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!
[ 2024-12-20 22:51:48 CET ] [ Original post ]
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!
[ 2024-12-03 04:13:13 CET ] [ Original post ]
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.
[ 2024-11-23 03:41:31 CET ] [ Original post ]
Fixed incorrect processing of held analog gamepad inputs as pressed inputs within the input buffer.
[ 2024-11-11 02:57:56 CET ] [ Original post ]
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.
[ 2024-10-26 19:27:45 CET ] [ Original post ]
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
[ 2024-10-26 17:33:37 CET ] [ Original post ]
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.
[ 2024-08-29 02:20:26 CET ] [ Original post ]
Disabled threaded loading on SDL to fix launch bugs while we investigate the issue. Fixed missing match options and menu navigation on character select.
[ 2024-08-28 03:59:44 CET ] [ Original post ]
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!
[ 2024-08-28 02:58:40 CET ] [ Original post ]
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.
[ 2024-08-10 17:39:14 CET ] [ Original post ]
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!
[ 2024-07-31 21:02:08 CET ] [ Original post ]
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.
[ 2024-06-28 02:53:49 CET ] [ Original post ]
Controls Wavedash Button
- Fixed bug that caused the airdash animation to be skipped when you angled the wavedash button input upward.
- Springs are no longer affected by structures.
[ 2024-06-08 02:31:04 CET ] [ Original post ]
Highlights Stratostar Stage Hazard Version Added
- You can now play on a spring-loaded version of the Stratostar stage! - For those who tried this stage hazard in the original tester build, we re-coded the springs from the ground up and adjusted the layout, so its generally more fun to play on than the previous version.
- You now have the option to toggle on replays auto saving after every match. The option is located at the top of the replay menu.
- Weve upgraded our game engine to run on Heaps 2 and Hashlink 1.14. This was a large undertaking for us thats been a long time coming, but we think it should be worth it! Based on our testing this upgrade comes with a ton of benefits, most notably improved performance both offline and online among other features. However, updating a game engine library is prone to sneaky bugs, so for now weve implemented this change in the form of a Beta Branch. You can access it by right clicking the game in your Steam Library, choosing "Properties", selecting the "Betas" section, and picking "engine-upgrade" from the list of options in the Beta Participation drop down list. Once youve gotten a chance to try it out, please let us know how this new version works for you or if you encounter any bugs using either our Discord or our feedback form. If you have a bit of extra time, it would be very helpful to run the rollback stress test on both the normal version and the Engine Beta and let us know how your results compare. Thanks in advance for your help!
- Feature list of changes (for now!): - Improved online and offline performance - Greatly reduced game hitching - Improved loading times, including startup custom content loading - Improved garbage collection - Mouse disappears after idling
- Damage HUD portrait now only reacts and shakes as a result of getting hit when the associated character is in hitstun or hitstop.This means they will no longer react to getting hit if theyre invincible or by moves that dont cause flinch.
- Fixed bug that prevented your token from automatically reselecting a custom character or assist when appropriate.
- Updated with the names of Kickstarter backers who recently filled out their surveys.
- Replays are now sorted by most recently saved.
- Replay titles now horizontally squish instead of getting cut off.
- Starting or deleting replays no longer displays a push notification in the top left.
- Side Special - Now properly visually transitions from ground to air and vice versa.
- Down Special - Projectile now makes a sound upon spawning. - Projectile is now layered behind Orcane.
- Side Special - Now properly visually transitions from ground to air and vice versa.
- Clutch - Fixed bug that would buffer an airdash if you clutched late into certain moves.
- Implemented various changes on the stages back end which should result in a more optimized experience on lower end hardware.
- Temporarily disabled the birds that fly around the Orcane statue in the background for performance reasons.
- Stage hazard variant added.
- Improved upload process to include better error messages. In addition, the uploader no longer incorrectly claims you need to accept the Steam Workshop subscriber agreement" for a general upload failure.
- After uploading custom content, the items page is now opened via Steam overlay for further description and screenshot editing.
- Local custom content now leverages unique namespaces for each folder in your custom folder to help prevent id conflicts. - For example, copying a custom assist into a new folder with the same resource and content id should no longer be an issue.
- Added Entity class documentation for toState() and setState() with notes on edge cases: https://github.com/Fraymakers/fraymakers-api-docs/blob/main/docs/classes/Entity.md
- The "vars" command in the console now also displays character state and total frames count for the currently active animation.
- Fixed leaveGroundCancel documentation for the AnimationStats class (it actually defaults to true): https://github.com/Fraymakers/fraymakers-api-docs/blob/main/docs/classes/AnimationStats.md
- Introduced new leaveGroundType and leaveGroundAnimation Character Animation Stats to support alternative outcomes for when characters leave the ground during a move. - Add new LeaveGroundType constants - Legacy leaveGroundCancel animation stat has been deprecated. It's now recommended to use leaveGroundType instead.
- New GameObject methods: forceStartHitstun() and startHitstun(). (See docs)
- New Character method: isFirstInputUpdate(). (See docs)
[ 2024-06-02 21:50:51 CET ] [ Original post ]
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!
[ 2024-05-18 22:44:57 CET ] [ Original post ]
General
- Fixed bug where air dashing into a ledge could cause characters to become trapped in free-fall.
[ 2024-04-21 22:49:56 CET ] [ Original post ]
Highlights New Autolink Angle
- Added SpecialAngle.AUTOLINK_STRONG, a new autolink angle option that offers improved autolink behavior in many cases. This angle uses a combination of your momentum and the opponents relative position. Currently, this has only been implemented on the character template - check out its up aerial for implementation details and recommended statting.
- Added optional knockbackCapDelay hitbox stat, which delays a knockbackCaps application by a given number of frames (meaning it wont have any effect if you dont have one set). The typical use case for this is on attacks that use autolink angles. An example can be found on the template characters up aerial. Note that the autolink angle and knockbackCap are turned off before the last hit of the attack so it can hit as normal.
- Fixed bug that could cause desyncs when announcer audio is rolled back too closely to another announcer audio clip.
- Fixed special fall after uncancelled airdash drastically affecting horizontal drift. - This bug being fixed results in a buff to horizontal drift out of uncancelled airdash across the base cast and custom content. Were keeping an eye on how this affects gameplay - please let us know your feedback after youve gotten the chance to play a few matches.
- Fixed issue that caused a buffered parry input to result in a special move instead.
- Fixed bug that allowed you to platform drop during a spot dodge.
- Stage Select Screen - You can now press the assist button to toggle stage hazards.
- Quick Reload Shortcut - You can now press emote+special on the pause screen as a shortcut for the Reload button.
- Tint Red on Hitstun - Now applies to assists and projectiles.
- Tint Blue on Hitstop - Now applies to assists and projectiles.
- Save States - Fixed bug that allowed you to load save states while the pause menu was up.
- Quick Reload Shortcut - You can now press emote+special on the pause screen as a shortcut for the Reload button.
- Tint Red on Hitstun - Now applies to assists and projectiles.
- Tint Blue on Hitstop - Now applies to assists and projectiles.
- Neutral Air - Corrected missing pixel on artwork.
- Grab - Active frames adjusted from 8-9 to 7-8 to be in line with other characters. - Adjusted pixel art alignment.
- Forward Strong - First active frames hitbox extended backward to better fit the animation.
- Shield Set - Adjusted pixel art alignment.
- Down Special - Removed the ability to shift the visual position of bubbles.
- Forward Aerial - Fixed issue where getting hit by a hitbox that didnt cause flinch during this move would cause the bubbles to stop generating.
- Neutral Special - Horizontal momentum is no longer halted when using the grounded version. This also applies when buffered out of jump squat - try it out of side special for a bunch of speed!
- Down Strong - Second and third hits now properly inherit charge scaling.
- Fail outro now checks to see if Rockman is on the ground before shaking the screen.
- Added subtle movement to background lava.
- Attempting to remove a null shader from a Sprite will no longer crash the game.
- Audio assets containing an id with spaces no longer crashes the custom content menu when hovering over the content.
- Platform Movement Bug Fix - Platforms that are moving horizontally and upward now properly move the player the way you would expect.
- hitSoundOverride - Leaving the string empty () now results in no hit sound playing.
- hitEffectOverride - Leaving the string empty () now results in no hit effect playing.
- New Palette APIs - New GameObject Api method: setCostumeShader() - New PaletteSwapShader Api static method: create()
- Special Falls - Examples of old aerial speed cap logic added.
- Up Air - Applied SpecialAngle.AUTOLINK_STRONG and related stats mentioned in the Highlights section above.
[ 2024-04-20 18:34:42 CET ] [ Original post ]
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:
- First place: $60 Steam credit + workshop contest winner Discord role and color
- Second place: $20 Steam credit
- Third place: $10 Steam credit
- One entrant chosen completely at random: $10 Steam credit
[ 2024-04-06 00:18:04 CET ] [ Original post ]
Training Mode
- Fix issue where training mode settings would roll over into other matches outside of training.
- Ledge Grab Box visual rotation is now properly fixed to 0 degrees (the actual box was not rotating, but a bug was causing the visual to do so when turned on in training mode).
- Assist charge now always resets to the proper value after a KO.
- Updated training mode description on the main menu.
[ 2024-03-12 02:36:28 CET ] [ Original post ]
Highlights Training Mode
- Entirely overhauled with tons of new options! You can check out the list of the options accessible in the new training mode pause menu in the section below. We know this has been a highly requested project for a while now, so thanks so much for your patience - were excited to get the initial set of options in your hands. After you get a chance to try it out for yourself, wed love to know what you think! You can send us ideas for new features or feedback on the existing ones using https://fraymakers.com/feedback.
- As an added bonus, weve implemented a modified version of the training mode pause menu into replays! Most of the options from the general options and boxes and visuals tabs can now also be enabled during replay playback.
- Save State functionality added. - After activating the checkbox, press emote+shield to save your state, and emote+attack to load it.
- Ability to set game speed added.
- Frame Advance added.
- Ability to tint enemy during hitstun added.
- Ability to tint enemy during hitstop added.
- Ability to tint yourself during self hitstop added.
- Launch Trajectory Lines added.
- Directional Influence Lines added.
- Ability to hide HUDs added.
- Ability to hide Offscreen Indicators added.
- Ability to toggle a greenscreen added.
- Ability to set player and CPU damage and assist charge added.
- Reset Damage on Land support added.
- Ability to set CPU behavior added.
- Ability to choose how CPUs tech added.
- Ability to choose how CPUs react on shield hit added.
- Ability to choose how CPUs react after crash bounce added.
- Ability to choose how CPUs react after grabbing a ledge added.
- Ability to choose how CPUs DI added.
- Ability to choose how CPUs Hitstop Nudge added.
- Added individual toggles for every type of collision box.
- Hitbox Attack Angle functionality added. - When toggled on, an arrow will display over hitboxes showing the attack angle.
- Added a toggle that displays the stages structures.
- Added a toggle that disables the stages visuals.
- In some situations, trajectory and DI lines may display as straight due to gravity failing to read correctly on hit.
- Special Angles (such as Autolink) currently display as a near-zero angle when the hitbox attack angle option is on. In the future, they will have some sort of non-arrow visual.
- Added General Options and Boxes and Visuals tabs to the pause menu. The options available are not listed in full in these patch notes, but they can largely be found in the training mode section above, with a few omissions that dont work in replays.
- Pausing during a replay no longer breaks RNG, potentially resulting in a replay desync.
- Fixed desync that could be induced by knockback dust and jump loop dust RNG during online rollback matches.
- Fixed random crash that could occur if the countdown clock ran out on the selection screen and you already exited the menu.
- Fixed crash that would occur when a packet received from another player was processed after they disconnected from the match.
- Fixed bug where CPU had a 5 to 15 frame delay before receiving foe positioning updates. CPUs now consistently know the correct position of a foe.
- CPUs now have a rudimentary teching implementation.
- Optimized sprite sheet to help prevent loading hitches.
- Buffering ledge jump into assist no longer makes the character skip the assist animation.
- Characters hit while in shield now always slide backward.
- General - Optimized sprite sheet to help prevent loading hitches.
- Grab - Adjusted pixel art to better fit grab box on active frames.
- Puddle - No longer despawns when it touches a death boundary.
- Forward Air - Projectiles no longer despawn when attack is used in the death boundary.
- CPU - Rudimentary recovery code implemented.
- Neutral Special - Now correctly plays the grounded version of the animation when buffered out of ledge jump.
- Down Throw - Thrown characters no longer have a slight vertical drag during the held animation. This is an aesthetic change.
- Air Strong - Dumbbell can no longer phase through structures if spawned close to them on frame one. - Dumbbell now has appropriate stats when reflected. - Dumbbell no longer dies when spawned in the death boundary.
- General - Optimized sprite sheet to help prevent loading hitches.
- Airdash - Projectiles no longer despawn when attack is used in the death boundary.
- Double Jump - Projectile no longer despawns when attack is used in the death boundary.
- Down Air - Projectile no longer despawns when attack is used in the death boundary.
- Up Special - Blast no longer despawns when attack is used in the death boundary.
- Bullet Casings - No longer disappear when spawned in the death boundary.
- The following assists no longer despawn when spawned outside the death boundary: - Orcane - Ultra Fishbunjin 3000 - Welltaro
- Corrected pixel art inappropriately appearing three frames late.
- Optimized sprite sheet to help prevent loading hitches.
- Corrected mysterious floating pixel art in background.
- Layer type deprecation warnings removed - The functionality behind "behind", "front", "bg", and "fg" layering options will remain in place for the foreseeable future. Note that the game will continue to place content in their respective original layers, which might result in unexpected visuals. If you run into any issues and for future content, we recommend the use of the new FOREGROUND_FRONT_CONTAINER and BACKGROUND_BEHIND_CONTAINER constants, which allow for more explicit placement of foreground and background elements.
- New StatusEffectType constant: DAMAGE_LOCKED (See https://github.com/Fraymakers/fraymakers-api-docs/blob/main/docs/classes/StatusEffectType.md)
- Thrown characters are now locked into the exact place you specify with the grabHoldBox. Previously they would lag behind the point slightly if there was any velocity on the thrower.
- New AiBehavior functionality and various options features added to character AI scripts (see https://github.com/Fraymakers/fraymakers-api-docs/blob/main/docs/classes/CharacterAiScript.md)
[ 2024-03-09 18:13:51 CET ] [ Original post ]
Playable Characters Octodad
- Spot Dodge and Ledge Grab - Temporarily moved frame 1 randomized voice sound effects back to frame 2 again due to an additional issue we identified that makes RNG desyncs more likely on moves that utilize RNG on an early frame.
- Bubbles - Temporarily reverted dynamic randomization back to static values while we solve an additional issue we identified that makes RNG desyncs more likely on moves that utilize RNG on an early frame.
[ 2024-02-04 03:01:50 CET ] [ Original post ]
General
- Fixed bug where input buffer would stop functioning if you shield dropped during shield stun.
- Fixed desync caused by players with different damage hud shake settings.
- Fixed rollback issue with match timers that could cause them to be tracked improperly and potentially result in desyncs.
[ 2024-01-29 02:08:18 CET ] [ Original post ]
Highlights Fixed Frame 1 Random Desync Bug
- Fixed bug that caused input buffer to be incorrectly rolled back online during frames where a player's input buffer was consumed on an unconfirmed frame. This addresses a number of potential desync causes related to moves coming out with different frame timings, including those resulting from moves with random calls on frame 1 of an animation. Please let us know if you still experience desyncs going forward!
