So, to start off with a summary, I started over with a lot of the work on Grief. The engine wasn’t fast enough, and the script wasn’t tight enough. Got a shitload of work done on both over the past week or so (since from now until June, this is the only thing that I have to work on, at all). You can see where the new engine in the Grief Demo tab, up top. The character works way better than before, and that’s a really big improvement in my eyes. This is the third time I’ve tried making a platformer with Box2D, and I think I might have really gotten it down now. The way he works is at least vaguely interesting, so I’ll probably write something about it in the near future.
Also, I hooked up the Jack animations from Company so that he wouldn’t be a green rectangle anymore. Once I find a character artist, I’ll get the actual game art put in.
Everything is working better than before, and I’m satisfied.
My advice would be to give up on Box2d entirely. Physics need not be so painful. :p
Nape or Physaxe would be better choices.
Sorry for the late response, forgot to when you posted.
Can’t compare it to the previous demo since I wasn’t around to play it, but things definitely seem to be running nicely. When I read you were basing the game off the Kübler-Ross model (which I’ve always found fascinating) I became even more eager to see the final game. Keep up the good work!
out of curiosity, where do you usually find your character artists?