Great, man. I'll have a go at it.
As for the flip jump, can you x and y flip the tiles in realtime?
If so, you actually have enough tiles available now for it. Although the flip jump has four frames of animation, frame 3 is an x-and-y flip of frame 1, and frame 4 is an x-and-y flip of frame 2. So it only requires 8 unique tiles. You could paste one frame over the legs currently in the jump, since it utilizes one of the walking frames, and then you could paste the other four tiles, two in the far top left, and two below the crouch.
Also, I definitely wouldn't cut the walking animation down to A,B,C... from A,B,C,B... The latter allows even movement of the legs between each frame, where the former would have a jerky transition from C to A.
EDIT: As for the regular, standing frame, frame B (where both legs are down) is the only one that would make sense. I hope it's possible to ensure that is the frame for standing.
January 05, 2013, 12:10:45 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
here's the spy, my cooling source, popple (with new spore for spitting), opto, I tweaked the miglaf's walk some, and the dead guy (In your original sprite, it looked as if he died from something protruding or exploding from his back, so I tried to keep that look.)
I've finished a handful of items, and will post the rest and everything cropped back into the spritesheet in a day or two.