This method is interesting... a method I have adopted in the past when animating on paper first using a lightbox and what have you... (traditional cel based animation) - when there's loads of frames to plough through.
It's good for when you want quick results, but rather than roughing it in at the scale you're
end image is going to be, try doing it at a much larger scale ... with BIG FAT brushes thick brushes, then take the rough big image (or images - if you're animating) and scale it down (don't do this in photoshop though cos it interpolates the pixels... [if you've got it set up to do that is] what you're looking for i nice clean pixels with no AA) - then once you've scaled it go over it again and tighten it all up as you would normally... you need to use BIG FAT BRUSHES cos you need the scale algorythm to pick up the FAT lines you use and convert them to pixels... a good rule of thumb is to multiply the final image res big 2 or 4 times the size then imagine the brushes you use are PIXEL scale... (it's a bit tricky to explain TBH) but the point is that the image you do a big scale is Rough and kind of... blobby...
That's how I do stuff when I'm converting from paper sketches - scanned and then colored roughly and then scaled down to regular sprites sizes...
This Yacko anim being a prime examples of this process...

keep on pushin!
Pete
