Got some positive feedback, decided to keep developing this little pixelthing (whatever it turns out to be). Here's what this latest version entails: This will mostly interest the programmers as there is still a whole lot to do on the playability side of things.
Escape closes the window now
Joystick is the same as before (joystick #0, Button #1jumps, Button #2 attacks. New: Button #6 restarts)
Full bounding box collision detection and management(!)
Bounding box can detect a hit and on which side it was hit. Finer (per-pixel) control is left to the programmer.
There are a lot of C/C++ style conventions in the code, especially the function overloading. Sorry, that's just how I roll.
Rudimentary game object support. Objects can be anything and can have their own collide/think/draw functions.
Proof of concept "pass through" for easy item walk-over (i.e. you don't stop moving just because there's an item at your feet).
Some small bugs I've noticed:
Jumping straight up while next to a GameObject that blocks your movement will cause you to stand on the invisible (0,0) pixel. Temporary fix forces you back one pixel when you collide, might consider a more elegant solution later on.
Attack animations as they are currently implemented are simply not going to work for any real life gaming. Animations are probably going to be done on a button press/button release basis rather than rely on love's internal animation system. It'll flow smoother that way ... I think.
Todo:
What ISN"T there to do?
Map system of some kind is needed. I considered making map objects GameObjects, but that might have a wee bit too much overhead.
Attacking doesn't do anything at all
No HP/MP/Item system yet. Player cannot do anything besides jumping around like a crack addict at dawn