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EA Update v0.5.13 - Quality of Life Updates and Bug Fixes
[ 2023-08-07 21:34:50 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 ]
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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