1. Fraymakers
  2. News

Fraymakers News

EA Update v0.6.8a - Training Hotfixes

Training Mode

  • Fix issue where training mode settings would roll over into other matches outside of training.
  • Ledge Grab Box visual rotation is now properly fixed to 0 degrees (the actual box was not rotating, but a bug was causing the visual to do so when turned on in training mode).
  • Assist charge now always resets to the proper value after a KO.
  • Updated training mode description on the main menu.



EA Update v0.6.8 - Training Mode Overhaul, Replay Options, and Optimization!

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 - we’re excited to get the initial set of options in your hands. After you get a chance to try it out for yourself, we’d 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.
Replay Mode

  • As an added bonus, we’ve 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.
Training Mode

General Options

  • 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.
Player Options

  • 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.
Boxes and Visuals

  • 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 stage’s structures.
  • Added a toggle that disables the stage’s visuals.
Known issues

  • 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.
Menus

Replays

  • 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 don’t work in replays.
  • Pausing during a replay no longer breaks RNG, potentially resulting in a replay desync.
Online

Dust Desync Fix

  • Fixed desync that could be induced by knockback dust and jump loop dust RNG during online rollback matches.
Crash Fixes

  • 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.
General

CPUs

  • 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.
VFX

  • Optimized sprite sheet to help prevent loading hitches.
Playable Characters

General

  • Buffering ledge jump into assist no longer makes the character skip the assist animation.
  • Characters hit while in shield now always slide backward.
Octodad

  • General
    - Optimized sprite sheet to help prevent loading hitches.
  • Grab
    - Adjusted pixel art to better fit grab box on active frames.
Orcane

  • Puddle
    - No longer despawns when it touches a death boundary.
  • Forward Air
    - Projectiles no longer despawn when attack is used in the death boundary.
Ultra Fishbunjin 3000

  • 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.
Welltaro

  • 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.
Assists

Death Boundary Bug Fix

  • The following assists no longer despawn when spawned outside the death boundary:
    - Orcane
    - Ultra Fishbunjin 3000
    - Welltaro
Josef

  • Corrected pixel art inappropriately appearing three frames late.
Stage

Merchant Port

  • Optimized sprite sheet to help prevent loading hitches.
The Spire

  • Corrected mysterious floating pixel art in background.
Custom Content

Quality of Life Updates

  • 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)
Grabs

  • 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.
CPU Fraymakers Api Types Plugin v0.3.3 Released

EA Update v0.6.7 - Online RNG Hotfixes

Playable Characters

Octodad

  • Spot Dodge and Ledge Grab
    - Temporarily moved frame 1 randomized voice sound effects back to frame 2 again due to an additional issue we identified that makes RNG desyncs more likely on moves that utilize RNG on an early frame.
Orcane

  • Bubbles
    - Temporarily reverted dynamic randomization back to static values while we solve an additional issue we identified that makes RNG desyncs more likely on moves that utilize RNG on an early frame.

EA Update v0.6.6 - Desync Hotfixes + Lost Input Buffer Fix

General

  • Fixed bug where input buffer would stop functioning if you shield dropped during shield stun.
Online

  • Fixed desync caused by players with different damage hud shake settings.
  • Fixed rollback issue with match timers that could cause them to be tracked improperly and potentially result in desyncs.

EA Update v0.6.5 - Frame 1 Random Desync Bug Fix

Highlights

Fixed Frame 1 Random Desync Bug

  • Fixed bug that caused input buffer to be incorrectly rolled back online during frames where a player's input buffer was consumed on an unconfirmed frame. This addresses a number of potential desync causes related to moves coming out with different frame timings, including those resulting from moves with random calls on frame 1 of an animation. Please let us know if you still experience desyncs going forward!
Playable Characters

General

  • Characters now transition from jump to fall state immediately when the character starts moving downward instead of waiting for the full jump animation to complete. This is primarily an aesthetic change that will affect how characters look during jump arcs (especially short hops).
CommanderVideo

  • General
    - Hurtboxes tightened on stand, run, special fall, heavy land, crouch, hurt light middle, hurt light high, neutral air, back air, up air, down air, dash attack, down tilt, up tilt, forward tilt, forward strong, down strong, ledge attack and crash bounce.
Octodad

  • Spot Dodge and Ledge Grab
    - Randomized voice sound effect call moved back to frame 1. Note that in the v0.6.2 patch, we moved this code to frame 2 since we found that randomized sound effects were susceptible to desyncs when used on frame 1. The input buffer fix mentioned earlier should address this by preventing moves from coming out on the incorrect frame after a rollback.
Orcane

  • Bubbles
    - Reverted the change from update 0.6.2 that changed the logic to use a static set of random numbers for bubble generation. With the input buffer fix in this patch, this should no longer be needed and bubbles are now generated with dynamically generated random values.
Assists

Lea

  • Corrected some palette mistakes on pixel art.