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EA Update v0.6.8 - Training Mode Overhaul, Replay Options, and Optimization!
[ 2024-03-09 18:13:51 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 ]
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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