Another day, another update, here's what I've done since the last post.
I'll start with this, if only because this has caused me problems for no reason. Living up to the name of the "Nefarious Anglerfish", this card has been crashing the game. What does it do? It just scans the whole level for enemies, and sets you as their target. I don't know why that causes the game to crash, and only sometimes does it crash, but it sure does. And that's just annoying.
Now for the juicy stuff, cards that actually function. This is "Lava Boost"; it'll send you up in a set arc, based on the momentum you had before you did the jump. That is to say, if you're perfectly still and use this, you'll go straight up, and continue to go straight up, no matter what direction you hold after. It also expends some of your rings; I plan on having some burnt rings get tossed out of the player to indicate as much.
Another new card is the Firework card, which works the exact same way as the Chaotic Edition effect of the same name, it even has the chance of exploding you when you use it. I'm not sure if I'll go with my initial planned system of "turning" chaos effects into cards, since there's not really that many this'd work with.
The "Wings" card gives you wings that you can use to fly temporarily. If you hold it, it'll also let you fly up, and once you run out of juice, you can still float slooowly back to the ground. Something you'll also note is the Jump card is marked as a mystery card; you won't know what card it'll be until you first use it! It could be something good... or could be something bad. Or maybe it's something you'll wish you didn't use yet, since it just chucked you into a pit.
A new-ish card is the Super Spindash! While you're holding down the button to use it, it'll cost rings, and it takes a bit longer to charge. But once you let go, you really go zooming. Another thing to note about this is you see an "x2"; this is a multiplier you can randomly get on cards. When one of your cards expires, there's a chance while drawing for a new one that you also get more of the same in your other slots! It goes up to a 3x multiplier, after that your cards can't get more uses. If you really wanna save up a card, there's a good chance you'll get good use out of it later!
To wrap this up with some small stuff that isn't worth showing off in GIFs, I've made some trap cards that instantly use themselves when they're given to the player. The aformentioned Anglerfish card is one of them, another is the "Over Again" card, which sends you instantly back to the last check point. I turned what used to be the Thwomp card just be the bounce bracelet from SA2; now the new Thwomp card is a trap card, once you get it, whenever you go mid-air, you'll go hurtling back to the ground.
Considering I started work on this 4-5 days ago, I'm impressed with myself how much I've already gotten done with this, and how polished this is turning out already. Of course there'll be many weeks ahead of constant bug testing, one thing I noticed is how, due to me ripping out the ability to jump, you can't escape from things that carry you (the spinning things in Castle Eggman, or those annoying birds in Red Volcano, etc.), so I had to fix that up. Another thing is I'm gonna have to rip out support for NiGHTs stages, since the mechanics are flat-out incompatible with this.
Next up on the agenda is probably starting to do work on integrating this with SRB2:CE; i've already borrowed some assets and stuff (it's currently using a hijacked PK3 just for me to store stuff in) and some borrowed functions too. I've already made preparations for toggling the chaos cards on and off, and I should ensure the regular chaos systems work well in this way too. That'll of course necessitate reworking the shop/rings system a bit too, especially as I figure out what to do about ring multipliers.