- Characters now transition from jump to fall state immediately when the character starts moving downward instead of waiting for the full jump animation to complete. This is primarily an aesthetic change that will affect how characters look during jump arcs (especially short hops).
- General - Hurtboxes tightened on stand, run, special fall, heavy land, crouch, hurt light middle, hurt light high, neutral air, back air, up air, down air, dash attack, down tilt, up tilt, forward tilt, forward strong, down strong, ledge attack and crash bounce.
- Spot Dodge and Ledge Grab - Randomized voice sound effect call moved back to frame 1. Note that in the v0.6.2 patch, we moved this code to frame 2 since we found that randomized sound effects were susceptible to desyncs when used on frame 1. The input buffer fix mentioned earlier should address this by preventing moves from coming out on the incorrect frame after a rollback.
- Bubbles - Reverted the change from update 0.6.2 that changed the logic to use a static set of random numbers for bubble generation. With the input buffer fix in this patch, this should no longer be needed and bubbles are now generated with dynamically generated random values.
- Corrected some palette mistakes on pixel art.
[ 2024-01-28 00:09:02 CET ] [ Original post ]
Online
- Replays containing desynced match data now contain additional metadata from the moment of the desync to help us narrow down the cause.
- Fixed redundant serialization call applied to projectile stats during a rollback, resulting in wasted resource usage.
- Throw behavior adjustments - Gravity is no longer inadvertently applied to held foes during a grab, fixing problems present in some custom characters like clipping through the stage when no hold box is available and incorrect displacements when updating the held foes position to match a hold box.
- If assist and jump are pressed on the ground on the same frame, the assist input will now be buffered and come out on the first airborne frame after jump squat instead of being overridden.
- Fixed bug that prevented the use of the wavedash button during shield_out.
- Side Special - Corrected palette issue on pixel art.
- General - Hurtboxes tightened on neutral air, down strong, forward strong ledge roll and all airdash directions.
- Hurt Medium - Pixel art updated.
- The following assists no longer despawn when spawned outside the death boundary: - Ape - Aine - Birthday - Crewmate / Impostor - Diogenes - Fancy Pants Man - Gunman Clive - Lea - Peppino - Pizza - Rockman - Tankman - The Kid
- Fixed crash caused by hitting a non-character object (such as Kraggs pillar) while a player is poisoned.
- Fixed bug that prevented assists physics from applying while outside the death boundary.
- Fixed bug in the synchronization of stage structures / collision areas with stage entity sprites that could result in layer metadata being pulled from the wrong keyframe in stages that contain multiple frames on the timeline.
[ 2024-01-08 02:17:42 CET ] [ Original post ]
Highlights Fixed a transient bug that could cause inputs to be eaten
- This issue resulted from a mismatch between the button press history for the device and what the history was for our subframe buffering code. The buffering behavior has been modified so that it can force the device to recognize that a button needs to be pressed even when the device may have thought the button was held. This allows button press events to surface that may have been ignored previously.
- Pressing the Clutch button while using Fishbunjins Down Throw will now result in an alternate animation! This is only an aesthetic difference unless you count the mental damage youre dealing to the player by flexing on them so ruthlessly.
- Fixed bug that prevented characters from grabbing others during actionable frames of ledge roll.
- Fixed bug that prevented stand turn from being canceled into a parry or another stand turn.
- Holding an input during crash bounce now buffers the appropriate crash action to play as soon as you go into crash loop and are actionable.
- Fixed bug that caused the console being opened to silence key press/release events.
- Added an option to toggle the parry background darkening effect.
- Side Special - New startup and endlag animations added.
- Up Special Air - Updated animation with new aerial version.
- General - Hurtboxes tightened on jabs, down tilt, forward tilt, back air, grab, ledge attack, spot dodge, tech, tech roll, crash bounce, crash loop, crash get up, crash roll, crash attack and airdash land.
- Double Jump and Down Air Projectiles - Raised ECB foot position to be higher than the bottom of the hitbox.
- General - Hurtboxes tightened on walk, skid, dumbbell throw, ledge climb, ledge jump and ledge attack.
- Air Strong - Removed a stray pixel.
- Adjusted regional pricing according to Steam's recommendations.
[ 2023-12-23 18:56:37 CET ] [ Original post ]
Highlights Emotes
- Emotes have been added for all characters! - To enable emotes, head into the controls menu and bind the new emote button. New profiles have emotes bound to d-pad up for controllers and 1 (in the upper left, not the numpad) for keyboards.
- The state of the seeded random number generator is now incorporated into desync detection, which allows for RNG-related desyncs to be alerted closer to the exact moment the desync occurred. Previously the detection relied solely on aggregated positional data, which would not alert until an action occurred that caused object positions to go out of sync.
- Added additional guards to lobby exit flow to protect against situations where Steam events could arrive after the lobby has already been torn down and cause a crash.
- Fixed bug that sometimes made character and assist icons unselectable without selecting something else first.
- Fixed bug that caused custom content list sorting to consider capitalization.
- Emotes added.
- Successful parry now briefly darkens the background.
- General - Added TumbleType.NEVER to the multi-hit portions of neutral special, forward special and down special. Notably, this prevents opponents from being knocked down during autolinks. - Corrected palette mistakes on dash attack and down special.
- Wall and Ceiling Tech - Removed placeholder animation.
- Strongs - Fixed bug that prevented charge shake and glow from applying when charging a puddle-boosted strong attack.
- Forward Air - Bubble projectiles now spawn using a static set of values so that their behavior no longer uses the random number generator.
- Wall and Ceiling Tech - Removed placeholder animation.
- Down Special - Projectile no longer fails to spawn when used in the blast zone.
- Up Special - Projectile no longer fails to spawn when used in the blast zone.
- Ledge Jump - Sprite added (for real this time).
- General - Ledge grab box extends a bit further forward. - Hurtboxes tightened on stand, stand turn, run, run turn, land heavy, grab hold, spot dodge, tech, ledge loop, assist call, jab, dash attack, neutral special, up special, side special, down special, crash get up, crash attack, up strong, and down strong. - Sound effects added to ledge attack and ledge climb.
- Forward Tilt - IASA activates earlier, resulting in decreased endlag (23 21)
- Up Air - Changed hit sound on late hitbox to light hit.
- Down Air - Endlag increased (7 9)
- Up Strong - Hitbox size slightly reduced and position adjusted.
- Neutral Special - Grounded version no longer halts momentum.
- Side Special - Fixed bug that gave the air version of the attack instant momentum under specific circumstances. - Increased knockbackGrowth (50 75)
- Up Special - Adjusted vertical momentum. Now reaches the apex more quickly but decelerates more at the end, resulting in a moderately reduced distance but allowing you to grab the ledge earlier. - Hitbox is active longer (21 23) - Sweetspot (dumbbell) stats adjusted (baseKnockback 50 75, knockbackGrowth 70 50, angle 80 70. - Sourspot baseKnockback increased (40 55)
- Up Throw - IASA added to the end of the animation, resulting in decreased endlag (29 27)
- Down Throw - IASA added to the end of the animation, resulting in decreased endlag (15 13)
- Crash Attack - Now becomes vulnerable earlier in the animation.
- Ledge Climb - Fixed bug that prevented proper intangibility from being applied.
- Ledge Attack - Fixed bug that made him inappropriately vulnerable for one frame during the startup.
- The following assists no longer break when spawned inside of the death boundary: - The Bard - CommanderVideo - Octodad - The Silent - Super Hexagon
- Bubble projectiles now spawn using a static set of values so that their behavior no longer uses the random number generator.
- The following stages have had their left and right wall structures adjusted to reach further inward (replacing ceilings) to help prevent characters from getting stuck on the bottom while trying to recover: - Backyard - Pepperpain - Stratostar - The Spire
- Fixed foreground shadows overlapping on the upper platform.
- Emotes have been enabled for custom content.
- Content using baseScaleX and baseScaleY to scale animations no longer also scale global effects.
- Animations with multiple image layers now all properly receive filter effects (e.g white flash on intangibility, and dark flash on helpless fall).
[ 2023-12-03 20:35:41 CET ] [ Original post ]
General
- Crash Fix - Fixed another rare crash caused when the input buffer is empty.
- Character Select Screen - Fixed bug that caused custom content to display out of alphabetical order.
- Crash Fix - Fixed crash when custom content meta file is malformed.
- Ledge Grab - Fixed issue with layering that prevented him from being able to be hit.
- General - Fixed "Invalid game object stat 'name'" error log
[ 2023-11-11 03:24:47 CET ] [ Original post ]
Online
- Fixed a rare crash caused by connecting with a grab online.
- Fixed a crash that could occur if a lobby was left at the same moment a player joined.
[ 2023-11-04 19:57:30 CET ] [ Original post ]
Highlights Ultra Fishbunjin 3000
- Added to the game! Fishbunjin is selectable as both a character and assist and has 100% of his animations sprited at release. We hope you have a ton of fun with his bodybuilding and dumbbell attacks, movement techniques, screen-sized explosions, and more! - Weve also already hit the ground running on the next character! For more info on the Watcher 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/3902799
- Weve implemented some visual trickery to prevent characters from appearing to clip through the edges of stages when hanging onto a ledge. We utilize a new dynamic layering system to achieve the effect - see the Custom Content section below for more technical details.
- Fixed bug that caused grabbed characters to be thrown inside of terrain.
- Fixed bug that prevented grabber from entering grab release when grabbed character was hit with an attack that would send to hurt medium. - Notably, this bug fix removes the ability to repeatedly regrab opponents over a persistent hitbox like Pizzas paint.
- Fixed bug that caused grabbed characters to inappropriately flip horizontally if they were positioned behind the grabber while being thrown.
- Fixed bug that caused hurt poses take 1 frame to flip if a character was grabbed from behind.
- Fixed bug that caused grabholdboxes to snap the grabbed character to the floor if near to the ground.
- Camera no longer shakes on throws that don't have any hitstop.
- Fixed bug that prevented you from platform dropping during stand turn.
- Fixed bug that allowed you to be ECB pushed off an edge if you initiated any non-idle action while getting pushed.
- SHIELD input has been split into SHIELD1 and SHIELD2 - A new input named "SHIELD2" was introduced, and "SHIELD" has been renamed to "SHIELD1". Both inputs function as a shield input by default. When Fishbunjin is selected, SHIELD2 is taken over and becomes his unique clutch mechanic input.
- Added names from new pixel artists.
- Added names from newly completed backer surveys.
- Online button visually updated.
- Forward Air - Bubbles now interact with shields.
- Ledge Jump - Sprite added.
- Fixed bug that prevented a hitspark from appearing during the Impostor cutscene.
- Fixed bug that prevented characters in the Impostor cutscene from playing their idle animation.
- Now has a minimum and maximum vertical distance from the death boundary. Were still working on tuning the exact value, but this should help prevent overly early kills off the top.
- Delicious Fruit is now reflectable.
- Bubbles now interact with shields.
- All stages updated to contain "Background Behind" and "Foreground Front" layers.
- Reduced foreground.
- Shadowmask adjusted.
- Reduced and adjusted foreground.
- Shadowmask adjusted.
- Reduced foreground.
- Shadowmask adjusted.
- Reduced foreground.
- Shadowmask adjusted.
- When displaying ledge animations suffixed with "_in" or_loop, the game engine will look for additional corresponding animations suffixed with "_behind". If found, a copy of said animation will be displayed in the "Background Behind" stage layer during gameplay for an enhanced aesthetic. - This is a bit more technical and not necessary for everyones custom content - we will be updating the Deep Dive Guide with a more thorough explanation in the future.
- Added support for new "Foreground Front" and "Background Behind" container layers, which act as an absolute front and back layer of the stage. If excluded, the "Foreground Effects" and "Background Structures" layers will be used as respective fallbacks.
- Character "_behind" animations for ledge actions suffixed with "_in" and _loop actions are now placed inside the "Background Behind" layer when provided.
- New "VfxLayer" constants have been added to take the place of the hard-coded layer strings for use with VfxStats (e.g. "front", "behind", etc.). This allows for more straightforward targeting of certain layers for Vfx. - The old layer strings have been deprecated and may be removed in a future build, but they will still work for the time being with a warning log printed to the console.
- A new input named "SHIELD2" was introduced, and "SHIELD" has been renamed to "SHIELD1". Both inputs function as a shield input by default, but since they are independent inputs you can utilize the new inputUpdateHook() feature to customize their functionality. See the Deep Dive Guide for more info.
- Updated camera shake for throws, fixed missing ledge animation stats, added ledge_climb_in support, and integrated VfxLayer changes. - See more: https://github.com/Fraymakers/character-template/releases/tag/0.2.0
- New "Foreground Front" and "Background Behind" layers added to coincide with new support for ledge "behind" animations. - See more: https://github.com/Fraymakers/stage-template/releases/tag/0.2.0
[ 2023-11-03 20:03:24 CET ] [ Original post ]
Crash Fixes Online Lobby
- Fixed crash that could occur when a disconnect from the lobby happened during a match.
- Reworked camera shake logic.
- Camera now shakes when players are hit. Light, medium and heavy hits cause the camera to shake differently. - Were keeping an eye on these values since theyre brand new - let us know what you think using https://fraymakers.com/feedback.
- If youd prefer the camera stay put, camera shake can still be disabled in the gameplay options menu.
- Fixed bug where analog triggers could stick in a pressed state if the trigger was released quickly (primarily prevalent in the SDL build).
- Fixed bug that incorrectly caused a dash input if you held forward while in the air and through to landing.
- Fixed bug that incorrectly caused a dash input if you held forward during an attack animation.
- The grab input on Mayflash devices now defaults to just the Z button on newly created profiles.
- The A and B buttons now properly default to the Attack and Special inputs respectively on newly created profiles.
- Up Special Air - Restored missing grabbed foe visuals.
[ 2023-10-14 01:36:10 CET ] [ Original post ]
Crash Fixes Online Lobby
- Fixed a crash caused by disconnecting from a lobby before completing the join handshake.
- Fixed a crash caused by attempting to join a lobby that was destroyed before the connection was completed.
- Fixed a crash caused by attempting to navigate to another menu while the lobby list is loading.
- Fixed a crash caused by letting the selection screen countdown expire after a player leaves the lobby.
- Fixed a crash caused by an edge case where the input buffer could be null when the game attempted to consume the buffer.
- Fixed a crash caused by the AI targeting something other than a character when choosing a ledge option.
- Fixed a rare crash that occurred when backing out of the assist select menu.
- Fixed a crash caused by backing out of the character select screen while a token is being dragged by a mouse.
- Fixed a crash caused by tapping a direction on joystick while moving a controls menu slider.
- Fixed a crash caused by grab clanking with CommanderVideo.
- Fixed a crash caused by quitting a match while bubbles are active.
- Fixed a crash caused by spawning projectiles within Nikos light online.
- Increased lower velocity threshold for attacks to send opponents into hurt medium from 11.5 to 14. - Effectively, this means that attacks need more knockback before theyll send into tumble and knock opponents down. This is a substantial change for some attacks, so if you have any feedback or find any problematic situations that result from this change, please let us know at https://fraymakers.com/feedback using Other Feedback -> Gameplay Mechanics.
