BitBeamCannon

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BitBeamCannon

BitBeamCannon

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In this VERY BIASED play-through, Corey and Mike, two veteran professional pixel artist/game designers check out and discuss the new Demons of Asteborg DX demo for the Gameboy Advance that NeoFid recently released as part of their Indiegogo campaign, which ends in a little over a day from the time we posted this video!

If you want to support NeoFid as they create great retro games for beloved classic systems, and get Demons of Asteborg DX for the Gameboy Advance or for the NeoGeo, back their Indiegogo campaign here: https://www.indiegogo.com/projects/demons-of-asteborg-dx-a-new-game-for-gba-neo-geo/x/18537567#/

You can download the same demo you see us playing in this video from here: https://neofidstudios.itch.io/demons-of-asteborg-dx

You can learn more about our own retro game projects here: https://bitbeamcannon.com/

TL;DW,

- To celebrate reaching over 2 thousand subscribers on Youtube at the end of the video we show you the other game projects we'll get back to after DaemonClaw is delivered.

- Mike made the additional environment art for all of the intermission screens between levels and has roughed in the art for all the other magical objects the player acquires for the intermission screen.

- Mike has finalized the design for the final level's basic enemies and with the help of a new contract pixel artist is quickly getting all the final animations for them finished.

- Corey finished the level 2 boss fight art, the level 3 boss fight art is more than half finished, and Corey has now designed the look for the level 4 boss and has begun animating it as well.

- Mike has all of the trading card illustrations (which will come packaged with all physical versions DaemonClaw that the Kickstarter backers get) to about 98 percent complete.

On the Megadrive side of things:

- Neofid finished implementing all of the level 3 boss fight behaviors and has also fixed many bugs and made many tweaks to the gameplay and behaviors that Mike requested after repeated test-plays.
- Neofid also got the level 3 magic abilities for Gareth almost fully implemented

On the NeoGeo side of things:

- The programmer for the Neo Geo version of DaemonClaw just finished optimizing his code-base for DaemonClaw and is back into fully focused work on getting all of DaemonClaw working on that great and powerful system!

Please subscribe to stay up to date on all our progress!
You can also visit https://bitbeamcannon.com to keep track of DaemonClaw and our other projects, as well as to connect with all of our social media accounts.

TL;DW,

We've now added some customizable CRT screen simulating options; blurring, scan-lines, and even fish eyed screen to the modern/PC version of DaemonClaw. We also increased the screen resolution of this modern/PC version so more of the environment and action fits on the screen.

Mike has made good progress with the illustrations required for the 6 collectable trading cards and now has a solid foundation for all of them, so all that's left for them is regular progress on cleaning and detailing them all.

Corey is almost finished with the final art for the level 2 boss, and around half-way finished with the final art for the level 3 boss fight.

On the Megadrive side of things:

- Neofid has wrapped up all the features for level 3, recently adding both sub-boss fight sequences, which are both very different from each other.
- most levels are around 90 percent finished and in the polishing stage, while the final level is around 40 percent finished.
- the levels 1 and 2 boss fights are fully programmed and in the polishing stage, and the remaining bosses except for the final one are all at least partially working and in progress.

Please subscribe to stay up to date on all our progress!
You can also visit https://bitbeamcannon.com to keep track of DaemonClaw and our other projects, as well as to connect with all of our social media accounts.

TL;DW,

Gareth's gameplay design is now finalized and this update video shows the first ever gameplay clips preview of Gareth in level 1. Gareth's sprite animations and level 1 gameplay are now about 90 percent complete.

Tag Team mode is also at about 90 percent implemented as well, just needing continued thorough testing and polish.

Neofid got the core environment and basic enemies for level 4 done and are working on the level 3 and level 4 bosses now. They also began adding the bonus scoring system for players who pull off cool combos and attacks on enemies.

Please subscribe to stay up to date on all our progress!
You can also visit https://bitbeamcannon.com to keep track of DaemonClaw and our other projects, as well as to connect with all of our social media accounts.

TL;DW,

On the modern version/game-design side of things we're now working on the final boss behavior!. We're very close now to getting the entire game (in the rough) designed and working (still with many bugs and imperfections to be polished later) implemented in the modern version.

Corey has finished all basic enemy and sub boss sprite art for levels 3 and 4, and a large amount of the art and animation work for the level 3 boss is well underway.

Gareth's gameplay design is now finalized and Mike got the Gareth sprite animations to about 70 percent cleaned up.

Neofid has finished programming all the required level 2 boss behaviors and we've already tested and gave feedback for the first big round of refining the gameplay for it.

Also, tag team mode is now working on the Megadrive and we'll also be testing and refining that as much as possible throughout the rest of development. (along with everything else)

For a limited time, until February 12th 2024 you can try the DaemonClaw demo on Steam! We'd love for you to give it a try and provide feedback. Just be sure to watch the training video my selecting "training" in the main menu before playing. https://store.steampowered.com/app/1117920/DaemonClaw_Origins_of_Nnar/

Please subscribe to stay up to date on all our progress!

