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[0] Project M Demo 2.5 Changelog Released!
Posted by: `daze - January 25th, 2013 02:03 AM - 3 comment(s)
Hello everyone! We hope you have been enjoying the latest release of Project M. The Project M Back Room would like to send our thanks to all of you who have been supporting us by downloading, playing and helping give more exposure to Project M as a whole, and we appreciate all of your kind words.

The changes we have made from Demo 2.1 to Demo 2.5 are what truly makes this release what it is. We realize how important the changes are to the community, and we've compiled a list of what was changed going from our previous release, Demo 2.1, to our latest release, Demo 2.5b. Keep in mind that just because a character seems to have plenty of changes listed, doesn't actually mean they were changed all that much overall. Read the changes carefully!

Please discuss the changes on our new forums on Smashboards!

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General Character, Gameplay Mechanics, & Additions Change List
-All characters received AI updates ranging from how the CPUs recover to how they use certain moves
-All characters' pummels have had their speed adjusted to prevent infinites with new grab break mechanics
-All characters who had the lightest sounding pummel sound effects were altered to sound heavier
-All characters' hurtboxes that were ungrabbable in Melee are once again ungrabbable. Newcomers received similar treatment
-Several characters have had their hurtboxes modified to make more sense
-All characters have had their ledge grab boxes tweaked to better match Melee in most cases. Newcomers received similar treatment
-All characters have had their get up attacks, ledge attacks, and slip attacks adjusted in hitbox sizes, damage, angle, and knockback
-All characters had their dust cloud graphical effect sizes reduced to a degree
-Random 0-2 frames of Controller Input Lag removed
-Analog shoulder buttons and right stick now work with Classic Controllers, and are able to work with light shoulder presses and buffer shield actions with right stick
-Fixed a bug with light press shielding and c-stick shield actions that would control the wrong player port in some game modes
-Knockback Stacking has been matched to Melee
-It is now possible to ledgetech the stage during hitlag using smash DI
-Fixed a bug when DIing into the ground near an edge that would result in a very low knockback angle due to being unable to collide with the ground immediately after being hit
-Momentum when canceling an airdodge after knockback now works correctly
-Grab mashing formula has been adjusted
-Grab holding time is slightly dependent on the weight of the opponent, with weight advantage allowing longer hold times before breaking out
-Zero Suit Samus' paralyze state is mashable to reduce stun time
-Shield break get up and stun status effect have been matched to Melee, and the ending animation is interruptible
-When grabbed, attacks that hit the grabee from other opponents will do half their normal damage and allow breaking out of the grab, while pummels from the grabber do full damage and prevent breaking out during the stun
-Holding up when breaking out of a grab will now always result in a jump grab break
-Going into disabled fall or a special that leads into it depletes remaining air jumps if any
-It is no longer possible to grab while holding an item and turning
-It is no longer possible to perform a smash attack while holding an item and crouching
-It is now possible to instantly quit out of a match as soon as you pause
-1 Player Versus can only be started in Time mode
-Added Stock Control in place of Buffer, gives the player the ability to set stocks on a per-player basis
-Added a Crew Mode under Stock Control. When selected, it will keep track of the Winner's stock for the next match
-Added Input Assistance, which grants a 3 frame buffer input when turned ON and affects all players
-Redesigned the Stage Select Screen
-Kongo Jungle 64 now works correctly with random stage select
-Added the ability to strike stages on the Stage Select Screen itself
-Added the ability to go between pages on the Stage Select Screen with L/R on the GCN controller and similar buttons on other controllers
-Character Select Screen settings, such as characters and tags picked, are preserved when re-entering the CSS in VS mode
-Added the Japanese characters back in Name creation
-Previously disabled names: P1, P2, P3, P4, and CPU are now enabled for Name creation
-Entering a name already on the list will just take you to the existing name rather than doing nothing; works both on the CSS and Name Entry
-After 3 minutes of idling (9 in the WiFi/Replay codeset), the game's audio will decrease in volume

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Bowser Change List
-Bowser's Spot Dodge animation and invulnerability adjusted
-Bowser's Crawl speed has been increased
-Bowser's KB armor strength was increased slightly on Dash Attack's startup, Up Smash's charge, Down Air, and Up Throw to correspond with the tumble threshold
-Bowser's Jab 1 sound effects cleaned up
-Bowser's Neutral Air adjusted in animation and timing to be autocancelable in a short hop
-Bowser's Down Air hitboxes adjusted to be more like Melee in positioning, but pull opponents into the hits much better
-Bowser's Down Air causes more shield damage on the landing hit, and less shield damage on the multihits
-Bowser's Up B can properly Meteor Cancel

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Captain Falcon Change List
-Captain Falcon's hurtboxes adjusted
-Captain Falcon's Dash animation cleaned up
-Captain Falcon's Forward Roll animation adjusted to be like Melee
-Captain Falcon's aerial attack animations cleaned up to match up with Melee timings
-Captain Falcon's Neutral B is now reversible
-Captain Falcon's Neutral B turn occurs slightly later and can be performed up to four times
-Captain Falcon's Up B launch fire hit graphical effects restored

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Charizard Change List
-Charizard's hitboxes cleaned up on various moves
-Charizard's hurtboxes better match his body
-Charizard manually cancelling a Glide with jump or down no longer puts him into SpecialFall
-Charizard can only Glide once per air time
-Charizard's Glide retains momentum a bit better, but drops a bit faster
-Charizard's Glide Attack damage reduced
-Charizard's Jab deals slightly less damage on the weak hit, and is more SDIable
-Charizard's Dash Attack has less startup and the strong hit sends more outward
-Charizard's Up Tilt now better matches his wings
-Charizard's Up Tilt does a bit more damage on initial hit, and has less knockback growth
-Charizard's Down Tilt hit duration is slightly longer
-Charizard's Up Smash now has slightly more base knockback and slightly less knockback growth
-Charizard's Forward Smash hitbox is now active earlier and a little later in the animation, a weak hit added after the initial hit, and the fire sweetspot repositioned to be easier to land
-Charizard's Forward Smash sound effects have been improved
-Charizard's Up Smash has a bit more base knockback and less growth
-Charizard's Down Smash hitboxes are slightly smaller in size and centered around him better
-Charizard's Neutral Air hitboxes are now active for a bit longer
-Charizard's Neutral Air fire hit trajectory gets lower through the animation
-Charizard's Forward Air has been adjusted to give it better poking and offensive properties
-Charizard's Forward Air weak hit now has a lower angle and has improved aesthetics
-Charizard's Back Air non-fire initial hitboxes do more damage, fire hit is slightly larger, and late hit no longer has set knockback
-Charizard's Back Air is interruptible a bit sooner
-Charizard's Up Air SDIability and hitlag reduced to more normal levels, body hit has a lower angle, and the late hit doesn't last as long
-Charizard's Down Air has more knockback growth on grounded opponents
-Charizard's Grab Attack sound effects are stronger sounding
-Charizard's Forward Throw releases slightly faster, angle and base knockback increased, and growth decreased a bit
-Charizard's Back Throw angle, knockback, and endlag adjusted to be usable for combos
-Charizard's Up Throw is significantly stronger
-Charizard's Down Throw frame advantage has been reduced
-Charizard's Down Taunt is taunt cancelable
-Charizard's grounded Up B hits slightly earlier and before intangibility ends
-Charizard's aerial Up B has more startup, is stronger and more damaging near the start, and weaker later on
-Charizard's Down B bug that didn't allow interrupting to and from other moves was fixed
-Charizard's Down B charges faster

