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General Roll Off Ledge Adjustments Rolling off of an edge without grabbing the ledge now retains 90% of the character's momentum. Rolling off of an edge onto the ledge now plays an inactionable animation prior to hanging on ledge. - This change only affects base cast for now while we evaluate the public perception of the mechanic. - This animation currently uses reused frames for testing purposes. Online Lobby Fixed bug that sometimes displayed a duplicate player in lobby lists. Playable Characters CommanderVideo General - aerialSpeedCap reduced (7 6.5) - dashSpeed reduced (10.5 10) Neutral Special - Startup increased (11 15) - Aerial versions endlag adjusted to match the grounded version. Side Special - xSpeed reduced (10 9) Up Strong - knockbackGrowth increased (75 80) Neutral Air - knockbackGrowth reduced (80 75) Back Air - Strong hit knockbackGrowth increased (85 90) Up Air - Startup increased (5 6) Octodad Neutral Aerial - Reverted previous patch's changes. Neutral Air - Sourspot knockbackGrowth increased (80 85) Forward Air - Sourspot angle adjusted (55 50) - Sourspot knockbackGrowth increased (80 85) Down Air - Endlag increased (11 15) - Second hit angle adjusted (285 305) Orcane General - terminalVelocity reduced (9.75 9.5) Up Special - Increased size of initial teleport sweetspot hitbox. Down Tilt - Added a second hitbox covering the upper tail. Forward Strong - Unboosted damage increased (9 10) - baseKnockback increased (45 50) Down Strong - Unboosted damage increased (9 10) Up Air - Spike hit baseKnockback reduced (45 30) - Spike hit knockbackGrowth reduced (50 45) Forward Air - Can no longer move forward during endlag. - Bubble projectile speeds adjusted. - Bubble projectile life reduced (39 35) - Bubble projectile damage reduced (2 1) - Bubble projectile baseKnockback reduced (40 30) - Bubble projectile hitstop reduced (2 1) - Bubble projectile angle adjusted (55 60) - Back hitbox hitstop and selfHitstop adjusted changed from auto calculation to 6 frames. Ultra Fishbunjin 3000 Side Special - knockbackGrowth reduced (90 80) Down Tilt - Leg hitbox baseKnockback reduced (60 45) - Added a second hitbox to better reflect the legs actual position. Forward Throw - Endlag reduced (13 12) Back Throw - Endlag reduced (22 20) Up Throw - Endlag reduced (21 20) Down Throw - Endlag reduced (29 27) Ledge Attack - Endlag increased (15 18) The Watcher Divinity - Fixed a bug that allowed you to switch to a divinity special move if landed and gained during a calm special move. Side Special - Active frames increased (1 2) Down Special - Fixed bug that caused calm sound effect to play twice when landing. - Normalized sound effect timing between aerial and grounded versions. Down Tilt - baseKnockback reduced (45 40) Back Air - Calm angle adjusted (90 60) Down Air - Spike hitbox size reduced. - Previous hitbox is now covered by a lower-priority sourspot. - Calm sourspot angle adjusted (270 70) - Calm sourspot damage reduced (8 7) - Calm sourspot baseKnockback increased (30 35) - Calm sourspot knockbackGrowth increased (45 75) - Wrath sourspot angle adjusted (260 60) - Wrath sourspot damage reduced (9 8) - Wrath sourspot baseKnockback increased (30 35) - Wrath sourspot knockbackGrowth increased (45 75) Welltaro General - Jump Speed increased (7 7.5) - terminalVelocity adjusted (9.75 9.5) Side Special - Can now hold up or down on release to change the angle. - Hitbox moved forward and up. - Hitbox now lasts 6 additional frames. - Startup reduced by 3 frames. - Reduced charge time by 3 frames per loop. - Minimum damage increased (5 7) - Adjusted ledge grab box downward to better reflect the characters position. Up Special - Using up special on the same frame as landing no longer disables the move until the next time you land. - Landing during aerial up special no longer allows you to use another up special in the air. - Active frames reduced (5 2) - Hitbox size reduced. - Startup increased by 3 frames. - Animation will be slightly adjusted in a future patch. Up Tilt - Increased hitbox sizes to better cover interpolated aras. - Restored active frames back to 8 with a smaller hitbox on frames 7 and 8 of activity. Neutral Air - Hitbox on second hit reaches a bit further backward. Up Air - knockbackGrowth increased (80 90) Assists The Bard Wheel spawn speed increased (30 24) Grounded opponent minimum angles adjusted (0 25) and (180 155) Cadence assistChargeValue reduced (100 80) The Kid Startup reduced by 5 frames. Lady Luck Jester baseKnockback reduced (50 35) Peppino Startup increased (1 10) Rhythm Doctor assistChargeValue reduced (60 50) Rockman Reduced size of detection box. Damage reduced (18 17) Welltaro Hitstop reduced (20 15) Startup increased by 6 frames. Note: Changes with a in front resulted from suggestions by our community!
General Crash Fixes Online - Fixed a crash caused by your opponent disconnecting during a match. - Fixed a crash caused by backing out of a lobby under certain circumstances. Graphics Menu - Fixed a crash that could occur when toggling your resolution or display mode. Playable Characters Octodad Info Box Text - Updated. Ledge Roll Off - Rolling off the stage while ledge grab is on cooldown no longer puts Octodad into a permanent fall loop state. Orcane Jab - You can now cancel out of jabs into tilts using tilt specific button controls. Neutral Special - Fixed bug that caused two projectiles to spawn if you landed during a specific frame of the animation. Welltaro Up Special - Can now only be used once before landing. Side Special - Fixed bug that could cause all ammo to be regained after the move completes. - Hurtboxes tightened.
Due to the nature of the changes in this patch, weve put it on an experimental branch for community testing prior to merging with the main game. You can access this branch by right-clicking Fraymakers in your Steam library, clicking Properties, and heading to the Betas tab. We would love to hear your feedback on the changes below! We anticipate that there may be oversights and unforeseen funkiness, so wed love to hear what you think after you get a few matches in. Please use the following survey to let us know what you think: https://forms.gle/ifcsBZHkTJCfRxhWA. Highlights Character Hitbox Stat Adjustments One of the main things were testing with this patch is the reduction of base knockback and increase of knockback growth on the majority of moves in the game. Ideally, this will lead to more gameplay and combo variety within different damage ranges and more dynamic gameplay generally. You can find a granular description of each of these changes in the Playable Characters section below. Ledge Occupancy and Roll Off Ledge Functionality Adjustments Characters are now considered off the ledge 20 frames after starting a ledge action, after which other players will be able to grab it. To complement this change, weve also adjusted the roll off ledge mechanic (lovingly coined "rofl" by some in the community), which occurs when you roll up to the edge of a stage or platform with the shield button released. Instead of flying off the ledge, characters will now drop straight down, immediately grabbing the ledge if there is one present. You can also buffer an action while rolling to avoid grabbing the ledge and perform the action instead. These two changes are paired together because we consider it important to have a reliable form of counterplay to recovery moves sweetspotting the ledge. Giving characters a way to safely get to the ledge should ideally accomplish this in a more intuitive way than having characters occupy the ledge after moving off of it visually. Its entirely possible that our initial implementation of these new systems isnt perfect, so were definitely open to iteration on this functionality. Let us know what you think in the survey above! Match Options Functionality for a little over half of the previously unavailable match options has been added! Send foes flying farther, hide your damage number, use a player tag to help keep track of or character during the chaos of a match, and more! Menu Updates Weve made a litany of visual updates across the menu, most notably in areas that were rougher looking like lobby creation and some of the options screens. We arent done making improvements to the menu - we have a revamped replay menu in the pipeline as well as a refreshed HUD (dont worry custom content creators, its being made with your content in mind). Look forward to those changes down the road! General Gameplay Fixed bug that caused button releases to take an extra frame to process. Grounded spikes now multiply knockback by 1.3. - This was something mentioned in a previous updates patch notes, but wasnt actually published on the live build. This has been corrected. Spike VFX and announcer call no longer plays if the spike is an angle calculated via auto link. buryOffsetY character stat now also appropriately shifts a characters hurtboxes. Charged attack knockback penalty now only applies when charging