I vote #2. Also, nice job You're definitely improving!
Thanks. This place is a rather
nice good "school", i must say. With a bit more lines of code, i guess i'll be soon ready to pixel out of those 16x16 boxes ...
i think it would look the same and just as good if the leaf was all one colour.
My initial intent was to have the leave reinforcing the tilt, sometimes showing its upper side (shinier), sometimes showing its lower side (darker). maybe i should extend the range of that green ramp (?) ...
the animation looks good from what i can see i think it conveys character maybe more then the main guy...
Somehow, i find it easier to give character to baddies/npc than to my hero. The hero is not allowed to express excessive aggressivity or fear (since he's the good guy) ...
When using it in "comic", it's easier to involve the reader in the difficulty of the path taken, but it's not quite practical to have in a game.
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Is the player feeling at risk ? or is he feeling all-mighty and over-comfident towards the danger, seconded by the Goddess of Luck ? And should that reflect to the hero's appearance ? I'm mostly a Zelda/Mario player, where the hero barely has personnality so that he's just a virtual avatar of the player in the video game, though it's clearly not the case in Sonic whose own character is more defined.
Maybe i should get my hand back on that "10 questions to define your (theatre) character" list and figure out more "who is Bilou". Funny enough, these last years, i mostly refined his sidekick Bouli (how original, i know)