Update 23It's been a while since I last updated this devlog but work hasn't stopped.
I've been doing some display optimization and bug fixing, providing editor support to Pierre and adding "terrain type" attributes to the tilesets. We can now do things like stairs (already implemented), water or slippery floor.
I reworked the networking bit of my engine (it's not multiplayer, just the game communicating with a server). The server side is now written in HaXe and compiled to PHP/Neko and the game defaults to whichever is on the server (it used to be written in PHP).
Right now I'm working on a tool that makes huge vgmaps-like images of our levels to get a large scale overview of what we're doing.
Pierre has worked on the main character animations. We are now both satisfied by what he blocked out for the walk cycle and the attack animation. He also made a sprite I really like :

Best of all, he completed
37 out of the 39 maps for our prototype (thanks the Tiled map editor)!
Armand (our musician) has completed all his tracks for the prototype and designed a few SFX but we'll need more of these in the future. I've also been discussing with him to define a data format to store audio data (events, buses, sound schemes etc.) that could give a bit more audio processing power to "my" engine =)