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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Zytron II Now On Sale + New 3 Level Demo

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[b]Zytron II Now On Sale + New 3 Level Demo[/b]

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

3 level Demo, Url's

62mb Installer

66mb Zip


It was felt that a single level didn't convey enough of the game to players but that a 3 level demo provides enough variation to allow players to better judge 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.

[u][b]About The Game[/b][/u]
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.


Lo res youtube video

Hi res flash video


[u][b]Game Features[/b][/u]
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.

[u][b]System Requirements[/b][/u]
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

You can also read the backstory to the game, either in game from the main menu or on my website at
[url="http://www.trinosis.com/zytron2/backstory.html"]http://www.trinosis..../backstory.html[/url] Edited by K_J_M

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