- Fixed bug where downward-hitting moves that arent spikes didn't inverse the hurt foe's Y knockback and caused them to slide along the ground in hurt medium.
- Grab logic reworked to prevent grabbed characters from being separated from the grabber during a grab/throw attack. Grabbed foes are now always projected outward from the grabber's body towards the hold box to prevent situations where a separation in terrain could cause the foe to get snagged on a wall or floor.
- Characters can no longer grab other characters through structures.
- Being grabbed by another player and sitting in the "HELD" state no longer pushes grabber if your ECB width is large enough to overlap with the foe.
- Spike hitspark now only plays above a specific knockback threshold.
- Mayflash and vJoy adapter shield thresholds now default to 30% on freshly created profiles.
- Reworked pointer behavior to prevent your hand cursor from taking the token out of the center area.
- Removed pop-up notification upon unsubscribing from content.
- Hurtboxes - Added a persistent hurtbox during some low and high light hurt animations to prevent subsequent attacks missing unintuitively due to the characters motion.
- Up Special - Added a ledge grab box when Octodad is retracting his arms.
- Dash - Footstep sound added to dash.
[ 2023-09-30 01:29:34 CET ] [ Original post ]
- Fixed bug that caused a backward control stick input while running to result in a dash instead of a run turn.
[ 2023-08-28 04:17:40 CET ] [ Original post ]
Highlights
- Resolved memory leak caused by entering and exiting the controls menu. - This could cause the game to use excess memory and become less performant. In the process of fixing this issue, we also identified a potential memory leak caused by the character selection screen that were still investigating.
- Fixed bug where doing any action with your analog stick held to either side would inappropriately buffer a dash afterward.
- Fixed bug where pressing the wavedash button and buffering an attack on the ledge would make your character slide along the ground doing an aerial without landing.
- Fixed bug where buffering stand turn out of assist call resulted in you walking forward for a few frames before turning.
- Fixed bug where grabbing a character during hitstop would not properly end the hitstop (including hitstop shake).
- Fixed bug where pressing down with auto-dash enabled would drop you through a platform.
- There is no longer a small selectability deadzone between characters/assist/stage selection boxes.
- Fixed a crash that would occur if you saved and played back a replay with player ports that werent in sequential order (e.g. player 2 vs player 4).
- Fixed bug that prevented the character from visually entering a hurt state if detected with Impostor during stand turn.
- Fixed bug that allowed you to enter a double jump after being detected by Impostor.
- Fixed bug that allowed the projectile to clip through corners of terrain.
[ 2023-08-27 18:46:13 CET ] [ Original post ]
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
[ 2023-08-26 22:41:39 CET ] [ Original post ]
Playable Characters Welltaro
- Air Dash - Reverted unintentional speed increase to the values from the previous patch.
[ 2023-08-10 04:44:25 CET ] [ Original post ]
General Effects
- Added missing spike effect at high knockback.
- Fixed console warning about missing "chargeGlow" and "chargeShake" stats when the match starts (relates to an upcoming feature that isn't available yet).
[ 2023-08-08 02:58:24 CET ] [ Original post ]
Highlights Dashing on Controller
- Dash pivots are prevented from activating when outside of the dash threshold for analog inputs. Notably, this should prevent many of the instances of a control stick snapback barely passing out of the deadzone, causing an unwanted dash back. This is just one of several improvements to control stick behavior - see the Controller section below.
- Medium hitspark sprite updated.
- Fixed bug that made you fall down past the ledge if you rolled up to the edge of the stage and jumped straight up. - This is still a bit of a work in progress - behavior is mostly alleviated across the cast, but the bug still occurs with Octodad and rarely with CommanderVideo. We plan to fully address the issue in the future.
- Successful parries now steal assist charge equal to the damage of the parried attack.
- Fixed bug that allowed parried attacks to trade in some situations.
- Removed shield visual from the beginning of parry.
- Initiating a dash with analog inputs now requires the stick be moved from its neutral position to the dash threshold within 2 frames for all transitions into dash. Previously this timing was limited to transitioning to dash from stand/walk, which resulted in unintended dashes occurring in situations where a walk should have occurred.
- Dash now has explicit priority over walk. This fixes an issue where transitioning directly into dash from stand would cause characters to always transition into walk first within the same frame. Although you couldn't see this happening since the walk frame never actually displayed, this is relevant for preventing other issues.
- Walk inputs are now explicitly ignored during dash. This helps guard against walk inputs inadvertently affecting dash behavior.
- The SKID state is now included for analog dash checks when IASA is enabled. Previously, skid was not permitted to transition into dash early.
- Dash dancing has independent checks for analog and digital to preserve keyboard functionality amidst controller changes as best possible.
- Dash state with analog input now explicitly sends you to skid at the end of the animation if you are not considered within the dash threshold anymore. Previously if you had released the stick before the dash animation ended and tilted the stick slowly in either direction, you would transition into run or run-turn despite having released the stick.
- Fixed bug that prevented your Match Announcer volume slider setting from being applied.
- Custom volume settings set for sound effects are now relative to the games audio slider. - Creators who use this setting on their sound effects are advised to check their creations, as the levels may need to be adjusted.
- Intro animations can now be 83 frames (up from 76). The number was previously lower due to a few frames being incorrectly allocated to a deprecated animation, which is now fixed.
- Fixed hard-crash that would occur on match start if a character was missing costume palette data.
- Fixed bug where using the Vfx.attachTo() function did not immediately update the position of the Vfx sprites on the first frame.
- Tech Roll - Fixed bug that allowed him to sometimes slide off of a ledge during the tech roll.
- Rapid Jab - Added the ability to mash the attack button to continue rapid jabs. Holding the button still works as well.
- Parry hitstop now applies to assists.
- Pressing the assist button and backward on the same frame now turns you around to summon the assist.
- Will now time out during run animation after a short period of time if running up against a wall.
- Pillar is no longer destroyed by non-flinching or non-damaging hitboxes.
- Will now time out during run animation after a short period of time if running up against a wall.
- Hitbox now only detects characters.
- Intro - Is now 83 frames long (corresponding to the above Intro Length Extended change).
- Rapid Jab Combo - Added the ability to mash the attack button to continue rapid jabs. Holding the button still works as well.
- https://github.com/Fraymakers/character-template
- https://github.com/Fraymakers/assist-template
- https://github.com/Fraymakers/stage-template
- https://github.com/Fraymakers/music-template
[ 2023-08-07 21:34:50 CET ] [ Original post ]
Highlights Rockman Assist
- Rockman, from FTL: Faster Than Light, has been added to the game!
- We're excited to announce that the very same FrayTools plugins we actively use for internal development have been publicly released on GitHub! We sneakily released them a few weeks ago and have already started to continue development from these open-source repositories. In addition to the Fraymakers plugins you'll also be able to find "plugin-core", the FrayTools library that serves as a development kit for creating your own plugins, along with some minimal example code repositories. Check out everything we've released so far below! - Fraymakers Plugins --> https://github.com/Fraymakers - Development Tooling and Sample Projects: --> https://github.com/FrayTools
- With this change, we've moved the Fraymakers API documentation from its original website over to GitHub to simplify maintenance and provide a better browsing experience. You can explore the new home for the documentation here: - API Documentation --> https://github.com/Fraymakers/fraymakers-api-docs/tree/main/docs/classes
- Light hitspark sprite updated.
- Weve decided to remove this feature from the game for now. Aside from being somewhat underdeveloped, adding additional lights could affect performance on lower end hardware if the feature wasnt turned off. On top of this, we discovered a bug that resulted in point light calculation not being entirely disabled when generating hitsparks, even if the feature was turned off. With the system disabled, everyone who had the feature turned off may see some modest performance gains based on our testing. The feature may return at some point in the future, but for now its on the backburner while we focus on larger priorities.
- If the game crashes, a new error.log file will be generated alongside the game executable containing crash details. When reporting crashes (ideally via https://fraymakers.com/feedback), please be sure to send us this file to help fix your issue!
- Negative hitstun values are now processed correctly as a Float with respect to the documentation.
- Side Special Air - Updated with completed pixel art.
- Down Special Air Attack - Updated with completed pixel art.
- Neutral Air - Updated with partially completed pixel art.
- Forward Strong - Updated with partially completed pixel art.
- Forward Strong Land - Updated with completed pixel art.
- Neutral Special Air - Updated with completed pixel art.
- Corrected a console error by removing a deprecated forceTumbleFall stat from the animation.
[ 2023-07-17 23:55:24 CET ] [ Original post ]
Online Quick Play
- Fixed a bug that caused a crash if the person you matched with left the room.
- Fixed a bug that caused the game to crash if you tried to Quick Reload Custom Content downloaded from Steam Workshop.
- Fixed a bug that would cause the game to crash if you tried to upload content with an old meta.json file.
[ 2023-06-16 02:04:51 CET ] [ Original post ]
Highlights Super Hexagon Assist
- Added to the game!
- The game will now check to see if your version number on custom content is identical to everyone else on match load. If they arent, the custom content will be redownloaded, preventing desyncs caused by mismatched versions. As a result of this update, version numbers are now required to be changed every reupload.
- New text overlay added while the match is loading indicating which players are currently downloading specific content.
- Added announcer voice lines for selecting custom content.
- Fixed a bug that caused duplicate content to sometimes appear in the custom content selection menu.
- Creating an online lobby now pre-fills your lobby name with
s Lobby.
- Reworked upload procedure, with new prompts and warnings for an easier experience. Errors now persist on screen until you click ok.
- Version numbers are now required to be in the following format: - xx.xx.xx.xx (a sequence of up to four less than 100 numbers separated by decimal points. For example: 1.0, 0.0.5, or 0.4.1.10)
- Thumbnails are now limited to 3 Megabytes in size.
- Changelogs can now be added via the meta.json - A blank changelog key will be automatically added for you. If you specify one here, you dont need to do so via the game client.
- You can now specify content visibility settings on the workshop via the meta.json file. You can use private, unlisted, or public (default). Note that private content cannot be played online. Use unlisted if youd like to test in a private setting.
- You now are automatically subscribed to any content you upload and immediately fetch the latest updates when you upload revisions of your content.
- Custom content is now sorted alphabetically on the CSS.
- Neutral Special - Fixed attack angle when fired backward (110 70)
- Down Special - Fixed grounded down special preventing you from using your Rainbow Trail to jump cancel. - Added grounded ECB to the aerial version of loop. - Bounce sound effect now has a cooldown before it can play the sound again.
- Dash Attack - Removed stray pixel from the pixel art.
- Ledge Climb - Updated with completed pixel art.
- Neutral Special - Droplet projectile is no longer destroyed by the death boundary.
- Down Special - Droplet projectile is no longer destroyed by the death boundary.
- Parry Fail - Updated with completed pixel art.
- New palette added.
- Projectiles spawned by a player in Nikos light are now also buffed.
- Fixed bug which made the assist fly backward at different rates when spawned on the ground or in the air.
- Projectile now recolors with costumes.
- Soul Bros music track no longer drops in volume near the end of the loop.
- Top camera and death boundaries moved 20 pixels upward.
- New HitboxStats fields: tumbleType
- Deprecated HitboxStats fields: forceTumbleFall
- New TumbleType constants
- New Character function: pressedStrongAttack()
- New CollisionBox functions: copyFrom()
- Removed accidental internal comments from a few of the constants classes
- New constants class: StrongInputType
- New CharacterEvent: JUMP_CANCEL
[ 2023-06-11 22:41:07 CET ] [ Original post ]
Highlights Overview
- This patch features tons of changes to all of the playable characters, ranging from balance tweaks to new mechanics and move overhauls. With this patch, we took a pretty liberal stance on changes: some of them are fairly aggressive or experimental in nature (especially those made to CommanderVideo and Octodad), so well be keeping a close eye on how things play out and making further adjustments (or even reverting some things if necessary) moving forward. Though there are some big changes, this isnt yet the final vision for the cast - some characters (especially Welltaro) have some aspects that are still a work in progress, and should have further changes coming down the line. Considering the scale of the changes in this patch, its not unlikely that overall cast balance will be a bit out of whack in the short term. Our goal was to get some of the bigger pieces in your hands first, then adjust from there to get balance in line. Once youve had a chance to try everything out, wed love to get your feedback! We put together a form so you can let us know what you think on any or all of the changes. Thank you so much for your help! https://docs.google.com/forms/d/e/1FAIpQLScdqEaebC2XCvf7JX-jOvWcHWqN_ZRODKcFibqJ3mGlbKUN-Q/viewform You can find an overview of the changes to each character below. Keep scrolling to read the complete patch notes - we fit in a lot of fixes and QOL changes in this patch that arent covered in this section, so make sure to check them out!
- Strong attacks can now be used during run turn animations
- Fixed bug where dashing with the dash button during a walk wouldn't work if you were already holding a directional input.
- Fixed bug where dropping through platforms with the dash button wouldn't work if you were already holding the down input.
- Characters now animate through shield_in when holding the shield button through the end of a roll. - This doesnt have a gameplay implication, just a visual correction.
- Fixed incorrect value that was causing a perfect shield-esque effect to be possible on the first frame of shield. This behavior should no longer occur.
- Null costume error fix - Fixed bug where characters and assists who didn't have a base costume defined could crash the game online.
- Dedicated directional deadzones - Directional presses on most menus now use a stricter dead zone that is layered on top of your base dead zone settings to allow for more precise navigation.
- Tech Roll - You are now active earlier in the animation (active on frame 41 39) - Distance increased across the cast.
- Standing Jump - Holding forward or backward during jump_squat now gives you a boost of initial speed (jumpSpeedBackwardInitialXSpeed 0 -3, jumpSpeedForwardInitialXSpeed 0 3).
- Overview - CommanderVideo has had some substantial changes to his rainbow trail mechanics. Previously having a rainbow trail active only affected side special, allowing you to jump cancel it until the trail was deactivated. This created a character with a pretty fun rushdown and combo game, but it had a few issues. Allowing side special to be repeatedly jump cancelled made the move overly noncommittal, allowing you to cancel a side special done in an unfavorable situation without any downside. You could also use this to run away from opponents on some stages, which although not unbeatable was certainly obnoxious to deal with. While side special was extremely strong, his other special moves were lacking, and mostly had niche to non-existent utility outside of recovery. With this patch, CommmanderVideos biggest changes are centered around his rainbow trail. You can now jump cancel any special move if you have a rainbow trail, but doing so will deactivate the trail. Different moves can be jump cancelled at different points - usually, its at some point after the hitbox is active. Alongside other changes to special moves, neutral special now has a limited range, is a multihit, and hits at a backwards angle. Down special received the least significant changes here - aside from being jump cancelable with a rainbow trail, it mostly functions the same, so well keeping an eye on it and potentially looking to adjust it more substantially in the future. Our goal with this patch is to preserve the fun aspects of CommanderVideos play style while dialing back some of the negatives mentioned above. Since this is probably the biggest change in this patch, this should definitely be considered something of a work in progress. If we do end up moving forward with this direction, it will almost definitely need some adjustments to the numbers. Wed also implement clearer audio and visual queues for gaining and losing the rainbow trail - with the increased frequency at which you gain and lose the trail, it can be hard to track at the moment. Were looking forward to seeing what you think!
