A side-view pixel walk-cycle primer for game sprites: why real walking is a lift–plant–push loop, how a planted leg sliding backward sells forward motion in place, and why classic RPG step–idle–step (three-frame) cycles look jerky on larger sprites. Compares four-frame and eight-frame cycles, showing how keyframes plus in-betweens smooth the legs and arms before you build a walking sprite in Part 2.
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