While there isn't much we can do about people modding Project M, we don't heavily support it since it could lead to situations where the modifications made to the official release could be misinterpreted as being an actual part of Project M, and due to several reasons, we don't want that. And while we do have a subforum on Smashboards dedicated towards Project M mods, they are mostly aesthetic of nature, which doesn't involve editing the moveset nor the codeset in any (serious) way.
Also, there is a reason why we don't want people to modify the movesets and especially the codeset, and that is because it all simply isn't finished yet. We don't want unfinished codes roaming the internet for the simple fact that they are just not finished, and neither do we want people to edit the movesets as that firstly could cause the misinterpretation that it might be an actual part of Project M and secondly the fact that they as well aren't fininshed, and movesets based on Project M will potentially have to be updated again and again with every new update.
So I'm sorry if you think you are entitled to edit everything about Project M, but we don't want people to have a miss drawn image of Project M, especially since it's still unfinished in so many ways, and we will simply not encourage nor assist people in doing so.
P.S. I seriously wonder about those cease and desist letters they got, and how the PMBR never heard of them. Think you could indulge us with the supposed C&D orders?
P.P.S. Like SiLeNtDo0m suggested, could you tell either him, me or Eternal_Yoshi, either in public or private who this person might have been?
@Velen Using HD and widescreen TVs tend to produce some display lag, which can throw people off in terms of timing and input.
And while it seems that the Landmaster is indeed bugged (and will have to be fixed in a future release), the controller port issue however could be caused due to the Wii not properly reading certain files from the SD card, which can be fixed by reformatting the SD card (be sure to back up your files though). Eight out ten times it fixes such problems.
@LC-DDM I'm not sure, though if the demand for it is high enough, it could potentially be made available in the future.
@Velen There things called DI, SDI, ASDI and DSDI, ever heard of them? Because your argument that it removing hitstun cancelling hurts character survivability by that much is laughable. And cancelling hitstun as soon as you enter it can indeed work stalling.
What's also laughable is that you keep using the 'Melee veteran' argument as a reason for why we would've removed hitstun cancelling. We intend to keep, in accordance of the community, the best of all three Smash games, which favours most aspects of Melee (that the opinions of others who intend to play the game the fullest doesn't match with your opinion is up to you). And while a lot of the backroom did indeed play Melee on a regular bases, it isn't 100%, and some even hail from the Brawl community (like TheReflexWonder, who made his fame in VBrawl with Wario and PT). So again, your argument that the backroom is entirely made up of Melee 'veterans' is just plain wrong and uneducated.
And contrary to popular (and again, uneducated) believe, we do not think that Melee was a perfect game. Melee, like most (if not all) games, has it's flaws. That's why we aim at using the best elements from all three Smash games and combine them under one unified framework (thereby creating a game with tauntcancelling, wavedashing and DACUS all present). We chose Melee as base due to the fact, while having flaws, wasn't as heavily flawed as VBrawl was, and to improve from there. And while your opinion may differ from mine on what is to be called an improvement, the opinion of the many outweigh the opinion of the few, and in this case, your opinion belongs to the few.
But you are in your right to have an opinion about it and feel that it should be different. What should be noted however is that the backroom doesn't operate on a one-tracked mindset that Melee was perfect, Brawl was [censored], and that it should have been a 1:1 clone of Melee + more characters. It's not only wrong, but absurd as well to the point it's just mind-boggling to read.
And there are multiple people who write for the website, so I can't say for sure who wrote that part. Regardless of that, I can easily pass it on and have someone fix that line (if felt necessary).
You keep insinuating that trying to emulate Melee's gameplay is a regression. That is simply not true. Just because Melee is the older game, doesn't mean it's lesser than Brawl, might it be with hitstun or something else (otherwise we wouldn't even have Project M to begin with).
And I'm not misconstruing your words here. The Melee players in my post and the Melee veterans in yours are one and the same, it's just the phrasing that's different here, nothing else. And again, we also have Brawl 'veterans' in the backroom, so your argument that we would all be Melee 'veterans' is just plain wrong.
And recovering, while part of Smash, isn't the most important thing you try to make of it. Limiting hitstun cancelling does indeed contribute towards faster gameplay, as you have less options to stall in the match, thereby increasing the pace of a match.
Also (and this may be a contributing fact towards your gripe with hitstun), there is something called 'Spikes', which make a return from Melee. This in essential in an angle range that, when hit by, sends you down with a slight angle (I.E. Ganon's and C. Falcon's DAirs). Then there is also something called 'Meteors', which have been in Smash since the 64 days. These, like spikes, also send you downwards when hit by. The key difference however is that while you are in hitstun when hit by both, you can cancel the knockback of a meteor, thereby giving you more lenience in terms of recovering, while a spike cannot be cancelled. This might be a contributing factor to your reduced ability of recovering, as Brawl only had meteors.
All in all, the fact you don't particularly like a change doesn't necessarily mean it's a regression of gameplay, nor that it needs to be changed / fine-tuned (and trying to twist my words, or saying that you bust my bubble doesn't really help to bring over your cause either).
The change was made to focus more on combos and kills, and less on recovering, thereby contributing to a faster paced gameplay. It has nothing to do with 'regressing back to Melee', as it is more to help the game feel less stalling in terms of kills and the like. So you may think Brawl's ability to cancel hitstun was a step forward, but for a game that tries to emulate the core of Melee's gameplay, it wasn't, and therefore the option was removed.
Also as a side note, we not only have Melee players in our backroom, but we also have actual Brawl players helping on Project M, so the notion that we would be an all exclusive club of Melee veterans is just plain wrong.
First of all, people seem to assume that the top tier consists of borderline broken and (almost) unbeatable characters. That's simply not true, as they are beatable in a higher degree than MK is in VBrawl. And especially in Project M, where characters are not only buffed, but where also some if not most of them recieved tools to counter the shenanigans the top tier can throw out.
As for the animations, sometimes, the Melee animations are just better, and also contribute to the characters stats in terms of visual indication. It has nothing to do with lacking creativity or regressing, but with balancing and matching the visuals with a characters stats (read: the overall feel of a character).
You call of us being blindsighted, but you do nothing to respond in value about it. I mean, what? What is there to discuss that, in your eyes, would see relevant? I mean, far from me to imply that only discussions inside the P:M-specific forums can be taken seriously... but that's what it feels like, at times.
It has been discussed to death, and the answer is and will always be the same. They have been 'recloned' due to balancing, one of the key things driving this mod.
And you could for example discuss why certain stages are in Project M and why some aren't, or the fact that the audio now fades after the game being left idle for more then three minutes.
Soooo... Roy's not making an appearance? Or is he? 'cause, see, this is what I mean. You get clones on P:M - that's fine... as you explained, they're a mix of the best attributes of Melee and Brawl - but where does Roy stand? Do we get Marth with the same treatment Mario had? Do we actually get Roy as a seperate character? Does he even get his own moves or just stay Marth's wingman?
I was more referring to having two Falco's or two Ganon's in the game. If Roy ever gets in a working state, he'll probably be rebalanced to be more viable. Whenever or not he gets decloned in the process is something that will happen if necessary for balance sake (which will probably happen on more than one occasion, seeing as Roy wasn't exactly top or high tier material).
Thing is, Ganondorf and Falco have been given all the good attributes they had in both Melee and Brawl, and where one attribute fits better in the overall playstyle or not. That's the reason why even though a lot of Ganon has been changed to Melee stat wise, things like side B and certain animations have not. Same goes for Falco, but a lot less has been kept from Brawl due to most of his Melee attributes outweighing his Brawl ones.