strong attacks. Online Bug Fixes Fixed bug that sometimes caused shaders to persist after rollback. Optimization Fixed redundant rollbacks of shield graphics. Fixed redundant rollbacks of timers and Point objects on official content Modes Match Options Enabled new functionalities - Gameplay Style - Please note that until victory screens are added, selecting the "Time" gameplay style will result in ending a match where its unclear which player won. - Friendly Fire - Player Tag Display - Show Damage - Starting Damage - Knockback Scaling Visually updated. Training Fixed a memory leak caused by reloading the training mode instance. Fixed bug that sometimes caused shaders to persist after loading a state. Fixed arrow icons having a vertically stretched visual. Menus Lobby Creation and Lobby Room List We have merged these screens with the goal of making room creation more intuitive, which also includes a brand new design and new functionality. New features include: - You can now update room settings (such as toggling custom content) without having to kick everyone out and make a brand new room. - You can now kick people out of your room. - You can now ban people from your room, which prevents the banned player from rejoining your specific room. - You can now see players Steam avatars in the room list. This is a relatively complex menu, and there may be bugs that we werent able to catch from our internal testing. If you experience anything out of the ordinary, please report the bug to either our Discord or our feedback form. HUD HUD and KO blast now animate through the freeze frame at the end of matches. Character Select Screen Fixed bug that prevented assist phase from auto-readying if you navigated to stage select and back to assist select. Swapped Crewmate and CommanderVideos places on the assist select screen. Updated icon position on match start doors for most assists. Replays Now contains additional diagnostic data to help us investigate desyncs. - If you experience a desync while playing online, the best way to help get it taken care of is for all players to save their individual replay, and then send them to a developer on our Discord by using /help. Port Colors Slightly adjusted the hex values for player port colors. Sound Visually updated. Gameplay Visually updated. Graphics Visually updated. Edit Undo Font Updated the capital V letter. Playable Characters All Characters Ledge roll and dodge roll distance travelled increased. Ledge occupancy and roll off ledge functionality adjusted (more info the in Highlights section above) baseKnockback reduced and knockbackGrowth increased for most attacks across the cast. CommanderVideo General - terminalVelocity increased (9.5 10) Neutral Special - Autolink point moved inward. - Tip multi-hit knockbackCap reduced (75 50) - Fixed backwards direction hitting outward instead of toward CommanderVideo. - Final hit damage reduced (7 4) - Final hit baseKnockback reduced (70 50) - Final hit knockbackGrowth increased (35 60) - Tip hitbox extended inward. - This is a higher priority hitbox with lower knockback so targets don't get hit past the tip. Previously it was possible to get hit from the inside of this hitbox past it between hits since it was skinnier - this should now be less of an issue. Side Special - baseKnockback reduced (65 50) - knockbackGrowth increased (75 100) - Fixed bug preventing hit sound effect from playing if you started in the air and landed before hitting. Jab 1 - Added missing rainbow trail visual. Dash Attack - baseKnockback reduced (75 55) - knockbackGrowth (55 80) Forward Tilt - Fixed pixel art placement. - Adjusted dust timing. - Post-IASA endlag adjusted (doesnt impact frame data). Up Tilt - Hitbox size increased on the first few active frames. - baseKnockback reduced (60 50) - knockbackGrowth increased (75 90) - Pixel art slightly adjusted. Down Tilt - Hitbox extends slightly further forward. Forward Strong - Speed reduced (8.5 5) - Active frames reduced (9 6) - Adjusted hitbox so it doesnt reach backward as far. - Reversible angle turned off. Neutral Air - Now has three fewer active frames on the sourspot (25 23). Endlag remains the same. - baseKnockback reduced (40 30) - knockbackGrowth increased (65 80) Forward Air - Startup increased (15 16) - baseKnockback reduced (40 30) - knockbackGrowth increased (60 85) Back Air - Hitbox height slightly reduced. - Damage increased (10 11) - baseKnockback reduced (55 25) - knockbackGrowth increased (80 85) Up Air - baseKnockback reduced (45 25) - knockbackGrowth increased (50 80) Down Air - Slightly reduced size of hitbox. - knockbackGrowth increased (45 50) Forward Throw - baseKnockback (65 45) - knockbackGrowth increased (40 95) - Projectile knockbackGrowth reduced (45 0) - Projectile hitstopOffset increased (0 3) Back Throw - knockbackGrowth increased (45 66) Up Throw - Endlag reduced (18 17) - baseKnockback reduced (60 45) - knockbackGrowth increased (65 80) Ledge Attack - Angle adjusted (35 361) - Intangibility now ends the frame after the last hitbox. Ledge Roll - Speed increased (14 16) Dodge Roll - Speed increased (13 15) Run Turn - Corrected issue on pixel art. Octodad General - terminalVelocity increased (9.25 9.75) - Weight increased (95 105) - Fall transition animation visually reworked, resulting in a horizontally shrunken hurtbox. Neutral Special - Angle adjusted (AUTOLINK_STRONGER AUTOLINK_STRONG) - Final hit baseKnockback reduced (90 75) - Final hit knockbackGrowth increased (35 65) Side Special - Armor removed. - Hitbox sizes reduced. Up Special - Fixed bug that prevented Octodad from grabbing walls that are facing the same direction as him. - This fix should also address him occasionally grabbing through terrain. Down Special - Endlag reduced (16 14) - Final hit baseKnockback reduced (60 40) - Final hit knockbackGrowth increased (55 80) - Fixed bug that prevented Octodad from grabbing walls that are facing the same direction as him. Jab 1 - Tipper removed. - Hitbox size reduced. Dash Attack - Strong hit baseKnockback reduced (60 45) - Strong hit knockbackGrowth increased (45 70) - Sourspot baseKnockback reduced (50 40) - Sourspot knockbackGrowth increased (45 60) Forward Tilt - Startup reduced (10 9) - Endlag reduced (28 25) - Tipper baseKnockback reduced (80 60) - Tipper knockbackGrowth increased (70 95) - Sourspot knockbackGrowth increased (60 65) Up Tilt - Tipper baseKnockback reduced (65 40) - Tipper knockbackGrowth increased (45 80) - Tipper angle adjusted (80 85) - Sourspot baseKnockback reduced (55 45) - Sourspot knockbackGrowth increased (40 65) Down Tilt - Reduced time between hits by 2 frames. - Startup increased (9 10) - Added shieldstunMultiplier 2.5 to the first hit. - This change prevents the second hit from being parryable if the first hit is shielded. - Second hit hitstop and selfHitstop offset increased (4 6) - Second hit tipper baseKnockback reduced (75 50) - Second hit tipper knockbackGrowth increased (45 75) - Second hit sourspot baseKnockback reduced (50 40) - Second hit sourspot knockbackGrowth increased (40 65) Forward Strong - Moved IASA 1 frame earlier (FAF 60 59) - Sourspot knockbackGrowth increased (80 85) Up Strong - Endlag reduced (44 42) - Tipper hitbox size reduced. - Tipper baseKnockback reduced (60 55) Down Strong - Hitbox lasts longer (19 22) - Added 4 frames of IASA (FAF 73 69) - Strong hit baseKnockback reduced (50 45) - Strong hit knockbackGrowth increased (85 90) - Sourspot baseKnockback reduced (60 50) - Sourspot knockbackGrowth increased (75 80) Neutral Air - Tipper baseKnockback reduced (62 40) - Tipper knockbackGrowth increased (70 80) - Sourspot baseKnockback reduced (55 40) - Sourspot knockbackGrowth increased (65 80) Forward Air - Endlag increased (15 16) - Tipper hitbox size reduced. - Tipper angle adjusted (92 90) - Tipper baseKnockback reduced (55 40) - Tipper knockbackGrowth increased (60 75) - Sourspot baseKnockback reduced (45 40) - Sourspot knockbackGrowth increased (50 75) Back Air - Endlag reduced (30 28) - Landing lag reduced (10 9) - Tipper baseKnockback reduced (65 45) - Tipper knockbackGrowth increased (70 85) - Sourspot baseKnockback reduced (55 45) - Sourspot knockbackGrowth increased (55 70) Up Air - Tipper now uses a lower priority hitbox. - Hitboxes redrawn. - Tipper stats now apply to the top two hitboxes. - Landing lag increased (9 10) - Tipper baseKnockback reduced (55 45) - Tipper knockbackGrowth increased (75 80) - Sourspot baseKnockback reduced (55 45) - Sourspot knockbackGrowth increased (65 75) Down Air - Second hit sourspot angle adjusted (60 45) - Second hit sourspot knockbackGrowth increased (45 85) Grab - Fixed missing pixels on the pixel art. Forward Throw - Damage increased (8 9) - Endlag reduced (24 23) - baseKnockback reduced (50 35) - knockbackGrowth increased (60 80) Back Throw - Added 2 frames of IASA and reduced endlag by 3 frames. (FAF 57 52) - baseKnockback reduced (65 40) - knockbackGrowth increased (45 80) Up Throw - Startup increased (12 14) - Endlag reduced (18 17) - baseKnockback