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DANGIT, you changed the style and all. :< Now this edit is useless.
Or not :] There's probably something to learn from it.
So what I wanted to show you is a couple of things:
* The more frames, the merrier. Also, the bigger a sprite, the greater the need for high framecount.. :D
* I want to show you the glory of drawing new frames from scratch and not utilize too much copypasta. Use a bigger brush than 1x1 and just draw around, flipping through frames as you go. [edit: And, draw shapes and stay away from outlines. Outlines symbolize the edge between two shapes, but since the shapes are already there, the contrast between them already creates a visible edge. Plus, to edit a shape, you just add or take away. To edit an outline, you have to first draw a new one, then erase the previous. It's tedious.]
* Her free arm should move, I think. Because that's how she'd keep her balance, right?
* Doubled the frame count and threw in two extra frames, thus equaling 14 frames. The extra frames are the ones right before her foot makes contact, anticipation frames if you wish. It makes her run more bouncy and flowy, IMO. A style-thing I always utilize with runs. I can't say it's the right way to do it, but it's my way and I like the result.
* Her head bob looks weird now. I guess I should've eliminated the sideways headbob almost competely. The bob of big mechanical fuel-thing also looks completely weird now. :( I destroyed it.
* I also made her whole body bounce more when she kicks off. For the stylishness and feeling of movement.
* I used miascugh's edit as a base, then doubled the frame count, erased her limbs in half of the frames so that the original frames became keyframes, then I went ahead and in-betweened. I started with her feet, or rather, her soles. I find that part critical to succeed with a run/walk. The feet are what she rests on, and if you succeed with making a believable foot motion, adding in legs is easy.
So when I had the soles done, I started making her thighs (thus defining her knees, since her knee is where the thigh ends. Just putting in dots for knees and then bridging in her legs between these points is also a good way to do it.) and then I just tried to make the form somewhat consistent between frames. It really isn't, right now, but it's a start.
So from this point on, (with a bit of tweaking, for example, her fuel tank and so) perfecting the shapes and shading and adding in outlines and detail is almost no work at all. It's just about being persistent :]
* I removed her hair. I thought I was gonna add it, but in the end, I had grown blind with the animation and the ideas I had about her hair in the beginning of animating had gone. So I decided to stop working on it and show you the result.
Alas, there's a lot that I could've done with timing and such, her arm movement that I made is snappy and the shapes aren't very consistent, but hey, this is but an edit.
That's it folks :]