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Donkey Kong Change List
-Donkey Kong's hurtboxes adjusted
-Donkey Kong's Dash and Run slightly increased in speed
-Donkey Kong's Jab 1 comes out faster and links better into Jab 2
-Donkey Kong's Jab 2 hitbox sends at a higher trajectory than previously
-Donkey Kong's Neutral Air has better coverage and comes out slightly sooner
-Donkey Kong's Forward Air reduced slightly in damage and knockback, and a misplaced hitbox was moved from his body to his arm
-Donkey Kong's Forward Air spike sends slightly outward like other spikes do to be outside meteor trajectory range
-Donkey Kong's Down Air leg hitbox position adjusted
-Donkey Kong's Cargo hold mashing formula adjusted, and it is no longer possible to break out by holding up or down on the control stick
-Donkey Kong's Up B multihits hit at the same times as they did in Melee
-Donkey Kong's Up B can now be reversed on the ground during startup
-Donkey Kong's Down B knockback has been adjusted, extra shield damage removed, and is slightly less safe on block

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Falco Change List
-Falco's hurtboxes adjusted
-Falco's Jab 1 reduced SDIability corrected to be normal
-Falco's Back Throw and Up Throw Lasers work like Melee
-Falco's Down Throw now has an animation for the victim while being lasered and no longer freezes them in place before being thrown
-Falco's Down B initial graphical effects sized down to match the hitbox, and the hitbox made clankable

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Fox Change List
-Fox's hurtboxes adjusted
-Fox's Up Smash animation matched up more to Melee
-Fox's Down Throw no longer spins the victim around oddly while being lasered
-Fox's Up B hitbox placement adjusted to match Melee
-Fox's Down B graphical effects placed where its hitboxes are properly

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Ganondorf Change List
-Ganondorf's Jab and Down Air have new electric graphical effects
-Ganondorf's Down Throw increased slightly in knockback growth
-Ganondorf's Neutral B is now reversible
-Ganondorf's Neutral B turn occurs slightly later and can be performed up to four times
-Ganondorf's Side B top grab box fixed to be active vs ground so he doesn't miss opponents on platforms
-Ganondorf's Side B has its darkness hit effects restored
-Ganondorf's Up B launch fire hit effects restored

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Ike Change List
-Ike's Run is slightly slower but the start of his Dash is significantly faster, improving quick pivots and his jump cancel slide
-Ike's Dash to Run transition is slightly faster
-Ike's Weight is put back to vBrawl weight (a slight decrease in weight)
-Ike's non-tip hitboxes are now slightly more damaging and stronger at the hilt, while being slightly less so on the others
-Ike's tip hitboxes on Up Tilt, Down Tilt, Neutral Air, and Up Air send more horizontally like other tips do rather than more vertically
-Ike's Neutral/Forward/Back/Up/Down Air body hitboxes adjusted to be smaller in size like his ground attacks to aid in landing the hilt sweetspot
-Ike's Jab 3, Up Tilt, Forward/Up/Down Smash, and Down Air weak hit now follow the tip/middle/hilt system for damage
-Ike's Jab 3 base knockback decreased a bit
-Ike's Dash Attack hitbox priority adjusted; tip no longer hits so often over the others
-Ike's Dash Attack animation adjusted to have the forward movement at more appropriate parts, and also does not raise the sword quite as high. Now capable of Boost Up Smashing and Boost Turn Grabbing
-Ike's Dash Attack weak hit duration decreased slightly
-Ike's Forward Tilt has slightly less base knockback and more growth, and IASA is slightly later
-Ike's Up Tilt has slightly less base knockback and more growth, strong hit reaches higher, and weak hit duration reduced
-Ike's Down Tilt hits slightly faster, and the hilt sweetspot meteors while the rest of the attack sends upward
-Ike's Forward Smash hitboxes begin slightly later in the animation, and base knockback decreased a bit
-Ike's Down Smash base knockback is slightly lower on 1st hit and higher on the 2nd
-Ike's Neutral Air late hit is weaker, sends at a more horizontal angle, and has a slightly shorter hit duration
-Ike's Forward Air hit duration adjusted, average damage slightly decreased, base knockback decreased, and growth increased significantly emphasizing the sweetspot
-Ike's Up Air hitbox priority adjusted to normal tip/middle/hilt spacing
-Ike's Up Air early hitboxes slightly decreased in base knockback
-Ike's Down Air spike on the hilt sweetspot sends slightly outward like other spikes do to be outside meteor trajectory range
-Ike's Standing Grab range reduced slightly
-Ike's Forward Throw animation touched up a bit to look better, and has less base knockback and more growth
-Ike's Back Throw releases slightly faster, slightly decreased in base knockback, and trajectory is a bit higher
-Ike's Up Throw endlag slightly increased, and knockback growth increased
-Ike's Down Throw base knockback slightly decreased, and growth greatly increased
-Ike's non-fully charged Neutral B hitboxes and graphical effects reduced in size a bit, armor duration adjusted, and super armor changed to knockback-based armor; it can be broken through at KOing %s
-Ike's Neutral B graphical effects are now blue
-Ike's Side B wall jump can only be performed twice per airtime
-Ike's Side B is jump cancelable on the 3rd frame of the dash, and uncharged covers less distance
-Ike's Up B sword throw and glow animation cleaned up to match each other better, Ike's movement during the jump smoothed out, and aerial Up B decreased in height a bit
-Ike's Up B hitboxes reworked with new knockback stacking mechanics, and armor duration reduced to be during the time he is crouching before jumping

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Jigglypuff Change List
-Jigglypuff's Up Taunt now winks

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King Dedede Change List
-King Dedede's Dash Attack hitboxes adjusted for better coverage
-King Dedede's Up Tilt belly hitboxes adjusted for better coverage
-King Dedede's Forward Smash has an added large ground bounce hitbox that only affects grounded opponents and is non-clankable
-King Dedede's Neutral Air weak hitbox match the size of the strong hitboxes for better coverage
-King Dedede's Neutral Air IASA fixed to occur slightly before the animation ends
-King Dedede's Forward Air IASA fixed to occur slightly before the animation ends
-King Dedede's Side B can toss waddles at more noticeable angles
-King Dedede's Side B default throw speed decreased, and strong throw speed increased
-King Dedede's Up B hitboxes adjusted for better coverage
-King Dedede's Up B damage across all of its hitboxes increased significantly, and shield damage on landing hit greatly increased
-King Dedede's Up B landing stars have more base knockback
-King Dedede's Down B self-damage cap is 100%

