With the cutscene animations complete, I’ve decided to leave them as they are until I’m comfortable with the rest of the animations before colouring them altogether.
With what was currently created, I’ve given the programmer the walk animation as a placeholder for what will then later on be replaced with the running animations once finished.
Next was the animation outlines for the hit and death animations to make the knock and impact of the character feel more lively as opposed to being knocked back all the while maintaining the walking animation.
The hit animation only uses of a single frame to maintain the retro feel of the game. The death animation is made up of 6 frames following on after the hit animation to still keep the fluent animation consistent.