Oh my, it's been quite a while, hasn't it? A
lot has been done since April.
Probably the biggest accomplishment since last post was the programming language I use for bullet patterns now. I programmed an entirely custom language specifically for this game's bullet patterns, and it was definitely worth it. I can program a new pattern in less than half the time it would take for me to do it in the Stencyl block interface. It makes use of the External Data extension to pull .sjbs files (just fancy .txt files that have some pretty formatting when they're opened in Notepad++) into a list. Then I have a very large behaviour that runs through the list and parses everything, giving the correct response. It was a lot simpler to program than I expected; the biggest hurdles I ran into were probably implementing math and attributes, and loops. Of course, it's still rough around the edges, e.g.: sometimes loops won't work properly unless you put a "wait for zero seconds" command inside of the loop, but it works like a charm otherwise.
Another big thing I set up was the second playable character, seen in the above screenshot. She comes with two new shot types, but her bombs still have yet to be programmed. The main playable character also has her second shot type now, as well as her second bomb, which is probably the most fun I've had programming with the Image API:
https://twitter.com/akemi_yume/status/1259986181158133760 There are also a few things here and there that I've added or fixed: There's a timer on attacks now, so you won't get stuck losing an inordinate amount of lives on a single attack, I figured out a much better way to seamlessly loop music, there's a boss name flair in the corner, there are the white familiars orbiting the boss that signify how many attacks are left, and so on and so forth.