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Fraymakers News

Early Access Build Update v0.5.1 - Performance Improvements!

General

Performance

  • Set frame rate cap to 60 fps for the DirectX build (regardless of vsync setting) to eliminate redundant renders. With vsync enabled, this gives more breathing room in DirectX for specific hardware, making performance more consistent regardless of the monitor refresh rate. If you were previously experiencing performance and/or online issues on Windows, we recommend trying the DirectX build for the new patch.
  • Gave the "spin-lock" technique used in the render loop for the DirectX build a micro amount of headroom for more accurate frame timing between game ticks.
  • The combination of the above two changes should also improve performance online for the DirectX build, since DirectX is known to demand more performance than SDL and introducing the cap frees up valuable resources. Internal testing did not uncover these issues due to lack of the required combination of hardware to reproduce, but thanks to your reports we were able to find a hardware combination that let us pinpoint the problem area. As a basic example: before this change, having a 360hz monitor with vsync enabled in DirectX was likely to perform worse than a 60hz monitor with vsync enabled because of the unnecessary draw calls due to the lack of an fps cap (and the game may have even struggled to hit the full 360). Similarly with vsync off, we found the cap needed to be as low as possible so that machines didn't unnecessarily try to redraw beyond 60fps when there were no visual changes.
  • Big thanks to everyone who helped us track these issues down! We’re hoping this will have a substantial impact for those of you who were running into issues, so please let us know whether or not these changes have a positive impact on how Fraymakers performs for you. We'll be continuing to monitor feedback and making adjustments to optimize the experience for more players.
Menus

Credits

  • Credits for Gunman Clive and Crewmate added.
  • Licensed Content portion alphabetized.
  • Removed duplicate “I Wanna Be the Guy” credit.

One Day After Fraymakers Early Access Launch

Hi everyone! It’s been just over a day since Early Access launch, so we wanted to check in to update you on the issues some of you ran into and what we're doing to fix them. We’re so sorry to anyone who’s had the problems listed below, and rest assured: we’re doing everything we can to fix them as soon as physically possible. Let's get to it!

Key Distribution

Easily the biggest issue, for obvious reasons. We identified a substantial error in key counts from our data formatting that caused many of our Kickstarter backers to not receive the correct number of keys when the game went live. We’re so sorry about this issue! We’ve been working non-stop (literally) since launch to try to get this rectified as quickly as possible, but it unfortunately turned out to be a more fundamental issue with our data than we anticipated (rather than an issue with our email server), meaning that the effects were fairly widespread. Some of you may have noticed an attempt to send out missing keys earlier may have also included incorrect or duplicate keys - this ultimately stems from the same issue.

For those of you who are missing keys (or didn’t get keys at all when you should): sorry this took us a bit of time to figure out! Your missing keys should be going out via email right now. If you still haven’t received all of your keys within 24 hours (sorry!), please send us an email at [email protected] with your Kickstarter backer email.

For those of you who received extra keys: we’re currently sorting this out. It looks like in all likelihood, we’re going to need to send you a new email with the correct number of new keys while revoking your old ones at some point soon. For now, your key(s) should continue to work - our goal is to minimize downtime between your keys given in error getting revoked and your corrected keys arriving, if you have any. We’ll keep you updated and put out another news post if and when we start this process.

For everyone else: we’re still working on this, but it’s looking like you may be receiving a new key (even if your key was working) if it was a duplicate sent in error. There’s also a chance we might end up resetting and resending all keys (trying to avoid this option through any means possible, since it’d be pretty inconvenient!). Again, we’re trying to minimize downtime between your key being deactivated and the new one arriving - we’ll keep you updated and put out another news post if and when we start this process.

For those of you with copies of the game purchased through Kickstarter add-ons: we will be reaching out to you once we get our data squared away regarding which platform you want a copy of the game for.

Again, we’re sorry to any of you who ran into either of these problems! The last thing we want anyone to have to worry about around launch day is whether or not they can actually play the game. We’re doing our best to get everything corrected right away.


