For those who are out of the loop, I've been teasing a side project with vague hints on my Twitter. It's time that I finally reveal what this side project is. Here's what I have to show...
'It's just Charizard.', you say to yourself... Just be patient, and all will be revealed.
Behold! The number zero!
Deal some damage, and the number increases!
Que Pikachu punching bag montage.
This number will increase based on the amount of direct damage (I.E. Non-projectile damage) you deal, with its cap being 150 damage dealt during a single stock.
And it will reset if you get KO'd, so be careful.
To initiate this number check, activate your shield, and press B at anytime while shielded (basically L/R + B).
So what happens when this number reaches 150? An aesthetic indicator will activate, which will allow you to...
Press A during Neutral Special's startup (basically A + B)...
To turn into an egg...
And presto! Mega Evolution has been achieved! You can pick and choose which of the two Mega forms to use by holding A for Mega X or B for Mega Y. Though if a button isn't held, it will instead randomize an option for you. Your Mega Evolution will also go away if you are KO'd, requiring you to deal 150 damage again to get it back.
So now let's go over what Mega Evolution has to offer, starting with Mega X. When compared to its default counterpart, Mega X sports higher falling speed (10% increase), higher gravity (10% increase), and higher ground jumps (10% increase) in addition to all direct (non-projectile) attacks receiving a 1.15* damage bonus. All fire attacks have also been changed to deal aura damage alongside all red effects being changed to blue.
In addition to the changes I listed, Neutral Special changes from Flamethrower to Thunder Punch (taken from P+). A horizontal rush on the ground and a dive punch in the air.
Side Special also changes from Heat Wave to Flare Blitz. A powerful move with recoil damage. While it's mostly a port of its Smash 4/Ultimate counterpart, this move has one key difference, being that the move ends in Fall rather than Tumble when ending in the air or making contact with an enemy/wall.
Now let's head on over to Mega Y. When compared to its default counterpart, Mega Y sports lower falling speed (10% decrease), lower gravity (10% decrease), lower ground jumps (10% decrease), higher air speed (10% increase), higher air mobility (10% increase), and one additional air jump in addition to all direct (non-projectile) attacks receiving a 1.1* damage bonus. All fire-based attacks also have an increased base damage (before the 1.1* multiplier, knockback compensated).
I bet you're wondering what that lingering flame in its mouth is for? Well that's because Neutral Special changes to Fire Blast (this is the only Special which changes when using the Mega Y form), a powerful piercing projectile which initiates a 10 cooldown when used (the flame will re-ignite once the cooldown time passes, but it will not decrease when using Neutral Special). Though when on cooldown, Neutral Special changes to Smokescreen, a powerful gust of smoke which blows back foes and can potentially gimp a recovery with proper prediction.
For some added flair, if you win a match when Mega Evolved, your chosen Mega form will show up on the Results Screen, but will revert to the default form if you lost or quit the match.
For those who remember, yes, this is the fabled revamp to Solo Charizard which was thought to have been canceled. This revamp aims to be smaller in scope and more balanced than its original counterpart (though I'm aware some aspects of this mod can and will be considered too strong and/or unfair depending on one's perspective), but is overall a more casual-oriented mod, as I'm well aware how much of a huge buff adding such a mechanic would be, especially on a powerful mid-tier like Charizard.
In terms of release, I want to wait until I finish the Mega Evolution GFX before I release, as what I have now lacks a few iconic effects (such as the rainbow ribbon). For now, this revamped mod will be for Project M only, but might have P+, Brawl, and Brawl Minus versions if there's enough demand.
It's that time again. Time for another update, but this time, it's not about any of my projects, but rather my Youtube.
If any of you were wondering why my content has suddenly gone private, it's because I have decided to private my videos in protest of COPPA. For those out of the loop, COPPA was a law passed by the FTC back in (I think) 1998, with the law getting renewed every 10 years. It was expected to get renewed on 2023, but were pressured by child advocacy groups to renew it earlier.
COPPA's guidelines force content creators are to mark their videos based on whether or not their content is targeted towards children. And if they mark something incorrectly, they can be fined $42,000 per incorrectly marked video. Even one of these fines are enough to bankrupt most people. The guidelines regarding what's considered child-targeted content are very vague and don't allow for nuance (Example: Animations intended for adults).
If you're in the United States, I strongly recommend submitting a (civil) comment to the FTC regarding COPPA's strict and vague guidelines. https://www.regulations.gov/comment?D=FTC-2019-0054-0001 The deadline to submit feedback is December 10th with the regulations coming into effect in January 2020.
If you decide to keep your content on Youtube, please do so with extreme caution, lest you be heavily fined.
Tinypic is shutting down, which means the image previews for many BrawlVault submissions in addition to the icons on the Resources page will be broken.
If someone's able to, I strongly recommend updating the icons on the Resources page with imgur-hosted images because it now looks like this:
You banned most, if not all the current bots? Based.
In regards to the site's goal, I know a Sm4sh Vault was planned, but at this point, I feel forum CSS updates and functionality should be addressed. However, I know this is easier said than done because to my knowledge, Vyse is the only coder among the staff. Additionally, unless the forums receive more activity, the staff wouldn't see much reason to put in the work.
One way to encourage and improve activity would indeed be to include more than just Brawl modding. Instead of making a Sm4sh Vault, why not make KC-MM the general Smash modding hub (Vault updates can come at a later time)? It would include modding and discussion about all the games in the Smash series (64, Melee, Brawl, Wii U/3DS, and Ultimate). Even though SmashBoards has us beat in regards to discussion, I feel KC-MM has always been the stronger modding hub, and I feel an extension to that could potentially boost activity enough to motivate these well-needed updates.
Regardless, the final choice lies on what the Admins want to do with these forums.
