Stink Bombs!!!
Hit the 'B' button to pull up the aim indicator, which is rotated and zoomed in and out with the control pad.
Then Hit 'A' button to bring up the bottle, which slides rapidly up and down above the buttons.
The higher it is when you hit "A" again, the farther it will throw it, but wait, it slides sideways next.
Once you get it near the middle on the sideways slide, then hit "A" again and it throws the stink bomb.
So, a perfect throw, up at the top and in the middle of the slides, will hit in the little triangle of the arrow of the aim indicator.
Throw short, or off to the side, and the bottle will be short or off aim accordingly. (simple enough but tricky)
You can see from these screenshots how the bottle slider works, even though the bottle is just being launched in some of them...
The Green mist is the stink being omitted from previous hits.
(and no, I wasn't close enough for another hit, just wanted to show the aim indicator)
P.S --> All the little numbers going down the left side can be ignored, because they are just for displaying variable values while adding this feature
EDIT
Okay, since the stink bottle doesn't pop up until after you hit the "a" button when the "b" has toggled "on", and the aimer is independent of the ships navigation, I had a slight problem.
If the player had toggled the bombs off then did a 180 tun with the ship, the aimer was not visible when toggled back on because it was now behind the ship.
I could have made the aimer graphic a full 360 circle easy enough, or I could just reset the position of the aimer to the front of the ship when turning on.
I did not like the big graphic going all the way around, and resetting would allow for quick aims by toggling repetitively , so...
I opted to add stationary graphics above the buttons for the whaling ships as indicators of which ships have been hit with a stink bomb.
This avoided trying to move the aimer when it was off because it wasn't seen, as now the player knows instantly when it is on or off.
It also tells a player when a ship's crew has cleaned their deck and that ship needs to be bombed again in order to stop their whaling activities.
And, it also gives a make shift guide for the stink bomb slider which makes it easier to know how high and centered the bomb is when throwing...
Now, onto getting the whaling ships collision detection for the icebergs and the real AI for their navigation. (been running them in a circle for testing)
The screen capture software I am using slows the app down, so things move along faster in game than in the video below (especially the stink bomb slider).
Coding things my way since 1981 -- Currently using AppGameKit V2 Tier 1