reduced (55 45) - knockbackGrowth increased (60 70) Down Throw - Endlag reduced (22 21) - baseKnockback reduced (65 60) - knockbackGrowth increased (55 65) Ledge Attack - Intangibility now ends after the active frames. Crash Attack - Intangibility now ends after the active frames. Ledge Roll - Increased distance to be comparable with other characters' increases. - Corrected incorrect pixel art colors on a couple of frames. Airdash - Pixel art adjusted. Parry Fail - Corrected missing pixel on animation. Orcane General - terminalVelocity reduced (11 9.75) - shieldCrossupThreshold reduced (32 24) - Crawl functionality added. Airdash - airdashInitialSpeed reduced (11 10.5) - airdashSpeedCap reduced (13 12.5) - airdashAccelMultiplier reduced (0.4 0.3) - These changes result in an airdash that doesnt move as far or as quickly as before. Neutral Special - Droplet projectiles can now be destroyed on hit. - Droplet projectile hitbox size reduced slightly. - Now links to the grounded version on land rather than cancelling. Down Special - Droplet projectiles can now be destroyed on hit. - Droplet projectile hitbox size reduced slightly. - Droplet reversibleAngle is now set to true. - Fewer bubbles spawn on detonation. - Bubbles hitstop reduced (5 4) - Bubbles hit refresh rate reduced (15 10) - Bubbles baseKnockback reduced (45 30) - Bubbles damage reduced (2 1) - Bubbles ySpeed reduced (-4 -3) Up Special - Initial vertical speed multiplier (orcahop) increased (1.45 1.5) - Grounded version no longer leaves a puddle behind. - baseKnockback reduced (70 60) Jab 1 - Can now be cancelled into a tilt if you hold a direction as you enter jab 2. - Startup increased (3 4) - Hitbox size reduced. Jab 2 - Can now be cancelled into a tilt if you hold a direction as you enter jab 3. - Hitbox size reduced backward. Jab 3 - Endlag increased (19 20) - baseKnockback reduced (45 40) - knockbackGrowth increased (65 70) Dash Attack - Startup increased (7 8) - IASA reduced by 4 frames (FAF 37 33) - Angle adjusted (45 50) - baseKnockback reduced (50 45) - knockbackGrowth increased (55 80) Forward Tilt - baseKnockback reduced (50 35) - knockbackGrowth increased (70 80) Up Tilt - Hitbox size reduced. - Endlag increased (18 20) - Strong hit baseKnockback increased (55 60) - Strong hit knockbackGrowth increased (65 75) - Weak hit baseKnockback increased (40 50) - Weak hit knockbackGrowth increased (55 65) Down Tilt - Endlag increased (14 16) - baseKnockback increased (55 80) - knockbackGrowth reduced (55 45) Neutral Air - Hitbox size reduced. - Landing lag increased (6 7) - baseKnockback reduced (50 40) - knockbackGrowth increased (70 90) Forward Air - 4 frames of IASA added (FAF 55 51) - gravityMultiplier reduced (0.1 0.05) - aerialSpeedCap increased (5.25 7) Back Air - Hitbox sizes reduced. - Landing lag increased (7 8) - First hit baseKnockback reduced (45 40) - First hit knockbackGrowth increased (45 65) - Second hit baseKnockback reduced (65 45) - Second hit knockbackGrowth increased (75 85) Up Air - Landing lag increased (10 13) - IASA reduced by one frame (FAF 39 40) - Upward hit angle adjusted (90 85) - Upward hit damage reduced (11 9) - Upward hit knockbackGrowth increased (75 85) Down Air - baseKnockback reduced (35 20) Forward Strong - baseKnockback reduced (65 45) Down Strong - Startup increased (12 13) - baseKnockback reduced (70 55) Forward Throw - Normal version baseKnockback reduced (55 35) - Normal version knockbackGrowth increased (65 80) - Puddle version baseKnockback reduced (60 40) - Puddle version knockbackGrowth reduced (75 80) Up Throw - baseKnockback reduced (70 45) - knockbackGrowth increased (75 80) Down Throw - Damage increased (8 9) - baseKnockback reduced (60 50) - knockbackGrowth increased (75 85) Ledge Attack - Intangibility now ends after the hitbox has been active for 2 frames rather than before. - Hitbox size significantly reduced. - Angle adjusted (40 45) - IASA reduced by 1 frame (FAF 40 41) Crash Attack - Intangibility now ends after the second hit rather than before. - Startup reduced (20 18) Dodge Roll - Speed increased (12.5 14.5) Ledge Roll - Speed increased (13 15) Ultra Fishbunjin 3000 General - terminalVelocity increased (9.25 9.75) - ECB hip width increased (60 70) Neutral Special - Fixed bug that allowed you to clutch twice if you clutched and landed during the aerial version. Up Special - Can now sweetspot the ledge while still rising near the end of the animation. Side Special - baseKnockback reduced (80 60) - knockbackGrowth increased (50 70) Dash Attack - Hitbox size slightly reduced. Forward Tilt - Hitbox size reduced. - Startup increased (7 8) - knockbackGrowth increased (55 75) Up Tilt - baseKnockback reduced (45 30) - knockbackGrowth increased (45 85) Down Tilt - Leg hitbox knockbackGrowth increased (45 85) - Dumbbell hitbox increased baseKnockback (45 55) - Dumbbell hitbox knockbackGrowth increased (45 85) Down Strong - baseKnockback decreased (50 30) - knockbackGrowth increased (40 50) Neutral Air - Hitbox size slightly reduced. - baseKnockback reduced (45 30) - knockbackGrowth increased (50 75) Forward Air - Sweetspot baseKnockback reduced (50 25) - Sweetspot knockbackGrowth increased (80 85) - Sourspot baseKnockback reduced (60 50) - Sourspot knockbackGrowth increased (50 70) Back Air - baseKnockback reduced (55 30) - knockbackGrowth increased (85 90) Up Air - baseKnockback reduced (55 40) - knockbackGrowth increased (90 95) - Sourspot knockbackGrowth increased (65 75) Up Throw - Endlag reduced (27 21) - baseKnockback reduced (55 35) - knockbackGrowth increased (55 75) Ledge Attack - Intangibility now lasts through the first three active frames. Ledge Roll - Speed increased (14 16) Dodge Roll - Speed increased (14 16) The Watcher General - Calm terminalVelocity reduced (10 9.75) - Wrath terminalVelocity reduced (12 10) - Fixed bug that caused her to take additional knockback during strong attacks. - Corrected incorrect pixel art colors on a couple of frames of the jump cycle and wavedash animations. Parry - Now grants mantra. Calm Neutral Special - Added 3 frames of IASA and reduced endlag by 2 frames. (FAF 55 50) - Heal per hit increased (0.5 1) - baseKnockback reduced (70 50) - knockbackGrowth increased (60 85) - Aerial version of pixel art added. Wrath Neutral Special - Hitbox size increased on linking hit. - Linking hit baseKnockback increased to help with linking more reliably. - Aerial version of pixel art added. Divinity Neutral Special - Adjusted hitboxes to better match the animation. - Overall the middle circle is covered better and the hitboxes on the radial beams are a bit thinner, plus an extra hitbox. - Stats normalized between air and ground versions - Ground damage reduced (15 10) - Air hitstop increased (60 70) - Aerial version of pixel art added. Side Special - Hitbox size increased. - Divinity stats changed to match Divinity Neutral Special. - Fixed bug that caused portal to disappear when she grabbed a ledge or IASAd. - Hurtboxes tightened. Up Special - Divinity stats changed to match Divinity Neutral Special (while retaining 7 hitstopOffset and selfHitstopOffset). Down Special - Aerial version of pixel art added. - Pixel art adjusted. Jab 1 - Hitbox doesnt reach as far backward. Jab 2 - Hitbox doesnt reach as far backward. Dash Attack 1 - Endlag reduced (21 17) - Corrected incorrect pixel art colors on a couple of frames. Dash Attack 2 - Added a third hitbox on the first 2 active frames to better represent the smear and interpolated motion. - Calm knockbackGrowth increased (65 85) - Wrath knockbackGrowth increased (60 80) Forward Tilt - Calm startup reduced (17 15) - Calm baseKnockback reduced (75 25) - Calm knockbackGrowth increased (65 75) - Wrath endlag reduced (25 28) - Wrath tipper baseKnockback reduced (60 35) - Wrath tipper knockbackGrowth increased (65 85) - Wrath sourspot baseKnockback reduced (55 35) - Wrath sourspot knockbackGrowth increased (50 75) - Corrected incorrect pixel art colors on a couple of frames. Up Tilt - Calm endlag slightly reduced (20 19) - Calm baseKnockback reduced (70 55) - Calm knockbackGrowth increased (65 85) - Wrath startup reduced (12 10) - Wrath baseKnockback reduced (60 55) - Wrath knockbackGrowth increased (65 85) Down Tilt - Calm angle adjusted (90 85) - Calm baseKnockback reduced (60 45) - Calm knockbackGrowth increased (45 85) - Wrath baseKnockback reduced (60 35) - Wrath knockbackGrowth increased (45 60) Up Strong - Startup reduced (26 22) - Hitbox max strength duration increased (2 frames 3 frames) - knockbackGrowth increased (60 65) Neutral Air - Hitbox sizes reduced. - Sourspot active frames reduced slightly (23 21) - Calm baseKnockback decreased (45 35) - Calm knockbackGrowth increased (65 80) - Wrath angle adjusted (55 361) - Wrath baseKnockback decreased (40 30) - Wrath knockbackGrowth increased (65 80) Forward Air - Calm baseKnockback reduced (45 30) - Calm knockbackGrowth increased (75 85) - Wrath baseKnockback reduced (45 35) - Wrath knockbackGrowth increased (65 75) Back Air - Sweetspot baseKnockback reduced (55 35) - Calm sweetspot knockbackGrowth increased (65 75) - Calm sweetspot angle adjusted (45 90) - Calm sourspot baseKnockback reduced (55 35) - Calm sourspot knockbackGrowth increased (45 65) - Wrath active frames reduced (13 6) - Wrath no longer has a late hit. - Wrath baseKnockback reduced (55 35) - Wrath sweetspot knockbackGrowth increased (65 85) - Wrath sourspot knockbackGrowth increased (45 65) Down Air - Hitbox size reduced. - Active frames reduced (7 4) - baseKnockback increased (40 45) - knockbackGrowth increased (25 30) - Corrected incorrect pixel art colors on a couple of frames. Grab - Forward range increased slightly. Up Throw - Endlag reduced (21 19) - Damage increased (8 10) - baseKnockback reduced (65 25) - knockbackGrowth increased (65 75) Down Throw - Endlag slightly reduced (25 24) - Damage increased (8 10) - baseKnockback reduced (65 50) Back Throw - Damage increased (8 10) - baseKnockback reduced (55 35) - knockbackGrowth increased (50 65) Ledge Attack - Intangibility now lasts through the first three active frames. - Angle adjusted (35 361) - Hurtboxes tightened. Crash Attack - Intangibility now lasts through the second hitbox. Ledge Roll - Speed increased (14 16) Dodge Roll - Speed increased (14 15) Emote - Corrected incorrect pixel art colors on a couple of frames. Welltaro General - terminalVelocity increased (9.25 9.75) Double Jump - Vertical speed boost reduced (8 7) - Destroy portion of animation now retains vertical momentum. Aerial Speed - Cap reduced (6.5 6) Side Special - Reworked with a brand new concept. Neutral Special - Exploding animation is no longer attached to rope physics. - Balloon no longer spawns upside down for a frame. Up Special - Now restores ammo on hit. - No longer goes into special fall on hit. - Vertical speed slightly increased. - baseKnockback reduced (90 60) - knockbackGrowth reduced (50 80) Down Special - baseKnockback reduced (40 30) Dash Attack - baseKnockback reduced (50 45) - knockbackGrowth increased (55 70) Forward Tilt - baseKnockback reduced (60 35) - knockbackGrowth increased (45 65) Up Tilt - Active frames reduced (8 6) - Hitboxes redrawn to be smaller and follow the attack more closely. - baseKnockback reduced (70 55) - knockbackGrowth increased (45 80) Down Tilt - Damage increased (6 7) - baseKnockback reduced (75 50) - knockbackGrowth increased (45 80) Neutral Air - Reduced hitbox size (especially inward) on both hits. - First hit active frames reduced (4 2) - First hit baseKnockback increased (50 60) - First hit given a knockbackCap of 75 - First hit given TumbleType.NEVER - Corrected incorrect pixel art colors on a couple of frames. Up Air - Active frames reduced (10 6) - Hitbox sizes reduced. - Angle adjusted (75 60) - Early hit baseKnockback reduced (60 40) - Early hit knockbackGrowth increased (75 80) - Late hit damage reduced (6 5) - Late hit baseKnockback reduced (60 45) - Late hit knockbackGrowth increased (25 80) Down Air - Projectile can now be destroyed by attacks. Forward Air - Reduced size of spike hitbox. - Spike hitbox is now only the lower hitbox on the boot. - Moved IASA 2 frames later (FAF 36 38) - Early hit baseKnockback reduced (60 40) - Early hit knockbackGrowth increased (50 70) Down Strong - baseKnockback reduced (60 50) Forward Throw - knockbackGrowth increased (55 70) - Shots now tick down ammo. - Corrected incorrect pixel art colors on a couple of frames. Up Throw - Endlag reduced by 2 frames (20 18) Down Throw - Shots now tick down ammo. Crash Attack - Angle adjusted (35 361) Ledge Attack - Intangibility now lasts through the first three active frames. - Angle adjusted (35 361) Ledge Roll - Speed increased (14 16) Dodge Roll - Speed increased (14 15) Airdash - Using airdash from the ground now properly uses ammo. Emote - Corrected missing pixels. - Added custom box positioning for Heart Balloon. Assists Lady Luck Dice - Lady Luck no longer goes into her laugh animation when dice hit a shield. Octodad Bug Fix - Can no longer grab the owner. Rockman Attack - Hitbox size reduced. The Watcher Wrath - Staff now glows red instead of blue. - Added the missing back effect layer. - Added a dust effect. Stages Respawn Positions Standardized to the center across stages. Custom Content You can now nudge character and assist portrait positions on the match start doors. Use "x_offset_door", "y_offset_door", "x_offset_door_ffa" and "y_offset_door_ffa" in the contents manifest under the ui -> render section. Fraymakers Api Types Plugin v0.3.9 https://github.com/Fraymakers/api-types-plugin/releases/tag/0.3.9
Fixed incorrectly calculated angle when DIing inward during rightward hits. Adjusted loudness of Cadence announcer clips.
Highlights NEW ASSIST: Cadence from Crypt of the NecroDancer! Digs to the front, digs to the back then unleashes a devastating fireball projectile on a beat! The digs bury grounded opponents and spike aerial ones. Try using them to edgeguard or to set up for her fireball! [previewyoutube=8jrtQAryXPE;full][/previewyoutube] General DI angles now round to perpendicular to knockback when youre within 22.5 degrees. This allows you to get full DI on any knockback angle. Pressing the right stick up strong during jump squat now results in a buffered up air. If you cancel an airdash within the first few frames before it reaches its full speed, speed will be applied as if you cancelled it later. Fixed bug that prevented pressing the wavedash button on ledge from wavedashing onto the stage (the same input as ledge jump buffered into airdash). Fixed bug from last patch that caused dash down strong (using strong button) to result in a down tilt. Assist grabs can no longer grab opponents that are already grabbed. When a character grabs a ledge, they are now layered below other characters. KOd characters are no longer visible. Holding shield after a dodge roll now properly plays through shield_in before shield_loop. This is a purely aesthetic change. Online Desync Fixes Players with mismatched hitstop shake settings in their gameplay options will no longer cause desyncs. Menus General All sub-menus now let you use the cancel button to back out. You can no longer have two buttons highlighted at the same time with keyboard and mouse. Character Select Screen You can now select a CPU's custom content with the hand cursor. The CPU's custom content menu is now grey instead of port color. Re-selecting the custom content button now properly shows the custom content list. Controls "Dash" button text now changes to "Walk" if you have Auto-Dash enabled. Start Screen Updated splash art. Credits Updated to include Cadence, courtesy of Brace Yourself Games. Assists Cadence Added to the game! Stages Backyard Fixed a crash on hazard version caused by a rare interaction with the wall. Custom Content General You can now specify multiple hitsounds in hitbox stats via hitSoundOverrideArray. GameCamera automatically stops following disposed entities and disregard killed ones. Special angles that rely on collision results now take into account rotation and scale, resulting in more consistent behavior. Fraymakers Api Types Plugin v0.3.8 [url=https://github.com/Fraymakers/api-types-plugin/releases/tag/0.3.8]https://github.com/Fraymakers/api-types-plugin/releases/tag/0.3.8
Highlights Backyard and Merchant Port Stage Hazards Added! Knock around tons of unique objects, break fences and blast enemies with high-powered streams of water with the new hazard variants of these stages! Threaded Loading Beta Branch Merge This branch, which was previously in testing as a beta branch, introduces threading to load content. This greatly smooths out loading during the title screen and when loading custom content generally. General Gameplay Fixed bug that prevented jumps from being restored when you were hit during of a tech animation. Fixed bug where gravity could fail to get re-enabled after a character is released from being held. Parry can no longer reflect projectiles from behind. Fixed bug that caused down, a horizontal direction and attack being pressed on the same frame to result in a crouch, eating the attack input. This now results in down tilt (similar to how up+horizontal+attack results in up tilt). Added sound effect for when characters are buried. Online Teams Fixed bug that prevented you from choosing your team in online team matches. The game will now automatically kick one person out of a team if all players choose the same team color. Menus Replays Fixed level 0 CPU not playing back properly. Replays with all CPU players are now functional. Online replays now save the Steam name of the opponent(s) you fought in the replay title. Playable Characters CommanderVideo Rainbow Trail - Fixed a texture memory leak that would persist between matches. Up Special - CommanderVideo is now properly layered within the canon during the firing animation. Forward Air - No longer inappropriately shows a duplicated hit effect. Octodad Fall - Adjusted pixel art, resulting in a smaller horizontal hurtbox. Orcane Puddle - Can no longer overhang an edge