Thanks for the comments and critiques everyone!
Akzidenz, I've adjusted the running sprite, and I think it looks better now. Let me know what you think.
As for the robot ninja guy, that was just a quick thing I made just to add an enemy on the screen. When I do get around to making the enemy sprites, I'll put more effort in them.
Ryumaru, I'm not sure what you mean about the color/shade thing. You'll need to clarify.
And I'll try to make the sprite look more "female". It's a little tricky because the sprites are so small.
And about the cut scene, the backround may or may not change. I'm not sure yet.
gliding, I'll see what I can do about the hair.
I'm glad you like the style of the character!
AIGuy, I may decide to use the exact tones of the original Gameboy. Though at the same time, the tones of the Gameboy games that I've played on my computer are closer to what I have.
pkmays, I like what you did with the cut scene, so I incorperated the solid shading style into a new altered cut scene pic.
Oh, and I took your advice and made her holding her sword while running. Very good idea.
'Glad you like my character! I'm always for strong leading female characters as well.
Before
After

More to come later.
I like the way you seem to make little versions of you in your work... well that's what they look like to me...

How does it feel being one woman amongst many teenage/twenty somethings...
Without dwelling on that idea - I just wanted to point out the reason why your 4 frame run isn't working/reading in either of your edits is becasue it's 'strobing' - this occurs when there's a couple of animated elements that clash with one another reducing the overall effect... in this case, the legs.
What you've done is have both the leading and trailing leg follow the same path (or maybe even the same graphic, offset by a few frames and then darkened... am I right?) - common mistake... this causes the strobe effect, because the eye cannot pick up the differences between the shades as it reads the silohoettes first... something I often cite to alot of people is to be aware of the silhoettes aswell as the negative space... (neg space - is the gaps or holes in silohettes) - in this case, if you convert the runn sequence to purely silhohette... you'll se the legs appear to only have 2 frames... hence the strobing...
There's a few of solutions to this...
most common is to ..... adapt a 3/4 rotation for your sprite. Rather than having the character in perfect profile, slighlty rotate her towards the veiwer.. this offsets the legs by a few pixels, thus removing the strobe.
or - have a slightly different leg animation loop for the trailing or leading leg, so that they are unique...
or - animate in 3's and offset the rear and front legs extremes slightly... (this is the hardest method and involves upping the frame count)
Having said that I do feel that panda's keyframes has more dynamism... but you needed to know why yours wasn't right...
keep it...up..
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EDIT:
1 other point - clarification of the shade thing... ryumaru mentioned it... regarding color limitations on a gb - with particular reference to sprites - he mentions the hardware restrictions - he's absolutley correct - the gb has 4 colors only as you've illustrated with your work here... but the issue is - you've used all 4 clours within your sprite - this is gb illegal - in that 1 of those shades needs to be used as a mask color - or the transparancy - so you've only actually got 3 colors to play with when creating your sprites on a GB - obviously this is highly pedantic, and it's not going to be on a GB - but it's something that if you're wanting to accuratly represent the GB in a mockup that you should really consider as it does have a significant effect in you choice of pixel placements.
That's all really.
ta
p
