Right now I'm not concerned with the other skin colors, but in the end they would be something I'd want to figure out. The skin textures are shaded individually, so a fill won't work without degrading looks. The only parts for the actual base body that have to be stitched together are the left arm, head(unchanging), body, face, hair, and sometimes(I'm not worried about this now) another hand. Physics for the character will only need to be one collision rectangle and gravity for the character, but the rectangle will eventually need to be able to change with the prone state. Enemies use random movement until being attacked, after that they may need collision avoidance / path finding, but that's very far in the future. At the moment, all I really want to do is make an easily reproducible way to construct collision / floors over .png images I have of the maps, be able to mirror the character and their equipments, and deal with animations when that happens.
--Animations--
At the moment, I have idle animations (using sprite files with AnAL) working for eyes, body and arm, however I don't know how I would want do deal with mirroring those animations because mirroring the whole image would make the animation run in reverse. The next animation job I'm going to finish is a walking animation which should be as simple as the idle animation, but I don't know how to stop the idle animation and replace it with the walking animation. All armors / weapons already have animated frames that I can place in files for AnAL to use.
--Collision / Jumping / Falling--
Now, I'm using a system that I found in another thread for this, but it seems that it either falls apart or I code it wrong when I want to add another floor (i.e. a platform) in addition to the ground level. I'm interested in learning how to do this using love.physics but like you said, there's a steep learning curve. So, I've put that on the back burner and am trying to tackle animations and mirroring.
Thanks for helping
TL;DR
Only interested in using the light skin right now, others far in the future. Everything is easy to animate using AnAL, no complicated physics needed for that. The only physics needed are just some collision and gravity for the character as a whole (one box will do). Enemies are far in the future, but right now animations are the focus: how to mirror, how to transition between, best way to add and format in code (make a class for them?). And thank you for helping!