Fixing the corner collisions brought out the worst in me, but I finally got it somewhere acceptable

(I almost scrapped v&h speed and wrote my own from scratch!)
Thanks for all the feed back everyone.
The blur I was referring to was on the left and right movement. It looks like there is too images on the screen, one of his current location and the other a blurred version a pixel further away.
This might be natural but I haven't played a game with a fixed camera in a while.
grue: Not intentional at all! It was made to go to frame 4 as soon as there is downward movement so the 3rd frame gets cut off. I did that because for some reason GameMaker refuses to check...
if(image_index == value). So I cant let the animation follow through and then stop.
HarveyDentMustDie: Thanks, Harvey. I think mine looked weird because I simulated his movement through a low, unmeasured frame rate, I think when I add it into the 'game' it will look a lot more pleasing to the eye.
and gifs for
Rosier /
gil: I think it looks alright... kinda hard to tell. I think all it needs is a different move speed, but I do have other run sprites in mind.

*added a crouch and a 'camera toggle'

and lastly before I overload the server with data

. GameMaker is having a problem with the sprites. when not moving there are stretching errors and when moving sprite deforms... help me...
