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Hotfix: Custom Content Script Errors, Costume Selector Fixes, Art Corrections

We just pushed one more hotfix to address a few critical issues with the last patch. Details below!

Menus

Character and Assist Select Screens
· Fixed memory leak with costume selector.
· Fixed additional costume selector empty pagination issues.

Match Start Adjustments

Camera Fix
· Match start zoom will now take offscreen characters into account when deciding where to settle the final position of the camera.

Playable Characters

CommanderVideo
· General
    - Fixed incorrectly colored pixels on large pixel art.

Orcane
· General
    - Fixed incorrectly colored pixels on large pixel art.

The Watcher
· General
    - Slightly adjusted hurt light middle position.

Welltaro
· General
    - Fixed incorrectly colored pixels on large pixel art.

Custom Content

· Fixed bug that caused Random.getChoice() to error when passing Arrays of numeric values

Hotfix: Restored Custom Content Scripts and Misc Bugs Squashed

We’ve hotfixed a few bugs introduced as a result of the additional engine optimizations from the previous patch.

Optimization Related Bug Fixes
· Fixed issue that prevented scripts from executing on CharacterAi, Stage, CollisionArea, and Structure objects for custom content.
    - This hotfix doesn’t address issues with every piece of content, but we’re planning to address the rest of the issues as soon as we can.
· Fixed bug that caused characters to be stuck in the bury state indefinitely.
· Fixed CommanderVideo down special only being rainbow trail jump cancellable out of endlag.

Advanced Palette Selector Bug Fixes
· Costume selector no longer crashes when selecting custom content characters under certain conditions.

CPUs Improved, More Optimizing, Fresh Palettes, and New Match Start Graphics!

[p]Highlights

Additional Online and Offline Optimizations
· We’ve made some new optimizations that should further improve performance for people on lower end PCs, especially when playing rollback online. We’ve also implemented a more aggressive disposable object cleanup system, which should help with some of the projectile-related hitches some of you may have experienced when playing online.

CPU Improvements
· We’ve made sweeping improvements to CPU behavior. They now have more aggressive attack behaviors and a better sense of when to use defensive options among other changes detailed below!

Random Custom Content Stage Selection
· You can now randomly select a custom content stage! Fully random custom matches are now possible, and they’re a ton of fun.

Palette Selection Upgrade
· You can now click on your selected content’s render in your quadrant of the character and assist select screens to open an advanced palette selector, allowing you to view many palettes at once! This also works for CPUs. Alongside this change, we’ve also added new palettes to CommanderVideo, Welltaro, and Octodad - eight of them in total![/p][p][/p][p][/p][p] General

CPU Improvements
· Offense
    - Increased attack range detection, allowing for attacks to be initiated from more reasonable distances rather than waiting until they were nearly overlapping the target.
    - Strong attack frequency is now scaled based on the targeted enemy’s damage.
    - Grab and throw logic implemented.
    - Will now sometimes use a short hop aerial to attack.
    - Increased likelihood of down tilting a crashed opponent.
    - Special move usage rate reduced slightly.
    - Will now sometimes roll toward the opponent as an approach option.
· Defense
    - Will no longer roll and dodge as often in an overreaction to active hitboxes.
    - Implemented reaction time for defensive options that scales with CPU level.
    - Shield is picked as an option less often.
    - Implemented logic that allows the CPU to prepare to shield in advance of being actionable.
    - Increased shield range detection.
    - Will now sometimes grab in reaction to their shield being hit.
· Airdash
    - Will now occasionally recover to the stage using an airdash.
    - SDs caused by airdashes occur far less often.

Match Start Adjustments
· Match now starts with a camera zoom.
· "FRAY!" graphic now appears upon becoming actionable.
· Match start now takes 120 frames, up from 83.

Gameplay
📢 Fixed bug that allowed you to hitstop nudge while being jab reset. This could result in your character becoming airborne.
📢 Fixed an issue caused by the recent updates to slopes that sometimes allowed you to teleport from the edge of a platform to a structure below.

Menus

Character and Assist Select Screens
· General
    - Swapped Lea and Leif’s places on the assist select screen.
· New Palette Selector
    - Added. Click on your selected character or assist’s pixel art render to access the new screen.
· Random Selection
    - Fixed a bug where reselects didn’t cause random rerolls under certain conditions.

Stage Select Screen
· Random Selection
    - Added random button to custom content stage select menu.

