is presently its sole maintainer,
You can support him:
Run the game, demo our problem with the stretching not looking great and consider moving to a more top-down perspective
Blackboard: How top-down art may solve the detachment problem
Run the game and demo the lack of collision on the side walls
handmade_world_mode.cpp: Move the head down and draw it in front of the cape
Blackboard: How the art assets are currently packed
handmade_render_group.cpp: Investigate the sorting
Debugger: Break on PushBitmap for the cape and head and inspect their SortKey
handmade_world_mode.cpp: Sort the body parts slightly more correctly
handmade_world_mode.cpp: Limit the shearing
handmade_world_mode.cpp: Mitigate the separation problem
Run the game and consider disallowing diagonal movement
handmade_world_mode.cpp: Disallow diagonal movement
Run the game and try out the cardinal movement
handmade_world_mode.cpp: Clean up the controller code
Run the game and try out the controller code
handmade_world_mode.cpp: Re-enable the head's recentering code
Run the game and try out the recentering
handmade_world_mode.cpp: Delay the recentering
handmade_math.h: Introduce ClampAboveZero
Run the game and try out the delayed recentering
fr0styninja Q: Do you think like a sort of rhythmic based movement where the hero would have to wait a bit before being able to move again (say he's getting ready for a jump instead of stamina-lessly jumping around non-stop) could perhaps help in this situation? Realise it's a design decision and might not be what you're looking for, but perhaps you haven't entertained the idea
ttbjm Q: Do you think rotating the torso would help?
cubercaleb Q: For the Q&A can you have the hero walk around on a live loop?
sssmcgrath Q: Try wrapping the body around bezier rather than just linear stretching?
billdstrong Q: For the up-down motion, couldn't you forgo the stretch, and have a jump of each part?
beerchug Q: Why wouldn't you shear the top of the feet to stay under the moving body?
commandercool0 Q: What about a small translation of the body before and after the jump, say 10%-20% of the distance between adjacent dots?
handmade_world_mode.cpp: Displace the body based on the distance of the head from the nearest traversable point
Run the game and check out the displacement
handmade_world_mode.cpp: Apply the floor displacement only to the cape
Run the game and check out the cape's displacement
btngames Q: The more I see the more I like this. I wonder whether a subtle head bob may add a feeling of believability. Just a thought
longboolean Q: Would it help if the body stayed on the tile, but the cape was positioned between the body and the head?
Consider asking Yangtian for art that is more top-down
thesizik Q: Perhaps a minimum stretch length so you don't get disappearing bitmaps while moving down?
Announcement: HandmadeCon 2016 [see Resources, Molly Rocket]