L’Joe is a real boy now!
So…two hours before deadline, but I has something now! I has movement!
And Gravity!
And….PLATFORMS!
So that makes this a platformer then. This is close.
Source:
http://www.sfu.ca/~ajr12/LudumDare22/Beta/
Right, so now would be the time to add enemies, IIRC. Or…yeah. Then let them collide with the player to “kill” him, or collide with the lights to change how they’re working.
Um, but first:
Tween examples:
http://www.republicofcode.com/tutorials/flash/as3tweenclass/
So this is where I got my tween code to work from – the basic premise is that, when the character jumps, it calculates his max jump, then motion tweens him to there.
When that finishes, that tween object that did that throws an event that I listen for that triggers him falling, with another tween.
And that tween has a listener that goes off every time the above falling tween moves, and checks to see if the character’s hitting an object – if it is, then it puts him above the object. (Might remove that last step if I felt this wasn’t going to let them fall into the ground.
ANYWAYS, I do a check every frame (Finally got this part working), and if neither of the above tweens are playing, and the player isn’t touching ground, then I make him activate the falling tween. So…Gravity. It works.
Writing that down so I don’t forget next time I do Ludum Dare, because I probably won’t finish properly next time.

Blue ground, floating platforms, and second floor shown now. Also, L'Joe on scene.
Enjoy!