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 ]
🎮 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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