TL;DW,

On the modern version/game-design side of things we're working on the final sub-boss design and behavior and the level 4 boss design and behavior working in game. We're targeting getting the entire game (in the rough) designed and working (still with many bugs and imperfections to be polished later) implemented in the modern version. This will allow us to start to make all the final art for the remaining elements of the game and will allow NeoFid to copy the behaviors etc into the Megadrive version.

The full Splash-screen, main menu, and character select are now fully working on Megadrive, as are the level intermission scene, intro cinematic, and the game over screen.

We continue to play-test and refine the gameplay for Gareth (the second playable character for the Megadrive version)and will begin making the final art and animations for his sprite soon.

Corey has made the final art for the level 3 environment and has begin making the final art for the level 3 boss fight.

Neofid has begin programming level 3 (environment and basic enemies) and continue to work on the level 2 boss and have started coding the level 3 boss.

Corey and Mike also wrote the first draft of all pages for the manual of the game which will come with all physical versions of the game.

Mike also drafted a rough description of the 6 collectible cards which will come with all the physical versions of the game. (Kickstarter version at least)

Please subscribe to stay up to date on all our progress!

TL;DW,
We're on schedule, Gareth (the second playable character for the Megadriver version) is now mostly working on the Megadrive and we've tested it and made a thorough change list which ,once implemented should get Gareth's controls and gameplay very close to final.

The final art for the splash screen/main menu gave been properly formatted and improved for the Megadrive version.

Level 2 is now nearly fully functional on Megadrive, not only retaining the snow effect, but it's actually improved over the original version.

Meanwhile Mike got a rough version of the level 3 boss fight and a level 4 sub-boss fight sequence working with place-holder art.
Please subscribe to stay up to date on all our progress!

TL;DW,
We're on schedule, Gareth (the second playable character for the Megadriver version) is now partially working on the Megadrive and we should be able to begin refining his gameplay soon, and lots of art is being properly formatted for NeoFid to get Levels 1 and 2 and the Level 1 boss fight working on the Megadrive version. Programming work has already begun for the level 1 boss.
Meanwhile Mike got a rough version of the level 2 boss fight and a level 3 sub-boss fight sequence working with place-holder art.
Please subscribe to stay up to date on all our progress!

Here is our first ever project update video for DaemonClaw just after the successful Kickstarter campaign for the Megadrive, NeoGeo and Pc versions of DaemonClaw.

Please subscribe to stay up to date on all our progress!

Here's a progress report for DaemonClaw, one of our two current projects.

In this video we show you the cool Ice magic powers the player gets in the Gargoyle cave level and we show how we're adding a widescreen full-screen mode with simulated CRT monitor options as well!

We also hint at what's to come in the next update video for Metro Siege (our other retro game project)

Get more details for our projects and all our social media links at https://bitbeamcannon.com

In this video two pro pixel artists Mike and Corey check out the great book; "Sega Master System: a visual compendium" while discussing some interesting aspects of the early Sega console's history and technical abilities.

NOTE: This video is not paid or requested by Bitmap Books.

Here's a progress report for our two current projects (DaemonClaw and MetroSiege) and for BitBeamCannon in general.

The actual update details are the first 12 minutes of the video. In the second half we have a discussion about some aspects of indie game development.

Get more details for our projects and all our social media links at https://bitbeamcannon.com

Here's a progress report for our two current projects (DaemonClaw and MetroSiege) and for BitBeamCannon in general.

Get more details for our projects and all our social media links at https://bitbeamcannon.com

The boss room for Level 2 of DaemonClaw is inside an icy throne room. Pixel art by Corey. Created using Promotion NG.

Support us on Patreon: https://www.patreon.com/bitbeamcannon

Visit our website: https://www.bitbeamcannon.com
Our Twitter: https://twitter.com/cannonretro
Our Facebook page: https://www.facebook.com/Bitbeamcannon/
Corey's Twitter: https://twitter.com/corey_annis
Corey's Minds: https://www.minds.com/corey_at_bitbeam/

MUSIC INFO:
Gagool by Kevin MacLeod is licensed under a Creative Commons Attribution 4.0 license. https://creativecommons.org/licenses/by/4.0/

Source: http://incompetech.com/music/royalty-free/index.html?isrc=USUAN1100443

Artist: http://incompetech.com/

This is part 39 of what will be a long series that covers every step of the creation of a game in Construct 3 starting from an empty project. Until now the series was using Construct 2, but we've just migrated the project to Construct 3

In the previous video we planned out the intro cinematic sequence and this video shows the events we created to make it all work.

At the end of this video I mentioned the Commodore Retro Expo event which we'll be presenting at. You can find out more about the event here: https://www.crxevent.com/

You can support our game projects, tutorial videos and live-streams by becoming a Patreon backer.
Our Patreon Page can be found here: https://www.patreon.com/bitbeamcannon

Part of the DaemonClaw intro story cut scenes created by Corey. The background of the second intro image (seen here) depicts three different locations, but what is happening in these scenes will be drawn in Part 2 of the time-lapse. Made using Promotion NG.

