Just got back from vacation, and I've gotten a fair amount done!
I've set up a system that allows me to assign an actor an attack mode, and put that together with an internal timer in the stage scene, and now I have the main stage enemies: fairies! They'll have the widest range of attacks, but are incredibly weak: only a couple shots kills them off.
There are also new Potential pickups on screen. Along with those, I've also made pickups for Extend, Potential Shifts, and lives, each a different color: light blue, black, and rich red, respectively.
It's a bit hard to see, but grazed bullets now get a purple/pink tint over them, indicating they've been grazed.
I've drawn a new portrait for Kiyoko (again, probably for the last time, I'm very happy with her now), as well as the portraits for the Stage 2 bosses, though I'm not totally set on one of them.
I've got lots of music partway composed, a lot of which will have to wait for another game, as they don't fit perfectly.
I'm running into framerate issues with bullets again. I'm probably going to have to find another alternative to the Image API, or find a way to use it better, because as it stands now, I can't make the danmaku that I want. merrak gave me a bullet demo over on Discord that managed to run 4,000 bullets before dropping frames on his end, but I couldn't get it to run over 1,000 on mine. I want to get my game running smooth on my (relatively low-end, now) computer, that way I can let the most amount of people have access to it. But at the moment, I'm rather stumped as to how to go about this.
Otherwise, I'm back again, so I should be able to post here a
little more frequently.