[55:31][@fr0styninja][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]
[56:21][@ttbjm][Do you think rotating the torso would help?]
[57:12][@cubercaleb][For the Q&A can you have the hero walk around on a live loop?]
[57:44][@sssmcgrath][Try wrapping the body around bezier rather than just linear stretching?]
[58:24][@billdstrong][For the up-down motion, couldn't you forgo the stretch, and have a jump of each part?]
[58:38][@beerchug][Why wouldn't you shear the top of the feet to stay under the moving body?]
[59:11][@commandercool0][What about a small translation of the body before and after the jump, say 10%-20% of the distance between adjacent dots?]
[59:52][handmade_world_mode.cpp: Displace the body based on the distance of the head from the nearest traversable point]
[1:05:06][Run the game and check out the displacement]
[1:05:35][handmade_world_mode.cpp: Apply the floor displacement only to the cape]
[1:05:56][Run the game and check out the cape's displacement]
[1:06:35][@btngames][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]
[1:07:47][@longboolean][Would it help if the body stayed on the tile, but the cape was positioned between the body and the head?]
[1:08:21][Consider asking Yangtian for art that is more top-down]
[1:09:48][@thesizik][Perhaps a minimum stretch length so you don't get disappearing bitmaps while moving down?]