Support us on Patreon: https://www.patreon.com/bitbeamcannon

Visit our website: https://www.bitbeamcannon.com
Our Twitter (RetroCannon): https://twitter.com/cannonretro
Our Facebook page: https://www.facebook.com/Bitbeamcannon/
Corey's Twitter: https://twitter.com/corey_annis

In this video Corey and Mike play the classic 16 bit beat em' up game Captain Commando by Capcom, with special guest Amiga Bill.
Amiga bill has a great retro gaming and computing live streaming channel on Twitch here: https://www.twitch.tv/amigabill
He is also part of the classic Amiga computer themed Youtube channel "The Guru Meditation" here: https://www.youtube.com/channel/UCYt9E2d_GCrPzquW-5MZwmQ

You can watch the full livestream Amiga Bill did with Mike, discussing Metro Siege and other projects here: https://www.twitch.tv/amigabill/video/474167242

In this video Corey and Mike play the classic 16 bit beat em' up game Captain Commando by Capcom, with special guest Amiga Bill.

Amiga bill has a great retro gaming and computing live streaming channel on Twitch here: https://www.twitch.tv/amigabill
He is also part of the classic Amiga computer themed Youtube channel "The Guru Meditation" here: https://www.youtube.com/channel/UCYt9E2d_GCrPzquW-5MZwmQ

You can watch the full livestream Amiga Bill did with Mike, discussing Metro Siege and other projects here: https://www.twitch.tv/amigabill/video/474167242

This is part 38 of what will be a long series that covers every step of the creation of a game in Construct 2 starting from an empty project.

This video is strange for the series because we don't do any actual 'eventing' or editing in Construct, it's purely a brainstorm/planning video where we figure out the intro cinematic for the game.
You can support our game projects, tutorial videos and live-streams by becoming a Patreon backer.
Our Patreon Page can be found here: https://www.patreon.com/bitbeamcannon

This is part 37 of what will be a long series that covers every step of the creation of a game in Construct 2 starting from an empty project.

In this video we show how we game the hero the ability to break and deflect enemy projectile weapons with his gauntlet, and we make it so stunned bird men can't catch their boomerang sword, instead, it hits them and hurts them.

You can support our game projects, tutorial videos and live-streams by becoming a Patreon backer.
Our Patreon Page can be found here: https://www.patreon.com/bitbeamcannon

This is part 36 of what will be a long series that covers every step of the creation of a game in Construct 2 starting from an empty project.

In this video we show how we added new duck and rolling abilities to the player character.

Please consider supporting our game projects, tutorial videos and live-streams by becoming a Patreon backer.
Our Patreon Page can be found here: https://www.patreon.com/bitbeamcannon

In this video we play Streets of Rage 2, one of the most beloved 16-bit street brawlers for home consoles. This classic game was one of the biggest initial inspirations for Mike's design of Metro Siege.

Please consider supporting our game projects, tutorial videos and live-streams by becoming a Patreon backer.
Our Patreon Page can be found here: https://www.patreon.com/bitbeamcannon

Visit our website: https://bitbeamcannon.com/
Follow us on Twitter (RetroCannon): @CannonRetro
Our Facebook: https://www.facebook.com/Bitbeamcannon/

Metro Siege Public Teaser:
https://youtu.be/pEdMDG3uSPA

Our latest Construct 2 video featuring our game DaemonClaw:
https://youtu.be/5-5nlZOAL9w

This is part 31 of what will be a long series that covers every step of the creation of a game in Construct 2 starting from an empty project.
In this video Mike gives you a quick status update for the level 1 boss and other tweaks and additions we've recently made to our retro game project DaemonClaw.

Part one is currently a private video only available to our Patreon backers.

Please consider supporting our game projects, tutorial videos and live-streams by becoming a Patreon backer.
Our Patreon Page can be found here: https://www.patreon.com/bitbeamcannon

In this video we play Altered Beast, which was one of the initial inspirations for the game play of our retro 16-bit game project, DaemonClaw.
You can see and learn more about DaemonClaw and our other projects at https://bitbeamcannon.com/

The other game that inspired DaemonClaw was BlackBelt for the Sega Master system. You can watch us play and discuss that game here: https://youtu.be/cMxgONeGy6c

We're pre-creating a complete Amiga game project in Construct 2 for modern platforms to finalize the art, sound and gameplay ahead of the actual classic Amiga version.

This is part 26 of what will be a long series that covers every step of the creation of a game in Construct 2 starting from an empty project. Part one is currently a private video only available to our Patreon backers. In this video we ad in some more finished environment art and add the events to allow the player to exit the right edge of one level an enter via the left edge of the next with fade in and out.

Please consider supporting our game projects, tutorial videos and live-streams by becoming a Patreon backer.
Our Patreon Page can be found here: https://www.patreon.com/bitbeamcannon

You can find my fine art here: https://fineartamerica.com/profiles/michael-parent.html

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Created 5 years, 7 months ago.

91 videos

Category Gaming

We make fun retro games and game engines.