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Link Change List
-Link's Up Tilt animation adjusted to match Melee better
-Link's Grab hand collision is larger like a normal grab, ends when the hookshot extends, and the chain is unable to grab airborne targets to prevent a standing chaingrab
-Link's Down Throw knockback growth increased
-Link's Down Throw had a bug where not all hitboxes would connect on certain characters that was fixed
-Link's Arrow hitbox size matched to Melee
-Link's Boomerang close range strong hit duration lasts slightly longer
-Link's Boomerang knockback/angle adjusted more towards Melee/64 on the way out, rather than straight up, and like 64 uses similar strength knockback on the return hitbox
-Link's Up B can properly grab edges at the peak and off of platforms
-Link can pull up to 3 Bombs

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Lucario Change List
-Lucario is now able to on-hit cancel during hitlag, which also effectively reduces the startup of the move by 1, and is able to OHC using the C-Stick during hitlag
-Lucario's glowing hands for the first charge towards a super are fainter and blue, second charge is white when he has two
-All of Lucario's hitbox placements, sizes, and durations cleaned up. Graphical effects adjusted to, in most cases, represent the outermost hitboxes
-Lucario's Jabs, Dash Attack, Forward/Up/Down Tilt are now SDIable like normal
-Lucario's Jab 2 and Forward Smash are slightly more advantaged on block
-Lucario's Jab 3, Forward Tilt, and Up Tilt are more advantaged on block
-Lucario's Dash Attack, Down Tilt, and Down Smash are slightly less advantaged on block
-Many of Lucario's sound effect timings corrected
-Lucario's Spot Dodge invincibility duration adjusted to be more appropriate for its total duration compared to the next best dodge tier
-Lucario's Jab 1 & 2 inner hits link better into the next Jab
-Lucario's Jab 2 hits and can transition into Jab 3 slightly faster to match the animation
-Lucario's Jab 3 hits and ends earlier in the animation, reaches crouching and landing opponents better, and base knockback and angle lowered slightly
-Lucario's Dash Attack no longer buffers into special moves on hit by holding down the special button, and works like any other OHC input that requires pressing the button
-Lucario's Dash Attack has new graphical effects, uses aura element, travels a shorter distance, and IASA is a bit later
-Lucario's Dash Attack strong hit duration shortened to be able to space for the weak hit better, sends much more horizontally except for at the foot aura hitbox, and knockback adjusted slightly
-Lucario's Dash Attack weak hitbox ends sooner when he lowers his leg and the graphic ends, angle lowered a bit, and has less base knockback and more growth
-Lucario's Forward Tilt hitbox comes out sooner, his arm during the swing is intangible, and IASA is much earlier
-Lucario's Forward Tilt has a lower angle, more base knockback, and less growth
-Lucario's Up Tilt hitbox ends slightly sooner, damage increased slightly, and IASA is much earlier
-Lucario's Down Tilt startup greatly reduced, damage decreased slightly, and IASA is earlier
-Lucario's Down Tilt foot aura hitbox does more damage and meteors against grounded foes
-Lucario's Forward Smash hitbox ends sooner, slightly less base knockback on weak hit, and momentum is preserved on startup to be able to slide during it
-Lucario's Up Smash charges up properly, scaling damage and knockback accordingly when charged
-Lucario's Up Smash animation cleaned up, has an aura trail added to the fist, and he steps into the move instead of back giving it much more range
-Lucario's Up Smash links better, is able to cancel into landing while moving downwards, and knockback growth on the final hit decreased slightly
-Lucario's Down Smash startup greatly reduced, knockback growth decreased slightly, and inside hitbox on his front side is clankable like the other three hitboxes
-Lucario's Neutral Air has new graphical and sound effects, and damage and knockback are increased
-Lucario's Forward Air autocancels sooner, strong hit has slightly reduced base knockback, increased growth, and lasts slightly longer
-Lucario's Forward Air foot aura hitbox on strong hit does increased damage, base knockback, and has a more vertical trajectory
-Lucario's Forward Air weak hit damage decreased slightly, knockback growth increased, and the hit duration is reduced
-Lucario's Back Air strong hit does slightly more damage, has less base knockback and growth, and lasts slightly longer
-Lucario's Back Air hand aura hitbox on strong hit does more damage, base knockback, and has a more horizontal trajectory
-Lucario's Back Air weak late hit removed
-Lucario's Up Air autocancels sooner, IASA is much earlier, and knockback growth and hit duration are decreased
-Lucario's Up Air foot aura hitbox does slightly more damage, base knockback, growth, and sends more vertically
-Lucario's Down Air second hit has less base knockback and more growth
-Lucario's Dash Grab and Turn Grab have a third grab box added
-Lucario's Forward Throw startup speed adjusted to look more like a throw than a spasm
-Lucario's Up Throw release point adjusted to be more in front and look less awkward, and knockback growth increased significantly
-Lucario's Down Throw speed is weight dependent and has significantly less startup to be harder to DI
-Lucario's Down Throw damage and angle decreased slightly, has less base knockback, and more growth
-Lucario's Quick Cliff Attack does not whiff when they are standing very close to the edge
-Lucario's Neutral B charge cancel now has its own animation which allows canceling into Wait instead of into Shield, and the charge hits' hitlag is increased
-Lucario's Super Side B and Up B are no longer activated with the C-Stick
-Lucario's Side B grab has more startup, but grab duration is slightly longer
-Lucario's Side B attack hitboxes adjusted in damage and knockback, with the closest being the strongest
-Lucario's Grounded Side B near instant interrupt removed, animation shortened, and the Normal version has less base knockback and more growth
-Lucario's Aerial Super Side B throw knockback growth reduced a bit
-Lucario's Up B hitboxes adjusted so that the final hit will actually come out before the animation ends, and has a hitbox when grabbing the edge
-Lucario's Up B uses weight dependent set knockback on multihits and super cancel instead of base knockback and no growth, and the multihits are not as SDIable
-Lucario's Up B and Down B have priority over Side B for OHCs when inputting diagonally
-Lucario's Down B is reversible and preserves horizontal momentum on startup
-Lucario's Down B startup increased significantly, but is intangible when he begins to move instead of partially into the dash
-Lucario's Down B movement during dash increased and smoothed out to provide more momentum when canceled at any length, goes a slightly longer distance overall, and in the air transitions into fall better

