Meanwhile I watched a Video, how hydro started with the game by adding that tree stump, that house and a tree with a green background and explaining the Map system - reminding me muuuuch on RPG-Maker with only the difference that the background will be pained with chips, too, instead of a background coulor; maybe it is even the same publisher?
However, even more strange is that you tried to connect only the two feet-in-air-sprites.
@juraija already placed it in order how a walking animation is used in rpg-maker, too:
1. stand sprite
2. one feet in air sprite
3. stand sprite again
4. other feet in air sprite
5. = 1. back to stand sprite
So each second sprite is the stand-sprite.
Refering to
@QueenC 's animation shema it would mean:
-contact
-high point 1
-contact
-high point 2
-contact
So the end result would be 3 walking stances per direction for each character resulting in a total of 12 Sprites for each character. Note that the contact-sprite would be used as the 'standing' sprite, too.
Feature 'moving hair' and 'moving epquipment':
This could be done by a high-point sprite with different hair used than the one with contact. I actually do not understand where the problem in a moving hair is, unless you want to make the hair customizeable. But then I would use the hair as different sprite overlaying the head and give the rule that all heads rise by x pixels each time in a high-point. Same would go for amor pieces and weapons that would depend on the rule that all hands of any character is at the same spot and a weapon moves synchronically to the hands always by x pixels up and down as additional sprite.
But if it would be that simple then you would not have had this discussion till now - did I miss something? Please enlighten me if I got something wrong here