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Fraymakers News

EA Update v0.7.8 - Directional Influence Hotfix

· Fixed incorrectly calculated angle when DIing inward during rightward hits.
· Adjusted loudness of Cadence announcer clips.

EA Update v0.7.7 - New Assist: Cadence from Crypt of the NecroDancer!

Highlights

NEW ASSIST: Cadence from Crypt of the NecroDancer!
· Digs to the front, digs to the back then unleashes a devastating fireball projectile on a beat! The digs bury grounded opponents and spike aerial ones. Try using them to edgeguard or to set up for her fireball!

[previewyoutube][/previewyoutube]
General

· DI angles now round to perpendicular to knockback when you’re within 22.5 degrees. This allows you to get full DI on any knockback angle.
· Pressing the right stick up strong during jump squat now results in a buffered up air.
📢 If you cancel an airdash within the first few frames before it reaches its full speed, speed will be applied as if you cancelled it later.
📢 Fixed bug that prevented pressing the wavedash button on ledge from wavedashing onto the stage (the same input as ledge jump buffered into airdash).
📢 Fixed bug from last patch that caused dash down strong (using strong button) to result in a down tilt.
📢 Assist grabs can no longer grab opponents that are already grabbed.
· When a character grabs a ledge, they are now layered below other characters.
📢 KO’d characters are no longer visible.
· Holding shield after a dodge roll now properly plays through shield_in before shield_loop. This is a purely aesthetic change.

Online

Desync Fixes
· Players with mismatched hitstop shake settings in their gameplay options will no longer cause desyncs.

Menus

General
· All sub-menus now let you use the cancel button to back out.
· You can no longer have two buttons highlighted at the same time with keyboard and mouse.

Character Select Screen
· You can now select a CPU's custom content with the hand cursor.
· The CPU's custom content menu is now grey instead of port color.
· Re-selecting the custom content button now properly shows the custom content list.

Controls
· "Dash" button text now changes to "Walk" if you have Auto-Dash enabled.

Start Screen
· Updated splash art.

Credits
· Updated to include Cadence, courtesy of Brace Yourself Games.

Assists

Cadence
· Added to the game!

Stages

Backyard
· Fixed a crash on hazard version caused by a rare interaction with the wall.

Custom Content

General
· You can now specify multiple hitsounds in hitbox stats via hitSoundOverrideArray.
· GameCamera automatically stops following disposed entities and disregard killed ones.
· Special angles that rely on collision results now take into account rotation and scale, resulting in more consistent behavior.

Fraymakers Api Types Plugin v0.3.8

· https://github.com/Fraymakers/api-types-plugin/releases/tag/0.3.8

EA Update v0.7.6 - Two New Stage Hazards, New Assist Palettes and Bug Fixes!

Highlights

Backyard and Merchant Port Stage Hazards Added!
· Knock around tons of unique objects, break fences and blast enemies with high-powered streams of water with the new hazard variants of these stages!

Threaded Loading Beta Branch Merge
· This branch, which was previously in testing as a beta branch, introduces threading to load content. This greatly smooths out loading during the title screen and when loading custom content generally.

General

Gameplay
📢 Fixed bug that prevented jumps from being restored when you were hit during of a tech animation.
📢 Fixed bug where gravity could fail to get re-enabled after a character is released from being held.
📢 Parry can no longer reflect projectiles from behind.
· Fixed bug that caused down, a horizontal direction and attack being pressed on the same frame to result in a crouch, eating the attack input. This now results in down tilt (similar to how up+horizontal+attack results in up tilt).
· Added sound effect for when characters are buried.

Online

Teams
📢 Fixed bug that prevented you from choosing your team in online team matches.
· The game will now automatically kick one person out of a team if all players choose the same team color.

Menus

Replays
· Fixed level 0 CPU not playing back properly.
· Replays with all CPU players are now functional.
· Online replays now save the Steam name of the opponent(s) you fought in the replay title.

Playable Characters

CommanderVideo
· Rainbow Trail
    - Fixed a texture memory leak that would persist between matches.
· Up Special
    - CommanderVideo is now properly layered within the cannon during the firing animation.
· Forward Air
    - No longer inappropriately shows a duplicated hit effect.

Octodad
· Fall
    - Adjusted pixel art, resulting in a smaller horizontal hurtbox.

Orcane
· Puddle
    - Can no longer overhang an edge or overlap a wall on spawn.
    - Now inherits team outlines.

Welltaro
· Pixel Art
    - Corrected missing pixels on down tilt and forward strong.
· Wavedash
    - A perfect wavedash will now properly play the airdash sound.

Assists

General
· Palettes
    - 📢 Added new palettes to Aine, Ape, Gunman Clive, The Kid, Kragg, Lady Luck, Lea, Nikandreos, Niko, Peppino, Pizza and Rockman.
         - Most of these palette concepts were adapted based on suggestions from one of our community members, CrazyNaut!

