¯\(⍨)_/¯ : _Creativity_’s original thoughts written here in “quotes”, my responses and changes are headed by (—) and details are headed by (>> ). “Watch, and stare at it endlessly... Cause, Mari ain't going anywhere xD I guess I end up doing random things when there's a snowstorm ¯\_(ツ)_/¯” —It’s not very smooth, of course, but it’s just about getting there… >> My biggest concern in the initial project was the angle of the torso, which does turn as the arms swing in opposite directions, so it was the first change I made. “I got super lazy with the hair animation... I'll probably fix it in the future, idk, maybe when I get some sleep z-z” —I added some bobbing to the entire sprite, but it kind of looks weird without a ground to align it with; if you cover the bottom part with your hand or something, it doesn’t look so bad! >> I tried to smoothen out the motion of the run by duplicating the second frame and looping the animation ping-pong direction. I did my best to match the hair to be closest when Mari’s at her highest point and furthest at her lowest. It comparably is the smoothest part of the whole thing (I checked). Inside the project you may also see that I tilted the whole sprite a bit to help with this effect. >> I also added a kicked-up dust effect for… no particular reason. Go fast I guess.
¯\(⍨)_/¯ : Credit to _Creativity_ for the original animation and especially making the objects in the vector. ••⏚•• It looks a little better when you turn on Turbo Mode? (The issue is the misaligned timing of the code written for the vertical motion that occurs.)