✔ Placeholder tiles & Test_World_01 finished with collisions.
✔ Designed Veinshard Ore in Limbo.
✔ Character sprite pipeline finalized:
Frame size: 32×64
Layers: arm_R, Eyes, Head, Torso, Legs, arm_L
Tags: walk, idle, jump, air, land, atk_1H_R, arm_R_hold, arm_L_hold
Pivot: feet at (32,119)
Export: strips + JSON (frame tags, layer mapping, anchors).
✔ Player controller coded in C# (Godot 4.4.1). Features now working:
Idle, walk, jump, air, land animations synced.
Coyote time, jump buffering, double jump.
Drop-through one-way platforms (↓ + Jump).
Facing/flip logic corrected (weapons mirror on grip).
✔ Camera system: pixel-perfect scaling, zoom ×3/×4, level clamping.
✔ Weapon system foundation:
sword.tscn built (Pivot, Blade, Hilt, Pomel, Hitbox).
Sword.cs loads JSON configs and assembles parts dynamically.
JSON schema extended:
pivot_px (true grip point)
offset_px (global nudge)
offset_blade/hilt/pomel (per-part placement)
flip_mirror (controls left/right mirroring)
Weapons scale to 0.5 of source art (allows high-detail sprites).
Hitbox toggles only during active attack frames from JSON.
Tested with steel_sword_basic.json and the_stick.json.
Planed Next: we pick up with Dave poke’a’lot: a simple CharacterBody2D or Area2D that takes hits from the sword’s active frames, shows floating damage text, and acts as a punching bag.