or overlap a wall on spawn. - Now inherits team outlines. Welltaro Pixel Art - Corrected missing pixels on down tilt and forward strong. Wavedash - A perfect wavedash will now properly play the airdash sound. Assists General Palettes - Added new palettes to Aine, Ape, Gunman Clive, The Kid, Kragg, Lady Luck, Lea, Nikandreos, Niko, Peppino, Pizza and Rockman. - Most of these palette concepts were adapted based on suggestions from one of our community members, CrazyNaut! Aine Palettes - Adjusted palette 4. Attack - Realigned pixel art (does not affect hitboxes). Captain Viridian Now properly handles characters that dynamically alter their gravity. - For example, if you used this assist while in Wrath with the Watcher, he would restore her gravity using her Calm gravity value. This should no longer be the case. Lady Luck Thief - Assist steal now only gains meter equal to the amount the opponent loses (it would previously gain the max amount even if the opponent didnt have that much charge to steal). Stages Backyard Stage Hazard variant added. Merchant Port Stage Hazard variant added. Stratostar Springs - Bouncing on a spring with Welltaro now restores his ammo. Custom Content Features New Animation Stat: colorAdjustableBodyStatuses - Previously, there was no way to override added colors or filters on statuses like INVINCIBLE and INVINCIBLE_GRABBABLE. You can now use colorAdjustableBodyStatuses to customize them. You can also set it to NONE to disable all of the white flashing effects if desired. Shaders and filters now automatically apply to all aspects of character sprites. - This was an issue for ledge animations with _behind supported. There is currently an issue where the team outline stroke outlines both the front and back layers of sprites which still produces an undesirable visual. This will be addressed in a later update. Ground and air friction can now be modified at both the object stat and animation stat level. Exposed addTimer for Match/Stage and getResource for CustomApiObject Bug Fixes Fixed bug that prevented selfHitstop from working on grab_air. hitEffectOverride no longer includes a second duplicated effect. Fixed bug that made the bodyStatusShader filter overflow and display the incorrect color when combined with the strong charge shader. bodyStatusShader now properly disables when armor is set to 0. Combined statuses now properly result in a visual combination of the shaders. Changes made to solve the hit out of tech bug: All CStates with the exception of CState.LAND now support the landAnimation stat. This impacts the following states which previously ignored it: - CState.TUMBLE, CState.CRASH, CState.TECH, CState.TECH_ROLL, CState.HELD, CStateGroup.LEDGE, CStateGroup.LEDGE_CLIMB, CStateGroup.LEDGE_ROLL, CStateGroup.LEDGE_ATTACK_IN, CStateGroup.LEDGE_ATTACK The following character animations now default to LandType.TOUCH to unify their land behavior (previously was LandType.CUSTOM): - intro, ledge_in, ledge_loop, ledge_climb, ledge_climb_in, ledge_roll_in, ledge_jump, ledge_attack_in, ledge_attack, tech_wall, tech_ceiling, hurt_light_low, hurt_light_middle, hurt_light_high, hurt_medium, hurt_heavy, hurt_thrown, tumble, crash_loop, crash_get_up, crash_attack, crash_roll As an additional note, airdash whiffing will interrupt the landAnimation under all circumstances. This means that an airdash whiff landing will take priority over other land animations. Fraymakers Api Types Plugin v0.3.7 https://github.com/Fraymakers/api-types-plugin/releases/tag/0.3.7 Fraymakers Metadata Plugin v0.3.1 https://github.com/Fraymakers/metadata-plugin/releases/tag/0.3.1 Note: Changes with a in front resulted from suggestions by our community!
The experimental threads beta branch has been updated, fixing a soft-lock caused when an empty custom content folder is present on your file system. We're not aware of any other issues, so were planning to incorporate the feature into the main game next update (unless anything else pops up). Be sure to let us know if you run into any other issues before then!
We have updated the experimental threads beta branch to address a few miscellaneous issues which have prevented the merging of this feature into the main branch: DX (Windows) - Resolved "failed to initialize DirectX driver" error. SDL (Windows) - Resolved softlock due to inability to allocate texture memory. SDL (Linux / Mac / Steam Deck) - Resolved distorted sprites. - Resolved softlock at launch. If you have a chance, give this branch a test and let us know if you run into any issues! You can access this branch by right clicking Fraymakers in your Steam library, clicking Properties and heading to the Betas tab. You should experience a greatly improved loading experience when starting the game, especially for those who have custom content installed. (More technical details: we moved all media processing calls such as texture loading back to the main thread. This fixes a number of issues across various combinations of builds while still allowing the more I/O heavy operations of parsing .fra file metadata to occur on a separate thread.) We have also removed the other experimental beta branch (resource unloading) for the time being. We may revisit the feature at a later time to test memory saving improvements.
Fixed incorrect processing of held analog gamepad inputs as pressed inputs within the input buffer.
Fixed incorrect application of the right stick angles to the left stick for gamepads. Removed taunting action while save states system is enabled in Training Mode.
Highlights Lady Luck joins the assist roster! Lady Luck throws one of six dice on each use, each with their own unique art and mechanics. General Gameplay Input buffer logic rewritten to be more optimized and improve stability. Fixed bug that prevented jumps from being restored when you are hit out of a tech. Crash bounce camera shake intensity halved. CPU CPUs no longer randomly wavedash. Menus Bug Fixes Mouse being caught in windowed mode - Fixed additional scenarios where the mouse would become trapped in the application while in windowed mode. Online Rollback Optimization Significantly reduced the number of memory allocations during rollbacks by re-using the same block of memory for a wider variety of variable types with the goal to decrease memory fragmentation. Playable Characters General Crash Attacks - Reversible angle is now off and removed angle hitboxstats updates. - This should better handle situations where you get hit by the inside of a hitbox (so it doesn't look like you fly off the wrong way). Orcane Hurt Light High - Fixed missing pixel. Forward Tilt - Fixed missing pixel. Ultra Fishbunjin 3000 General - Hurtboxes tightened on parry. The Watcher General - Hurtboxes tightened on crash attack. Divinity - Fixed bug that prevented buffering into divinity specials. - Fixed bug that caused divinity neutral special to heal the player. Side Special - Fixed bug that allowed you to flip your direction during calm side special if you teleported off of a ledge. Welltaro Emote - Fixed missing pixels on the pixel art. Assists Ape - Fixed missing pixels on the pixel art. Kragg - Pillar can no longer be destroyed while rising. Lady Luck - Added to the game! Stages General Characters are now far less likely to squeeze between overlapping terrain points. Fixed bug that caused slideoff to sometimes inappropriately disable at the top of slopes. Pepperpain Normalized right side of camera box with the left side. Custom Content Bug Fixes Fixed bug where updating string-based stats of any kind to null would have no effect. Character Template v0.2.5 https://github.com/Fraymakers/character-template/releases/tag/0.2.5 characterStats.hx Updated with bury visual parameters. - buryAnimation - Defines the animation your character displays when buried. Defaults to "hurt_thrown". - buryFrame - Defines the frame of the animation youve specified to display when buried. Defaults to 13. - buryOffsetY - Allows you to nudge the specific frame vertically to allow it to better fit the bury state. Defaults to 0. Down Strong Now buries enemies. - buryType - Defines whether a move will bury or not. You can choose between buryType.BURY (buries grounded enemies), buryType.PLUNGE (buries airborne enemies who touch the ground after being hit), and buryType.NONE (the default). - buryTimeBase - Defines the baseline amount of time in frames the buried enemy is, well, buried. Defaults to 0. - buryTimeScaling - Multiplies the buryTimeBase relative to the enemys damage converted to frames. Defaults to 1.0. Fraymakers Api Types Plugin v0.3.6 https://github.com/Fraymakers/api-types-plugin/releases/tag/0.3.6
Main Game Disabled threaded loading and moved to a beta branch. The behavior is a bit more unstable than we predicted, so weve made it optional in the form of a branch while we investigate the issues. Optimized Unloading Beta Branch Disabled threaded loading. Threaded Loading Branch Fixed bug where empty custom content folders would cause the initial loading sequence to get stuck.
