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EA Update v0.5.15 - Menu Memory Leak, Dash Buffer and More Bug Fixes!

Highlights


  • Resolved memory leak caused by entering and exiting the controls menu.

    - This could cause the game to use excess memory and become less performant. In the process of fixing this issue, we also identified a potential memory leak caused by the character selection screen that we’re still investigating.

  • Fixed bug where doing any action with your analog stick held to either side would inappropriately buffer a dash afterward.
Gameplay

  • Fixed bug where pressing the wavedash button and buffering an attack on the ledge would make your character slide along the ground doing an aerial without landing.
  • Fixed bug where buffering stand turn out of assist call resulted in you walking forward for a few frames before turning.
  • Fixed bug where grabbing a character during hitstop would not properly end the hitstop (including hitstop shake).
Controls

  • Fixed bug where pressing down with auto-dash enabled would drop you through a platform.
Menus

Character Select Screen

  • There is no longer a small selectability deadzone between characters/assist/stage selection boxes.
Replays

  • Fixed a crash that would occur if you saved and played back a replay with player ports that weren’t in sequential order (e.g. player 2 vs player 4).
Assists

Crewmate

  • Fixed bug that prevented the character from visually entering a hurt state if detected with Impostor during stand turn.
  • Fixed bug that allowed you to enter a double jump after being detected by Impostor.
Lea

  • Fixed bug that allowed the projectile to clip through corners of terrain.

Fraymakers at PAX West + Ultra Fishbunjin 3000 coming soon!

Hi everyone! Just posting this as a quick reminder in case you missed our July Progress Update. We’re running a Fraymakers booth at PAX West from September 1-4 (that’s next week!). If you’re able to swing by, you can find us at booth 849. The little ⭐️s on the map are other developers/publishers with games featured in Fraymakers - make sure to visit them too!


Our PAX West build will include a pre-release version of our next character, Ultra Fishbunjin 3000 from Slap City! We’ve been making a ton of progress and we can’t wait for you to try him out. We don’t have an exact date for when he’ll be fully released, but we should be able to get your more info once we’ve gotten player feedback and had a chance to recoup from PAX West.

Hope to see you there!
- Team Fray

EA Update v0.5.14 Hotfix - Welltaro Air Dash Fix

Playable Characters

Welltaro

  • Air Dash
    - Reverted unintentional speed increase to the values from the previous patch.

EA Update v0.5.13a Hotfix - Missing spike effect and console warning fixes

General

Effects

  • Added missing spike effect at high knockback.
Training

  • Fixed console warning about missing "chargeGlow" and "chargeShake" stats when the match starts (relates to an upcoming feature that isn't available yet).

EA Update v0.5.13 - Quality of Life Updates and Bug Fixes

Highlights

Dashing on Controller

  • Dash pivots are prevented from activating when outside of the dash threshold for analog inputs. Notably, this should prevent many of the instances of a control stick snapback barely passing out of the deadzone, causing an unwanted dash back. This is just one of several improvements to control stick behavior - see the “Controller” section below.
General

Effects

  • Medium hitspark sprite updated.
Ledge Behavior Improvement

  • Fixed bug that made you fall down past the ledge if you rolled up to the edge of the stage and jumped straight up.
    - This is still a bit of a work in progress - behavior is mostly alleviated across the cast, but the bug still occurs with Octodad and rarely with CommanderVideo. We plan to fully address the issue in the future.
Parry

  • Successful parries now steal assist charge equal to the damage of the parried attack.
  • Fixed bug that allowed parried attacks to trade in some situations.
  • Removed shield visual from the beginning of parry.
Controller
  • Initiating a dash with analog inputs now requires the stick be moved from its neutral position to the dash threshold within 2 frames for all transitions into dash. Previously this timing was limited to transitioning to dash from stand/walk, which resulted in unintended dashes occurring in situations where a walk should have occurred.
  • Dash now has explicit priority over walk. This fixes an issue where transitioning directly into dash from stand would cause characters to always transition into walk first within the same frame. Although you couldn't see this happening since the walk frame never actually displayed, this is relevant for preventing other issues.
  • Walk inputs are now explicitly ignored during dash. This helps guard against walk inputs inadvertently affecting dash behavior.
  • The SKID state is now included for analog dash checks when IASA is enabled. Previously, skid was not permitted to transition into dash early.
  • Dash dancing has independent checks for analog and digital to preserve keyboard functionality amidst controller changes as best possible.
  • Dash state with analog input now explicitly sends you to skid at the end of the animation if you are not considered within the dash threshold anymore. Previously if you had released the stick before the dash animation ended and tilted the stick slowly in either direction, you would transition into run or run-turn despite having released the stick.


Menus

Sound

  • Fixed bug that prevented your Match Announcer volume slider setting from being applied.
Custom Content

QoL Updates

  • Custom volume settings set for sound effects are now relative to the game’s audio slider.
    - Creators who use this setting on their sound effects are advised to check their creations, as the levels may need to be adjusted.
Intro Length Extended

  • Intro animations can now be 83 frames (up from 76). The number was previously lower due to a few frames being incorrectly allocated to a deprecated animation, which is now fixed.
Bug Fixes

  • Fixed hard-crash that would occur on match start if a character was missing costume palette data.
  • Fixed bug where using the Vfx.attachTo() function did not immediately update the position of the Vfx sprites on the first frame.
Playable Characters

Octodad

  • Tech Roll
    - Fixed bug that allowed him to sometimes slide off of a ledge during the tech roll.
Welltaro

  • Rapid Jab
    - Added the ability to mash the attack button to continue rapid jabs. Holding the button still works as well.
Assists

General

  • Parry hitstop now applies to assists.
  • Pressing the assist button and backward on the same frame now turns you around to summon the assist.
Ape

  • Will now time out during run animation after a short period of time if running up against a wall.
Kragg

  • Pillar is no longer destroyed by non-flinching or non-damaging hitboxes.
Peppino

  • Will now time out during run animation after a short period of time if running up against a wall.
Rhythm Doctor

  • Hitbox now only detects characters.
Fraymakers Character Template v0.1.5 (Download Source | Subscribe)

Animations

  • Intro
    - Is now 83 frames long (corresponding to the above “Intro Length Extended” change).
  • Rapid Jab Combo
    - Added the ability to mash the attack button to continue rapid jabs. Holding the button still works as well.
All Fraymakers Template Projects are now available on our GitHub!

Fraymakers Api Types Plugin v0.3.1

https://github.com/Fraymakers/api-types-plugin/releases/tag/0.3.1