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Lucas Change List
-Lucas' Cliff Jump height slightly reduced
-Lucas' Air Jump animations cleaned up
-Lucas' Boost Smash window adjusted to be more appropriate for his jump speed
-Lucas' Forward Smash angled up does slightly more damage while angled down does slightly less
-Lucas' Down Smash is two parts just like Link's Forward Smash
-Lucas' Neutral Air now uses weight dependent set knockback on linking hits and is slightly more SDIable
-Lucas' Forward Air has normal hitlag
-Lucas' Back Air now uses the new Light element effect
-Lucas' Up Air has normal hitlag, and now has a sweetspot that uses the new Light element effect
-Lucas' Grab animations edited to not look as awkward
-Lucas' Tether no longer has a hitbox attached to it when it is grabbing the ledge
-Lucas' PK Thunder no longer dies when entering the side blastzones, and does not clip stages as easily
-Lucas' PK Thunder no longer dies when Lucas is hit, and instead becomes unfriendly towards any player and continuing in the same direction before he got hit
-Lucas' PKT2 ending is not as short and is able to grab the edge backwards
-Lucas' PK Freeze has less hitlag and is now SDIable
-Lucas' Down B has an actual start up animation, allowing reversals, but the hit and jump cancel timings remain the same as before

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Luigi Change List
-Luigi's up angled and down angled Forward Smash animations matched to Melee
-Luigi's Down B final hit's duration increased to match Melee

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Mario Change List
-Mario's Jump has the "hoo" sound effect added
-Mario's Down Throw increased slightly in knockback growth
-Mario's aerial Side B vertical momentum was adjusted
-Mario's Up B can no longer be walljumped out of infinitely when touching a wall at the start of Up B, leaving just the single use unconditional method of walljumping out of it
-Mario's Up B walljump no longer has additional walljump decay
-Mario's Down B no longer plummets when used directly after hitstun

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Marth Change List
-Marth's Walk animations adjusted to match Melee
-Marth's Dash and Run animations adjusted to match Melee
-Marth's sword trails match Melee
-Marth's Up Smash hitboxes properly cover the sword like his other moves
-Marth's Forward Air animation slightly adjusted to better match Melee
-Marth's Down Air animation slightly adjusted to better match Melee
-Marth's Side B has added overlayed color effects

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Mr. Game & Watch Change List
-Mr. G&W's Weight increased from Melee and is now the same as NTSC Melee Kirby's
-Mr. G&W's Rapid Jab IASA is earlier to match the IASA on Jab 1
-Mr. G&W's Rapid Jab modified to not loop twice (4 hits) easily when trying to only loop once (2 hits)
-Mr. G&W's Dash Attack hit duration is slightly increased, base knockback reduced a bit, and growth increased
-Mr. G&W's Forward Tilt timing of when the chair is out and when it hits corrected to match
-Mr. G&W's Forward Tilt and Up Tilt sound effects timing fixed
-Mr. G&W's Up Smash damage and knockback increased
-Mr. G&W's Neutral Air parachute positioning better matched to Melee to have much better coverage on the sides and underneath
-Mr. G&W's Forward Air knockback growth increased
-Mr. G&W's Forward Air had a misplaced hitbox during the back hit that was fixed, now allowing it to hit much further above and behind him
-Mr. G&W's Up Air has an added landing hitbox identical to the aerial one except slightly less damage
-Mr. G&W's Down Air upper and lower hitboxes both meteor on the initial hit instead of only the top
-Mr. G&W's Forward and Back Throws have less endlag
-Mr. G&W's Up Throw has much less base knockback and more growth
-Mr. G&W's Quick Cliff Jump works properly on sloped edges
-Mr. G&W's Neutral B getting stuck in autofire bug has been fixed
-Mr. G&W's aerial Neutral B pan hitbox is lower and matches its position on the ground
-Mr. G&W's Neutral B pan hitbox does more damage, less base knockback, and much more growth
-Mr. G&W's Side B Hammers 2-8 adjusted in various ways to reward Mr. Game & Watch a lot more
-Mr. G&W's Side B maintains more horizontal momentum when used
-Mr. G&W's Side B hit windows increased to match Melee, and added stronger sound effects to some of them
-Mr. G&W's Side B adjusted so that the 1st hammer of the match cannot be a 1 or a 2, and the 2nd hammer cannot be a 1
-Mr. G&W's Up B is able to IASA into all moves at the peak that he can normally do in Fall after an Up B rather than aerials only, can do so slightly earlier, and can use air mobility during that time
-Mr. G&W's Up B falls more naturally and doesn't tug backwards at the peak when angled
-Mr. G&W's Up B is stronger early in the attack, weaker near the end, and the knockback is reversible
-Mr. G&W's Down B minimum hold time slightly reduced and is much more consistent, always releasing immediately if it has been held for that amount of time already
-Mr. G&W's Down B minimum damage is decreased slightly
-Mr. G&W's Down B initial horizontal momentum slightly increased
-Mr. G&W's Down B absorb collision is decreased in size
-Mr. G&W's Down B attack can be activated by pressing B at any time the bucket is being held out with a charge in it, with more charges resulting in a larger attack area
-Mr. G&W's Down B attack IASA is earlier

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Ness Change List
-Ness' momentum from a running Jump is slightly increased
-Ness' normal air speed is increased, and air friction decreased
-Ness' Air Jump animation touched up near the end
-Ness' Dash Attack cannot be DIed down and shielded inbetween hits
-Ness' Up Tilt has better coverage in front of him, and IASA is earlier
-Ness' Down Tilt can IASA into itself quickly like Melee and Brawl
-Ness' Forward Smash can be angled up or down
-Ness' Forward Smash tipper hit knockback growth increased
-Ness' Forward Air animation touched up near the end
-Ness' Back Air animation touched up
-Ness' Dash Grab has a new animation
-Ness' Down Throw has more endlag
-Ness' Neutral B can charge for slightly longer
-Ness' Side B travels for slightly longer
-Ness' Up B has a hitbox during startup
-Ness' PK Thunder no longer dies when entering the side blastzones, and does not clip stages as easily
-Ness' PK Thunder no longer dies when Ness is hit, and instead becomes unfriendly towards any player and continuing in the same direction before he got hit
-Ness' PKT2 travels a bit faster over the same distance
-Ness' PKT2 hitboxes cover him better
-Ness' Down B absorb collision is decreased in size to match the graphic better
-Ness' Down B healing multiplier slightly increased
-Ness' Down B hold and ending can be jumped out of
-Ness' Down B floats at the start for much longer before beginning to fall
-Ness' Down B has a weak initial hitbox at the start of the hold, and a repeating non-flinching hitbox afterwards
-Ness' Up Taunt has a Smash Taunt (release the taunt button quickly) based on a reference from his games