Disabled threaded loading on SDL to fix launch bugs while we investigate the issue. Fixed missing match options and menu navigation on character select.
Highlights New Beta Branch: Optimized Unloading Currently the game keeps all menu assets in memory, even during gameplay. This results in fast loading between menu and match, but could cause the game to run worse on lower end hardware. If youve experienced issues previously, give this build a try to see if it improves your game feel and memory utilization online. Expect to see a brief black screen after matches end for now since we do not currently have UI during this new phase to reload the menu assets. This black screen will be replaced by an endcard in the future. During testing we observed an issue where music rarely cuts off mid-match. It's unclear if this bug is specific to this build, but we are currently investigating this. Let us know if you experience this issue! Loading Upgrades No more frozen game when waiting for custom content to load on startup or during long downloads online! We now use threading to load content, which prevents the entire game from freezing up and allows us to display a loading bar. Simplified custom content loading procedures behind-the-scenes and updated it to fail more gracefully. A single piece of content failing to load should no longer cause the rest of the custom content to fail. This should fix a bug that sometimes prevented your custom content from loading, alongside generally increased loading stability. Loading logic can be precarious - please let us know if you find any bugs with the new functionality at fraymakers.com/feedback. General Gameplay Parry - You can no longer parry attacks from behind. - Parries now use the same logic as shields when determining if an attack should be parryable. Armor Visuals - Attacks with the various types of armor are now indicated by the character tinting orange during armored frames. Crash - Pressing shield during crash loop now properly results in get up. - Entering crash bounce for the first time now causes a slight screen shake. Announcer First Blood - Now properly occurs every time the first stock is lost. Graphics Vsync is now disabled by default on first launch. - We received reports recently about some setups having substantially lower frame rates when vsync is on. Given the player feedback, we believe vsync defaulting to off will give an improved gameplay experience to most new players on average while we investigate vsync issues. Menus Options Gameplay - Stage backgrounds are now togglable. - If youre having trouble running the game smoothly online or offline, setting this option to "off" should improve performance on lower end hardware. Consider using this option while we work on other optimizations. Sound - Master volume slider added. Online Rollback Stress Test - Fail rating now also suggests turning off backgrounds. Fonts Munro - Adjusted the letter "J" to not look like a left-facing parenthesis. Playable Characters CommanderVideo General - Hurtboxes tightened on neutral special, up special and ledge roll. CPU - Now holds side special until reaching the desired target instead of instantly releasing it. Side Special - Tapping the input now always plays through one frame of the active hitbox. Previously, tapping the input would go straight from startup to endlag without a hitbox ever coming out. Octodad General - Hurtboxes tightened on double jump, crouch, forward tilt, special side air, special up throw, all airdashes, ledge climb and ledge roll. - Corrected colors on ledge roll and airdash forward up. - Frame positioning corrected on airdash back down. - Frame timing adjusted on double jump and ledge get up. Orcane General - Hurtboxes tightened on up tilt, forward tilt, down tilt, crash bounce, crash get up, crash roll, crash attack and ledge attack. Hurt Medium - Adjusted animation length to match the rest of the cast (did not affect hitstun duration). Crash Get Up - Frame timing slightly adjusted. The Watcher General - Hurtboxes tightened on spot dodge and back throw. - Hurtboxes now display their proper color in Training Mode. Hurt Lights - Adjusted animation length to match the rest of the cast (did not affect hitstun duration). . Neutral Air - Weak hitbox stats now properly apply to the second hitbox. Down Tilt - Fixed incorrect colors on pixel art. Grab - Fixed incorrect colors on pixel art. Back Throw - Back layer of ribbons realigned. Welltaro Ammo Meter UI - No longer bounces when Welltaro restores bullets by hitting an opponent. Now only bounces on land. Hurt Lights - Adjusted animation length to match the rest of the cast (did not affect hitstun duration). . Ultra Fishbunjin 3000 General - Hurtboxes tightened on crouch. Forward Tilt - Hitboxes tightened. Forward Strong - Hitboxes tightened. Neutral Special - No longer plays a random effect. - This was potentially a sneaky source of desyncs - please test and let us know if you notice fewer desyncs, particularly in the Fishbunjin vs Orcane matchup. - Hitbox reaches slightly further downward. - Aerial versions hitbox now matches the grounded version. Crash Attack - Hitboxes tightened. Crash Roll - Pixel art adjusted. - Frame timing slightly adjusted. Assists The Silent Now restores poison when you hit an enemy with projectiles and assists. Custom Content Bug Fixes Fixed bug where attempting to set string stats to a null value via any one of their updating methods wouldn't work (e.g. setting "nextAnimation" to "null" for a character animation would have had no effect). New bodyStatusShaderColor stat Introduced new bodyStatusShaderColor animation stat for game objects. This allows the new armor color feature to use a custom color or be turned off on a per move basis. (See https://github.com/Fraymakers/fraymakers-api-docs/blob/main/docs/classes/CharacterAnimationStats.md) Character Template v0.2.4 https://github.com/Fraymakers/character-template/releases/tag/0.2.4 Side Special Added a commented out bodyStatusShaderColor to an alternate Side Special in animation stats demonstrating how to turn off the color. Fraymakers Api Types Plugin v0.3.5 https://github.com/Fraymakers/api-types-plugin/releases/tag/0.3.5 Note: Changes with a in front resulted from suggestions by our community!
General Hit Sparks Spike - New work in progress sprite added. Playable Characters The Watcher Bug Fixes - Fixed bug that prevented Wrath Strongs from becoming stronger after charging. - Fixed bug that allowed you to switch from a Calm to a Divinity special mid animation if you triggered Divinity during the Calm animation and landed. - Fixed bug that sometimes prevented Calm and Wrath from changing palettes online. - Fixed bug that caused the Watcher to go into special fall when hitting an opponent while teleporting from the ground to the air using side special. HUD - Mantra meter now dynamically moves underneath your HUD when the Gameplay Options HUD location setting is set to "top". Back Air - Sparkle effect position and timing adjusted. Down Air - Sparkle effect position and timing adjusted. Welltaro Neutral Air - Corrected incorrect colors and missing pixels on pixel art. Up Throw - Effects added. - Keyframe physical placements slightly adjusted. - Endlag visually adjusted to play through the keyframes a bit more slowly. Frame data is unchanged. Forward Throw - Endlag visually adjusted to play through the keyframes a bit more slowly. Frame data is unchanged. Down Throw - Endlag visually adjusted to play through the keyframes a bit more slowly. Frame data is unchanged. Assists Captain Viridian Bug Fixes - Fixed bug that caused you to land after hitting with a grounded attack while gravity is flipped. - No longer interrupts an attack to lift you off the ground while gravity is flipped. You will now be lifted off the ground once the attack ends.
Highlights
The Watcher
Added to the game! The Watcher is selectable as both a character and assist. Using her down special, you can switch between her Calm and Wrath stances to change her physics, attack properties, and neutral special - its like having two characters in one. Land 5 hits in each stance using your staff attacks, palm strikes, and precise kicks to enter Divinity, enhancing your next special move with divine power and causing them to stun your opponents. Let us know what you think, and send us your coolest combos!
- Weve also already hit the ground running on the next character! For more info on Character 7 and our other progress, check out our latest update on Kickstarter: https://www.kickstarter.com/projects/mcleodgaming/fraymakers-the-infinitely-replayable-indie-platform-fighter/posts/4162483
General
Gameplay
Grounded spikes now multiply knockback by 1.3.
- Our spikes generally have weaker knockback than other attacks since otherwise they would combine with gravity to kill extremely early. This is an experimental change meant to compensate for the side effect of spiking hitboxes having low knockback when they hit opponents upward off the ground.
Bug Fixes
Fixed bug that caused attacks buffered out of hitstun to come out 1 frame later than perfectly timed attacks.
Fixed bug that caused a jump input perfectly timed out of landing lag while holding left or right to result in an instant buffered double jump rather than a normal grounded jump.
Tech inputs are no longer conflated with shield inputs that came from input buffer consumption, resulting in more reliable teching in some situations.
Fixed bug that caused previous and projected ECBs of newly generated objects to be incorrect on their first frame.
Menus
Character Select Screen
Orcane moved to the lower left position where the Watcher was previously locked.
Credits
PsnDth - Programmer added to the Collaborators section.
Playable Characters
CommanderVideo
General
- Hurtboxes tightened on walk and airdashes.
Rainbow Trail
- Now only refreshes when hitting other fighters (now wont trigger on any other hittable object). This is currently not relevant for official content.