Aine
· Palettes
    - Adjusted palette 4.
· Attack
    - Realigned pixel art (does not affect hitboxes).

Captain Viridian
· Now properly handles characters that dynamically alter their gravity.
    - For example, if you used this assist while in Wrath with the Watcher, he would restore her gravity using her Calm gravity value. This should no longer be the case.

Lady Luck
· Thief
    - Assist steal now only gains meter equal to the amount the opponent loses (it would previously gain the max amount even if the opponent didn’t have that much charge to steal).

Stages

Backyard
· Stage Hazard variant added.

Merchant Port
· Stage Hazard variant added.

Stratostar
· Springs
    - Bouncing on a spring with Welltaro now restores his ammo.

Custom Content

Features
📢 New Animation Stat: colorAdjustableBodyStatuses
    - Previously, there was no way to override added colors or filters on statuses like INVINCIBLE and INVINCIBLE_GRABBABLE. You can now use colorAdjustableBodyStatuses to customize them. You can also set it to NONE to disable all of the white flashing effects if desired.
📢 Shaders and filters now automatically apply to all aspects of character sprites.
    - This was an issue for ledge animations with _behind supported. There is currently an issue where the team outline stroke outlines both the front and back layers of sprites which still produces an undesirable visual. This will be addressed in a later update.
📢 Ground and air friction can now be modified at both the object stat and animation stat level.
· Exposed addTimer for Match/Stage and getResource for CustomApiObject

Bug Fixes
📢 Fixed bug that prevented selfHitstop from working on grab_air.
📢 hitEffectOverride no longer includes a second duplicated effect.
📢 Fixed bug that made the bodyStatusShader filter overflow and display the incorrect color when combined with the strong charge shader.
📢 bodyStatusShader now properly disables when armor is set to 0.
📢 Combined statuses now properly result in a visual combination of the shaders.

Changes made to solve the hit out of tech bug:
· All CStates with the exception of CState.LAND now support the landAnimation stat. This impacts the following states which previously ignored it:
    - CState.TUMBLE, CState.CRASH, CState.TECH, CState.TECH_ROLL, CState.HELD, CStateGroup.LEDGE, CStateGroup.LEDGE_CLIMB, CStateGroup.LEDGE_ROLL, CStateGroup.LEDGE_ATTACK_IN, CStateGroup.LEDGE_ATTACK
· The following character animations now default to LandType.TOUCH to unify their land behavior (previously was LandType.CUSTOM):
    - intro, ledge_in, ledge_loop, ledge_climb, ledge_climb_in, ledge_roll_in, ledge_jump, ledge_attack_in, ledge_attack, tech_wall, tech_ceiling, hurt_light_low, hurt_light_middle, hurt_light_high, hurt_medium, hurt_heavy, hurt_thrown, tumble, crash_loop, crash_get_up, crash_attack, crash_roll
· As an additional note, airdash whiffing will interrupt the landAnimation under all circumstances. This means that an airdash whiff landing will take priority over other land animations.

Fraymakers Api Types Plugin v0.3.7

· https://github.com/Fraymakers/api-types-plugin/releases/tag/0.3.7

Fraymakers Metadata Plugin v0.3.1

· https://github.com/Fraymakers/metadata-plugin/releases/tag/0.3.1

Note: Changes with a 📢 in front resulted from suggestions by our community!

EA Update v0.7.5c - Threading Beta Branch Final Testing

The experimental threads beta branch has been updated, fixing a soft-lock caused when an empty custom content folder is present on your file system. We're not aware of any other issues, so we’re planning to incorporate the feature into the main game next update (unless anything else pops up). Be sure to let us know if you run into any other issues before then!

EA Update v0.7.5b - Threading Beta Branch Update + Unloading Beta Branch Removal

We have updated the experimental threads beta branch to address a few miscellaneous issues which have prevented the merging of this feature into the main branch:

· DX (Windows)
    - Resolved "failed to initialize DirectX driver" error.
· SDL (Windows)
    - Resolved softlock due to inability to allocate texture memory.
· SDL (Linux / Mac / Steam Deck)
    - Resolved distorted sprites.
    - Resolved softlock at launch.

If you have a chance, give this branch a test and let us know if you run into any issues! You can access this branch by right clicking Fraymakers in your Steam library, clicking Properties and heading to the Betas tab. You should experience a greatly improved loading experience when starting the game, especially for those who have custom content installed.

(More technical details: we moved all media processing calls such as texture loading back to the main thread. This fixes a number of issues across various combinations of builds while still allowing the more I/O heavy operations of parsing .fra file metadata to occur on a separate thread.)

We have also removed the other experimental beta branch (resource unloading) for the time being. We may revisit the feature at a later time to test memory saving improvements.