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EA Update v0.6.11 - Stratostar Hazards, Replay Auto Save & Beta Upgrade Branch!

Highlights

Stratostar Stage Hazard Version Added

  • You can now play on a spring-loaded version of the Stratostar stage!
    - For those who tried this stage hazard in the original tester build, we re-coded the springs from the ground up and adjusted the layout, so it’s generally more fun to play on than the previous version.
Replay Auto Save

  • You now have the option to toggle on replays auto saving after every match. The option is located at the top of the replay menu.
Engine Upgrade Beta Branch

  • We’ve upgraded our game engine to run on Heaps 2 and Hashlink 1.14. This was a large undertaking for us that’s been a long time coming, but we think it should be worth it! Based on our testing this upgrade comes with a ton of benefits, most notably improved performance both offline and online among other features. However, updating a game engine library is prone to sneaky bugs, so for now we’ve implemented this change in the form of a Beta Branch. You can access it by right clicking the game in your Steam Library, choosing "Properties", selecting the "Betas" section, and picking "engine-upgrade" from the list of options in the Beta Participation drop down list. Once you’ve gotten a chance to try it out, please let us know how this new version works for you or if you encounter any bugs using either our Discord or our feedback form. If you have a bit of extra time, it would be very helpful to run the rollback stress test on both the normal version and the Engine Beta and let us know how your results compare. Thanks in advance for your help!
  • Feature list of changes (for now!):
    - Improved online and offline performance
    - Greatly reduced game hitching
    - Improved loading times, including startup custom content loading
    - Improved garbage collection
    - Mouse disappears after idling
General

HUD

  • Damage HUD portrait now only reacts and shakes as a result of getting hit when the associated character is in hitstun or hitstop.This means they will no longer react to getting hit if they’re invincible or by moves that don’t cause flinch.
Menu

Character and Assist Select Screens

  • Fixed bug that prevented your token from automatically reselecting a custom character or assist when appropriate.
Credits

  • Updated with the names of Kickstarter backers who recently filled out their surveys.
Replays

  • Replays are now sorted by most recently saved.
  • Replay titles now horizontally squish instead of getting cut off.
  • Starting or deleting replays no longer displays a push notification in the top left.
Playable Characters

CommanderVideo

  • Side Special
    - Now properly visually transitions from ground to air and vice versa.
Orcane

  • Down Special
    - Projectile now makes a sound upon spawning.
    - Projectile is now layered behind Orcane.
  • Side Special
    - Now properly visually transitions from ground to air and vice versa.
Ultra Fishbunjin 3000

  • Clutch
    - Fixed bug that would buffer an airdash if you clutched late into certain moves.
Stages

Merchant Port

  • Implemented various changes on the stage’s back end which should result in a more optimized experience on lower end hardware.
  • Temporarily disabled the birds that fly around the Orcane statue in the background for performance reasons.
Stratostar

  • Stage hazard variant added.
Custom Content

General

  • Improved upload process to include better error messages. In addition, the uploader no longer incorrectly claims “you need to accept the Steam Workshop subscriber agreement" for a general upload failure.
  • After uploading custom content, the item’s page is now opened via Steam overlay for further description and screenshot editing.
  • Local custom content now leverages unique namespaces for each folder in your “custom” folder to help prevent id conflicts.
    - For example, copying a custom assist into a new folder with the same resource and content id should no longer be an issue.
  • Added Entity class documentation for toState() and setState() with notes on edge cases: https://github.com/Fraymakers/fraymakers-api-docs/blob/main/docs/classes/Entity.md
  • The "vars" command in the console now also displays character state and total frames count for the currently active animation.
  • Fixed leaveGroundCancel documentation for the AnimationStats class (it actually defaults to true): https://github.com/Fraymakers/fraymakers-api-docs/blob/main/docs/classes/AnimationStats.md
  • Introduced new leaveGroundType and leaveGroundAnimation Character Animation Stats to support alternative outcomes for when characters leave the ground during a move.
    - Add new LeaveGroundType constants
    - Legacy leaveGroundCancel animation stat has been deprecated. It's now recommended to use leaveGroundType instead.
  • New GameObject methods: forceStartHitstun() and startHitstun(). (See docs)
  • New Character method: isFirstInputUpdate(). (See docs)
Fraymakers Api Types Plugin v0.3.4

