More work. It's runable but not really playable:
HTML5Everything renders in the right positions now.
I've disabled the color tinting for two reasons: the masks on the images don't work yet, and real-time tinting on HTML5 is really slow. Both of these problems will be solved at once in the next iteration.
Monkey lacks the pixel-perfect sprite-on-sprite collisions that BlitzMax has so they've been taken out. This is fine because I was going to change it to rectangle-on-rectangle collisions eventually.
Started to integrate what multiplayer code I have finished, but it will be a while until that's testable.
Done some thinking about what form the multiplayer gameplay can/will take.
The two options I've thought of for that are:
a) Lots of players vs. lots of players, bots fill empty spaces on teams of a fixed size.
b) Few players vs. few players, bots are purchased with a point system.
Obviously I could do both but I'd rather focus on one if it's significantly more fun than the other.