Fixed a rare crash caused by connecting with a grab online.
Fixed a crash that could occur if a lobby was left at the same moment a player joined.
EA Update v0.6.0 - New Playable Character: Ultra Fishbunjin 3000!!
Highlights
Ultra Fishbunjin 3000
Added to the game! Fishbunjin is selectable as both a character and assist and has 100% of his animations sprited at release. We hope you have a ton of fun with his bodybuilding and dumbbell attacks, movement techniques, screen-sized explosions, and more! - We’ve also already hit the ground running on the next character! For more info on the Watcher and our other progress, check out our latest update on Kickstarter: https://www.kickstarter.com/projects/mcleodgaming/fraymakers-the-infinitely-replayable-indie-platform-fighter/posts/3902799
Stage Ledge Visual Improvement
We’ve implemented some visual trickery to prevent characters from appearing to clip through the edges of stages when hanging onto a ledge. We utilize a new dynamic layering system to achieve the effect - see the Custom Content section below for more technical details.
General
Grab and Throw Fixes
Fixed bug that caused grabbed characters to be thrown inside of terrain.
Fixed bug that prevented grabber from entering grab release when grabbed character was hit with an attack that would send to hurt medium. - Notably, this bug fix removes the ability to repeatedly regrab opponents over a persistent hitbox like Pizza’s paint.
Fixed bug that caused grabbed characters to inappropriately flip horizontally if they were positioned behind the grabber while being thrown.
Fixed bug that caused hurt poses take 1 frame to flip if a character was grabbed from behind.
Fixed bug that caused grabholdboxes to snap the grabbed character to the floor if near to the ground.
Camera Shake
Camera no longer shakes on throws that don't have any hitstop.
Bug Fixes
Fixed bug that prevented you from platform dropping during stand turn.
Fixed bug that allowed you to be ECB pushed off an edge if you initiated any non-idle action while getting pushed.
Menu
Controls
SHIELD input has been split into SHIELD1 and SHIELD2 - A new input named "SHIELD2" was introduced, and "SHIELD" has been renamed to "SHIELD1". Both inputs function as a shield input by default. When Fishbunjin is selected, SHIELD2 is taken over and becomes his unique clutch mechanic input.
Credits
Added names from new pixel artists.
Added names from newly completed backer surveys.
Root Menu
Online button visually updated.
Characters
Orcane
Forward Air - Bubbles now interact with shields.
Welltaro
Ledge Jump - Sprite added.
Neutral Special - Balloon now flashes before timing out.
Assists
Crewmate
Fixed bug that prevented a hitspark from appearing during the Impostor cutscene.
Fixed bug that prevented characters in the Impostor cutscene from playing their idle animation.
Kragg
Now has a minimum and maximum vertical distance from the death boundary. We’re still working on tuning the exact value, but this should help prevent overly early kills off the top.
The Kid
Delicious Fruit is now reflectable.
Orcane
Bubbles now interact with shields.
Stages
Ledge Visuals
All stages updated to contain "Background Behind" and "Foreground Front" layers.
Backyard
Reduced foreground.
Shadowmask adjusted.
Merchant Port
Reduced and adjusted foreground.
Shadowmask adjusted.
Pepperpain
Reduced foreground.
Shadowmask adjusted.
The Spire
Reduced foreground.
Shadowmask adjusted.
Custom Content
Character
When displaying ledge animations suffixed with "_in" or“_loop”, the game engine will look for additional corresponding animations suffixed with "_behind". If found, a copy of said animation will be displayed in the "Background Behind" stage layer during gameplay for an enhanced aesthetic. - This is a bit more technical and not necessary for everyone’s custom content - we will be updating the Deep Dive Guide with a more thorough explanation in the future.
Stage
Added support for new "Foreground Front" and "Background Behind" container layers, which act as an absolute front and back layer of the stage. If excluded, the "Foreground Effects" and "Background Structures" layers will be used as respective fallbacks.
Character "_behind" animations for ledge actions suffixed with "_in" and “_loop” actions are now placed inside the "Background Behind" layer when provided.
Vfx
New "VfxLayer" constants have been added to take the place of the hard-coded layer strings for use with VfxStats (e.g. "front", "behind", etc.). This allows for more straightforward targeting of certain layers for Vfx. - The old layer strings have been deprecated and may be removed in a future build, but they will still work for the time being with a warning log printed to the console.
