Busy weekend out in the really world made for less productivity than I would have hoped....

Still, some updates:
http://www.freewebs.com/subrosian/demo.htm-Reconfigured controls; X: Attack/Equip, A: Unequip
-Animated an east/west-facing slash with the frontmost arm
-Attacks with alternating arms in immediate succession (only south so far)
-Added an "attack que" of sorts, so you don't have to mash the key to slash twice
-Increased walk speed
-Added a lighting effect over the whole game screen. Good or lame?
huZba: Thanks SO MUCH for the tip about bitmap caching! It's running much faster now. I think the new control setup I've implemented alleviates the issues you mentioned about equipping/unequipping. My reasoning for keeping the unequip function is that, in the full game, I plan to include other equipable items/weapons that the player can map to keys S, D, and C. I sped up the walk even more and increased the range of the attack. I should note, the player will not take damage if, for example, an enemy's head just barely overlaps his feet. However, an enemy will take damage if any part of it comes in contact with the attack, disregarding depth. So that will the player a bit more range.
JJ Naas: Do you think the walk speed is okay now? The issue with the lack of knives visibility was actually due to an oversight I made while editing a bit of code since the last update. It actually was only playing the first frame of the equipping animation. Is it clear enough now?
Atnas: The player and enemies will effectively be impassible because the player will bounce back when he takes damage and the enemies will bounce back when they are hit. I think with the player's increased walk speed, the agressiveness of the spiders is okay now. What do you think? Also, keep in mind this is just one type of enemy.