- Rainbow Trail - All special moves can now be jump cancelled after a certain point in the animation if you have a rainbow trail. - Jump canceling any special move now deactivates the rainbow trail. - Hitting invincible enemies no longer gives you a rainbow trail.
- Jab 1 - Hitbox size extended further backward.
- Neutral Air - Startup increased (3 4) - Endlag increased (11 12) - Landing lag increased (7 8) - Tightened hitboxes.
- Forward Air - Startup increased (14 15) - Endlag increased (13 15) - Autocancel activates later (34 38) - Hitboxes adjusted to better conform to the shape of the attack.
- Up Air - knockbackGrowth reduced (60 50)
- Back Air - Sweetspot baseKnockback increased (45 55) - Autocancel activates later (22 28) - Landing lag increased (10 11) - Sweetspot is now active for more frames (2 3) - Sourspot is now active for fewer frames (6 5) - Slightly reduced size of hitboxes.
- Down Tilt - Angle adjusted (361 110)
- Neutral Special - Reworked into a quick short-distance multihit beam.
- Up Special - Holding backward out of the startup animation will now reverse the direction you face when cannon angling begins. - Stats adjusted (angle 70 80, knockbackGrowth 50 40, damage 13 10)
- Roll - Normalized frame data to match the rest of the cast, resulting in 2 additional frames of endlag.
- Overview - Your feedback on our previous survey confirmed what we were feeling was a big issue with Octodad: it was too tricky to reliably tell the difference between a tipper and non tipper hit on many moves. Hitting with some moves like up aerial that you thought looked like a tipper but ended up not being one was far too common of an experience, and it made him feel kind of finicky and unreliable. He also had some issues with moves that did not clearly convey their hitboxes, like his forward aerial which featured a smear that was not fully hitboxed. For this patch, we applied two main fixes to Octodads most problematic moves. First, some moves tipper hitboxes have been changed from the lowest to the highest hitbox priority. This means that if you hit a character with both the sourspot and sweet spot of those moves simultaneously, youll get the sweetspot. Secondly, we adjusted the sprites of the active frames for moves with conveyance issues. This also included adjustments to many moves where the tipper hitbox changed is now top priority - youll find that some of their hitboxes cover less space to balance out how much more easily they can hit with the tipper hitbox. Our goal is for him to require a bit more accuracy to land hits, but to reward you more consistently for doing so. Let us know what you think, or if you think either of the above changes should be applied to any other attacks!
- Optimized Sprite Sheet - Lower end hardware previously could have experienced a hitch when using Octodad due to his spritework existing on two sprite sheets. This has been optimized to one spritesheet, matching the rest of the cast.
- Neutral Air - Startup reduced (11 10)
- Forward Air - Tipper priority changed from lowest to highest. - Adjusted hitbox sizing and positioning. - Active frame visuals adjusted.
- Up Air - Tipper priority changed from lowest to highest. - Adjusted hitbox sizing and positioning. - Active frame visuals adjusted.
- Down Air - Tipper priority changed from lowest to highest. - Time between hits reduced by two frames. - First hit baseKnockback increased (35 45) - Active frame visuals adjusted.
- Back Air - Now interruptible 3 frames earlier.
- Down Tilt - Adjusted hitbox sizing and positioning on both hits. - Stats adjusted on first hit (baseKnockback 10 30, knockback growth 25 10) - First hit can no longer hit with a reverse angle. - Active frame visuals adjusted.
- Up Strong - Tipper priority changed from lowest to highest. - Adjusted hitbox sizing and positioning to better match the animation.
- Neutral Special - hitstopOffset increased (3 5)
- Side Special - Armor starts later (frame 5 10) - Air version final hit stats adjusted (knockbackGrowth 80 75, baseKnockback 60 55)
- Up Special - Stats adjusted (damage 6 8, baseKnockback 50 40) - Link frames applied to the aerial version. If you land during the animation, you will continue the animation with the grounded version instead of going into heavy land.
- Down Special - Startup updated with completed pixel art. - Startup now prioritizes connecting to ledges before terrain. - Grounded Attack endlag after successful grab reduced (21 19) - Grounded Attack now plays more reliably (instead of the aerial version) when grabbing an opponent near the ground. - Grounded Attack updated with completed pixel art. - Aerial Attack endlag after successful grab reduced (21 19) - Aerial Attack sketch updated. - Pull zip to ledge alignment improved. - Pull updated with completed pixel art. - Land updated with completed pixel art.
- Crash Attack - Updated with completed pixel art.
- Crash Roll - Updated with completed pixel art.
- Ledge Roll - Updated with completed pixel art.
- Tech Roll - Updated with completed pixel art.
- Parry Fail - Updated with completed pixel art.
- Overview - In the previous patch, most players considered Orcane to be the best or near the best character in the game. While not a problem on its own, Orcane was a bit too good at rushing down opponents and using simple loops for hard punishes. In this patch, we aimed to reduce those aspects while also introducing some new tricks. Youll find that Orcanes horizontal speed and many of his most powerful moves are somewhat toned down compared to before. On the flip side, we introduced several mechanics that might be familiar to anyone whos played him in rivals, including Hydroplaning, Puddless Recovery, and Orcahopping, among others! You can find more details on these mechanics in the full patch notes below. Well be keeping an eye on his balance especially, so wed like to know what you think of how Orcane plays and his power level.
- General - Added Hydroplaning. You will now slide further when inputting and charging a strong out of run turn. - Replaced sketched water spouts with placeholder effects based on down strong. - runSpeedCap reduced (7.6 6.5) - aerialSpeedCap reduced (7 6) - dashSpeed reduced (8.5 8)
- Puddle - Can now pick up puddles at any point during strongs start up. - Now disappears when Orcane loses his final stock.
- Up Special - Added Puddless Recovery. You can now press the shield button during the startup to prevent Orcane from warping to his puddle. - Added Orcahopping. If you up special immediately after double jumping, you will get an additional vertical boost if you dont teleport to a puddle. Note that due to the existence of ledges in Fraymakers, this doesn't go quite as high as it does in Rivals of Aether. - Added ledge grab box to last three frames of aerial activation animation. - Slightly reduced size of late hitbox. - The attack's IASA activates later on, resulting in increased endlag (17 20)
- Side Special Air - Hurtboxes tightened.
- Up Tilt - IASA activates later, resulting in increased endlag (16 18)
- Down Tilt - Increased endlag (13 14) - Reduced size of hitbox in all directions slightly and more significantly backward. - Angle adjusted (80 75)
- Neutral Air - IASA activates later, resulting in increased endlag (12 13) - Landing lag increased (5 6) - knockbackGrowth increased (65 70) - Adjusted hitbox size to be smaller and normalized across all active frames.
- Forward Air - Bubble Butt knockbackGrowth now scales with xSpeed.
- Back Air - IASA activates later, resulting in increased endlag (9 13) - Landing lag increased (5 7) - First hit stats adjusted (damage 6 4, baseKnockback 40 45) - Second hit stats adjusted (baseKnockback 55 65, knockbackGrowth 85 75)
- Down Air - Initial hitbox size reduced. - Landing lag increased (6 7) - Stats adjusted (damage 3 2, baseKnockback 15 30, knockbackGrowth 15 5)
- Down Throw - Endlag increased (15 16) - knockbackGrowth increased (70 75) - Sound effects adjusted. - Pixel art slightly adjusted.
- Back Throw - Sound effects adjusted.
- Puddle Boosted Strongs - Added 6 additional frames of hitstop and selfHitstop to make them feel more impactful.
- Side Strong Boosted - Hitbox placement adjusted to reach further backward (now starts from the same place as the non-boosted version).
- Jab 3 - Dust effect added.
- Tech Roll - Adjusted sprite positioning.
- Dash Attack - Adjusted sprite positioning.
- Intro - Sound effects adjusted.
- Overview - Out of all the characters in this patch, Welltaro has the fewest major changes. He has a number of balance adjustments that target overly powerful moves alongside some functionality and usability improvements to moves like neutral aerial, forward strong, and airdash. Were currently still in the process of prototyping some larger changes to Welltaro, including some conceptual iteration on side special - we didnt want to hold back the patch because these arent ready yet, but you can expect to hear more on these in the future.
- General - dashSpeed reduced (9 8)
- Airdash - Ammo consumption decreased (3 2)
- Double Jump - Damage reduced (2 1)
- Neutral Special - Heart Balloons effect on your terminal velocity reduced (multiplier from 0.5 0.6)
- Down Special - Startup reduced (29 26) - Hitstop increased (15 30)
- Jab 1 - hitstopNudgeMultiplier reduced (1 0.5)
- Jab 2 - hitstopNudgeMultiplier reduced (1 0.5)
- Jab 3 - hitstopNudgeMultiplier reduced (1 0.1) - Hitboxes extended slightly backward. - Looping attack sped up.
- Up Tilt - Stats adjusted (baseKnockback 50 70, knockbackGrowth 70 45)
- Down Tilt - Startup increased (6 8) - IASA activates later, resulting in increased endlag (17 19) - Stats adjusted (angle 80 75, baseKnockback 60 75, knockbackGrowth 75 65)
- Neutral Air - Angle adjusted (75 autolink weak)
- Up Air - Late hit now lasts longer (4 6) - Now entirely timing based. Previously, you could hit with the sourspot from the beginning of the attack. Now all early hitboxes are the sweetspot, and all late hitboxes are the sourspot. - Second hit stats adjusted (angle 50 75. baseKnockback 50 40, knockbackGrowth 70 25)
- Back Air - Startup increased (13 15) - Landing lag increased (7 8) - Auto-cancels 2 frames later. - Hitbox size reduced.
- Forward Air - Startup increased (13 15) - Auto-cancels 1 frame later. - IASA activates later, resulting in increased endlag (15 16)
- Forward Strong - First hit angle adjusted (60 autolink stronger)
- Ape - Restored cymbal crash sound effect.
- The Bard - Wheel hit detection improved.
- Project Settings - Palette Shader Mode changed from Limit 64 to R/G Map - The shader mode was changed to R/G Map by default because it is based on the official shader used by the Fraymakers Engine. In exchange for efficiency and a larger possible map (up to 65536 source colors), you are limited to only using colors with unique Red and Green channels. Learn more here (control + f Palette Shader Mode"): Fraymakers Custom Content Deep Dive
- Standing Jump - Holding forward or backward during jump_squat now gives you a boost of initial speed (jumpSpeedBackwardInitialXSpeed 0 -3, jumpSpeedForwardInitialXSpeed 0 3)
- Up Special - hitstopNudgeMultiplier changed to 0. - directionalInfluence changed to false.
- Roll - Normalized roll to 34 frames with IASA on the final frame.
- Tech Roll - Speed increased (15.5 -> 18) - Added 2 frames of IASA to the end (total frames 41 -> 39)
[ 2023-05-21 01:57:36 CET ] [ Original post ]
Highlights Optimization
- Using performance profiling tools, we dug deep to identify some bottlenecks and rework code to improve the game's performance, especially for lower-end computers. Well be continuing to identify ways we can optimize the game even further going forward. For those of you interested in the technical details, here are some of the improvements we made this time: - Replaced all Haxe Reflect.hasField() calls with null checks instead where applicable, as the function is known to be slow in most cases. - Cached animation index lookup for Sprites (previously animation look-ups looped through the whole set to find an animation) - Internal collision boxes for collisionTestGroup() calls are now recycled to reduce memory allocations (rather than generating temporary boxes every time) - Refactored stats classes (e.g. AnimationStats, HitboxStats, etc.) so that their import/export logic is baked into the source code rather than dynamically looping to identify valid fields in the classes.
- Log message text is no longer drawn to the game live while the console window is hidden. This should prevent the console log window from causing lag during normal gameplay, improving performance in scenarios where the console log is used.
- Fixed bug that suppressed error messages for custom content. Content creators will now see applicable error messages in the custom menu and in training mode when using their custom content. You can access the console in training mode by pressing the backtick (`) key.
[ 2023-04-24 01:10:25 CET ] [ Original post ]
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!
[ 2023-04-14 00:28:32 CET ] [ Original post ]
Due to instability issues for some players, we've rolled back the following changes:
- Hashlink reverted back to version 1.12
- Steam APIs reverted back to 1.46
[ 2023-04-02 04:27:23 CET ] [ Original post ]
General
- Hashlink version updated from 1.12 => 1.13. This gives us improved garbage collection behavior, while also introducing stability improvements and additional features that we can take advantage of in future updates.
- Steam APIs Updated to version 1.55
- Music defined with a different id and audioId now plays correctly on stages.
- General - Hurtboxes tightened on Up Special.
- Dash Attack - Updated with completed pixel art.
- Back Throw - Updated with completed pixel art.
- Ledge Attack - Updated with completed pixel art.
- Parry Success - Updated with completed pixel art.
- Down Special - Sketch updated.
- Tech Roll - Sketch updated.
- Ledge Roll - Sketch updated.
- Crash Roll - Sketch updated.
- Neutral Special - Updated with completed pixel art.
- Parry Success - Updated with completed pixel art.
- Intro - Pixel art adjusted.
[ 2023-04-01 20:56:39 CET ] [ Original post ]
Online Intermittent freezing improvements
- We've made significant improvements to how the game remedies dropped packets by increasing the amount of historical frame data within each packet. Previously, a major cause of freezes online was one of the game clients not having enough input data from other peers to progress the gameplay. This was not as much of an issue for players with extremely stable connections, but for players that may drop up to two or more packets in a row at times, a freeze could occur frequently. Now we bundle enough historical input data in each packet to allow up to the full rollback window range, which gives the maximum amount of time possible to backfill any missing data.
- A bug was fixed that caused false-positive desyncs to occur frequently, specifically after resuming from a freeze up. This should greatly reduce the likelihood of seeing an inaccurate desync notification.
- Assist cut-in graphics are now cached before a match starts to optimize spawn timing.
- Improved tracking on graphical memory allocation for damage counters to ensure a more reliable cleanup after being destroyed.
- Fixed bug that prevented the right trigger deadzone setting on controllers from being saved by the profile.
- Rainbow trail - No longer removed by non-flinching attacks (e.g. Welltaros double jump projectile).
- General - Hurtboxes tightened on up strong, down strong, crash attack, assist call, assist call air and portions of up special.
- Hurt Heavy - Updated with completed pixel art.
- Crash Attack - Sketch updated. - Voice sound added. - Dust effects added.
- Pillar graphic slightly adjusted.
- Character content ids and sprite entity ids no longer need to match in order to render damage counters correctly (previously the icon and name would not render).
- Fixed bug where matching music content ids from different namespaces could result in the incorrect track being loaded on a stage.
- New PlaySoundArgs: autoPrefixByResource, autoPrefixResource
- New GameObject methods: attemptHit(), getCostumeShader()
- New Match method: freezeFrame()
- New GlobalSfx constant: MENU_CLICK
- Removed unused ProjectileStats field: inheritPalette (can still apply palette shaders through code)
- Removed unused DisplayObject field: mask (use MaskFilter instead)
- New Shader class fields: shared, priority
- New Shader class method: setPriority()
- New EntityEvent constant: DISPOSE
[ 2023-03-12 23:34:19 CET ] [ Original post ]
Highlights
- Inputs that are pressed and released within the same frame are now properly registered by the game loop. This prevents lost inputs during quick button taps.
- Inputs that are pressed during lag freeze-ups during online matches are now buffered into the next playable frame. This helps prevent dropped inputs when there are hitches online.