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Peach Change List
-Peach's hurtboxes adjusted
-Peach's animations cleaned up for some moves
-Peach's dress/leg clipping issues with certain aerials fixed
-Peach's Jab 1 angle adjusted to link better into Jab 2 when fully spaced Jab 2 would whiff
-Peach's Dash attack animation matched to Melee
-Peach's Down Tilt doesn't shift the camera during the move
-Peach's Up Tilt hitboxes moved more upwards to better match the heart graphics
-Peach's Forward Smash Pan base knockback increased and no longer has a weak hit
-Peach's Forward Air on-hit sound effects altered
-Peach's Neutral B spores slightly decreased in knockback growth
-Peach's Side B increased in knockback
-Peach's Up B is able to reverse grab at its peak like other characters
-Peach's Up B uppermost linking hits adjusted to keep opponents in for the final hit better
-Peach's Turnips and other items are no longer visible when Peach has her parasol out while landing
-Peach's Aerial Final Smash animation properly transitions to her fall animation
-Peach's Final Smash sleep duration modified

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Pikachu Change List
-Pikachu's Up Smash and Neutral Air's sound effects adjusted
-Pikachu's Forward Throw has electric graphical hit effects restored
-Pikachu's Up Throw matched to Melee
-Pikachu's Up B minimum and maximum distances increased to match Melee

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Pit Change List
-Pit no longer has two Glides in the air, however, starting from the ground does not use it up, and it is regained when grabbing an edge
-Pit's ending Glide animation smoothed out
-Pit's Glide cancels into fall rather than SpecialFall
-Pit's Forward Tilt can be angled up or down
-Pit's Down Tilt meteor sweetspot moved from blade to body and made stronger in knockback
-Pit's Forward Smash is two parts and the first hit links into the second hit better
-Pit's Up Smash hitboxes cleaned up and link better
-Pit's Back Air strong hit sends at a lower angle, lasts slightly longer, and has a bit less base knockback
-Pit's Down Air sweetspot is now a spike and easier to hit
-Pit's Arrows take longer to weaken initially, but then reach their weakest level at the same time they did before
-Pit's Arrows can now be SDIed normally, and use the new Light element effect
-Pit's Up B is now reversible
-Pit's Up B uses the new Light element effect
-Pit's grounded Up B links better into the sweetspot and damage on sourspot slightly increased
-Pit's grounded Up B sweetspot placement adjusted
-Pit's aerial Up B goes a bit higher, animation adjusted, and the sweetspot is easier to hit

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R.O.B Change List
-R.O.B now gets horizontal momentum from running jumps and on horizontal air jumps
-All of R.O.B's thruster-based attacks now do slightly more shield damage
-R.O.B can now DACUS
-R.O.B's Forward Tilt's sweetspot hitboxes have priority over the sourspot hitboxes
-R.O.B's Forward Smash damage and knockback increased, hitboxes match the animation better, and it comes out slightly later
-R.O.B's Up Smash damage increased, hitboxes match the animation better, and it now also has a launcher hitbox (pre-charge)
-R.O.B's Neutral Air damage and knockback slightly increased
-R.O.B's Back Air damage and knockback slightly increased
-R.O.B's Back Air no longer has aerial mobility disabled during part of the move
-R.O.B's Up Air hitlag slightly decreased
-R.O.B's Down Air endlag decreased
-R.O.B's Down Air no longer has aerial mobility disabled during part of the move
-R.O.B's Up Throw adjusted to allow better follow-ups
-R.O.B's Down Throw adjusted to not chaingrab fastfallers as harshly, and does slightly less damage
-R.O.B's Grounded Side B retains its momentum during the startup
-R.O.B's Grounded Side B no longer goes half the normal distance when used out of a Run
-R.O.B's Grounded Side B hitboxes start earlier to match the animation
-R.O.B's Aerial Side B retains his horizontal and vertical momentum during the startup
-R.O.B's Up B upward vertical momentum is retained during startup
-R.O.B gets a boost back when grabbed if he has none
-R.O.B gets all boosts back when hitting the ground during tumble
-R.O.B's Down B shooting endlag reduced
-R.O.B's Down B charge cancel no longer goes into air dodge in the air

Code:
Sheik Change List
-Sheik has a new proper entry animation
-Sheik's Dash Attack animation matched to Melee
-Sheik's Forward Smash damage slightly increased, hitlag is reduced, base knockback is significantly higher, and growth much lower
-Sheik's Forward Smash can no longer send backwards on 2nd hit
-Sheik's Down Smash animation adjusted to better match Melee
-Sheik's Down Smash IASA timing altered to match Melee
-Sheik's Forward Air animation slightly adjusted to match Melee
-Sheik's Turn Grab grab boxes more closely match the animation, also allowing her to grab very low targets
-Sheik's Forward Throw damage slightly increased
-Sheik's Back Throw releases closer to Sheik, releases slightly faster, and has less endlag
-Sheik's Back Throw damage slightly increased, angle is lower, has a bit more base knockback, and significantly less growth making it combo as effectively as Down Throw
-Sheik's Down Throw releases slightly faster and has a bit more knockback growth
-Sheik's Needles adjusted to clank close to exactly how they would be hit with hurtboxes on them in Melee
-Sheik's Down B graphical effects adjusted to better match the timing
-Sheik's Final Smash increased slightly in angle and base knockback
-Sheik's Final Smash uses the new Light element effect

Code:
Snake Change List
-Snake's Forward Tilt 2 is stronger
-Snake's Up Tilt animation touched up
-Snake's Up Smash knockback and angle adjusted
-Snake's Neutral Air last hit is stronger
-Snake's Back Air sweetspot lasts slightly longer
-Snake's Back Air angles switched
-Snake's Up B hitboxes are closer in to him
-Snake's Up B adjusted in knockback and angle
-Snake's C4 explosion hitbox shifted upwards to match the graphic and hits slightly longer

