Gobma already has a place in the playable 3D forest. This pass returns to the preserved artwork and source inventory to find the rest of the cast: Grape-Pop, BunnyBotta, Evil Bunny Pilot and Touchi.

The older Flash files, recovered bitmaps and approved illustrations stay preserved. New raster animation artwork extends those references without rewriting the originals or replacing the separate 2D remakes.

Keep four distinct silhouettes.

Grape-Pop keeps the red floating head, pointed ears, enormous grin and black topknot. Its movement is a hovering head animation, with the hair and expression carrying the motion. Touchi keeps its lavender spirit body, bright cyan eyes, broad ears and curling tail. Its hover poses change the small hands, antenna and tail.

Evil Bunny Pilot keeps the black rabbit silhouette, silver eye details and long crimson scarf. Its movement needs both an open stride and the passing poses where the feet come back together; the arms change with the legs. Those middle poses help a run read as a complete cycle.

BunnyBotta follows the later design clarification: it is a flying machine with a hinged cannon underneath and engine exhaust behind the round shell. The lower blue tube is a cannon. Its movement study uses flight and exhaust changes, followed by cannon anticipation and firing poses. The cannon action develops the creator’s intended unfinished idea rather than claiming it was a recovered Flash firing sequence.

Draw the motion around the character.

Each monster has a sheet of five native views and eight pose columns: front, front quarter, side, rear quarter and back. The three opposite-side views use mirroring, providing eight viewing directions while keeping the five authored angles visible for review.

The columns are idle; four movement poses; attack windup; strike; and hurt. That makes 40 native pose cells per monster, 160 across the four sheets. Mirrored views reuse those drawings. They are not additional independently painted frames.

The aim is consistent anatomy, costume, color and scale as the viewing angle changes. A front or rear run needs its own limb movement, just as a side run does. Moving a standing illustration up and down cannot replace those changing poses.

Review the art before building the encounters.

The local animation viewer is for comparing directions and stepping through poses. It remains an offline creation tool. Individual animated previews and a four-monster comparison make the poses easier to inspect in sequence. This article shares one lossless poster export from the native art, with the image labeled as animation artwork.

The four monsters are not placed on the playable map in this pass. The existing Gobma encounter, enemy AI and map behavior remain unchanged. The accompanying 0.30.0 release adds guided camera movement. Spawning these four creatures, navigation, collision, attacks and encounter testing are separate work after the artwork review.

What was reviewed.

Source review: the four identities were compared with the preserved monster inventory and approved painted references; original source artwork remains unchanged; BunnyBotta follows the flying-machine correction, with an underside cannon and an engine at the rear.

Asset checks: four native PNG sheets contain 160 substantial character bodies in their reviewed crop allocations, with no foreign substantial bodies in a selected crop; the source and local review copies are byte-identical; measured native crop rectangles and fixed scale per sheet preserve the authored pose proportions; five authored views plus three mirrored views are defined for each monster; nine monster-contract checks are included within the 660 passing game checks; four individual GIF previews and a comparison GIF each decode to 64 frames over 7.68 seconds; export provenance records the native crops and timing; the 840-by-800 PNG poster is a lossless animation-art preview export assembled from native crops, with labels and a dark backdrop.

Native browser art review: all four final front-view sprites loaded in the local browser review and their movement poses played; Right-view attack strike showed BunnyBotta’s cannon pointing forward and the engine at the opposite rear; Back and Left views and the turntable were selected through the actual review controls; all five native source rows were also visually reviewed.

The image above is an animation-art preview export from native PNG crops, arranged on a dark backdrop with labels. It is not a browser screenshot or gameplay capture. The local viewer and full sheets stay in the offline creation project. These checks concern artwork and playback; they do not establish new map collision, enemy AI, combat balance or a fresh physical-controller test.