- The above changes have some engine-side differences between how theyre implemented on keyboard and gamepad. Please let us know if you run into any issues or regressions!
- As of this update, Orcane no longer has any sketched animations in-game!
- Ping display is now rendered behind the console UI.
- As warned in previous patches, namespaced lookups are now required on all assets. Custom content that follows the most recent documentation and template examples from Feb. 4th will continue to work. - This fixes the bug that allowed custom content to overwrite other custom contents sounds and music IDs (See previous patch notes).
- If your custom content audio stops working, follow these guidelines:
AudioClip.play("Custom_sfx_sound");
must be changed toAudioClip.play(self.getResource().getContent("Custom_sfx_sound"));
AudioClip.play() calls that reference GlobalSfx do not need to be updated. - Custom content load time on the start screen has been reduced slightly. - We plan to fully address the upfront loading time required when you are subscribed to a lot of custom content in a future update.
- Fixed bug that unintentionally required resourceIds and contentIds to match in characters and assists. - ResourceIds are only required to be unique in your local custom folders, as they all share the same namespace. This does not apply to workshop downloaded items, as they all will have unique namespaces. ContentIds need to be unique per resourceId.
- General - Hurtboxes tightened on forward strong and the startup of up strong.
- Dash Attack - Size of character graphic adjusted (doesnt affect attackboxes).
- Up Strong - Corrected alignment (doesnt affect attackboxes). - Frame timing slightly adjusted (doesnt affect frame data).
- Down Strong - Corrected alignment (doesnt affect attackboxes). - Frame timing slightly adjusted (doesnt affect frame data).
- Up Special - Grounded version updated with completed pixel art (aerial version reuses grounded animation for now). - Dust effects added. - Grabbed character visuals updated.
- Ledge Jump - Updated with completed pixel art.
- Parry Success - Incomplete sprite added and sketch adjusted.
- Parry Fail - New animation concept added.
- Down Strong - Frame timing slightly adjusted (doesnt affect frame data).
- Crash Attack - Updated with completed pixel art.
- Updated with completed pixel art.
- Fixed misaligned paint on one frame.
- Paint now properly appears under the character's feet.
- Paint color contrast increased for better visibility on all stages.
- HUD Pixel Art - Corrected missing pixels in the lower right corner (thanks CrazyNaut!).
[ 2023-02-25 18:22:51 CET ] [ Original post ]
- 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.
[ 2023-02-13 05:53:16 CET ] [ Original post ]
Online Custom Content
- Optimized loading on match start.
- You no longer enter special fall after hitting someone with an airdash canceled aerial and using the IASA frames to input a special move.
- When a character perfectly transitions from crouch to walk, they are no longer forced to complete their walk_in animation in the direction they were facing.
- The tilt and strong buttons can now do all attack-related inputs (i.e ledge attack, crash attack, button + shield = grab).
- Quick Reload option now only reloads the custom content loaded into the match, rather than all content.
- Announcer no longer speaks during training mode.
- General - Hurtboxes tightened on down tilt, roll and spot dodge.
- Down Throw - Updated with completed pixel art. - Grabbed foe visuals slightly adjusted. - VFX timing and placement adjusted.
- Up Special - Hitting with an airdash canceled aerial then using Orcane's up special to teleport during that aerial's IASA frames will no longer cause Orcane to experience bugged additional landing lag.
- Back Throw - Updated with completed pixel art.
- Ledge Attack - Updated with completed pixel art. - Sounds added.
- Double Jump - The projectile can no longer go through the stage if fired right above the ground.
- Down Air - The projectile can no longer go through the stage if fired right above the ground.
- Heart Balloon - No longer destroyed by touching the death boundary.
- Fixed bug that prevented some assists from spawning if near a stages death boundary.
- Hazard version removed from random rotation.
- Important: A bug that allowed custom content to overwrite other custom content sfx and music ids has an incoming fix that is not included in this patch due to breaking API changes. References to content ids that are not namespaced will stop working in a future patch. To prepare for this upcoming change, the template character has been updated. Custom content creators can make changes in advance to their existing code by following the guidelines below. Once you update your content, it will still work on the current patch and will continue to work after the bug fix is applied in a future patch.
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.[ 2023-02-12 21:58:50 CET ] [ Original post ]
General Gameplay
- All characters parry windows increased from 3 to 5 frames.
- Palette swap shaders are now cached at match launch and shared between objects, making it significantly faster to spawn objects that utilize costume colors. Previously palette swap shaders were created on the fly, which impacted performance due to the texture-allocation requirements of the shader. This should help address performance hitches caused by spawning anything that uses a palette, such as assists and projectiles.
- Increased tap jump window from 1 frame to 4. This should address tap jump consistency issues on analog controllers.
- Fixed a bug that caused your character to not load into a match when your custom assists resourceId ended in the word assist.
- Fixed a crash on the Welcome to Fraymakers Early Access screen when you had workshop content installed and quickly closed the welcome message while it was loading.
- Quick Reload option added to the training mode pause menu which reloads custom content and restarts the match.
- US changed to NA for online regions.
- Fixed a crash caused by quickly unsubscribing from multiple pieces of custom content on the custom screen.
- Improved profile -> device assignment logic. - When creating a new profile, the device that created the profile is automatically assigned to that profile. - When a profile is copied, the device that copied the profile is automatically assigned that profile. - When a new profile is selected, the device that selected the profile is automatically assigned that profile. - The previous rules dont apply when the mouse is used to interact with the UI, or the profile that would be assigned isnt compatible with the device type.
- Added names from newly completed backer surveys.
- General - Rainbow trail is now removed upon being grabbed.
- General - Hurtboxes tightened on jab 1, jab 2, neutral special and up tilt.
- Back Throw - Fixed bug that caused back throw to get caught on the lip of the stage and end prematurely.
- Intro - Updated with completed pixel art. - Added sound effect.
- Forward Throw - Character animation updated with completed pixel art.
- Parry Fail - Updated with completed pixel art.
- Bubbles - Palettes now properly apply.
- Puddle - Puddle absorb horizontal range increased (50 -> 82).
- Charge value increased (75 -> 90)
- Startup reduced (12 frames -> 7 frames)
- Charge value reduced (75 -> 65)
- No longer uses the characters fallSpeed while rising. - This change corrects unintended behavior caused by fast falling during the assists effects.
- KnockbackGrowth reduced (75 -> 60)
- Charge value increased (75 -> 90)
- KnockbackGrowth reduced (70 -> 60)
- Palettes now apply to rock and debris effects.
- Charge value increased (75 -> 90)
- Charge value increased (75 -> 85)
- Charge value decreased (75 -> 65)
- Initial hitbox widened.
- Initial and final hits are no longer shieldable.
- Initial hitbox now spawns closer to the summoner.
- Important: A bug that allowed custom content to overwrite other custom content sfx and music ids has an incoming fix that is not included in this patch due to breaking API changes. References to content ids that are not namespaced will stop working in a future patch. To prepare for this upcoming change, the template character has been updated. Custom content creators can make changes in advance to their existing code by following the guidelines below. Once you update your content, it will still work on the current patch and will continue to work after the bug fix is applied in a future patch.
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.
- Parry - Parry window increased from 3 to 5 frames.
[ 2023-02-05 00:33:14 CET ] [ Original post ]
Playable Characters CommanderVideo
- Grab - Grab whiff sound effect added.
- General - Hurtboxes tightened on back air, forward strong, stand, walk_out, fall_loop, fall_special (including airdash freefall variants), all shield animations, tech, crash_bounce and crash_get_up.
- Down Special - Grounded grab attack clean sketch added.
- Forward Strong - Updated with completed pixel art. - Whoosh sound effect added.
- Up Tilt - Dust effects added.
- Forward Tilt - Dust effects added.
- Side Special / Side Special Air - Updated with completed pixel art.
- Airdash Land - Updated with completed pixel art.
- Updated release year to 2023 (get it now on Steam! https://store.steampowered.com/app/2231450/Pizza_Tower/)
- Adjusted terrain on the bottom of the stage near the ledges to prevent getting stuck under the stage while recovering as easily.
[ 2023-01-28 01:18:24 CET ] [ Original post ]
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
[ 2023-01-27 05:29:26 CET ] [ Original post ]
General Performance
- Set frame rate cap to 60 fps for the DirectX build (regardless of vsync setting) to eliminate redundant renders. With vsync enabled, this gives more breathing room in DirectX for specific hardware, making performance more consistent regardless of the monitor refresh rate. If you were previously experiencing performance and/or online issues on Windows, we recommend trying the DirectX build for the new patch.
- Gave the "spin-lock" technique used in the render loop for the DirectX build a micro amount of headroom for more accurate frame timing between game ticks.
- The combination of the above two changes should also improve performance online for the DirectX build, since DirectX is known to demand more performance than SDL and introducing the cap frees up valuable resources. Internal testing did not uncover these issues due to lack of the required combination of hardware to reproduce, but thanks to your reports we were able to find a hardware combination that let us pinpoint the problem area. As a basic example: before this change, having a 360hz monitor with vsync enabled in DirectX was likely to perform worse than a 60hz monitor with vsync enabled because of the unnecessary draw calls due to the lack of an fps cap (and the game may have even struggled to hit the full 360). Similarly with vsync off, we found the cap needed to be as low as possible so that machines didn't unnecessarily try to redraw beyond 60fps when there were no visual changes.
- Big thanks to everyone who helped us track these issues down! Were hoping this will have a substantial impact for those of you who were running into issues, so please let us know whether or not these changes have a positive impact on how Fraymakers performs for you. We'll be continuing to monitor feedback and making adjustments to optimize the experience for more players.
- Credits for Gunman Clive and Crewmate added.
- Licensed Content portion alphabetized.
- Removed duplicate I Wanna Be the Guy credit.
[ 2023-01-23 05:23:21 CET ] [ Original post ]
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
[ 2023-01-20 06:42:26 CET ] [ Original post ]
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
- Crewmate assist added to the game!
- Fixed bug that made turning off "attack+tap=strong" make the strongs button only do tilts.
- Fixed bug that crashed game upon unplugging a device.
- Game no longer crashes when the selection timer hits 0 while idling in the custom content menu.
- Setting d-pad as your primary movement in a controller profile no longer causes double movement on the menu.
- Player list in your lobby is now center aligned.
- Fixed bug which prevented you from selecting lobbies on lobby list with controller.
- Improved lobby creation navigation behavior.
- A sound now plays when players ready up.
- Up Special - Rough sketches added to some portions of the attack.
- Now properly times out.
- Hazards version temporarily locked. - Discovered a desync with the springs in rollback online.
[ 2023-01-19 03:03:03 CET ] [ Original post ]
Online Character Select Screen
- Fixed bug that prevented you from waking up a keyboard.
- Fixed bug that prevented a controller from activating into the proper player slot if keyboard had been activated on a previous menu.
- Removed comment from SDL build. - The old information was outdated. The DirectX build is more stable and generally performs better (which also means smoother rollback online matches), so it is recommended unless it is currently causing major issues for you.
- Port assignment logic reworked - waking up a device will now properly occupy the earliest port set to off.
- Orcane sprite updated.
- Improved performance. - This was achieved by removing the masks that were previously used to create the color changing square effect thats no longer needed with the new button design.
- New button that links to Fraymakers Workshop on Steam added.
- Heavy Land - Sprites added.
- Neutral Special - Knockback cap removed on final hit.
- Side Special - Sprites added.
- Side Special Air - Clean sketch added.
- Neutral Air - Clean sketch added. - Hurtboxes tightened.
[ 2023-01-18 04:49:15 CET ] [ Original post ]
Highlights Dash Behavior Fixes
- Fixed major issue with dash behavior on analog sticks that resulted in a walk coming out when a dash was inputted. Analog dashes now properly have a frame of leeway, so you wont end up getting stuck in your walk animation due to polling.
- Fixed a bug that prevented you from dashing while in walk_out.
- Fixed bug on analog inputs that caused an inconsistency in left vs right input behavior for dashes.
- Button Graphics Redesigned. - Its now clearer which button is highlighted and buttons have more stylistic flair.
- Added sound effect for clicking some buttons and toggles.
- Save button changed to Rename.
- Profile popup alignment adjustments.
- Removed option to jump straight to the character select screen. - Currently, you need to interface with the title screen to load custom content, and if you load straight into the character select screen custom content is not loaded. This feature may be reintroduced later.
- Stand - Corrected palette issue.
- Side Special - Clean sketch added. - Knockback cap on auto link increased (50 -> 75). - Dust and sparkle effects added.
- Neutral Special - Knockback cap on auto link added (75).
- Assist Call / Assist Call Air - Sprites added.
- Crouch - Realigned sprites.
- Down Tilt - Realigned sprites.
- Side Special - Sprites added. - Movement physics slightly adjusted (only visual changes, distances are the same).
- Down Special - Reworked bubble behavior. Bubbles spawn every frame for 15 frames total, changed from every 4 frames for 60 frames total. As a result, bubble hitboxes are now out for 55 frames total. Base knockback reduced slightly (50 -> 45).
- Knockback cap on auto link added (75).
- Knockback cap on auto link added (75).
- Knockback cap on auto link added (75).
- Visuals updated for parry_success and additional documentation added to parry_in and parry_success.
[ 2023-01-15 04:30:44 CET ] [ Original post ]
General Gameplay
- Shielding now only halves your x speed when used out of dash (previously did it universally).
- Added optional knockbackCap HitboxStat. Caps the amount of knockback an attack can deal. The default value (-1) will indicate the attack can deal as much knockback as the formula calculates. If the value is >=0, the attacks knockback will be capped at the given value.
- Custom stages from the Steam Workshop that reference non-existent music tracks in the local custom content folder (i.e. "local" namespace) will now fail gracefully and allow the match to proceed.
- Fixed bug that caused thresholds for walk, dash, etc. to not respect the range between the dead zone and stick radius. These thresholds now scale proportionally with the calibration made by the user.
- Now displays a Custom Content Loading message when loading custom content on startup.
- Now defaults to the active profile of the player who opened the menu.
- Fixed bug that allowed you to click buttons behind the profiles popup after deleting a profile, causing a softlock.
- Fixed crash caused by assigning a key in the controls menu as the online lobby timer runs out.
- Fixed back button being clickable while reloading custom content.
- Parry Success - Sprite adjusted.
- Parry Fail - Sprites added.
- Heavy Land - Sketch added.
- Neutral Special / Neutral Special Air - Sprites added.
- Side Special Air - Sketch updated.
- Up Special - Reworked ledge grabbing functionality. Will now grab the ledge more reliably.
- Down Special - Reworked ledge grabbing functionality. Will now grab the ledge more reliably.
- Parry Success - Corrected animation issue that caused parry to be actionable 10 frames later than it should have been.
- Down Special - Droplet and bubbles are now shieldable.
- Forward Throw / Boosted Forward Throw - Sketch updated.
- Parry Success - Corrected animation issue that caused parry to be actionable 10 frames later than it should have been. - Sprites added.
- Assist Call / Assist Call Air - Sprites added.
- Neutral Air - Reworked with new concept and animation. The previous version this move was overly centralizing and a bit too straightforward to use, considering the hitboxes circling his entire body. Still a 2-hit combo move, but the hitboxes are much more reigned in with the new animation.
