I'm interested in making a horizontally scrolling shmup, inspired at least in part by the classic coinops and 16 bits (gradius, rtype, biometal, etc).
As a novice game designer, I'm always feeling a bit overwhelmed by the prospect of actually designing and implementing a game and making it fun. Mechanically, I think I understand how to do most of what's needed within stencyl, and I'm pretty good with graphics.
I'm interested in getting tips on how to approach designing levels and enemies and particularly bosses and their behavior if anyone has any, and specificaly I'm interested in knowing the best way to design "levels". My plan was to have one screen and simply have timed spawns ("do after" blocks in the when creating area of the scene) make enemies and things come on screen, which may work just fine, with the possible drawback if you want to control the pace of the game by having the timing of the next wave depending in some way on player action. For example, you reach certain points where the enemies don't continue coming until the player clears the screen or takes some other action.
The inelegant solution would be to make levels large scenes and scroll the camera through them. The drawback here is it's much more likely that there'd be performance issues due to how stencyl seems to work.