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CPUs Improved, More Optimizing, Fresh Palettes, and New Match Start Graphics!

[p]Highlights

Additional Online and Offline Optimizations
· We’ve made some new optimizations that should further improve performance for people on lower end PCs, especially when playing rollback online. We’ve also implemented a more aggressive disposable object cleanup system, which should help with some of the projectile-related hitches some of you may have experienced when playing online.

CPU Improvements
· We’ve made sweeping improvements to CPU behavior. They now have more aggressive attack behaviors and a better sense of when to use defensive options among other changes detailed below!

Random Custom Content Stage Selection
· You can now randomly select a custom content stage! Fully random custom matches are now possible, and they’re a ton of fun.

Palette Selection Upgrade
· You can now click on your selected content’s render in your quadrant of the character and assist select screens to open an advanced palette selector, allowing you to view many palettes at once! This also works for CPUs. Alongside this change, we’ve also added new palettes to CommanderVideo, Welltaro, and Octodad - eight of them in total![/p][p][/p][p][/p][p] General

CPU Improvements
· Offense
    - Increased attack range detection, allowing for attacks to be initiated from more reasonable distances rather than waiting until they were nearly overlapping the target.
    - Strong attack frequency is now scaled based on the targeted enemy’s damage.
    - Grab and throw logic implemented.
    - Will now sometimes use a short hop aerial to attack.
    - Increased likelihood of down tilting a crashed opponent.
    - Special move usage rate reduced slightly.
    - Will now sometimes roll toward the opponent as an approach option.
· Defense
    - Will no longer roll and dodge as often in an overreaction to active hitboxes.
    - Implemented reaction time for defensive options that scales with CPU level.
    - Shield is picked as an option less often.
    - Implemented logic that allows the CPU to prepare to shield in advance of being actionable.
    - Increased shield range detection.
    - Will now sometimes grab in reaction to their shield being hit.
· Airdash
    - Will now occasionally recover to the stage using an airdash.
    - SDs caused by airdashes occur far less often.

Match Start Adjustments
· Match now starts with a camera zoom.
· "FRAY!" graphic now appears upon becoming actionable.
· Match start now takes 120 frames, up from 83.

Gameplay
📢 Fixed bug that allowed you to hitstop nudge while being jab reset. This could result in your character becoming airborne.
📢 Fixed an issue caused by the recent updates to slopes that sometimes allowed you to teleport from the edge of a platform to a structure below.

Menus

Character and Assist Select Screens
· General
    - Swapped Lea and Leif’s places on the assist select screen.
· New Palette Selector
    - Added. Click on your selected character or assist’s pixel art render to access the new screen.
· Random Selection
    - Fixed a bug where reselects didn’t cause random rerolls under certain conditions.

Stage Select Screen
· Random Selection
    - Added random button to custom content stage select menu.

HUD
· 📢 Fixed bug where the HUD wouldn’t display the correct number of stocks on match start if it was set to less than 4 in match settings.

Playable Characters

All Characters
· Intros
    - Retimed to the new match start length of 120 frames.

CommanderVideo
· General
    - Added three new palettes.
    - All existing palette colors adjusted slightly.
    - Adjusted small hud asset to show all flag colors.
    - Minor pixel art adjustments to character render
    - Realigned several animations.
    - Minor pixel art adjustments to stand, roll, tech, and tech roll.

Octodad
· General
    - Added two new palettes.
    - Intro animation added.

Orcane
· General
    - Hitboxes tightened on stand turn, jump, fall, land, land heavy, shield, tech, roll, crash, ledge climb, grab, grab hold, neutral special, down special, side special, jab 1, jab 2, jab 3, down strong, dash attack, neutral air, and up air.
    - Character render adjusted.
· Side Special
    - 📢 No longer absorbs puddle after teleporting.

The Watcher
· Up Air
    - 📢 Fixed incorrect calm and wrath auto-cancel placements.

Welltaro
· General
    - Added three new palettes.
    - Character render adjusted.
    - Corrected issue with one of his palettes.
· Forward Throw
    - 📢 Fixed missing pixels on the pixel art.

Assists

Birthday
· HUD portrait
    - Updated to show more of Birthday’s hat.

Captain Viridian
· General
    - Offset hud art by two pixels.

Pizza
· Paint Trail
    - Brush now drops off of the edge of the structure it was painting. If the brush lands on a new structure, it will continue to paint.
    - Brush now continues to paint through to temporarily connected terrain.
         - For example, if the moving platforms on Merchant Port’s hazard version connect while the brush is moving forward, the brush will continue onto the next platform to paint the second surface.
    - Paint now follows slopes.

Stardrop
· General
    - Corrected pixel art garbage coloring for palette 6.
    - Extended hud art by one pixel.

Custom Content

Match Start and Intro Animations [/p][p]· The number of frames your character’s intro is allowed to use has been increased to 120, up from 83. [/p][p]· If you’d like the match start graphic removed for your stage, place this bit of code in the "initialize" code block in your stage’s script.hx:

self.addTimer(120, 1, function() {
    self.getMatchGraphicsContainer().visible = false;
]});

Bug Fixes
· Stages with missing/incorrect ids for hazard variations are now properly unselectable.

API
· hud_front sprite is now exposed in the API, allowing you to manipulate the asset in the same ways you can with the original hud asset.
· Camera zoom controls are now exposed in the API, allowing you more dynamic control over camera movements.
· Stock icons and damage counter names are now exposed in the API.
· New SolidColorShader class. This allows for an effect that dynamically fills all pixels of a given sprite a single color.

Fraymakers Api Types Plugin v0.3.11
· https://github.com/Fraymakers/api-types-plugin/releases/tag/0.3.11

Note: Changes with a 📢 in front resulted from suggestions by our community![/p]