Darkfalzx! always a blast to the past to hear about you! (Camus...friend of Drew here
)
Your work always has this disney esque charm to it with all the secondary animations the squashing n the smoothness. always liked that.
I like the rythm to the run animation, something about the way he moves slowly in the air but slows down on contact with the ground makes it feel more like every day life, for some reason (or maybe it's the hood bouncing who knows).
the throwing is kind of weird, the way his weight shifting leads the whole thiing around is sort of weird....it's really over the top but at the same time de-emphasizes the action it's supposed to represent. I mean it's really good that you put weight shifting into the anim, but punctualize the action a bit more by making the arm movement lead things a bit more an be BACKED by the weight shifting. If you put a frame at the beggining where he's visualizing where he's throwing his bean, it'd add a lot to the whole thing I think.
I have to agree with everyone about the sneeze/whistle. it seems like you had a lot of trouble with that whistling pose, I dont know why you make him bow so much, you're compressing the whole sprite so much you can barely tell anything apart....the rest of the anim is very clear but that pose is just a big indefinite mess (were you tired when you made it?). Keep the negative shapes in mind to separate the head n hands.
EDIT: to reply to ben.
Actually I would say as a rule of thumb it's best to avoid static frames in character sprites, unless you're deliberately going for a minimalist or retro 8-bit feel.
A few years ago I would have been backing you with mad enthusiasm but I've been feeling more minimalistic nowdays...a particular watching Ghost in the Shell (1) made me rethink the constant need for movement and flare in everything. I mean if they could make masterpieces like THAT and have the character stand completely still for whole shots, there's no reason whatsoever we should have people in games bounce around like morons ALL THE TIME. instead,if one wants to add an extra flare to the ilding of a character...I'd say make several stances, and make anims to link them together, then make some actual bored animations but design them to loop once instead of endlessly (like Earthwormjim's whole elvis throwing busyness).
I think THAT would be a much better way to make them feel alive.