HUD
· 📢 Fixed bug where the HUD wouldn’t display the correct number of stocks on match start if it was set to less than 4 in match settings.

Playable Characters

All Characters
· Intros
    - Retimed to the new match start length of 120 frames.

CommanderVideo
· General
    - Added three new palettes.
    - All existing palette colors adjusted slightly.
    - Adjusted small hud asset to show all flag colors.
    - Minor pixel art adjustments to character render
    - Realigned several animations.
    - Minor pixel art adjustments to stand, roll, tech, and tech roll.

Octodad
· General
    - Added two new palettes.
    - Intro animation added.

Orcane
· General
    - Hitboxes tightened on stand turn, jump, fall, land, land heavy, shield, tech, roll, crash, ledge climb, grab, grab hold, neutral special, down special, side special, jab 1, jab 2, jab 3, down strong, dash attack, neutral air, and up air.
    - Character render adjusted.
· Side Special
    - 📢 No longer absorbs puddle after teleporting.

The Watcher
· Up Air
    - 📢 Fixed incorrect calm and wrath auto-cancel placements.

Welltaro
· General
    - Added three new palettes.
    - Character render adjusted.
    - Corrected issue with one of his palettes.
· Forward Throw
    - 📢 Fixed missing pixels on the pixel art.

Assists

Birthday
· HUD portrait
    - Updated to show more of Birthday’s hat.

Captain Viridian
· General
    - Offset hud art by two pixels.

Pizza
· Paint Trail
    - Brush now drops off of the edge of the structure it was painting. If the brush lands on a new structure, it will continue to paint.
    - Brush now continues to paint through to temporarily connected terrain.
         - For example, if the moving platforms on Merchant Port’s hazard version connect while the brush is moving forward, the brush will continue onto the next platform to paint the second surface.
    - Paint now follows slopes.

Stardrop
· General
    - Corrected pixel art garbage coloring for palette 6.
    - Extended hud art by one pixel.

Custom Content

Match Start and Intro Animations [/p][p]· The number of frames your character’s intro is allowed to use has been increased to 120, up from 83. [/p][p]· If you’d like the match start graphic removed for your stage, place this bit of code in the "initialize" code block in your stage’s script.hx:

self.addTimer(120, 1, function() {
    self.getMatchGraphicsContainer().visible = false;
]});

Bug Fixes
· Stages with missing/incorrect ids for hazard variations are now properly unselectable.

API
· hud_front sprite is now exposed in the API, allowing you to manipulate the asset in the same ways you can with the original hud asset.
· Camera zoom controls are now exposed in the API, allowing you more dynamic control over camera movements.
· Stock icons and damage counter names are now exposed in the API.
· New SolidColorShader class. This allows for an effect that dynamically fills all pixels of a given sprite a single color.

Fraymakers Api Types Plugin v0.3.11
· https://github.com/Fraymakers/api-types-plugin/releases/tag/0.3.11

Note: Changes with a 📢 in front resulted from suggestions by our community![/p]

THREE NEW ASSISTS Join Fraymakers: Vi, Kabbu and Leif from Bug Fables out now!

[previewyoutube][/previewyoutube]
You read that title right! Vi, Kabbu and Leif from Bug Fables all join Fraymakers as their own unique assists, and they’re out right now! Combo enemies with Vi’s Beemerang, send Kabbu into the ground and call him again at any point for him to jump out and attack upward, and hit every opponent at once with Leif’s auto-tracking icicle stalagmites. We hope you have fun exploring all of the new possibilities!

Thanks so much to the amazing folks over at Moonsprout Games for letting us bring all three of their tiny heroes to life in Fraymakers, and to the organizers of the Six One Indie Showcase for giving us a spot in their show!

Additionally in this patch:
· Fixed game crash caused when performing ledge actions with a startup of over 30 frames

Detailed Progress Update + New Assist Announcement on Thursday!

Hi all!

We just posted a detailed progress update on Kickstarter going over our recent patch and plans going forward. Check it out here: https://www.kickstarter.com/projects/mcleodgaming/fraymakers-the-infinitely-replayable-indie-platform-fighter/posts/4388841.

We wanted to highlight that we’re announcing a new assist from a game not currently featured in Fraymakers this week! Check out the premiere of their reveal trailer this Thursday, May 22nd at the Six One Indie Showcase’s pre-show (the bit of the show for games that are already available). Make sure to tune in at 8:50am PT/11:50am ET here: https://www.sixoneindie.com/showcase.