Posted by PotS
in Kirby Released (Started by Cyanide July 29, 2007, 02:17:22 amBoard: Your Releases, older Mugen
Thats not, aside from anything else the ball animations are defined via anim+random%4 so i can't really tell which ball i'm throwing out. Oh and they're projectiles rather than helpers.You could use a VarRandom, then use it to set both the anim and palfx.





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, so I just do it by trial and error while looking at the debug text (displaytoclipboard with positions, not the generic text), checking the opponent's initial position then hitting him and checking where he ends up, until the distance travelled is the same as the game.
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You should just calculate the hitvels having the standard .85 standing friction in mind, the difference in distance travelled by standing or crouching opponents shouldn't be enough to hurt the gameplay. And even if it did, it's something that affects all attacking chars in Mugen and not just yours.
I need some advice from experienced guys.


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Just make it so that they're not there if another player is using them already, plus calling them could spend power or be limited to a certain number of times to balance it out.