https://github.com/Fraymakers/api-types-plugin/releases/tag/0.3.4

Unique Assists Workshop Contest Results! + Content Survey and Progress Update

Hi all! We just posted an update on Kickstarter including a detailed progress update and a link to a content survey to let us know what characters, assists, stages and more you want in Fraymakers! You can find the workshop contest winners there, but we also included them in this post below. Check out the update here: https://www.kickstarter.com/projects/mcleodgaming/fraymakers-the-infinitely-replayable-indie-platform-fighter/posts/4104614.



We’re ready to announce the winners of our first workshop contest! We got some absolutely amazing submissions, and it was seriously way more difficult than we were expecting to select our winners due to the number of high quality, creative assists you created. Here are our winners:


First place: Lasso by Nuova and Kactus Guy


Second place: Morphi by Whimz


Third place: Zards by ZardyZ

One winner selected at random: Tentacube by DominoDropkix

Congratulations to all our winners, and huge thanks to everyone who participated! It was so much fun trying out all of your creative assists. We’ll be reaching out to the winners shortly!

EA Update v0.6.10 - Ledge Free-fall Hotfix

General

  • Fixed bug where air dashing into a ledge could cause characters to become trapped in free-fall.

EA Update v0.6.9 - New Autolink Angle, Bug Fixes, and Quality of Life

Highlights

New Autolink Angle

  • Added SpecialAngle.AUTOLINK_STRONG, a new autolink angle option that offers improved autolink behavior in many cases. This angle uses a combination of your momentum and the opponent’s relative position. Currently, this has only been implemented on the character template - check out its up aerial for implementation details and recommended statting.
New Hitbox Stat

  • Added optional knockbackCapDelay hitbox stat, which delays a knockbackCap’s application by a given number of frames (meaning it won’t have any effect if you don’t have one set). The typical use case for this is on attacks that use autolink angles. An example can be found on the template character’s up aerial. Note that the autolink angle and knockbackCap are turned off before the last hit of the attack so it can hit as normal.
Online

Announcer Desync Fix

  • Fixed bug that could cause desyncs when announcer audio is rolled back too closely to another announcer audio clip.
General

Bug Fixes

  • Fixed special fall after uncancelled airdash drastically affecting horizontal drift.
    - This bug being fixed results in a buff to horizontal drift out of uncancelled airdash across the base cast and custom content. We’re keeping an eye on how this affects gameplay - please let us know your feedback after you’ve gotten the chance to play a few matches.
  • Fixed issue that caused a buffered parry input to result in a special move instead.
  • Fixed bug that allowed you to platform drop during a spot dodge.
Menus

Group

  • Stage Select Screen
    - You can now press the assist button to toggle stage hazards.
Modes

Training Mode

  • Quick Reload Shortcut
    - You can now press emote+special on the pause screen as a shortcut for the Reload button.
  • Tint Red on Hitstun
    - Now applies to assists and projectiles.
  • Tint Blue on Hitstop
    - Now applies to assists and projectiles.
  • Save States
    - Fixed bug that allowed you to load save states while the pause menu was up.
Replays

  • Quick Reload Shortcut
    - You can now press emote+special on the pause screen as a shortcut for the Reload button.
  • Tint Red on Hitstun
    - Now applies to assists and projectiles.
  • Tint Blue on Hitstop
    - Now applies to assists and projectiles.
Playable Characters

CommanderVideo

  • Neutral Air
    - Corrected missing pixel on artwork.
Octodad

  • Grab
    - Active frames adjusted from 8-9 to 7-8 to be in line with other characters.
    - Adjusted pixel art alignment.
  • Forward Strong
    - First active frame’s hitbox extended backward to better fit the animation.
  • Shield Set
    - Adjusted pixel art alignment.
Orcane

