BitBeamCannon is a small independent game studio dedicated to making retro arcade and console style games highly inspired by the 8 and 16 bit era of video games. BitBeamCannon was founded by two veteran pixel artists, Michael Parent and Corey Annis.
Our goal is to make high quality retro video games that make you feel like you just woke up in an alternate reality where all the triple-A game studios of the 8 and 16 bit era had created great franchises you've not yet seen or played.
We're working on several projects with other professionals. One will run on modern systems but is made to graphically mimic an 8 bit NES, and the other projects will run on actual classic Amiga computers as well as modern systems through emulation.
I love the gfx. it's actually like the old school style without black lines all around every character and object. Makes it look not only better but also more authentic. cursed castilla also has the og style.
The Mega drive is literally having a second sign of life. So many games are coming to it. It's awesome, the look of this game and the concept with the right marketing this game would have done well in 93.
Great to see the update from you Mike and Corey. Looking forward on playing the game for the Neo-Geo soon from you guys. I posted this up on The Official NEO-GEO Thread for others to take notice. Thank you as always fellas. 8^) Anthony..
That is indeed Gareth from Demon's of Asteborg. We proposed to Neofid that since they were making the Megadrive version and we used their Kickstarter account to launch the campaign, that we could make the second character for the Megadrive version be Gareth as a treat to the fans of Demons of Asteborg. Of course we adapted the art and move set of the character to work best in the DaemonClaw gameplay.
Very cool! Can I ask for help? How to change scene in Scorpion Engine? I want to start from a "press fire to start" screen into the game but I don't understand how...
You would have your start up code block load in your splash screen scene which could be a level map instead of just a panel, or just a panel, then you have code running in that scene that loads in your next level once a button is pressed. Some of the many example projects included with Scorpion Engine should be good examples for this.
Thanks! We'll keep those suggestions in mind for once we're out of crunch time for DaemonClaw and can get back into making more videos. Please stay tuned!
I always thought it was insane that commodore didn’t make or commission supporting software for the amiga. Can you imagine Nintendo just building the hardware and relying developers to do all the software. It seems so obvious looking back the amiga needed a multi button controller standard and later needed a storage alternative like a dedicated cd drive, hard drive or cartridge system. Ultimately it was too little too late. As for marketing, the a500 seemed like it was marketed much better, here in New Zealand and Australia they had a video called ‘Amiga the movie’ it was free to rent from local video stores. It demonstrated the amigas range of abilities in dtp, business, video production, music as well as games. This must have helped as the a500 was extremely popular here in New Zealand in the late 80’s and early 90’s.
All this "your-character-should-be-able-to-this-and-that"-talk gets exhausting. Older folks like me had to hear these type of arguments for most of their gaming-lifes - they don't make or break the quality of a game as a work of art. They merely decide if a game will be popular or not with the masses. For me, boundaries are very important on how unique a game is going to play. In the long run, they are the one thing that stands against all games of a genre play the same. Accept that this game isn't so much about feeling like a ninja, but being a ninja and has a GnG-approach to the genre. And yes: The one flaw of this game really has is its nasty difficulty - it should have been toned down big time. That dying from checkpoint to checkpoint with infinite tries, that has been so obsessively popular since and with Super Meat Boy, Shovel Knight and alike, should be reverted to oldschool formats with finite tries and way more reasonable difficulty curves. Also, it's quite fun to scan stages for items that help you survive, like the classic 1-up. It gives the player an organic reason to explore the game - beside the most simple or efficient route to victory. The classic Castlevania experience wouldn't be as sapid, if there weren't secret hunks of flesh and even more tasty 1-ups to find.
Awesome as always Mike and Corey. I posted this up on The Official NEO-GEO Thread for others to take notice and help gain support. Thank you as always fellas. 8^) Anthony..
the base jumping animation needs at least a different position. Right now there is very little difference between the character standing still and in mid jump. It looks the same with only a slight knee bend to tell the different.
Combat looks impactful, which is obviously a good thing. I love the graphics! I don't think anyone would mind paying a few extra bucks for a much better version of the game on their precious mega drive.
Thanks for sharing guys everything looking great and the news is welcome I would wait as long as you guys need as it’s going to worth the wait with you and NeoFid working hard to give a special awesome Mega Drive Genesis game
@@bitbeamcannon2468Let me tell you what happened when the Kickstarter was going on. So I actually backed it, and I was working.snd I hadn't checked my phone in awhile that day. It was the last day to back it, my bank sent me a message to authorize the transaction because it didn't recognize the purchase. So it never actually took it and time ran out and I was pissed..
I really love how this game is coming along. From when I played a NextFest demo awhile ago I could immediately see the potential. Looking forward to it, thanks for the update.
7:20 See that foreground? You should be able to jump to that and do stuff like fight someone and have some treasure there. Like Top Hunter on neo geo. And dont say you dont have cartridge space or memory. ;)
Each version will visually distinct in ways to take full advantage of the strengths of that system. The Neo Geo version will have more varied environment graphics, more on-screen colors, effects, etc. Also each version will have a completely different second playable character, and the one for Neo Geo is designed to really put use to the systems graphics horse-power.
