted 2012) [#34]
I have a suggestion, the main menu is insanely pack with literally every possible options on the game :)! I think it looks really cluttered and hard to see. Granted, it does save navigation and clicking to get to where you need to go, but perhaps collapse the menu down a level so its not as cluttered?


Trinosis(Posted 2012) [#35]
Thanks for the suggestion.

But i doubt i'll be changing the game from now on.

I personaly hate navigating menus and sub menus, so putting alot of options on the main menu means less navigation overall for players.

You can't please everyone and i think i've struck a fair balance.

:)


(tu) ENAY(Posted 2012) [#36]
Looks awesome, downloading now. Any chance of a 4 player youtube video? That would surely show the game in an even better light :)


Trinosis(Posted 2012) [#37]
Thanks ENAY.

Yeh, a 4 player youtube vid is a good idea.

Trouble is, getting 4 people to play the game.

I did code some ai for the other 3 players so i could record a 4 player vid myself but it didn't work very well.

If anyone out there wants to record a multiplayer session, i'd love to put it on my youtube channel.

:)


Kaemaril(Posted 2012) [#38]
Are you having problems with your web host? Attempting to access your site is giving me sundry 404/403 errors ...


Trinosis(Posted 2012) [#39]
Hi.

My apologies.

Everythings back to normal now.

Last edited 2012