The Fighting Alloy Team Pack has been updated with an alternate all-in-one version, which utilizes costume hijacking to condense all four Alloys into a single slot on the CSS.
With the release of Legacy TE v2.5 comes DukeItOut's Unbounded Team Color Engine. While incompatible with Ex-based builds in its original state, DesiacX has made a branching version for Ex-based builds. This guide will tell you how to implement this system, based on the type of build you use.
Additionally, I strongly recommend implementing DukeItOut's 50CC into your build before starting. I have a separate guide on how to implement 50CC into your build, which you can follow with the link below. http://forums.kc-mm.com/index.php?topic=80226.0
So with all that out of the way, let's get started!
First, you need to go through your codeset/GCT and remove the following codes, if present and based on your build type:
Non Ex-Based Builds (builds which don't use the BrawlEx Clone Engine):
Quote
Alt Color Engine 1.2 [Dantarion] Alt Color Engine Data [Dantarion] Masquerade Costume Flags [ds22] Three Team Costumes for Ganon Costume ID Fix [PyotrLuzhin] Three Team Costume Preservation
Ex-Based Builds (builds which use the BrawlEx Clone Engine):
Quote
Alt Color Engine 1.2 [Dantarion] Alt Color Engine Data PMEXv0.5 [Dantarion, PyotrLuzhin] Masquerade Costume Flags [ds22] Three Team Costumes for Ganon Costume ID Fix [PyotrLuzhin] Three Team Costume Preservation
Once the codes above have been removed, insert the following codes into your codeset/GCT, based on your build type:
If you're a non-Ex user, then refer to the video guide below (by MetalLegacy34). While this guide is centered around LTE, this method can still be used for non LTE-based builds. Also take note you will also need to make use of the new .masq format: https://www.youtube.com/watch?v=heDXDdiUcic
However, if you're an Ex user, then you'll instead need to modify the CSSSlotConfig file of your Fighter of choice to configure your team costumes. Refer to the image guide (made by ALM5252) below when setting things up:
The following color codes are used for teams: 00: Red Team 01: Blue Team 03: Green Team
And with that, you're done. However, I have one last note to make: When adding costume slots to anyone (regardless of build), avoid using 12 (0xC) and 13 (0xD), as those are the FitFighterDark and FitFighterFake slots respectively. So if you're already using either of these slots, change them after following this guide.
Open your FitMetaKnight.pac inside a moveset editing program (I strongly recommend PSA Compressor), go to Actions 0x114 and 0x11D and change the Change Action commands which have him end in Action 0x85 into any Action you want him to end in. Though since you're wanting to mimic the Sm4sh variant, I would recommend changing those commands to end in Action 0x10, which is the SpecialFall Action.
For those trying to get 50CC working in your build, but end up crashing after the strap screen, your problem might not be your codeset, but rather the file size of your info.pac (if using a PM-based build). The only solution to this would be to Color Smash the stock icons in your info.pac and/or adjust texture compression/size of the other textures inside the info.pac.
I hate to Necropost again, but this is becoming an issue. I get the Forums and the people on them aren't as active as they used to be, but could the Moderation and/or Admin team consider opening Moderation positions?
Because I've noticed we've been getting troubling amounts of spam bots as of late.
Back in April, I took a screenshot of the first page of the Introductions Board, and 65% of the posts are from bots. I'm not sure if things have changed since then.
And just today, I was met with this when checking on Updated Topics.
I'm aware we've always had to deal with bots, but I've noticed there being more lately. I feel this is due to a lack of active Moderator activity to keep these bots at bay.
If Moderator roles aren't open, then could you consider updating your anti-bot filters? Because I'd rather see these forums inactive/dead rather than become infested by bots.
I see your problem. You didn't properly expand the CSSSlotConfig files.
Your Mario CSSSlotConfig was edited to allow 24 costumes, while your Captain Falcon CSSSlotConfig hasn't been edited, thus allowing up to 15 costumes.
You can use BrawlCrate to add costumes until you reach 50 total costumes. Open your respective CSSSlotConfig.dat in BrawlCrate, right click the "CSSSlotXX" entry, and click "Add New Entry". Also, don't forget that you also need to edit your FighterConfig.dat to allow these additional costumes.
On an unrelated note, for those who approached me regarding 50CC with LXP Full, I might have been wrong in saying LXP Full's codeset is too big for 50CC, but rather the info.pac. I forgot to mention converting the info.pac to 50CC will increase the file size due to the increased bytes per texture name for the Stock Icons. If you experience crashing after the strap screen, then it's most certainly the file size of your info.pac being too high, in which I would recommend to look into either decreasing texture sizes and/or altering texture compression of the non stock icon textures.
I'm having issues with the CSSlot file. For some reason, the game won't load it and the costumes are in the default order. It's a weird issue because I've gotten the extra costumes and CSSlot to work for the first 3 characters I did but now it doesn't. I guess my question is whether 50 costumes are guaranteed once I replace my files with the ones in this thread or do I have to expand the bx_fighter.rel file each time I add more costumes?
I'm using the latest PM+EX build.
You do not need to edit the bx_fighter.rel.
Would you mind posting one of your test CSSSlotConfig files for me to look at?
I know this is gonna be a bit of a bump, but it's rather important.
If you're either porting a moveset over to PM or making a custom moveset for PM and need to change Variables, don't use LA-Basic[90] nor LA-Basic[91]. Because both variables are used for L-Canceling. Using either of them can either alter your L-Cancel window or render you unable to L-Cancel entirely.
I teased this over a year ago, but I finally overcame the hurdle which was holding this release back. What is this I'm referring to? It's a mod which changes Bowser's fire effects from red to blue if using the Dry Bowser alternate costume in Project M. This mod has compatibility with Project M and Legacy TE.