Manibogi, those sprites look great so far-- thanks for working on that! As far as the walking sprites, I might go with the main ones, since even though the others are more like the ones from the game, the main ones seem to make a bit more spatial sense. As a suggestion, you might remove some of the pixels from the groove on top of his head for the front/back frames, so that it matches that in the diagonal ones.
I don't know if it would help any (and maybe you've already seen these), but you might be able to make use of these sprites from other Kirby games as inspiration. Maybe you could work that green, glowy thing he does into the skin as his hurt frame.
http://spriters-resource.com/gameboy_ad ... sheet/3001http://spriters-resource.com/snes/kirbystar/sheet/2888And thank you for working on all those weapons, DarkAura; that's a huge help! I'll add those to the front page next time I can update it. I would guess that Hyper should come into effect immediately after pickup; it might be too overpowered if people could save it for later.
Also, both to Lio and DarkAura, sorry things have been a bit disorganized so far for weapons. I'm not really sure what could be done about the HUD, besides just having a Kirby hand (which I think could work, if done right); for the palettes, though, where the games do not have a canonical color for a weapon already (yellow for Beam, blue for Freeze, brown for Stone, etc.), I think that it would probably be okay for the weapon designers to decide for themselves.
For the whole trophies thing, my plan was to make a poll to get some sort of general consensus before deciding. But first, I'll list the possibilities that I'm aware of so far, so that people have the opportunity to make other suggestions before I set up the poll. So far, I have:
1) Ordinary MM8BDM-style weapons
2) Proto Buster/Bass Buster style weapon pickups only, which would replace your main weapon; multiple could be held as items in the inventory at one time, but only one could be actively equipped (something along the lines of the stomach thing in Kirby Squeak Squad). [Shade Guy's idea]
3) Roboenza-type class-morphing weapons. This would actually involve making the different weapons into different classes, with different attributes (like armor, jump height, etc.). This could work either through item pickups (so that several could be carried at a time), or through class-morphing upon contact with trophies, without pickups (like how it works in the game).
Probably the more outlandish options would be more interesting, and allow for new kinds of in-battle strategies, but at the same time it might make the expansion less compatible with the main MM8BDM game, and the existing body of add-ons. I don't personally have any experience with the nitty-gritty of Skulltag programming, so please correct me if any of these options are impractical/impossible.