Neutral Special
- Fixed bug that caused the animation in response to a direction being pressed to be delayed by one frame.
Down Special
- Now properly links to grounded animation when landing from the aerial version.
Octodad
General
- Hurtboxes tightened on down special and down special air.
Up Special
- Throw now uses a programmatic hit instead of a hitbox, preventing instances where unexpected behavior could occur when throwing characters while pressed up against terrain.
Up Special Air
- Thrown characters now visually react to the throw.
Parry Fail
- Frame data now matches the rest of the cast (29 frames 30 frames)
Orcane
General
- Hurtboxes tightened on jump, fall, land light, aerial lands, double jump, crouch, spot dodge, roll, tech roll, airdashes, forward air, back air, down air, dash attack, jab 1, parry success, side special air and up special teleport.
Puddle
- Fixed bug that created a dormant second puddle by teleporting as a new puddle was created.
- CPU now highly prioritizes getting a puddle down onto the ground if one isnt present.
Ultra Fishbunjin 3000
General
- ECB width increased (50 60)
- Hurtboxes tightened on forward air.
- Additional sound effects added to grab, up throw, down throw, back throw, jab, techs, forward strong and side special.
Side Special
- Can no longer fast fall during startup.
Forward Air
- Keyframe timing adjusted.
- Previously, his legs were fully extended on the keyframe before the hitbox came out. With this adjustment, the hitbox now comes out on this keyframe and feels more intuitive. The keyframe timing on the rest of the animation was adjusted so this change doesnt affect startup, active time, or endlag.
- Slightly reduced the hitbox range of the first two frames and slightly increased the hitbox range of the last three active frames.
Up Tilt
- Hitboxes tightened.
The Watcher
Added to the game.
Welltaro
General
- Hurtboxes tightened on tumble, up strong, forward strong land, neutral special, neutral special air, and assist call.
Neutral Air
- Filled in missing shading on character pixel art.
- Flame effects updated with completed pixel art.
Forward Strong
- Filled in missing shading on character pixel art.
- Flame effects updated with completed pixel art.
Back Air
- Flame effects updated.
- Frame timing adjusted (does not affect frame data).
Assists
Captain Viridian
Pressing the assist button while Captain Viridian is active now allows you to flip your gravity back and forth.
Duration increased (1 second 1.5 seconds)
Speed cap increased (1x terminal velocity 1.25x terminal velocity)
Fixed bug that threw an error into the console on KO after calling the assist.
Diogenes
Damage to charge reduced (125 100)
Slightly adjusted movement physics, resulting in moving further between jumps.
Reduced startup and cooldown between leaps by 4 frames.
Stats adjusted on falling hitbox (angle 361 , 30, baseKnockback 65 55, knockbackGrowth 85 95, hitstop -1 20)
Both hits can no longer reverse angle.
The Kid
Damage to charge reduced (75 50)
Kragg
Damage to charge increased (75 85)
Lea
Damage to charge increased (90 95)
Startup increased (22 24)
Nikandreos
Hitbox sizes reduced.
Startup increased by 1 frame.
First hit damage reduced (6 1)
Second hit stats adjusted (damage 14 10, knockbackGrowth 35 55, hitstop 20 14)
Niko
Damage to charge reduced (100 90)
Octodad
Throw now uses a programmatic hit instead of a hitbox, preventing instances where unexpected behavior could occur when throwing characters while pressed up against terrain.
Peppino
Throw now uses a programmatic hit instead of a hitbox, preventing instances where unexpected behavior could occur when throwing characters while pressed up against terrain.
Pizza
Paint duration increased (3 seconds 5 seconds)
knockbackGrowth increased (30 50)
Rhythm Doctor
Damage to charge reduced (65 60)
Rockman
No longer swings at teammates.
Super Hexagon
Damage to charge increased (75 106)
Hitbox size reduced.
Tankman
Hitbox size reduced.
knockbackGrowth reduced (75 70)
Startup increased (8 13)
The Watcher
Added to the game!
Welltaro
Now fires three projectiles in a row while moving forward.
Projectile size increased.
Stages
The Spire
Death boundary raised by 30 pixels.
Camera boundary raised by 30 pixels.
Custom Content
Entity's "attachToFloor" method will no longer throw an error and no action will occur when passed a null floor structure.
Character Template v0.2.3
https://github.com/Fraymakers/character-template/releases/tag/0.2.3
Shield 2 Clutch Button Check Example
- Added to the character template, you can find the code example in Script and on Neutral Special.
Ledge Climb
- The "ledge_climb" and "ledge_climb_in" animations were inappropriately swapped in the template. This is now corrected.
Note: Changes with a in front resulted from suggestions by our community!
Highlights Engine Upgrade The engine upgrade to run the game on Heaps 2 and Hashlink 1.14 has been promoted to the main build. Thank you to everyone who helped test this on the upgrade beta branch! As always, please let us know if you run into any issues using the feedback form. In case you missed it, here is the list of major changes coming with the upgrade: - Improved online and offline performance - Greatly reduced game hitching - Improved loading times, including startup custom content loading - Improved garbage collection - Mouse disappears after idling Bug Fixes - Mouse is trapped less often within the game window. - Known issue: the mouse can sometimes become trapped by the game window (press Alt-Tab to fix it for now) - Resolutions now properly display on the graphics menu. Machine-specific Graphics Settings Graphics settings have migrated from the main save file to a separate one that does not sync to Steam Cloud. This allows each device to maintain its own graphics settings between launches. Menus Graphics Fullscreen and fullscreen borderless now automatically lock in your displays maximum resolution. Known bug: toggling from fullscreen or fullscreen borderless to windowed ignores your preset resolution option. In order to make the window the size you prefer, youll have to set the resolution after applying the windowed setting, and apply one more time. General Bug Fixes Launching a replay that contains missing custom content will now show a pop-up message instead of crashing - This fix was added to v0.6.11 but wasnt included in the patch notes. Hovering over a hidden token on the stage select no longer triggers a buzzer sound effect. Training mode toggles are no longer biased to the left when using the hand cursor. Loudspeaker Emoji? Were implementing this emoji into the patch notes to highlight issues that were resolved as a result of feedback from the community. Thank you so much for all of your help with improving Fraymakers! If you have a bug or any feedback youd like to inform us of, feel free to use our feedback form.
Controls Wavedash Button
Highlights Stratostar Stage Hazard Version Added
Hi all! We just posted an update on Kickstarter including a detailed progress update and a link to a content survey to let us know what characters, assists, stages and more you want in Fraymakers! You can find the workshop contest winners there, but we also included them in this post below. Check out the update here: https://www.kickstarter.com/projects/mcleodgaming/fraymakers-the-infinitely-replayable-indie-platform-fighter/posts/4104614.
Were ready to announce the winners of our first workshop contest! We got some absolutely amazing submissions, and it was seriously way more difficult than we were expecting to select our winners due to the number of high quality, creative assists you created. Here are our winners:
First place: Lasso by Nuova and Kactus Guy
Second place: Morphi by Whimz
Third place: Zards by ZardyZ
One winner selected at random: Tentacube by DominoDropkix
Congratulations to all our winners, and huge thanks to everyone who participated! It was so much fun trying out all of your creative assists. Well be reaching out to the winners shortly!
General
Highlights New Autolink Angle
We're happy to announce our first official Fraymakers workshop contest! The theme for this event is Unique Assists. This means we're looking for assists that feature IP you own or create for the contest with an emphasis on . This could mean a unique visual design, a unique mechanic, or anything else that's different from what we've seen before! We'll also be considering the quality of the art and entertainment value of your assist in our judging.
Start Date: Today!
End Date: May 5th, 2024
Prizes:
Training Mode
Highlights Training Mode
Playable Characters Octodad
General
Highlights Fixed Frame 1 Random Desync Bug
Online
Highlights Fixed a transient bug that could cause inputs to be eaten
Highlights Emotes
General
Online
Highlights Ultra Fishbunjin 3000
Crash Fixes Online Lobby
Crash Fixes Online Lobby
Highlights
Hi everyone! Just posting this as a quick reminder in case you missed our July Progress Update. Were running a Fraymakers booth at PAX West from September 1-4 (thats next week!). If youre able to swing by, you can find us at booth 849. The little s on the map are other developers/publishers with games featured in Fraymakers - make sure to visit them too!
Our PAX West build will include a pre-release version of our next character, Ultra Fishbunjin 3000 from Slap City! Weve been making a ton of progress and we cant wait for you to try him out. We dont have an exact date for when hell be fully released, but we should be able to get your more info once weve gotten player feedback and had a chance to recoup from PAX West.
Hope to see you there!