  • Down Special
    - Removed the ability to shift the visual position of bubbles.
  • Forward Aerial
    - Fixed issue where getting hit by a hitbox that didn’t cause flinch during this move would cause the bubbles to stop generating.
Ultra Fishbunjin 3000

  • Neutral Special
    - Horizontal momentum is no longer halted when using the grounded version. This also applies when buffered out of jump squat - try it out of side special for a bunch of speed!
  • Down Strong
    - Second and third hits now properly inherit charge scaling.
Assists

Rockman

  • Fail outro now checks to see if Rockman is on the ground before shaking the screen.
Stage

Pepperpain

  • Added subtle movement to background lava.
Custom Content

Crash Fixes

  • Attempting to remove a null shader from a Sprite will no longer crash the game.
  • Audio assets containing an id with spaces no longer crashes the custom content menu when hovering over the content.
Stages

  • Platform Movement Bug Fix
    - Platforms that are moving horizontally and upward now properly move the player the way you would expect.
Quality of Life

  • hitSoundOverride
    - Leaving the string empty (“”) now results in no hit sound playing.
  • hitEffectOverride
    - Leaving the string empty (“”) now results in no hit effect playing.
  • New Palette APIs
    - New GameObject Api method: setCostumeShader()
    - New PaletteSwapShader Api static method: create()
Character Template v0.2.2

https://github.com/Fraymakers/character-template/releases/tag/0.2.2

General

  • Special Falls
    - Examples of old aerial speed cap logic added.
  • Up Air
    - Applied SpecialAngle.AUTOLINK_STRONG and related stats mentioned in the Highlights section above.

First Official Fraymakers Workshop Contest: Unique Assists!


We're happy to announce our first official Fraymakers workshop contest! The theme for this event is Unique Assists. This means we're looking for assists that feature IP you own or create for the contest with an emphasis on ✨𝓊𝓃𝒾𝓆𝓊𝑒𝓃𝑒𝓈𝓈✨. This could mean a unique visual design, a unique mechanic, or anything else that's different from what we've seen before! We'll also be considering the quality of the art and entertainment value of your assist in our judging.

Start Date: Today!
End Date: May 5th, 2024

Prizes:
  • First place: $60 Steam credit + workshop contest winner Discord role and color
  • Second place: $20 Steam credit
  • Third place: $10 Steam credit
  • One entrant chosen completely at random: $10 Steam credit
Rules:
  1. Submissions must include original content only - they cannot include any IP that you or someone on your team doesn't own. The only exception to this is if you have explicit permission from the IP Holder to use their IP for this contest. Public domain characters or characters with blanket permission to be used in anything are not allowed.
  2. Submissions should not use any assets from your previous works. They should be comprised of assets made specifically for this contest.
  3. You can use sound effects that are licensed for use in this type of project under creative commons (or similar) or that you have the license to use. You cannot use sound effects that aren't licensed for this type of use.
  4. Submissions should not include any inappropriate content.
  5. The first line of the Steam description for your submission should be "Created for the Unique Assists Fraymakers workshop contest".
  6. If you use IP with explicit permission from an IP holder as described above, the second line of the Steam description for your submission should be "[insert IP name here] used with permission from [insert person/company who gave you permission here]."
  7. Submissions should not be updated after the end date (May 5th, 2024) until we've finished judging and awarded prizes. Judging will conclude within 2 weeks after the end date.
  8. Teams are allowed - just make sure the submission includes the names of everyone who entered. Prizes will be given to the person who made the submission.
  9. You can submit as many times as you want. Multiple entries won't increase your chances of winning the random entrant prize. Please don't use alternate accounts for submissions (we'll look into this, and you might get disqualified!)
  10. Each submission should include one assist, not a pack.

That should be everything! We can't wait to see the unique assists you come up with. Have fun!!

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No purchase necessary to enter or win. Void where prohibited. Open to all entrants ages 13+ as permitted by local law. Winners must respond to attempts at prize fulfillment within 30 days or the prize will be void.