Corey at BitBeam's Recent Forum Activity

  • Hi everyone. We're happy to announce that as of Sunday June 5th 2022 the next update build of the demo is up, so for those who had gained access to the demo, the next time you log into the original URL you were provided, please press Control+F5 to make your browser refresh the page to make sure you are playing the new version. Cheers!

    We've made lots of improvements based on player feedback including:

    -HUD update

    -Camera tweaks (including the motion of it)

    -Addressing gameplay issues

    -General bug fixing

    -A few extra visual enhancements

  • Thanks for the feedback. In DaemonClaw there is a normal jump and a high jump. I'd say for the purposes of this video the high jump is shown more often (to capture some visceral moments). The flow of an entire level isn't quite as jarring as you go along.

    This was inspired by Black Belt, in that you have to use the special high jump to gather power-ups.

    We considered having a hold-button sort of variable jump height in the beginning, but found it didn't lend itself as well to this game's action (and is better for more platforming). But, since this is the first major public test outside a small handful of people, this type of feedback is exactly what we're looking for from those who try it out.

  • We've been working on this game for a couple of years using Construct 3.

    We'd love your feedback so we can make sure DaemonClaw is as fun as possible.

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    Email mailvhb@bitbeamcannon.com with the subject "Test DaemonClaw" and we'll tell you how to play the game.

  • Greetings!

    For those interested in quicker updates of our projects and what's going on at BitBeamCannon, this thread is dedicated to those videos.

    In our latest update Mike and Corey go over the current state of our projects, including DaemonClaw (made with Construct 2), as well as our other recent endeavors.

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  • That is a good point. We'll post in the same thread from now on. Thanks for the kind words.

  • In Part 40 Corey and Mike show how the sound portion of the options menu was created in Construct 3. This allows players to adjust the Master volume, sound levels, and music levels independently.

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  • Here is part 14 with our latest progress. There are several videos yet to be edited from our crunch-time sprint. They will be posted here in their proper chronological order as Mike has time to edit them.

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    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 10 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.

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    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 9 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.

  • Subscribe to Construct videos now

    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.

    I was tired so spoke in a slow monotone in this video, feel free to watch the video at 1.25 or 1.5 playback speed.

    This is part 8 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.

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    Two long time pro pixel artists discuss the arcane origins of pixel art and why those technical limitations that defined the art form are still very relevant for modern pixel artists.

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    Here is part seven of our continued series where we create a retro style game from scratch in Construct 2. We've now added humanoid enemies and it's starting to feel the beginnings of a full game.

    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.

  • The game is meant to mimic Amiga computers. Although this version is being created in Construct 2, a version that runs on Amiga will also be created (and should look and play exactly the same).

    Amiga was capable of 12-bit RGB color (4 bits per channel). So the color palette was selected within those restrictions.

    We appreciate the compliments, as always.

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Corey at BitBeam

Member since 1 Jun, 2019

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