Shield 1 and Shield 2
A new input named "SHIELD2" was introduced, and "SHIELD" has been renamed to "SHIELD1". Both inputs function as a shield input by default, but since they are independent inputs you can utilize the new inputUpdateHook() feature to customize their functionality. See the Deep Dive Guide for more info.
EA Update v0.5.18 - Camera Shake and Controller Dash and Trigger Bug Fixes!
Crash Fixes
Online Lobby
Fixed crash that could occur when a disconnect from the lobby happened during a match.
General
Camera Shake
Reworked camera shake logic.
Camera now shakes when players are hit. Light, medium and heavy hits cause the camera to shake differently. - We’re keeping an eye on these values since they’re brand new - let us know what you think using https://fraymakers.com/feedback.
If you’d prefer the camera stay put, camera shake can still be disabled in the gameplay options menu.
Controllers
Bug Fixes
Fixed bug where analog triggers could stick in a pressed state if the trigger was released quickly (primarily prevalent in the SDL build).
Fixed bug that incorrectly caused a dash input if you held forward while in the air and through to landing.
Fixed bug that incorrectly caused a dash input if you held forward during an attack animation.
Gamecube / Mayflash
The grab input on Mayflash devices now defaults to just the Z button on newly created profiles.
The A and B buttons now properly default to the Attack and Special inputs respectively on newly created profiles.
Playable Characters
Octodad
Up Special Air - Restored missing grabbed foe visuals.
EA Update v0.5.17 - Tons of crash fixes and other goodies!
Crash Fixes
Online Lobby
Fixed a crash caused by disconnecting from a lobby before completing the join handshake.
Fixed a crash caused by attempting to join a lobby that was destroyed before the connection was completed.
Fixed a crash caused by attempting to navigate to another menu while the lobby list is loading.
Fixed a crash caused by letting the selection screen countdown expire after a player leaves the lobby.
General
Fixed a crash caused by an edge case where the input buffer could be null when the game attempted to consume the buffer.
Fixed a crash caused by the AI targeting something other than a character when choosing a ledge option.
Character Select Menu
Fixed a rare crash that occurred when backing out of the assist select menu.
Fixed a crash caused by backing out of the character select screen while a token is being dragged by a mouse.
Controls Menu
Fixed a crash caused by tapping a direction on joystick while moving a controls menu slider.
CommanderVideo
Fixed a crash caused by grab clanking with CommanderVideo.
Orcane
Fixed a crash caused by quitting a match while bubbles are active.
Niko
Fixed a crash caused by spawning projectiles within Niko’s light online.
General
Gameplay
Increased lower velocity threshold for attacks to send opponents into hurt medium from 11.5 to 14. - Effectively, this means that attacks need more knockback before they’ll send into tumble and knock opponents down. This is a substantial change for some attacks, so if you have any feedback or find any problematic situations that result from this change, please let us know at https://fraymakers.com/feedback using Other Feedback -> Gameplay Mechanics.
Fixed bug where downward-hitting moves that aren’t spikes didn't inverse the hurt foe's Y knockback and caused them to slide along the ground in hurt medium.
Grab Adjustments
Grab logic reworked to prevent grabbed characters from being separated from the grabber during a grab/throw attack. Grabbed foes are now always projected outward from the grabber's body towards the hold box to prevent situations where a separation in terrain could cause the foe to get snagged on a wall or floor.
Characters can no longer grab other characters through structures.
Being grabbed by another player and sitting in the "HELD" state no longer pushes grabber if your ECB width is large enough to overlap with the foe.
Hitsparks
Spike hitspark now only plays above a specific knockback threshold.
Gamepad
Gamecube Controllers
Mayflash and vJoy adapter shield thresholds now default to 30% on freshly created profiles.
Menus
Character Select Screen
Reworked pointer behavior to prevent your hand cursor from taking the token out of the center area.
Custom
Removed pop-up notification upon unsubscribing from content.
Playable Characters
General
Hurtboxes - Added a persistent hurtbox during some low and high light hurt animations to prevent subsequent attacks missing unintuitively due to the character’s motion.
Octodad
Up Special - Added a ledge grab box when Octodad is retracting his arms.
Welltaro
Dash - Footstep sound added to dash.
EA Update v0.5.16 Hotfix - Gamepad Run Turn Fix
Fixed bug that caused a backward control stick input while running to result in a dash instead of a run turn.