- Down Air - Projectile sized down 25%. Visuals will be adjusted pending testing. - Fixed bug that caused it to be usable with exactly 2 ammo, despite costing 3.
- Engine version number bump to 0.0.17 (to support centerX/centerY -> offsetX/offsetY camera bg stat migration in latest build, detailed below)
- New HitboxStats field: knockbackCap
- New Character method: attemptLedgeGrab()
- Removed unimplemented CState constants
- Rename stage camera background "centerX" and "centerY" stats fields to "offsetX" and "offsetY" respectively (and they now behave as offsets to center stage instead of absolute positions)
[ 2023-01-10 00:14:59 CET ] [ Original post ]
General
- Fixed crash caused by random stage selection.
- Fixed bug preventing custom stage scripts from loading at all, causing a number of bugs and quirks on most custom stages.
[ 2023-01-04 04:40:39 CET ] [ Original post ]
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
[ 2023-01-01 01:00:13 CET ] [ Original post ]
General Performance
- Scripting logic for all remaining official content (including stages, structures, match rules, and AI) is now embedded in the executable. This should result in dramatically improved scores for the rollback stress test, as well as smoother online gameplay for many computers. Since this involves a pretty major change in scripting, please let us know if you find any new bugs or regressions! - Backyard with hazards on has been temporarily locked due to a new crash caused by this change.
- Parry - There is now an effect that plays during the active frames of parry. - The effect that plays on successful parries has been updated.
- Parry Success - Sprite updated.
- Up Special - Fixed bug where it would sometimes reel in from the wrong distance when grabbing a wall or ceiling.
- Side Special - Hurtboxes updated to better match the new animation.
- Intro - Sketch added.
- Parry Success - Sketch added.
- Parry Fail - Sketch added.
- Ledge Attack - Sketch updated.
- Crash Roll - Animation adjusted.
- Side Special - Hitbox is now properly enabled when landing during the attack.
[ 2022-12-31 23:17:27 CET ] [ Original post ]
Highlights Ape Assist
- Added to the game!
- Fixed a bug that caused the match to be loaded multiple times extraneously when you played several games in a row online. This should reduce the lag caused by playing successive matches - please test!
- Custom content no longer becomes unselectable after playing two online games with custom content selected.
- Icons for custom content are now correctly aligned.
- Fixed a bug that caused custom content stage music and hazard variants not to load properly.
- Steam resource identifier is no longer shown under custom content.
- Up Special - Now begins to rotate immediately after the startup (previously waited for 10 frames before rotating). - Back and forth rotation speed increased (140 total frames -> 130 total frames)
- Parry Fail - Sketch added.
- Dash Attack - Clean sketch added. - Sfx and vfx adjusted.
- Neutral Special / Neutral Special Air - Sketch updated.
- Side Special - Sketch updated.
- Down Special - Spawning a droplet now puts down special on a 30 frame cooldown. - Spawning bubbles from a puddle now puts neutral special on a 30 frame cooldown.
- Side Special / Side Special Air - Clean sketch added.
- Parry Success - Sketch updated.
- Parry Fail - Sketch added.
- Assist Call / Assist Call Air - Sprites added.
- Grabbing logic changed from distance based to grabBox based, which should make his grab more consistent.
- Footstep sound effects now only play when grounded.
[ 2022-12-29 01:53:17 CET ] [ Original post ]
Highlights Lea Assist
- Added to the game!
- Entirely reworked with new visuals and functionality. More details in the Menus section below.
- Hazards enabled.
- Scripting logic for all of the projectiles in the game are now embedded in the executable. This should result in improved scores for the rollback stress test, as well as smoother online gameplay for a wider range of computers.
- Exception handling has been added to all official content. This addresses an issue where the optimizations we made to official characters were prone to hard crashes if an error occurred. Now in most cases if something goes wrong things should fail gracefully.
- You can no longer hitstop nudge down past the stage by nudging downward from onstage.
- Added an xSpeedConservation of 0.5 to the start of shield animation. This means shielding will stop your momentum nearly instantly if done while moving.
- The wavedash button is now usable in all situations on the ground where a jump can be used, including jump cancels and out of shield.
- You will now be alerted at launch if your save becomes corrupted for any reason. You will be prompted to confirm overwriting the file before being able to continue playing the game.
- Menus can now be navigated with d-pad inputs on controllers.
- TikTok label now appropriately links to the Fraymakers TikTok account.
- Quick Press = Short Hop toggle added.
- "Tap + Attack = Strong" toggle added.
- Full Hop button added.
- Double tap dash for controllers is defaulted to off.
- Default device profiles are now read-only. You may still view the default mappings for a device in the controls menu, however you will be prompted to create a profile if you attempt to change the defaults.
- D-pad mappings are now limited to directional actions only (any invalid mappings will be cleared).
- Custom menu now has a graphic.
- Version information removed and now only appears on the start screen.
- Added a button that takes you to a link to learn more about FrayTools.
- Corrected a soft-lock that could occur if you pressed the reload custom content button with no content installed.
- Dash Attack - Updated sketch.
- Forward Strong - Clean sketch added. - Hitbox now reaches farther forward with less vertical range (matches with the clean sketch).
- Neutral Special - Now uses the new autolink point functionality to make connecting with the multi-hit portion of the attack more consistent.
- Side Special - Now uses the new autolink point functionality to make connecting with the multi-hit portion of the attack more consistent.
- Up Special - No longer has a huge horizontal flip when grabbing the ledge from underneath the stage.
- Up Throw - Removed a stray pixel in animation.
- Parry - Rough sketches added.
- Forward Air - Corrected some missing pixels. - Performance online improved as a result of the projectile performance update.
- Down Special - Performance online improved as a result of the projectile performance update.
-
- Adjusted whoosh sound effect timing for several moves.
- Footstep sounds added to the run cycle.
- Walls added to the sides of the terrain.
- Fix bug that caused you to use the aerial version of special moves on the ground if you hadnt left the ground yet.
- We have made changes to FrayTools which prevent you from doing certain actions at times in order to prevent opened files from being corrupted. The below are all the cases that seemed to result in an invalid workspace state. In addition, this should address most cases of saving a corrupt .entity file (since you cant save until a valid state is reached). - Access to the publish menu while an asset is loading is now prevented. - Ability to save an asset while the workspace is loading is now prevented. - Ability to close workspace while it is in the middle of loading is now prevented.
- A formal End User License Agreement has been integrated with the software. You'll be presented with an agreement that must be accepted before being allowed to proceed from that point forward.
- Replaced BodyStatus.HEAVY_ARMOR references with new DAMAGE_ARMOR constant. (See Fraymakers Api Types Plugin v0.1.3 Changelog).
- Now uses the new autolink point functionality to make connecting with the multi-hit portion of the attack more consistent.
- Added a warning in the collision box section with regards to rotated hitboxes. This is to add further clarification with regards to restrictions in the collision system.
- Introduced new "Autolink Point" point type for Game Objects. This can be used with hitboxes with SpecialAngle.AUTOLINK_STRONGER to specify an alternate position to pull hit foes toward.
- GameObject's angleIsInSpikeThreshold() function promoted to a static method.
- Renamed the BodyStatus HEAVY_ARMOR constant to DAMAGE_ARMOR (functionality is the same as before)
- Added new DAMAGE_RESISTANCE BodyStatus constant. Damage will be reduced by the amount specified by the bodyStatusStrength animation stat when threshold is exceeded.
- Created new LAUNCH_ARMOR BodyStatus constant to assume the role of LAUNCH_RESISTANCE. The LAUNCH_RESISTANCE BodyStatus will cause knockback to be reduced by the amount specified by the bodyStatusStrength animation stat when threshold is exceeded.
- BodyStatus doc strings added
- New CollisionBoxType constant: AUTOLINK
- Replaced GROUNDED_SPIKE GameObjectEvent with SPIKE_RECEIVED
- New ControlsObject field: FULL_HOP
[ 2022-12-21 02:44:28 CET ] [ Original post ]
General Engine
- Fixed bug that permitted speeds that are beyond max speed thresholds to be maintained when holding a directional input during animations that use the allowMovement stat (e.g. Orcane Forward Air, CommanderVideo Up Special). This also corrects a longstanding bug where run speed out of dash would "dip" briefly beneath the run speed cap before returning to the max run speed as characters decelerate from their dash speed down to their run speed cap.
[ 2022-12-02 02:33:52 CET ] [ Original post ]
Major Additions Custom Content Online
- New toggle added to the Lobby creation screen that allows you to enable Custom Content for that lobby (delay-based lobbies only for now). When enabled, the character select screen will permit the selection of custom characters, assists, and stages that you've subscribed to on the Steam Workshop. If you are missing any custom content files before a match starts, you will be prompted whether you'd like to accept the download or quit. If accepted, any missing Workshop items will be subscribed to automatically and the match will begin. Note that placeholder icons may appear during the loading process while the host reconciles all custom content and informs the other players.
- Introducing Fraynkie, the official character template! The template includes a full moveset designed to demonstrate key aspects of Fraymakers character development, along with comments explaining how everything works. Thank you for your patience while we put the character template together - it should hopefully cover a ton of ground and help get your character project up and running quickly!
- Download the character template here: https://cdn.mcleodgaming.com/fraytools/downloads/17745ac3/fraymakers-character-template-0.1.0.zip
- To get started, we recommend checking out our new Deep Dive Guide: https://docs.google.com/document/d/1o6CE04FRaqQyksD2uX7zxOQXYiZ_M2YCwtqK0mMoARY/edit?usp=sharing
- You can now buffer get up actions out of ground bounce.
- CPUs should no longer get stuck in a recovery loop.
- Character Select Screen - Profiles now filter based on your controllers port device type.
- Start Screen - Custom content loaded message will no longer pop up each time you open the game.
- Game object acceleration logic has been refactored. All game objects now share base acceleration stats, with characters having additional stats dedicated to configuring walk and run speed acceleration. Previously run speed acceleration (which only ever occurs out of run turns since dasing exceeds the max run speed) had acted as a speed multiplier. Run speed acceleration is now additive instead, which is more representative of natural physics/kinematics. Additionally all game objects can now also override their base acceleration / speed caps on a per-animation basis (see Fraymakers Api Types Plugin v0.1.2 notes for more technical details).
- Frame Lengthening - Frame-lengthening logic now leverages the live ping for its determination of how in sync clients are to one another. If it is detected that the amount of inputs received from opponents is behind what would be expected given the current ping, then frame-lengthening will kick-in on the client until the inputs are caught up within an acceptable range. A brief cooldown is then introduced after frame-lengthening ends to reduce the chance of over-correcting.
- Rollback Stress Test - Now advises turning lights and shadows off in settings when below a certain FPS threshold.
- Neutral Special - Startup reduced by 3 frames. - Downward beam now hits at an upward angle. - Absorbable set to true.
- Side Special - Stats adjusted (base knockback 80 65, knockback growth 25 75).
- Down Special - Startup reduced by 2 frames (6 4). - Now has IASA after frame 8 of the endlag (previously had no IASA over the 16 frame endlag). - Minimum time in paddle form reduced (30 frames 17 frames).
- Up Special - Fire speed increased (20 20.5)
- Jab 1 - Adjusted stats to connect into jab 2 more consistently. - Jab 2 can now start on frame 8 at the soonest, up from frame 6. - Endlag reduced by 2 normal frames and 1 IASA frame.
- Jab 2 - Adjusted stats to connect into jab 3 more consistently. - Jab 3 can now start on frame 7 at the soonest, up from frame 6. - Endlag reduced by 3 frames.
- Forward Tilt - Startup reduced (6 5). - Active frames increased (2 3). - Angle adjusted (40 35).
- Down Tilt - Added 2 frames of IASA to the end of the animation.
- Forward Strong - Forward momentum applies 2 frames later. - First frame of hitbox now stretches a bit further back to cover the motion.
- Up Strong - Added sourspot from frame 3 of hitbox onward. - Sweetspot hitbox stats adjusted (base knockback 70 75, knockback growth 70 75).
- Down Strong - Added sourspot to non-body hits. - Strong hitbox is now centered on the body.
- Forward Air - Stats adjusted (base knockback 50 40, knockback growth 50 60).
- Up Air - Tightened hitboxes. - Startup increased (3 4). - Early hit stats adjusted (angle 70 45, base knockback 75 45, knockback growth 50 60). - Late hit now kicks in two frames earlier on on the further back hitbox - the higher-priority forward hitbox retains the early hit for those two frames.
- Back Air - Hitbox stays out for 3 more frames. - Added sourspot starting on the third active frame.
- Up Throw - Stats adjusted (base knockback 65 60, knockback growth 55 65).
-
- Weight adjusted (85 95).
- Aerial ECB head position raised.
- Neutral Special - hitstopNudgeMultiplier set to 0.5 for multihit portion. - Hitbox on final hit adjusted to be a bit more accurate. - Added custom ECB.
- Side Special - Heavy armor now starts on frame 5 instead of frame 1. - Armor strength reduced (50 12). - Fixed bug where using the side special right as you slide off of a structure didnt properly transition to the aerial version of the attack.
- Up Special - Increased size of ledge grab boxes on extend. - Adjusted structure grab box positioning. - No longer sends to special fall. - Knockback growth increased (10 30). - Fixed double-playing sound effect.
- Down Special - Increased size of ledge grab boxes on extend. - Adjusted structure grab box positioning. - No longer sends to special fall. - Restatted multihit so the opponent doesnt fall out of the grab (does the same amount of damage). - Final hit stats adjusted (knockback growth 45 55, base knockback 70 60, angle 70 80). - 4 frames of endlag after final hit turned into IASA. - Fixed bug which prevented Octodad from grabbing walls on the right side of terrain.
- Forward Tilt - Weak hit stats adjusted (damage 5 7, knockback growth 40 50, base knockback 50 60). - Strong hit base knockback reduced (80 70).
- Up Tilt - Endlag increased by 2 frames (18 20). - Second hitbox tightened.
- Down Tilt - Startup increased by 1 frame (8 9). - Endlag increased by 1 frame (10 11). - Hitboxes tightened.
- Forward Strong - Startup reduced by 2 frames (17 15). - Endlag reduced by 5 frames (49 44). - Weak hit stats adjusted (base knockback 60 55, angle 40 45). - Strong hit stats adjusted (damage 14 13, base knockback 65 55, knockback growth 90 85, angle 40 45).
- Up Strong - Strong hit stats adjusted (knockback growth 90 85, base knockback 65 60). - Weak hit stats adjusted (damage 8 9, base knockback 50 60).
- Down Strong - Strong hit stats adjusted (damage 14 13, base knockback 60 50). - Weak hit base knockback increased (55 60).
- Neutral Air - Tightened hitboxes, especially tippers. - Strong hit knockback growth reduced (75 70).
- Forward Air - IASA kicks in 3 frames later. - Auto cancel kicks in 4 frames later. - Tightened hitboxes.
- Up Air - Adjusted hitboxes - sour hitbox now stretches further into tipper hitbox, meaning that landing the tipper cleanly will be a bit less forgiving. - Strong hit stats adjusted (knockback growth 80 75, base knockback 65 55).
- Forward Throw - Stats adjusted (damage 5 8, angle 45 35, base knockback 70 50, knockback growth 50 60).
- Down Throw - Stats adjusted (damage 5 8, base knockback 65 50).
- Back Throw - Stats adjusted (damage 5 7, base knockback 80 65, knockback growth 25 45, angle 110 120). - Added hitstop and self hitstop offset of 3.