Code:
Sonic Change List
-Sonic gets more horizontal momentum from grounded Jumps
-Sonic's aerial mobility is slightly lower
-Sonic's Jump startup is slightly faster
-C-Stick up while shielding now correctly jumps instead of Up Smashing
-Sonic's Forward Tilt is now one hit, has less endlag, and much more knockback growth
-Sonic's Up Tilt has a new animation
-Sonic's Down Tilt moves forward and back, and the hitboxes and animation were adjusted
-Sonic's Down Tilt sends foes up and behind him
-Sonic's Forward Smash hit duration extended and has a weak hit added during that time
-Sonic's Up Smash is two hits instead of many multi-hits, and the knockback on the last hit is stronger
-Sonic's Neutral Air is slightly faster, stronger, and has larger hitboxes
-Sonic's Forward Air has slightly faster startup with endlag and knockback adjusted
-Sonic's Back Air adjusted in knockback, and is stronger at lower %s
-Sonic's Up Air 2nd hit comes out slightly faster, sweetspot does a little more damage, and knockback slightly adjusted
-Sonic's Up Air autocancels much earlier and IASA is a bit earlier
-Sonic's Down Air initial hitbox spikes on both grounded and airborne opponents
-Sonic's Down Air no longer has disabled air mobility, and can be fastfalled to change the dive speed
-Sonic's Neutral B on-hit cancel is removed
-Sonic's Neutral B can be shortened by pressing Attack before he homes-in, this is called Blast Attack
-Sonic's Neutral B IASA is earlier
-Sonic's Neutral B hit animation is now reversible
-Sonic's Side B can no longer be jump canceled immediately, and the invincibility is completely gone
-Sonic's Side B initial hitbox sends outward, and halfway through aerial Side B it will send upwards
-Sonic's Side B can only be used once per recovery, he must land on the stage or grab the edge to regain Side B usage in the air
-Sonic's grounded Side B goes into a multi-hit somersault instead of a spindash
-Sonic's grounded Side B somersault is jump cancelable, and if you press Attack Sonic will perform a slide kick
-Sonic's grounded Side B somersault and slide kick are both edge cancelable
-Sonic's aerial Side B can grab ledges
-Sonic's Down B releases into spindash sooner
-Sonic's Down B can be B-reversed
-Sonic's Down B startup is faster

Code:
Toon Link Change List
-Toon Link's Jab 2 and Jab 3 have a new animation similar to his Wind Waker slash sequence
-Toon Link's Forward Tilt animation adjusted
-Toon Link's Down Tilt tip meteor angle slightly adjusted, knockback growth greatly increased, and now has an electric effect
-Toon Link's Forward Smash is now SDIable
-Toon Link's Forward Smash has a much longer hit duration, hitting earlier and slightly later in the animation
-Toon Link's Forward Smash has a lower trajectory and knockback growth is increased
-Toon Link's Forward Air damage and hit duration slightly increased
-Toon Link's Down Air hit duration and endlag in the air reduced
-Toon Link's Grab hand collision is larger like a normal grab, ends when the hookshot extends, and the chain is unable to grab airborne targets to prevent a standing chaingrab
-Toon Link's Forward Throw angle increased
-Toon Link's Back Throw angle lowered and base knockback increased
-Toon Link's Down Throw knockback growth increased
-Toon Link's Neutral B takes slightly longer to draw the arrow
-Toon Link's Boomerang speed, damage, and knockback adjusted
-Toon Link's grounded Up B adjusted so opponents cannot shield in the middle of the move
-Toon Link's grounded Up B damages adjusted to be more rewarding
-Toon Link's aerial Up B hitboxes reduced in size slightly
-Toon Link's aerial Up B initial hit damage, knockback growth, and duration slightly increased
-Toon Link's aerial Up B late hit damage reduced
-Toon Link can pull up to 3 Bombs

Code:
Wario Change List
-Added a new Win animation where Wario flexes in reference to Wario Land
-Wario has new Walk, Dash, and Run animations
-Wario gets a little more momentum from a running jump
-Wario's Jab 1 animation adjusted to not put his arm out before hitting
-Wario's Forward Tilt hitboxes reduced in size to match animation
-Wario's Forward Tilt now stronger and more damaging at the tip, and can be delayed by holding Attack button
-Wario's Down Tilt hits at a higher angle, interruptible sooner, and hit duration reduced slightly
-Wario's Up Smash multihits now pull the opponent in better
-Wario's Neutral Air hit duration reduced a bit, and IASA is earlier
-Wario's Neutral Air sourspot hitboxes cover him better, hits at a low angle, and damage increased slightly
-Wario's Forward Air hits at higher angle, hit duration reduced, and IASA is earlier
-Wario's Back Air damage increased, hitlag reduced to normal on strong hit, and has a flub hitbox added after the strong hit
-Wario's Up Air rotated slightly into the plane of attack, making the sweetspot easier to land
-Wario's Down Air hitbox covers him better
-Wario's Dash Grab will now continue charging forward until you release the Grab button, with the furthest distance being his Side B travel length
-Wario's Forward Throw now uses the Wario Land animation. You can perform a quick version or charge it up by holding the Grab button for a stronger throw
-Wario's Back Throw uses the old Forward Throw animation except it is now possible to move around with it. Knockback, angle, and damage adjusted appropriately to match the new animation
-Wario's Down Throw has less endlag, and the damage is significantly increased
-Wario's Neutral B grab box sizes reduced, hold time reduced, and is now maneuverable in the air. Throw knockback tweaked to allow DI-dependent follow-ups
-Wario's Side B can now clank with other attacks, and the damage scaling is adjusted
-Wario's Side B Squat Cancel is faster, has low-knockback armor, and hitbox duration matches the animation better
-Wario's Up-B multi-hits link better, and doesn't pull him backwards at the end when angled
-Wario's Down B no longer goes into SpecialFall, and vertical hit on full charge has less base knockback and more growth

Code:
Wolf Change List
-Wolf's Forward Tilt cleaned up to match graphical effects and hitbox timings
-Wolf's Forward Tilt hitlag slightly reduced on 1st hit
-Wolf's Down Tilt IASA is slightly earlier
-Wolf's Neutral Air landing hit's knockback growth slightly increased
-Wolf's Down Air ground and aerial hitboxes adjusted in knockback to be more similar, and both cause knockdown a bit later
-Wolf's aerial Side B matched in startup timing to grounded Side B, and there are now 4 cancel lengths from previous 3
-Wolf's Side B hitbox size reduced, and the trajectory can now be altered slightly higher or lower with the control stick

Code:
Zelda Change List
-Zelda's Jab
    Priority on hitboxes altered to work better on heavyweights' hitstun animations
    Animation and graphics cleaned up some
    Linking hits use slightly negative angles, which prevents landing animations from being triggered on very slightly sloped areas which can cause the rest of the move to whiff.

-Zelda's Dash Attack
    Animation adjusted to be closer to Melee
    Angle on sweetspot adjusted to be like other, similar attacks

-Zelda's Forward Tilt
    Tipper hitbox adjusted in knockback and SDIability slightly to be more conducive to combos
    Hit sound effects adjusted for sweetspot hitboxes
    Hitboxes adjusted to give proper spacing for the tipper hitbox

-Zelda's Up Tilt
    Hit duration very slightly reduced as a visual correction (1 frame)
    Graphical effects edited to match the new timings
    Launch has less base knockback but more growth, dealing less knockback at lower damages but more at higher damage
    Launch angle of first half of the attack increased slightly

-Zelda's Forward Smash
    Innermost hitboxes on linking hits have reduced hitlag
    Linking hits use slightly negative angles, which prevents landing animations from being triggered on very slightly sloped areas which can cause the rest of the move to whiff.
    Has a new linking hitbox far inside her only intended to prevent whiff issues in-close on heavyweights
    Launch hit has less base knockback but more growth, dealing less knockback at lower damages but more at higher damage, also taking greater effect with smash charge.

