Logically, the character only moves a few pixels...The head moves up one pixel, then to the side one pixel, and cycles back. This is basically what Cody's head did. So why does THIS character look like he's trying to elbow people behind him while headbutting them or something insane? It's because when you have a sprite that's 100 pixels wide and you move part of it 1 pixel (1% of the width) to the right, it's a very small, subtle movement. When you have a sprite that's only 20 pixels wide, and you move it 1 pixel (4%) to the right, it's visually moving 4 times as much as a 100 pixel sprite would. This difference in sizes can create a lot of problems and once more, you have to throw logic out the window. There's some magical sprite size (based on your character's size and shape) that works as the barrier point for the breathing animations. If you go below it, you won't be able to make a good animation, and if you're above it, you're okay. This is why you can have a nice big sprite breathe however you want, but have to play it safe with smaller ones...
"But what about the old games like Final Fight, the Ninja Turtles arcade game, etc.? I'm sure I remember those characters breathing." Sorry, my friend, but your memory is playing tricks on you. I thought the same thing until I went and took another look at the games...The characters don't move at all. The TMNT move, but they don't "breathe" (they don't look like they're inhaling and exhaling air)...they use an "idle animation". An idle animation is what the character does when they're bored. If you waited a second, Sonic would tap his foot...Bubsy would knock on the screen and shout at you...Raphael would spin his sai. With the small sprite sizes, these kinds of things were possible to do because they're fairly large, expressive movements with no subtle chest expanding and all. But that's another subject, and we're talking about breathing specifically right now...so just keep in mind that if you're working with a small sprite, you might not want to give it a breathing animation. If it's a small enough sprite, no one will notice anyway. No one expects to see a 16x16 RPG character breathing slowly...BUT, the catch is that if your sprite is big enough and DOESN'T breathe, people WILL notice. It's a juggling act and there's no formula for it...it all depends on the shape and size of the character you're working with. Anyway, let's move on to another important part.
In the last chapter, I explained that a good method for creating animations is to hand draw your frames and retrace them in pixels because you don't have to "think" as much when you're doing the pixel process. Logic tells you "I want to make my character hop back and forth like Fei Long, so I'll draw each of the frames, scan them in, and retrace them." Once more, logic must take another trip out the window. You see, you're an artist. You have a TON of graphics to do for this game and maybe you have a programmer who's casually saying "Hey, how about you make that guy do a flipping kick?" without understanding just how many more frames that means you're going to have to draw, and no one appreciates you because you're just the guy that draws all day...your job is easy. Well YOU know that it's NOT easy...so why make it harder on yourself by redrawing every frame and retracing drawings when you don't have to? Check out Fei Long once more:
