A PAL version will be done, but not for a long time.
What's wrong with a comparison between sm4sh and Project:M? The question is going to be inevitable whether or not the new game offers more and is therefore worth spending money on. Sm4sh is guaranteed to have better graphics, but I know of no announcements concerning any details, save for the thought that there won't be oodles of new characters. Will they even have the massive sound track brawl had? The fact that they admitted balance issues due to a large roster suggests more attention will be put towards polish, which is good, but just how polished will it be?
I doubt the melee comparison will be brought up as much. People already know what direction the series is being taken in now, so they won't be surprised and thus outraged.
P.S. I severely dislike melee. I never think to myself when playing project:M that "I could just go play melee." Melee is flawed and outdated. Project:M fixes various frustrations, as a sequel ought to.
May I make a suggestion? For Project M, melee Final destination, Dreamland 64, melee Yoshi's story, Hyrule 64 and Kongo Jungle 64 are all found on tournament stage lists; therefore, it would be quite enticing to the Project M community if they were all on the first page.
That being said, I've been following your project since version 2, and I myself have never been to a tournament, so this isn't a plea or anything of the sort. I know how you have organized the pages, and my idea would distort that categorization, so this is merely a suggestion.
Just curious, for some reason when I downloaded it there is not a brawl plus code sheet expansion, is this because of something I did wrong, or does it not come with a brawl plus expansion?
If you are referring to brawl+, that mod is very unpopular now, so barely anyone bothers supporting it. Here is my gct:
I changed the song replacement code among many other things, but this still might help. Just send me a private message if you need help.
I'm having a terrible time trying to get two stages to work. On my old brawl builds, the shadow temple for rainbow cruise and lost woods for yoshi's island both work perfectly, but when I try to use them with my current build, that has this wonderful stage expansion code, they have the oddest glitches. Shadow Temple's floor collisions act as if they aren't connected to eachother, while lost woods freezes as soon as the match ends.
I have a gct for Brawl+ that works with this if anyone is interested.
Also, quite similar to how the smash skiff would freeze, whenever I play on either corneria or sector z, the game freezes after about a minute and a half of play.
Lastly, I cannot replace the how the play icon for some reason. Brawlbox crashes everytime. I have however, replaced a dozen or so other icons.
I'm wondering if any brainstorming has been done on how to enable larger resolutions for the stage portraits. Are there any other pictures whose quality could be reduced?
hmm, I hope that many people can offer discussion on the barrel. I don't have much time to test it out.
----tracklist woes
Is it specifically Phantom Wing's stage expansion thread that provides all the information on the track list modifier? I wish to know how to set what songs are played for a stage. In particular, which line dictates if a stage has only one song..? (or, has both of its two song slots play the same song).
---SSE
In regards to boundaries, I suggest increasing the horizontal boundaries a bit for the SSE Factory. Throws seem to be a tad over powered.
Given that most of the match is played in the centre, the ceiling for the Canyon seems a bit much as well. The inclusion of ledges at the top interrupt the match more than anything else I find. If there were no platforms present, I think the ledges would be justified.
Just suggestions though.
Edit: yarrr, I see that you explain the track list code with clarity. Thank you.
ahhh thank you. I managed to get the sss working too. The only thing I need to do is fix the css. It has the "random" portrait for ivy, squirtle, and charizard, and freezes when the cursor approaches them. This however, cannot be due to your codes, being css and brawl+ related, so I will look up some old Brawl+ faqs.