-Zelda's Up Smash
    Hit sound effects on linking hits altered to be softer
    Final hit has slightly increased base knockback
    Linking hits have slightly reduced SDI capacity, enough to control your launch point when hit by the move but never enough to escape it in any normal circumstances.

-Zelda's Neutral Air graphical effects terminate earlier, closer to when the move stops hitting

-Zelda's Forward Air and Back Air
    Nonmagical flubs have more effectual damage and knockback growth values to not lead directly into sweetspots as easily
    Melee sized sweetspots (first frame) regained a bit more of their old damage and knockback power
    Melee sized electric flubs (later frames) now use average KO move values instead of flub values
    Bair critical sweetspot deals slightly more knockback and shield damage

-Zelda's Up Air
    Fire hitboxes (both) have slightly more base knockback
    Hit sound effect of large fire hitbox upgraded
    Has very slightly increased shield damage on large fire hitbox

-Zelda's Down Air
    Sweetspot duration reduced
    Sweetspot now has shield damage
    Damage and knockback growth against grounded targets significantly increased
    Knockback growth against aerial targets slightly increased
    Graphics altered to better match the presence of the sweetspot
    Thigh flub hitbox has slightly improved power and combo potential from ground bounces
    Animation adjusted for the hitboxes to be aligned with the axis for its hit duration

-Zelda's Turn Grab is able to grab very low crouching targets

-Zelda's Forward Throw slightly reduced in knockback growth

-Zelda's Down Throw graphical effects altered to be prettier and similar to Melee

-Nayru's Love
    Ground version of the move deals more damage
    Air version of the move has quicker intangibility startup, equal to ground version
    Knockback on air version adjusted slightly, uses less base but more growth to induce tumble later
    Grounded Nayru's is visually larger, and aerial Nayru's visually smaller to better show their hitbox size difference
    Size of the last hitbox on air version was reduced to consistent with the linking hits

-Din's Fire
    Has slightly quicker travel speed
    Has slightly lower maximum channel time
    Projectile starts out smaller, but ending size is unchanged
    Damage growth with travel duration on explosion hitbox altered slightly, now does a minimum of 10 damage and a maximum of 20
    Mine hitbox has slightly more base knockback and slightly less knockback growth for combo purposes

-Farore's Wind
    Landing lag reduced
    Air reappearance transitions properly into SpecialFall

-Zelda's Transform graphical effects adjusted to better match their timing
-Zelda's Final Smash uses the new Light element
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[0] [P:M] Project M Demo 2.5b Released!
Posted by: `daze - January 7th, 2013 07:09 AM - 5 comment(s)
Hello everyone! We hope you have been enjoying the release of our highly anticipated Demo 2.5. Many users have helped us identify various bugs and oddities that, while minor, we've decided to patch sooner rather than later. We extend our thanks to all of our fellow community members who have stepped up to report these bugs! This patch was designed to improve small oversights while we were preparing for 2.5's release, and it is not meant to be a balance adjustment patch.

Download Project M 2.5b here!

Changes Made in Demo 2.5b
Code:
-Entering an existing name will bring you to the name rather than doing nothing
-Charizard's glide can only be used once per air time
-Diddy Kong has a new victory animation at the end of his rocketbarrel spin one
-G&W's ledge jump doesn't instantly land on the right edges of certain stages
-Luigi's angled Forward smashes properly match where his hitboxes were placed
-Luigi's Cyclone properly covers his body at the end of the attack
-Pikachu's Neutral air has better sound effects
-Squirtle no longer loses his water gun charge when using Side B jump
-Zero Suit Samus has a new special fall landing animation
-All characters had their dust cloud sizes reduced in size
-Riivolution Bowser freezing issues resolved
-Demo fights on the title screen freeze less
-Stage striking issues addressed
-It takes 9 minutes for the audio to fade instead of 3 in the WiFi set
-Kongo Jungle 64 random issues fixed
-Timer, Starman, and curry are stickers due to still not working properly
Thank you for all of your support and interest in Project M! We really appreciate all of the positive feedback you guys give us, and we are excited to see the future of Project M flourish.
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[0] Project M is looking for Video Editors and Animators!
Posted by: PMBR Application Manager - January 5th, 2013 07:02 AM - 1 comment(s)
Project M is looking for Video Editors and Animators!
Dear Project M community, do you want to use your animation skills to help animate your favorite Nintendo characters or create awesome videos showcasing the biggest console game mod of all time? Are you interested in being a part of the Backroom, to bring the awesomeness that is Project M to the forefront of video game news? APPLY HERE!
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[0] [P:M] Smashmods PM Forums Officially Closing, Smashboards Forums Opening
Posted by: Strong Bad - January 1st, 2013 11:48 PM - 40 comment(s)
Hey folks, today we've got a bit of a double-edged sword as far as forum updates go.
First, the Project M Forums here on Smashmods will be closing. They will be open for one week for anyone to get any important information or data before they become archived. Afterward, they will be closed.

Second, Smashboards, most popular Smash-related forum on the web, has opened up Project M forums over there, and we encourage everyone to go over there to discuss what you would here with a larger group of people. Bug reports, help questions, etc. go into the general forum, of course.

Give us a week or two to adjust to the new environment and get some relevant stickies up. We're excited to see more discussion on Project M occur with the larger user base on it. See you there!
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[0] Live Information Session on Wii Coding - Thursday, Jan 3rd, 7:00pm (EST)
Posted by: InternetExplorer - December 31st, 2012 06:56 AM - 18 comment(s)
Wii Coding Information Session
Thursday, January 3rd, 7:00pm (EST)

http://twitch.tv/InternetExplorer6

(Follow if you don't want to miss it!)

Happy New Year! I'm InternetExplorer, a developer for Project M since 2.0 was released. Now that 2.5 is out, you may be familiar with some of my work including Crew Mode, Audio Fade, and Stage Striking. Have you ever wondered what the process is like to write some of these codes? Well, now is your chance to find out first-hand, or even give it a shot yourself!



This is what I stare at for hours.


I will be streaming a live information session on Wii/Gamecube coding on Thursday, January 3rd at 7:00pm (EST) on my Twitch channel. During the session, I will be going over the basic procedure of writing codes for Wii/Gamecube games, focusing on Smash. I will make sure to explain everything at a basic level such that viewers with little or no programming experience can follow along. Since the session is live, you can even ask questions in the chat!

