Entry 7:
OK, computer.
No pictures or demos today, because I feel like being a moody rockstar.
I just upgraded to game maker 8.1, which has inexplicably switched over to strict argument control for scripts. Unfortunately I was working with loose arguments in which 0 was returned for undefined arguments.
Now, when I run my game, Game Maker stops, has a fit about improper argument definition in my script calls, bends me over and does things with my butt with which I am most displeased.
Have you got that image out of your head yet? Good.
I'll be fixing this over time, as it likely requires me to now sanity check and rewrite maybe HALF of my total function calls in all of my code, just to get it working again. Yay.
NOW IN OTHER NEWS! 
The reason I've not updated in a very long time is because I'm working on something big:
-Fully scripted intro scene that leads into game start DONE!
-Seamless tutorial for movement and controls DONE!!!
-Shop and mining tutorial
-RADAR/sensor screen DONE!!!!!!
-RADAR Identify Friend or Foe colors
-starting ship looks more like a spaceship DONE!!!!!!!!!
-Strafe keys DONE!!!!!!!!!!
-Adding lots of exclamation points for added win. DONE!!!!!!!!!!!!!!
Tutorial TerrorsI know no one likes to admit it, and may lie when prompted. But, once I'm sure there was a game you tried to play and five minutes in you were squeaking like a confused old lady trying to drive a supersonic fighter-bomber. You may have subsequently closed the game. I call this
TUTORIAL
TERROR!
DUN DUN DUUUUUN!
So this is what I want to avoid. But, seeing as in this game you:
-Do not have a cap on how fast you can go.
-Likely go in expecting drag, because Hollywood says there is friction in space.
-Do not have a noobgun that is super easy to use.
-Will be facing overwhelming forces of enemies wot want your head on a pla'ah.
-Will need to dock with stuff in a not entirely obvious way (is there ever one?)
TUTORIAL TERROR (dun dun duuuun) seems exceedingly likely.
I've already done some testing with my friends, listening over ventrillo to try and follow their train of thought. The results have been overwhelmingly positive. But, they are my homie bromies, therefore their responses are less critical than that of a dazed kitten (still <3 you guys!)
However one of my friends was thoroughly confused by the movement scheme with a little bit of interface-screw tossed on the side (he didn't realize that 'approach window' was a timer and not a distance indicator. I went on to disambiguate this.)
TL/DR:
Should I introduce the mechanics of movement, combat, mining and upgrading v ery gradually, say with a top-scrolling SHMUP level at the start of the game? The mode-change is a mechanic I've wanted to do for a while. Or should I just run a single, large tutorial that tells them everything they need to know?