- Dash Attack - Startup increased by 1 frame (10 11).
- Ledge Attack - Restatted with a tipper and a weak hitbox.
- Crash Attack - Restatted with no tipper hitbox.
-
- Fixed bug that caused aerials to go into land_light rather than the aerial's corresponding landing lag animation.
- Aerial ECB head position raised.
- Neutral Special - Absorbable set to true.
- Side Special - Normal version stats adjusted (knockback growth 70 75, angle 45 40). - Puddle boosted version stats adjusted (base knockback 60 55, knockback growth 95 85, angle 45 40).
- Up Special - Strong hit knockback growth reduced (95 85). - Weak hit base knockback increased (55 65).
- Jab 1 - Adjusted stats to connect into jab 2 more consistently.
- Jab 2 - Adjusted stats to connect into jab 3 more consistently.
- Forward Tilt - Stats adjusted (base knockback 55 50, knockback growth 80 70).
- Up Tilt - Weak hit damage increased (3 4). - Turned on reversibleAngle.
- Forward Strong - Normal and puddle boosted versions base knockback increased (60 65).
- Up Strong - Normal version stats adjusted (damage 16 10, base knockback 20 65, knockback growth 100 95). - Puddle boosted version stats adjusted (damage 19 14, base knockback 20 60, knockback growth 100 90).
- Down Strong - Normal version stats adjusted (damage 14 9, base knockback 45 70). - Puddle boosted version stats adjusted (damage 17 12, base knockback 45 70, knockback growth 20 90).
- Forward Aerial - Animation stats (gravity multiplier, influence multiplier, etc.) now apply when the bubbles start to come out rather than at the start of the animation. - Passive pushback per frame increased (0.3 0.5). - Bubbles adjusted (life 17 frames 30 frames, spawn amount 2 1, base knockback 20 30, angle 45 55). - Bubbles minimum and maximum y speed decreased.
- Neutral Aerial - Orcane can no longer bypass airdash whiff landing lag with an airdash nair.
- Up Aerial - Strong hit knockback growth reduced (75 70). - Spike hit stats adjusted (base knockback 50 45, knockback growth 55 50). - Animation slightly retimed.
- Down Throw - Endlag increased by 3 frames (12 15). - Stats adjusted (base knockback 75 60, knockback growth 35 70).
- Crash Attack - Whoosh sound effects added.
- Airdash - Speed applied for two additional frames.
- Double Jump - Absorbable set to true.
- Neutral Special - Heart Balloon can now be hit to destroy the projectile. - Hitbox is now smaller.
- Side Special - Normal final hit damage increased (6 8). - Empty ammo final hit stats adjusted (damage 17 14, knockback growth 90 85).
- Down Special - Absorbable set to true.
- Jab 1 - Adjusted stats to connect into jab 2 more consistently. - Jab 2 can now start on frame 8 at the soonest, up from frame 7. - Endlag reduced by 2 normal frames and 1 IASA frame.
- Jab 2 - Adjusted stats to connect into jab 3 more consistently. - Jab 3 can now start on frame 8 at the soonest, up from frame 7. - Endlag reduced by 3 frames.
- Jab 3 - Adjusted multihit stats to make the attack hit more consistently, especially in the air.
- Up Tilt - IASA increased from 3 frames to 5. - Base knockback reduced (60 50).
- Down Tilt - Tightened hitboxes. - Third active frame removed (now 2 active frames total). - Knockback growth increased (65 75).
- Forward Strong - First hit can no longer be hitstop nudged. - Second hit hitbox size reduced (doesnt reach as far backward)
- Up Strong - Damage reduced (16 14). - Added weak hit starting on the fourth active frame.
- Down Strong - Damage reduced (14 13). - Startup frames increased (4 5). - Redrew hitboxes to be more localized on the explosions and bullets (less coverage on his body). - Added sourspot starting on the 6th active frame.
- Neutral Air - Autocancels 2 frames later. - Endlag increased by 1 frame (7 8). - Startup increased by 2 frames (4 6). - First hit damage reduced (3 2). - Second hit damage increased (5 6). - Angle adjusted (40 35). - Hitboxes last two fewer frames (2 frames near the end are no longer active).
- Forward Air - Now only spikes starting on frame where his boot is directly in front of him.
- Down Air - Ammo used increased (2 3). - Stats adjusted (base knockback 70 -> 45, knockback growth 35 65). - Startup increased by 1 frame (14 15). - ECBs foot position slightly raised. - Absorbable set to true.
- Up Air - Added weak hitbox. For the first 4 active frames, the foot hitbox is the strong hit and the leg hitbox is the weak hit. Active frames 5 - 8 are all weak hit.
- Down Throw - Stats adjusted (angle 130 145, knockback growth 40 60, hitstop 7 4).
- Dash Attack - Stats adjusted (damage 5 8, base knockback 60 50, knockback growth 50 55).
- Can no longer hit the assist.
- Terrain is now slightly thicker.
- Version bump to account for the new acceleration stat changes. Fraymakers will attempt to automatically retrofit content exported from older versions, but it is expected that content exported moving forward will have their deprecated stats updated.
- New HitboxStats field: disabled
- New GameObjectStats fields: groundSpeedAcceleration
- Removed GameObjectStats fields: walkSpeedAcceleration (CharacterStats only)
- New CharacterStats fields: runSpeedInitial, shieldCrossupThreshold
- "exports" object moved up to ApiObject level
- Marked Entity's hitTestEntity() options param as optional
- New Character methods: attemptGrab()
- New CharacterAiScript class
- Fix incorrect docstrings for matchRules field and constructor in MatchSettingsConfig class
- New MatchSettingsConfig field: metadata
- Improved docstring for bodyStatusStrength AnimationStats field
- New CharacterAnimationStats: allowMovement
- New AnimationStats: groundSpeedAcceleration, aerialSpeedAcceleration, groundSpeedCap, and aerialSpeedCap
- Updated docstrings for the baseScaleX and baseScaleY GameObjectStats
- New AiGraphNode class
- New Engine methods: framesToTimeString() and framesToTimeStringShort()
- New DisplayObject method: isDisposed()
- New EntityType constant AI_GRAPH_NODE
- Updated docstrings for SpeicalAngle AUTOLINK_STRONGER and AUTOLINK_STRONGEST
- New LobbyEvents: MATCHMAKING_SEARCH_EXPAND, PING_PEER_ALL, SLOW_PEER
- Added CharacterAnimationStats class (note: the "influenceMultiplier" stat was replaced with "allowMovement")
- Added new Score fields: falls, selfDestructs, timeDefeated, kos
[ 2022-11-30 18:02:13 CET ] [ Original post ]
General Gameplay
- Rudimentary CPU behaviors for ledge, shield, airdash, and evasion implemented.
- Level 0 CPUs no longer get stuck in a loop of walking in one direction after being KO'd.
- Respawn delay lengthened (70 frames -> 100 frames).
- Lobby menu buttons can now be navigated with keyboard and gamepad.
- Lowering the left stick radius size will now proportionally affect cursor movement speed on the character selection screen. This allows controllers with tighter maximum default radiuses to behave with parity to XInput devices (such as the Nintendo Switch Pro which maxes out at radius of around 80).
- Fixed bug where selecting the default profile on the character select screen with an active Nintendo Switch Pro Controller would pull in defaults for XInput controllers instead.
- Controllers that don't have analog sticks should no longer have issues moving character select tokens when movement actions are assigned to their D-pad.
- You can now set your input delay to auto which will calculate it dynamically before the match starts based on player pings. The input delay calculation is (P / 32) rounded to the nearest integer, where P is the average ping value against each of your opponents at the time the host starts the session. The calculated input delay will remain locked in for the duration of the VS mode session.
- 60 second time limit for character and assist selection implemented.
- Matchmaking logic has been updated to leverage Steam-based regions instead of user-defined ones for more consistent match quality. If no match can be found after a short period, the search pool will still expand slightly to include a wider search (but it no longer goes worldwide like previously).
- Player pings are now surfaced in the lobby waiting area.
- Neutral Special - Now rotates his hurtbox.
- Roll speeds increased (tech roll 13 -> 16, get up roll 13 -> 16, ledge roll 13 -> 14).
- Roll speeds increased (tech roll 13 -> 15.5, get up roll 13 -> 15.5, ledge roll 13 -> 14).
- Roll speeds increased (tech roll 9 -> 12.7, dodge roll 13 -> 12.5, get up roll 13 -> 15).
- Roll speeds increased (tech roll 14 -> 16, get up roll 14 -> 16).
- Projectiles can no longer get caught on terrain.
- Sprites filled in.
- Sounds updated and three new palettes added. (Thank you 7th Beat Games!)
- Waveform slightly updated.
[ 2022-11-23 00:53:44 CET ] [ Original post ]
General Performance
- Scripting logic for the main playable character cast is now embedded in the executable. This should result in dramatically improved scores for the rollback stress test, as well as smoother online gameplay for many computers. - After looking through the Rollback Stress Test results you submitted (huge thank you to everyone who tried it out!) we determined that many of you were likely being limited by performance in your rollback online matches. For those of you who aren't aware, rollback requires the game state to be simulated multiple times per frame, which effectively means that it can be significantly more taxing than offline matches. To help improve things, we've spent the past few weeks building an automated process to embed HScript for official content into the engine as pure Haxe code, which can be run natively by the engine. In our testing, this has resulted in performance improvements of around 30%-50% on lower end machines, with more marginal improvements for people who were already running the game pretty well. In order to see how things have changed, we'll need your help! We put together another Rollback Stress Test Survey, and we'd appreciate it if you could take the time to follow the instructions and submit your results. You can find the survey at https://forms.gle/su6hG4ZyecZj9ej68.
- Grab trades now properly send both players into grab release
- VS Mode matches that start with 30 or 60 seconds on the clock will no longer play "time remaining" clips for those respective intervals if it will overlap with the match start audio.
- Slight increase to the length of injected latency over time when frame lengthening is activated. More fine-tuning to come.
- Heart Balloon - All animations have had a custom anchor point for the rope applied, which allows the rope to react to Welltaros movements.
- Crash Roll - Animation adjusted.
- Forward Throw - Sprites added.
- Ledge Climb - Added missing intangibility.
- Ledge Attack - Added missing intangibility.
[ 2022-11-17 22:14:57 CET ] [ Original post ]
Online Frame Lengthening
- Brief, micro amounts of latency are now applied to clients that are detected to be running ahead of other players in order to help reduce the frequency of freezes caused by drifting too far out of sync. We will be fine tuning this feature over time to smooth out online gameplay.
- Now announces match type as doors open.
- Tech - Sprites added.
- Up Throw - Grabbed character visuals updated.
- Down Throw - Grabbed character visuals updated.
- Forward Throw - Grabbed character visuals updated.
- Back Throw - Grabbed character visuals updated.
- Up Throw - Grabbed character visuals updated.
- Back Throw - Grabbed character visuals updated.
- Corrected a palette mistake on character render.
- Heart Balloon - Balloon now spawns at Welltaros hand.
- Up Throw - Grabbed character visuals updated.
- Airdash Land - Clean sketch added.
- Corrected a palette mistake on hat during run cycle.
[ 2022-11-12 02:29:46 CET ] [ Original post ]
Playable Characters Octodad
- Down Special - Disabled after whiff or terrain grab in air.
- Up Special - Fixed bug which allowed Octodad to grab through terrain.
[ 2022-11-04 01:55:20 CET ] [ Original post ]
Tester Build Update v0.4.7 (and v0.4.8 hotfix) General Gameplay
- Vsync off no longer causes the GPU frame rate to balloon uncapped (now a hard maximum of 120, which fixes the >90% gpu utilization issue)
- Fixed bug which prevented the use of neutral or down special during run turn.
- Fixed bug that allowed you to reverse neutral special with the special on cooldown.
- Special angle AUTOLINK_STRONGER now takes the attacker and enemys physics into account when calculating the final angle.
- Pressing forward + up + strong button now properly results in an up strong instead of an up tilt.
- Fixed bug that prevented characters from releasing ledge when the ledge becomes disabled. - Note: This doesnt affect any current content. This is in preparation for the Backyard hazards, but it will also affect any custom stages that dynamically disable ledges.
- Fixed bug that resulted in slightly inconsistent speed running left vs right (was mostly only noticeable when runSpeedAcceleration was set to a high number).
- Right Stick down out of dash or run should now properly result in down strong (previously resulted in down tilt).
- Fixed bug that prevented parry from occurring if shield and special were pressed on the same frame.
- Fixed bug that prevented quickly buffered actions out of ledge jump from coming out.
- Fixed bug that prevented use of assist during stand turn animation.
- (v0.4.8) Custom content now loads correctly if there is more than one content type in a single project.
- (v0.4.8) Fixed bug that caused online replays to load with missing frame data.
- Fixed bug where some movement controls (like air dash direction) would be pulled from the gamepad devices right stick regardless of what youve assigned movement to (for example, if you had it assigned to the d-pad).
- Reworked system for assigning stick controls on gamepad. All directions will now be assigned at once to the same stick (left stick, right stick, or d-pad) rather than each direction being assigned individually.
- Fixed bug that allowed the tilt and strong buttons to be assigned to the same key as other already assigned keys.
- Fixed bug that prevented the dash button from working when movement was mapped to d-pad.
- Rudimentary Custom menu is now available. - This menu is for the in-game management of custom content provided both locally and via the Steam Workshop. Currently, you can upload your own local content to the Workshop from here, in addition to viewing Workshop content you have subscribed to that was created by other players. Visit the Workshop here to browse/subscribe to content: https://steamcommunity.com/app/1420350/workshop/ - You can find more information on how to upload custom content here: https://docs.google.com/document/d/1NXHezcU4AGybdBZLa1XMYTe4IrheEbdRcov-TEAe9Dc/edit#heading=h.mf6mb9opqa35
- Local custom content must now reside in a subfolder in order to be loaded in the game (e.g. "custom/My Content"). You will receive a warning pop-up if any content is detected outside of this folder structure.
- Custom sprite icons are now supported in the list view for custom characters/assists (See "animation_icon_no_palette" field in assist template's manifest.json for an example).
- Pressing the cancel button on keyboard or controller while in the custom assist selection sub menu no longer crashes the game.
- Using Windows hotkey combinations should no longer crash the menu.
- You can now navigate back to the title screen by pressing back on the root menu.
- Quit button added to title screen.
- (v0.4.8) Custom menu info text description updated.
- (v0.4.8) Fixed inability to load replays with file names greater than 75 characters.
- Rainbow Trail is no longer retained on trades.
- Neutral Special - Fixed bug that allowed you to hold the special button to stall in the air. The timer now properly runs out regardless of whether the special button is held or not. If no direction is pressed before the timer runs out, you go into endlag.
- CPU recovery logic improvements.
- CPU recovery logic improvements.
- Jab 1 - Sprites added.
- Up Tilt - Sprites added.
- Back Air - Sprites added.
- Down Special - No longer has a huge horizontal flip when grabbing the ledge from above the stage. - Wall grabbing added. Works similarly to up special: if you grab a wall, you get a little jump after zipping to it. - Can now grab enemies out of vulnerable states they couldnt previously (like crash). - Corrected misplaced dust vfx.
- CPU recovery logic improvements.