- Team Fray
Playable Characters Welltaro
General Effects
Highlights Dashing on Controller
Highlights Rockman Assist
Online Quick Play
Highlights Super Hexagon Assist
Highlights Overview
Highlights Optimization
We just pushed another small patch to address the possible occurrence of a permanent black screen after an online match ends. This was pretty common for delay-based matches, especially with more than 2 players. We've solved the underlying issue so it should address the problem for all combinations of online match types. Thanks again everyone for your patience while we squash some of these trickier bugs!
Due to instability issues for some players, we've rolled back the following changes:
General
Online Intermittent freezing improvements
Highlights
AudioClip.play("Custom_sfx_sound");
must be changed to AudioClip.play(self.getResource().getContent("Custom_sfx_sound"));
AudioClip.play() calls that reference GlobalSfx do not need to be updated.
- Empty folders in the local custom folder no longer softlock the game on load. - Fixed a bug with quick reload in training that caused it to reload the wrong assets. - Fixed a UI bug when downloading custom content via online matches.
Online Custom Content
AudioClip.play("Custom_sfx_sound");
must be changed to AudioClip.play(self.getResource().getContent("Custom_sfx_sound"));
AudioClip.play() calls that reference GlobalSfx do not need to be updated.General Gameplay
AudioClip.play("Custom_sfx_sound");
must be changed to AudioClip.play(self.getResource().getContent("Custom_sfx_sound"));
AudioClip.play() calls that reference GlobalSfx do not need to be updated.
Playable Characters CommanderVideo
Calling all Kickstarter backers! Please check out our most recent Kickstarter update for important information on all keys distributed as rewards for backing the Fraymakers Kickstarter campaign. Apologies for the inconvenience! https://www.kickstarter.com/projects/mcleodgaming/fraymakers-the-infinitely-replayable-indie-platform-fighter/posts/3717290
General Performance
Hi everyone! Its been just over a day since Early Access launch, so we wanted to check in to update you on the issues some of you ran into and what we're doing to fix them. Were so sorry to anyone whos had the problems listed below, and rest assured: were doing everything we can to fix them as soon as physically possible. Let's get to it! Key Distribution Easily the biggest issue, for obvious reasons. We identified a substantial error in key counts from our data formatting that caused many of our Kickstarter backers to not receive the correct number of keys when the game went live. Were so sorry about this issue! Weve been working non-stop (literally) since launch to try to get this rectified as quickly as possible, but it unfortunately turned out to be a more fundamental issue with our data than we anticipated (rather than an issue with our email server), meaning that the effects were fairly widespread. Some of you may have noticed an attempt to send out missing keys earlier may have also included incorrect or duplicate keys - this ultimately stems from the same issue. For those of you who are missing keys (or didnt get keys at all when you should): sorry this took us a bit of time to figure out! Your missing keys should be going out via email right now. If you still havent received all of your keys within 24 hours (sorry!), please send us an email at support@fraymakers.com with your Kickstarter backer email. For those of you who received extra keys: were currently sorting this out. It looks like in all likelihood, were going to need to send you a new email with the correct number of new keys while revoking your old ones at some point soon. For now, your key(s) should continue to work - our goal is to minimize downtime between your keys given in error getting revoked and your corrected keys arriving, if you have any. Well keep you updated and put out another news post if and when we start this process. For everyone else: were still working on this, but its looking like you may be receiving a new key (even if your key was working) if it was a duplicate sent in error. Theres also a chance we might end up resetting and resending all keys (trying to avoid this option through any means possible, since itd be pretty inconvenient!). Again, were trying to minimize downtime between your key being deactivated and the new one arriving - well keep you updated and put out another news post if and when we start this process. For those of you with copies of the game purchased through Kickstarter add-ons: we will be reaching out to you once we get our data squared away regarding which platform you want a copy of the game for. Again, were sorry to any of you who ran into either of these problems! The last thing we want anyone to have to worry about around launch day is whether or not they can actually play the game. Were doing our best to get everything corrected right away. Performance/Online The most common problems with the Early Access launch build we've heard from you stem from performance. This includes things like intermittent stutters, general slowdowns and online performance. Rollback online will often exacerbate existing issues - since it involves the performance-intensive task of simulating the game state a bunch of times per frame, any issues will get magnified online (and if you're playing against someone else who's having issues, they'll end up affecting your experience, too). These issues have likely existed for some time, but do not seem to be affecting all players. Notably, we were not experiencing the issues that have been reported on any of our own computers, and we definitely underestimated how pervasive they would be. We're already looking into potential causes, but not being able to experience the problems ourselves means we need more data so we can better diagnose the issues. If you're running into issues in this area, so sorry for the trouble! If you have a few minutes to spare, we would really appreciate it if you could fill out this survey to help us track down the issues: https://forms.gle/dqKcvFMmmN1JRTyu9. In the short term, addressing performance issues is going to be our top priority on the engineering end. We'll be using the data from the above survey to help identify problems, but we do have some leads. Embedding scripting logic into the executable has proven to have a big impact on performance for many of our testers - overall, we've seen performance improvements of around 40% from these changes alone. One of the big fixes we have coming soon will be optimizing our palette shader generation code, which should generally improve performance and help those of you who are experiencing hitches upon spawning something that uses the palette system, like an assist. Controller Issues Similarly to the above issues, we definitely underestimated issues here since they don't happen on the controllers that we use, and were so sorry for the bad experiences some of you have had as a result! We built out a controller-specific survey to help us track down related issues. Our goal is to support all commonly used controller types and we definitely don't consider the current implementation acceptable, so if you're running into issues please fill out the following survey if you have a moment: https://forms.gle/Cecbyq8B8vPAr2N86. Upcoming Content On the content end, there's a lot coming down the pipeline. In the shorter term, the current characters have around 90% of their sprites completely filled in, with many of the remaining animations being shorter/supplemental animations, so our immediate goal is to get those filled out quickly so we can focus on getting the 5th character. Our art team is going to be able to focus primarily on these animations from this point onward, so you can expect progress in this area to be accelerated significantly. Well also be interspersing development of new assists and stages into our timeline. Stage hazards for Backyard and Stratostar were temporarily disabled due to bugs when played in rollback online, but we expect to be able to resolve these issues and get them re-enabled as soon as we handle some of the higher-priority engine focus areas in the above sections. Our other focus areas include finishing up unfinished visual effects and fleshing out training mode with more features. - Thats it for now! Again, a big apology to any of you who ran into any of the issues listed above. Were doing everything in our power to knock them out as soon as we possibly can. Thank you for your patience! - Team Fray
The big day has arrived: Fraymakers Early Access has begun! Fraymakers Early Access has officially launched - welcome to all of our new players! Read more about our Early Access launch here: https://www.kickstarter.com/projects/mcleodgaming/fraymakers-the-infinitely-replayable-indie-platform-fighter/posts/3710527 Thank you all again so much for your patience with us through this journey! There's still a lot of work to be done and plenty of content to come before 1.0, but we're full steam ahead on continuing development on the Early Access build. Be sure to let us know what you think of the game so far - we'll be considering all player feedback throughout development in order to make this game the best it can be. Thank you so much for your support, and have fun! - Team Fray ---Build Update v0.5.0 Changelog Below--- Highlights
Online Character Select Screen
Highlights Dash Behavior Fixes
General Gameplay
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Mark your calendars - the official launch date for Fraymakers Early Access is January 18th, 2023! Thank you all so much for your patience! With the help of our Kickstarter Tester Build group, we're proud to say that Fraymakers is nearly ready for everyone to get their hands on it. We were trying our best to get Early Access ready before the end of 2022, but we ended up not being able to finalize the last few bits of content and optimizations in time. With our time increasingly limited due the holidays and other substantial real-life obligations near the end of the year, we ended up making the tough call to release in January to make sure wed be able to get everything ready to launch. If you havent done so already, please wishlist Fraymakers here on Steam to get notified the second it launches (plus it really helps us out)! Like we mentioned during our Kickstarter campaign, Fraymakers Early Access will launch with 4 playable characters, 20 assists, 5 stages, rollback netcode and FrayTools. This is just the start of the Fraymakers journey - after the launch, you can look forward to updates from us as we get to work on the next 5 playable characters, 1 DLC character (at least!), 30 assists, 9 stages, modes, and more! Also, in case you missed it: the final assist thatll be available at Early Access launch will be revealed at the end of our launch trailer! This will be a new addition that we havent announced yet - who do you think it will be? Stay tuned! Were looking forward to playing Fraymakers with you soon. - Team Fray
General Performance
Highlights Ape Assist
Highlights Lea Assist
General Engine
Major Additions Custom Content Online
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General Performance
Online Frame Lengthening
Playable Characters Octodad
Tester Build Update v0.4.7 (and v0.4.8 hotfix) General Gameplay
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