Four hours, and this is what I've got to show for it.
Whew. Can't believe I'm finished. X__X But now comes the fun part: coding the Samus custom boss.
By the way, these graphics started out as the 8-bit Samus from the first NES Metroid game. Careful tracing, recoloring and redrawing paid off, didn't it? It looks NOTHING like how it used to, and I'm happy with it. ^.^
Oh right, I'll explain the animation frames too... Frame 1 is Samus firing attacks or charging her Beam, Frames 2 3 and 4 are for her running, and Frame 3 and 4 are also her jumping frames (Frame 3 when she first jumps, Frame 4 for almost the entire time she's in midair). Below that are her three Morph Ball frames (she'll dodge your attacks via Morph Ball), and next to that, her Screw Attack double jump (hurts you, but she mainly uses it to reach the higher platforms, not to attack Mario). Not shown are the Beam Shot, Bomb, Missile and Charged Blast projectiles (not shown, because they use different palettes than Samus and it'd look weeeeeeird on that image).
Which reminds me... I oughta show you the SMW Battlefield Stage.
This will be used for every Smash Bros. boss fight in the game (the level structure, not necessarily the graphics). The edges are tilted on purpose; when I code the custom bosses I have an easy way to tell if they're close to the edge.
(Hopefully my A.I.s will not be dumb enough to jump off the edge. Ahhh, the joy of game design.)
I'd gladly tell you guys what the Samus boss will do, but, well, this is a Screenshot Thread, not an ASM Thread.
PMs work though if anyone's curious.
High on life is the best high.