- Side Special - Fixed bug that made down inputs during the move susceptible to rollback desyncs.
- Side Special Air - Now properly links to the grounded side special endlag after teleporting to the ground from the air.
- CPU recovery logic improvements.
- Restatted to ensure hits connect more consistently.
- Combo hits can no longer be DI'd or hitstop nudged (SDI'd). The final hit still can.
- Damage to charge reduced (100 -> 90)
- Projectile can now be DId, shielded and reflected.
- Damage to charge reduced (75 -> 60)
- Startup reduced by 3 frames.
- Damage to charge reduced (150 -> 125)
- Damage to charge reduced (100 -> 90)
- Damage to charge reduced (75 -> 65)
- Damage reduced (20 -> 17)
- Knockback growth reduced (85 -> 75)
- PIllar will now reach its target height on frame 13, down from frame 21.
- Added to the game.
- Startup reduced by 3 frames.
- Speed increased (7 -> 12).
- Frame timing adjusted.
- Added deceleration to endlag.
- No longer followed by camera.
- Back hitbox stats adjusted (damage 8 -> 16, knockback growth 50 -> 75, hitstop 11 -> 20, self hitstop 8 -> 20).
- Damage to charge reduced (150 -> 100)
- Damage to charge reduced (100 -> 75)
- Poison damage decreased (2 -> 1.5)
- Damage to charge increased (100 -> 125)
- Damage reduced (17 -> 15)
- Knockback growth reduced (85 -> 75)
- Bullet projectile can now be reflected.
- Startup reduced by 2 frames
- Hitstop increased (7 -> 20)
- Fix assist template's projectile spawning id to use proper getResource().getContent() (to ensure correct content path if loaded via the Steam Workshop)
- Added new "animation_icon_no_palette" to render metadata in manifest.json. This is used to specify a custom sprite icon to display on the Character Select Screen's custom content list views.
[ 2022-11-02 23:19:55 CET ] [ Original post ]
Online General
- Rollback Stress Test added to Online menu - We're requesting Tester feedback on this to determine the average performance requirements for a smooth online experience. This test can be used to compare how well your machine performs rollback sequences relative to another. Note that this test is not designed to tell you if your machine is rollback-capable (yet), but it will gauge how well your computer performs at the maximum possible ping before it is necessary to halt gameplay to wait for your opponent's inputs. If youre able to do some brief testing to help us out, please visit following survey and follow the instructions at the top: https://forms.gle/YmqTBQrri2VaC35b8
- Fixed bug that caused the rollback window size to be decreased by the amount of input delay set, resulting in an increased frequency of freeze-ups (especially during higher input delay matches). The rollback window now stays at its proper fixed size (7 frames preceding the current) and changes to your input delay setting will not affect it.
- All user-inputted text (like lobby names) is now run through a word filter.
- Implemented a new shieldCrossupThreshold stat to control how far a character must be past your characters center to be able to cross up your shield. For the current cast, we set this value so the shield now covers half of what was previously uncovered. This value may need further testing and adjustment.
- HUD now maintains appropriate port colors if you start a match without P1 present.
- Fixed bug from last build that allowed you to instantly cancel an airdash-canceled aerial into another attack or special.
- Fixed bug that could cause grab-based assists (like Peppino) to reset their animation if the grabbed player is hit.
- Fixed bug which prevented double-tap dropping through platforms when double-tap dash is disabled.
- Cloning profiles and reassigning up and down should no longer prevent you from tap jumping or crouching.
- Fixed crash caused by backing out to the root menu from the assist selection screen.
- Fixed crash caused by going back from the assist selection screen after selecting a custom character.
- Shield graphic updated so the back of the shield graphic is more clear and corresponds to the new shieldCrossupThreshold stat noted in the Gameplay section above.
- Shield visually updated with more detailed shading, and now accurately represents the shieldable area set by shieldCrossupThreshold.
- Double Jump Projectile - No longer bypasses shields.
- Up Tilt - Clean sketch added.
- Back Air - Clean sketch added.
- Airdash Back, Airdash Back Up, Airdash Back Down, and Airdash Down - Sprites added .
- Tech - Clean sketch added.
- Puddle Boosted Forward Strong - Fixed missing sound effect.
- Neutral Special Projectile - Puddle is no longer created when droplet projectile is reflected.
- Down Special Projectile - Puddle is no longer created when droplet projectile is reflected.
- Assist Call - Clean sketch added.
- Assist Call Air - Clean sketch added.
- Voice sound effect is now correctly recognized by the voice slider in the sound menu.
- Updated to use new "Common" variable for globally accessible hscript functions
- Legacy unused holdbox in Collision Box Layer Presets removed.
- New "Common" global object typedefs added. This replaces the old global hscript helper functions (e.g. "setIASA()" becomes "Common.setIASA()"). The old functions are deprecated but will remain functional for backwards compatibility.
- New GraphicsSettings fields: lights, pingDisplay
- New ControlsObject input: CROUCH
- New StatusEffects: ATTACK_HITSTOP_FLAT, ATTACK_SELF_HITSTOP_FLAT, ATTACK_HITSTUN_MULTIPLIER, ATTACK_HITSTUN_FLAT, ATTACK_SELF_HITSTOP_MULTIPLIER
- New Character api methods: getAssistCharge(), setAssistCharge()
- New netcodeType constant: NETCODE_ROLLBACK_SIMULATED
- New Math api method: angleDifference()
- New LobbyEvent: PING_PEER
- New typedef for PlaySoundArgs for audio function calls
- Adjustments to timer class hierarchy to fix auto-completion
- Remove unused allowInterrupt/disallowInterrupt functions
- Removed duplicate point class
- Rename and split GRAB event to GRAB_DEALT and GRAB_RECEIVED
- Fixed Point type def hierarchy (replaces "any" with proper Point)
- Renamed animation stat interruptable => interruptible
- Minor doc string formatting tweaks
- Removed stray console log
[ 2022-10-14 00:38:51 CET ] [ Original post ]
General Gameplay
- Reverse neutral special functionality fixed - Tapping (and releasing) back right before inputting a neutral special results in you flipping as the neutral special comes out
- Fixed incorrect formula being used for shieldstun calculations - This should effectively result in one less frame of shieldstun in most cases
- Character hitboxes no longer interact with projectile hitboxes - They can still interact with projectile hurtboxes for non-transcendent projectiles. This shouldnt affect much of the current official content, but may affect custom content that uses projectiles that lack custom handling for hurtbox collisions
- Character grabboxes no longer interact with other grabboxes, and hitboxes no longer interact with other hitboxes - This was the root cause of some weird behavior. They now interact exclusively with hurtboxes
- A hitbox interacting with a hurtbox now always takes priority over a grabbox interacting with a hurtbox - Effectively, this ensures that when two characters land an attack and a grab on each other on the same frame, the attack gets processed first and beats the grab
- Getting hit on same frame of ledge grab should no longer cause you to displace for that frame, then flip while grabbing the ledge
- Fixed animation loop between crouch_in and crouch_loop when analog stick is held in between the down and crouch thresholds
- Emote functionality removed - As you might have guessed from the button not being available on the controls menu, emotes are a work in progress. They will be reimplemented when all of the characters have appropriate animations
- Left and right control sticks are now segmented into cardinal directions - Stick directionality is now fully radial (previously the dead zones extended across the full axis) This allows stick movement to be picked up from all locations outside of the deadzone in the center - Left stick cardinal sizes are at 50% by default (customization UI to come later) - Right stick cardinal sizes are set to 100% by default - Minor adjustments were made to the analog thresholds for tap jump, dash, and crouch to better accommodate the new stick behavior
- Slowly moving your stick horizontally should no longer trigger dash (stick must accelerate fast enough to the dash threshold)
- Slowly moving your stick upward should no longer trigger tap jump (stick must accelerate fast enough to the tap jump threshold)
- Fixed left stick on controller still triggering tap jump and platform drop-through even when not assigned to actions - Air dash direction is still bugged: it can still be pulled from the left stick even when the stick is not assigned
- (v0.4.5) Restored proper tap jump threshold for analog sticks
- Ping now displays during the match to assist with debugging - Being able to see live ping will should help diagnose network issues as we start focusing on rollback
- You can now password protect lobbies
- The live value of your control stick is now shown regardless of the deadzone setting
- There are now separate default profiles for each individual controller model type connected - When a device is plugged in for the first time, it will gain its own entry in the profiles list. This allows the default controls for a specific model gamepad to be configured individually.
- Match start doors should no longer visually hitch after a few matches in a row online
- Normalized land light (including autocancel) landing lag to 4 frames from 3.
- Neutral Special - Beam no longer disappears if cvid is hit by a non-flinching attack
- Side Special - Properly causes a shield bounce when continuing slide from aerial to grounded versions
- Normalized land light (including autocancel) landing lag to 4 frames from 3.
- EMPTY! graphic is now cleared when ammo is reset
- Up Special and Down Special - Structure grabbing revamped - can now grab structures from a wider range, making grabbing structures more forgiving. Positioning on boxes is still a work in progress and will be adjusted going forward for more reliable behavior
- Forward Throw - Clean sketch added; endlag reduced from 28 to 23 frames
- Up Throw - Sprites added
- Back Throw - Clean sketch added - No longer turns Octodad around
- Airdash Back - Clean sketch added
- Normalized land light (including autocancel) landing lag to 4 frames from 3.
- Side Special - Clean sketch added - Teleport begins two frames later
- Side Special Air - Updated sketch - Teleport begins two frames later - Gravity begins to lightly apply half way through the endlag - Horizontal influence is slightly restored half way through the endlag
- Assist Call - New animation concept added
- Fixed bug which prevented him from being spawned in the blast zone
- Removed palette support from rocks generated on pillar destruction - Note: Palettes on objects which rapidly generate like Kraggs rocks and Orcanes bubbles currently produce a hitch online. Were working on making them more performant - until then, the palettes will be temporarily disabled
[ 2022-09-28 03:54:06 CET ] [ Original post ]
General Gameplay
- Hitting a grabbed character with a light hit no longer releases them from the grab
- Layered assets will now appear in game the way they do in FrayTools
- Additional fine-tuning for analog movement inputs - Crouch input now has a dedicated threshold when playing with analog stick (reduces accidental crouching) - Slight analog threshold adjustments for crouch, dash, tap jump, and drop through - Thresholds for all analog stick actions now scale proportionally to the stick's effective range between its deadzone and radius - Fixed broken right stick/triggers from v0.4.2 update
- You can no longer select locked content
- Hovering over a character and toggling the port off no longer shows the garbage color render
- Locked content palette now displays appropriately
- Announcer no longer repeats character name when tabbing port from playable to CPU
- Grab and Grab Hold -Sprites added
- Forward Strong -Y Speed on second hit updated (-10 -> -9) -Clean sketch added -Vfx positioning updated
- Neutral Special / Neutral Special Air -Clean sketches added -Heart Balloon now spawns 9 frames later -Note: Heart Balloons current spawn position is Welltaros feet - this is planned to be updated to correlate with the animation. -Heart Balloon sprite updated -Balloon string is now thinner
- Charge value decreased (100 -> 75)
- First hit takes 8 frames longer to come out
- Strong hit damage lowered (15 -> 9)
- Hitboxes adjusted -Now tighter and focused on the pot for the strong hit.
- Charge value increased (125 -> 150)
- Charge value decreased (100 -> 75)
- Damage decreased (30 -> 20)
- Knockback Growth decreased (100 -> 85)
- Charge value decreased (100 -> 75)
- Paint duration decreased (10 seconds -> 3 seconds)
- Startup increased (15 -> 17)
- Charge value increased (100 -> 150)
- Poison extension on hit decreased (2 seconds -> 1.5 seconds)
- Poison cap reduced (7 seconds -> 6 seconds)
- Charge value decreased (150 -> 100)
- Assets that are rotated and flipped at the same time will now appear in game the way they they do in FrayTools
[ 2022-09-21 00:58:58 CET ] [ Original post ]
General:
- Direct X renamed to DirectX in launch options.
- You are no longer pushed off the edge of a stage if you initiate any non-stand action while getting pushed.
- You can no longer jump cancel during self hitstop to change animations.
- Wiggling out of tumble now allows you to have the original direction held (previously you needed to release the initial button).
- Quick Play - Bug preventing you from matching with anyone should no longer occur.
- Projectiles' shadows when fired offstage no longer appear for 1 frame at the center of the stage.
- Deadzone and sensitivity options added to the controls menu.
- Deadzone and sensitivity defaults updated.
- Nintendo Switch Pro Controller - Right stick inputs now function properly.
- DirectX version of game should no longer register double ports for gamepads.
- Window for inputting platform drop is now more generous.
- Strong input window should now be more generous.
- Root - Confidential text removed. - Now displays which type of build you launched (DX or SDL) at the bottom of the screen.
- Online - Lobby room names character limit set to 48.
- Credits - Added FutureCat LLC - OneShot. - Added Kira Buckland - Announcer Voice Acting.
- Up Special - Bug fixed which disallowed use of up special after a successful grab in the air.
- Forward Tilt - Sprites have been added.
- Stand - Blinking sprites now respect the invincibility flash when coming back from losing a life.
- Fall - Additional frames have been added.
- Spot Dodge - Moved vfx and sfx to frame 3.
- Down Special - Projectile can no longer be fired down through the stage.
- Side Special - Added a hitbox to the 0 ammo version of side special to make hitting with it more consistent.
- Delicious Fruit now appears in front of foreground objects for clarity.
[ 2022-09-07 04:40:14 CET ] [ Original post ]
🎮 Full Controller Support
- [8.08 M]
- [2.66 M]
What is Fraymakers?
Fraymakers is the ultimate customizable platform fighting game, featuring a cast of some of indie gaming's biggest icons. Duke it out with up to 4 players, and call on assists to help out in the heat of battle. Create or play custom characters, stages, modes, and more for infinite fun!Key Traits
- Easy to pick up, hard to master - Fraymakers is designed to be friendly to new players and challenging and expressive for veteran players. You’re going to have a ton of fun whether you want a quick round with your friends or you’re looking to climb the leaderboards.
- Rollback Netcode - If you’ve been part of the fighting game community over the past few years, you know that rollback is the gold standard for fighting game netcode. We’ve prioritized and designed around rollback from the outset of development, meaning that Fraymakers will provide the smoothest possible online experience.
- Full Movesets - With over 80 animations per character, we've skipped nothing! Each character comes complete with every motion and attack you've come to expect from a platform fighter as well as some brand new techniques.
- Assists - Choose from a massive selection of indie characters to unleash an attack, fire a projectile, buff your character, or inflict a special status effect on your foes.
- ...And Infinite Expandability! - We designed both the game and our custom content editor to be accessible and powerful. We want the process of creating your own content to be simple and fun. Whether you're a player or a creator, this means that the possibilities are endless.
- OS: Ubuntu 18.04. 64-bit
- Processor: Intel 2.0GHz Core 2 Duo or equivalentMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Nvidia 450 GTS / Radeon HD 5750 or better
- Storage: 1 GB available spaceAdditional Notes: DirectX 9.1+ or OpenGL 3.2+
- OS: Ubuntu 18.04. 64-bit
- Processor: Intel i5+Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Nvidia GTX 460 / Radeon HD 7800 or better
- Storage: 1 GB available spaceAdditional Notes: DirectX 9.1+ or OpenGL 3.2+
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