It's been going fairly slow lately. Maybe its just general loss of interest. Even though I had ALL DAY to do the things on the check-off list, I instead spent most of my precious time re-reading Homestuck from act 2 to act 4 (why the heck do I spend so much time on reading something that I've already read twice? I'm even weeks ahead of the official re-read schedule!).
But regardless of my slacking, I did somehow get something done:
-Split-screen multiplayer working!
-Avery and Deanis sprites complete!
--Deanis's jetpack shoots out a dust-trail of obj_poof every time alarm makes it to 10
-Fixed a stupid bug in the direction facing system (I accidentally put the upsprite variable where the leftsprite variable should have been and vise-versa. As mentioned, stupid bug, easily fixed.)
-Started drawing the background for the cave circuit
--So far it has the basic lineart, the background colors of the different sections, some random items that do nothing, and shading on 60% of the sheer cliffs.
But, the movement engine is very flawed.
-Characters only change facing direction if they move in a cardinal direction next to the current one (going right immediately after going left will make them look like they're flying backwards) may or may not be fixed, might be retooled to seem more natural.
-Collisions are very stiff and don't allow for any sort of sliding past, thus making the movement mechanics a bit clunky; not the best thing for a racing game
--can be used to stop the other player by running into them. Fully escape-able but somewhat unflattering
-Controls can sometimes be unresponsive. Not sure if this is mostly a problem with my built-in laptop keyboard (which has been frequently known to skip keystrokes) or if it's an actual programming bug.
--Characters also slide forward slowly when no buttons are pressed, stopping only at collisions. Might try to recreate this feature in a stabler form (since this game was supposed to have auto-forward like Kirby Air Ride in the first place).
Hopefully tomorrow's efforts will be much more eventful (as well as more resourceful and implementationful).