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Tester Build Update v0.4.7 - Custom Content Integration, Assist Tuning and More!
[ 2022-11-02 23:19:55 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 ]
Fraymakers
Team Fray
Developer
McLeodGaming
Publisher
Early 2022
Release
Game News Posts:
75
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
🎮 Full Controller Support
Mostly Positive
(1012 reviews)
Public Linux Depots:
- [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.
MINIMAL SETUP
- 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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