@@SXYdinousaur-v9v great question, but you'd have to talk to Pixelheart about that aspect. They might not be sure on this point yet themselves, but it's worth asking.
The plan is to support both 2 and 3 buttons plus the pause button for gamepads. I'll discuss supporting more with the programmer after giving additional button support more consideration to figure out the ideal configuration.
Great to see Mike and Corey sharing the latest updates on DaemonClaw. I posted the video up on, The Official NEO-GEO Thread for others to take notice fellas. Always a pleasure to share your works. 8^) Anthony..
I saw Kim being criticized for her "futuristic" look, to me she strictly looks like a cop from a riot squad wearing an armor and protection pads. There's supposed to be riots in the city. They talk about it with Bob Robert. So, her appearance is not only justified but she is defined as the main character by it I think.
(compliment) I took a closer look at the animations and honestly I think you did an absolutely incredible job. My idea about the "split sprites/modular animation" was that it would allow a character with the equivalent of 30 sprites to look like it has 50. But It seems that resources were far more limited than I thought and your technique is a lot more efficient. It looks like memory that would allow huge characters like Kim and Alex to only have 15 sprites can here offer them 70. Also, there's another really impressive achievement I find and it's that Metro Siege simple animations still manage to avoid the very rigid feel of a game like Body Blows for example. All the small variations in the animations that are allowed by the split bodyparts really convey a feeling a smoothness. It also brings life, a flow, to the characters contrary to, again, Body Blows where the characters look like still images. Kim's basic punch is beautiful, I think that only her arm changes. It looks so smooth and natural, as if it had three frames of animations. Really the smoothness permitted by this animation technique creates the illusion of a far more powerful system. I love watching the characters walk around, and their idle animations too. (Alex' throw only could do with another drawing maybe). And obviously, again, it's incredible to think this works on an Amiga 500. While playing it, the idea of the Amiga 500 doesn't spring to mind. The sprites are too big, the colors are too numerous, there are too many huge opponents on screen.
I noticed the bars for passengers to hold on to are collisional. Are you intending to allow the player characters to interact with these? For example, spinning around and propelling themselves forward in a kicking motion or perhaps a sort of leg hold on enemies.
Sorry, there's no where near enough memory for custom animations and gameplay mechanics like that for the poles, but you can kind of hide behind them and throw enemies into them, which should do extra damage to the enemy.
Thanks. We're working as hard and fast as we can to get it out as soon as possible, but also without cutting corners. We really appreciate your support and patience.
I just wanted to thank you for this excellent game. Amiga never had such a great beat m up game until Metro Siege. I played the demo of Metro Siege and loved it. I'm looking forward to the full version. Thank you very much for making such a great game on Amiga. And congratulations. If Metro Siege had been released in the early 90s, it might have changed the fate of the Amiga.
Do you mean your character is walking in a direction even when you're not pressing in a direction? If that's the case, that sounds like a matter of the browser's analogue stick support being too sensitive (not a big enough dead-zone) so I'm not sure we can do anything about that.. luckily the real modern versions of the game won't be for web, they will be for PC, Switch etc, so we'd be able to fix that.
Hello. I've now played the metro siege demo 2 times on WinUAE (the game is great, graphics and gameplaywise) and here's a few comments/ideas: - When on the ground, Kim and Alex can roll up or down. That's good, but 70% of the time we only want them to stand up and so, I think it would improve the gameplay if the left and right key also made the character stand up. Also, I've got the feeling that "up" or "down" need to be released and pushed again so that the roll is performed. I think it would be better if the character rolled immediately if up or down is pressed when they hit the grown. (Edit: actually, it might actually work better if they automatically stand up immediately except if players are already pressing up or down). - When pushing the Attack button and then "up", Kim does a back attack, then an uppercut, then a 360° attack. It's a bit "weird" to be able to go through the "back" attack when you want to hit an enemy that is in front with the uppercut and the 360. So, it would look better if the back attack were only triggered when there actually is an enemy behind. - Also, the move list is fine but I think it'd be great if a move could "unlock" a "follow up". For exemple, It'd be cool if the sweep could combo into the uppercut if up+up is pressed during the sweep animation. We want our focus to be rewarded by extra damage. I'm under the impression that there already are a few combos of the kind in the game. I thought the game was a bit hard on first playthrough but I understood the gameplay a bit and it just feels like a beat 'em up with its own stuff. I'm not a big fan of beat'em ups and there are a few old beat em ups that feels too limited by a lack of moves. Metro Siege has got enough. I heard the programmer say that there wasn't enough memory to implement weapons but, really, just one weapon (a baseball bat) would make a lot of difference because it would add a situational advantage, a choice to make on the spot. Or, like in the new TMNT, Kim or Alex could pick up bonuses (like energy drink/double damage, it wouldn't need any new animation frame). Just like in Daemon Claw, bonuses that can be missed add a lot. Taking advantage of something or missing an opportunity is fun. Anyway, keep up the good work. The game is awesome.