Here are some topics I will be demonstrating:
  • How to use Dolphin's debug features
  • The basics of PowerPC and what a processor does
  • The basics of hexadecimal and how variables are stored in memory
  • Using Dolphin's "Cheat Search" feature to find memory addresses of interest
  • Using breakpoints to learn the purpose of different functions
  • Writing basic codes that modify game memory
  • Writing advanced codes that inject ASM code into the game

Soon enough, you will have an understanding of all of this and more! I look forward to you joining me. If you can't make it, the session will be recorded (including questions asked/answered) and posted to my YouTube channel on a later date. See you Thursday!
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[0] [P:M] Project M Demo 2.5 Officially Released!
Posted by: Strong Bad - December 29th, 2012 09:35 AM - 33 comment(s)

We are absolutely thrilled to announce that Project M Demo 2.5 has finally been released and is ready to be downloaded!

Project M Demo 2.5 Download

Be sure to follow the step-by-step instructions to ensure everything works for you. Our latest installment comes with four additional characters, a handful of new features, several engine optimizations, plenty of aesthetic polish, and an extravaganza of character tweaks. See the compiled list of new content below:

Additional Characters!



These characters have been carefully designed and tweaked to ensure everyone has a blast playing with this batch of newcomers! Each of them has received a multitude of changes from Brawl to allow them to feel at home in Project M's environment, as well as received many unique new features! Ivysaur sports new Seed Bomb and Solarbeam attacks along with a plethora of healing moves and a new solar-powered system, while Squirtle slides into the scene with a new Bubble attack to pop his opponents into place! Zero Suit Samus dives into Project M with amazing mobility and her new Flipjump options while Diddy Kong leaps into the fray with his quirky banana play and a dash attack able to roll off ledges. These four new characters are just the tip of the iceberg with what is to come with Demo 2.5!

Engine Optimizations!

As you've come to expect from the previous two demos released, engine improvements have upgraded the game to become much better than its predecessor. Demo 2.5 follows this tradition, as it brings some significant optimizations to the engine at large. These fixes impact how you recover, the feel of combos, and the overall feel of the entire game! Melee veterans and casual newcomers alike will both be able to feel the difference in their gameplay quite naturally.

Brand New Features!


Demo 2.5 introduces quite a few new features never seen before in a Smash Bros. game! Giving the player the ability to adjust stocks individually with a built-in crew-battle mode to keep track of the winner's stock for the next round. Need help to adjust to Project M's engine? Turn on Input Assistance to help get your feet wet! Ever wanted to get into a tournament set faster without all the hassle? Crossing out stages from the Stage Select Screen helps you do this easily! All of these new features just add to the overall package of this new release.

Aesthetic Polishes!


Project M needed its own identity in other ways. Pokemon Stadium 2 with the Master Ball is but one example of how Project M distinguishes itself from Brawl. Bland and redundant recolors plaguing characters were chosen to be replaced in favor of more bright and apparent recolors for team and non-team colors! But that's not the only thing left here. There's also a new Stage Select Screen designed to allow players to pick from their favorite stages within seconds. All these aesthetic touch-ups only add to the experience, signifying that you are truly playing a new game!

Improved Character Design!


One of the last but most important features about this new release is the improved design changes to our cast of characters. After several months of tournament play and player feedback with Demo 2.1, the PMBR took careful steps to adjust characters in either small or big ways. Whether to redesign a character, or to apply small adjustments to their kit, there is no character that hasn't been touched in this release!

It's been well over two months since we announced Demo 2.5. Tired as we are, it feels like a major accomplishment for us to have another release out the door. The amount of work put into this release cannot be stated in only a few words. We hope that you will enjoy Demo 2.5 and support us in our continued effort to make the best Super Smash Bros. game possible. Thank you for being so patient with us and we hope you enjoy what is to come in Project M Demo 2.5!

Best Regards,
The PMBR
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[0] [P:M] Demo 2.5 Features: Aesthetics Pt.2: Character Recolors and Stage Updates!
Posted by: `daze - December 27th, 2012 08:43 PM - 164 comment(s)


New Features in Demo 2.5:
Aesthetics Pt.2: Character Recolors and Stage Updates!

When designing team recolors, we quickly realized that many alternate costumes in Project M were redundant, bland, and could be easily improved upon. So the art team set out to redesign many costumes to splash a bit of flavor onto the overall presentation of the upcoming release of Project M Demo 2.5. To add to that, our art team has taken the time to refine and solidify many of the stages present in Demo 2.1. As you can see above, Norfair has been completely redesigned with tournament play in mind.

Here is a sneak peak of some of the new recolors and stage tweaks you can expect to see in the upcoming release:


To start, Squirtle has received a makeover to his costumes inspired by other Pokémon such as Charmander, Turtwig, Mew as well as Koopa Troopa, a very iconic turtle in video games. You may notice that most of the Pokemon these colors are based off of all share the common theme of being reptiles, making them largely appropriate, with the exception of Mew. The stage seen here is Pokémon Stadium 2, but re-textured with a new deep blue and a Master Ball at the center to differentiate its appearance from Pokémon Stadium 1.


Up next, we have Ivysaur and all of her recolors based on the seasons of the year: Winter, Spring, Summer, and Autumn. These Ivysaur recolors are sitting upon an updated version of Yoshi's Story, which now uses a newly imported model from Melee. Furthermore, the timing of the floating cloud (Randall, as we all know him) now matches that of Melee. Hopefully any Melee veterans who play this stage will feel more at home in Project M 2.5! Check it out!:
Spoiler:


Charizard also boasts some impressive new colors to capture his beastly nature. Inspired by other Pokémon such as Aerodactyl, Tyranitar, Zubat, and Shiny Charizard, these colors are sure to show any other gargantuan that Charizard is the beast to beat! Similarly to Yoshi's Story, Fourside now uses a completely imported model straight from Melee. While this stage isn't particularly used in any standard tournaments, we thought it was appropriate to do the stage justice for any casual players. Just look at the difference!:
Spoiler:


Snake and Marth have also received attention due to some issues with team colors. Snake's blue team color wasn't very blue at all, so we fitted him with some new blue threads to help him represent his team a little better. Marth now has his blue team set to his default color, making his light blue color largely redundant. As a result, Marth now sports a new royal purple recolor inspired by Pent from the Fire Emblem franchise. Speaking of which, Castle Siege now skips the second "walk-off" transition, making the stage much more viable for tournament-play.


Final Destination is a very iconic stage for the Smash Bros. franchise, and has evolved over the different iterations of Smash. Project M is no exception, as it now uses a new beautifully made background courtesy of Mewtwo2000. Similarly to some other stages shown already, Final Destination uses its imported Melee model rather than the vertexed model it was using before. Last but not least, Wolf's red and green costumes have now been redone to better represent those colors. Wolf's white color has been retouched and is now white and gold, rather than white and red. The improvement to Final Destination is astounding:
Spoiler:

We hope you enjoy the aesthetic polishes we have made for Demo 2.5, as you'll realize that they do a great deal in helping the game feel much more refined. This will be the last update before the long anticipated release of Demo 2.5 to the public tomorrow. We are just as excited as you are for release, and we hope you enjoy it!
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