Quote Originally Posted by SUPER-J11BIT View Post
Here’s our hero in all his pixelated glory, finally ready for action. After so much work, the animation set is almost complete, and watching him move is genuinely satisfying.
I’m left with one creative thought: when he dies, should it be a quick arcade‑style explosion, or a small animation where he simply… falls to the ground.



Our tiny hero moves like he just chugged three espressos: he struts around all proud, wobbling like he’s walking a fashion runway nobody invited him to. And when he jumps? That’s his grand moment — a heroic leap worthy of someone who just spotted a cookie crumb drifting through space. And the best part is that, apparently, on the SNES he runs like a wonder!
I think this is a really unique and clever idea! Not so much a sequel as a spin off, ha ha. In any case, I always say that often times where homebrew developers lose me is in the sprite movement/control and animation. Too often they spend so much time and resources on many, many layers of a game, but they BLOW the main player's animation. After all, that's who you are playing as. They program movement that is often too quick, too restrictive, and (even for video games), totally lacking "gravity." It's a real problem, because I can go through a list of some of the worst games released in the 8/16-bit era, and at least the characters moved properly on screen. So yours seems to be very fluid and natural and looks like fun.