Performance/Online

The most common problems with the Early Access launch build we've heard from you stem from performance. This includes things like intermittent stutters, general slowdowns and online performance. Rollback online will often exacerbate existing issues - since it involves the performance-intensive task of simulating the game state a bunch of times per frame, any issues will get magnified online (and if you're playing against someone else who's having issues, they'll end up affecting your experience, too).

These issues have likely existed for some time, but do not seem to be affecting all players. Notably, we were not experiencing the issues that have been reported on any of our own computers, and we definitely underestimated how pervasive they would be. We're already looking into potential causes, but not being able to experience the problems ourselves means we need more data so we can better diagnose the issues. If you're running into issues in this area, so sorry for the trouble! If you have a few minutes to spare, we would really appreciate it if you could fill out this survey to help us track down the issues: https://forms.gle/dqKcvFMmmN1JRTyu9.

In the short term, addressing performance issues is going to be our top priority on the engineering end. We'll be using the data from the above survey to help identify problems, but we do have some leads. Embedding scripting logic into the executable has proven to have a big impact on performance for many of our testers - overall, we've seen performance improvements of around 40% from these changes alone. One of the big fixes we have coming soon will be optimizing our palette shader generation code, which should generally improve performance and help those of you who are experiencing hitches upon spawning something that uses the palette system, like an assist.

Controller Issues

Similarly to the above issues, we definitely underestimated issues here since they don't happen on the controllers that we use, and we’re so sorry for the bad experiences some of you have had as a result! We built out a controller-specific survey to help us track down related issues. Our goal is to support all commonly used controller types and we definitely don't consider the current implementation acceptable, so if you're running into issues please fill out the following survey if you have a moment: https://forms.gle/Cecbyq8B8vPAr2N86.

Upcoming Content

On the content end, there's a lot coming down the pipeline. In the shorter term, the current characters have around 90% of their sprites completely filled in, with many of the remaining animations being shorter/supplemental animations, so our immediate goal is to get those filled out quickly so we can focus on getting the 5th character. Our art team is going to be able to focus primarily on these animations from this point onward, so you can expect progress in this area to be accelerated significantly. We’ll also be interspersing development of new assists and stages into our timeline. Stage hazards for Backyard and Stratostar were temporarily disabled due to bugs when played in rollback online, but we expect to be able to resolve these issues and get them re-enabled as soon as we handle some of the higher-priority engine focus areas in the above sections. Our other focus areas include finishing up unfinished visual effects and fleshing out training mode with more features.

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That’s it for now! Again, a big apology to any of you who ran into any of the issues listed above. We’re doing everything in our power to knock them out as soon as we possibly can. Thank you for your patience!

- Team Fray

Tester Build Update v0.5.0 - Early Access Launch! New Among Us Assist!

The big day has arrived: Fraymakers Early Access has begun! Fraymakers Early Access has officially launched - welcome to all of our new players! Read more about our Early Access launch here: https://www.kickstarter.com/projects/mcleodgaming/fraymakers-the-infinitely-replayable-indie-platform-fighter/posts/3710527

Thank you all again so much for your patience with us through this journey! There's still a lot of work to be done and plenty of content to come before 1.0, but we're full steam ahead on continuing development on the Early Access build. Be sure to let us know what you think of the game so far - we'll be considering all player feedback throughout development in order to make this game the best it can be.

Thank you so much for your support, and have fun!

- Team Fray

---Build Update v0.5.0 Changelog Below---

Highlights
  • Crewmate assist added to the game!
General
  • Fixed bug that made turning off "attack+tap=strong" make the strongs button only do tilts.
  • Fixed bug that crashed game upon unplugging a device.
  • Game no longer crashes when the selection timer hits 0 while idling in the custom content menu.
Menus

General

  • Setting d-pad as your primary movement in a controller profile no longer causes double movement on the menu.
Online

  • Player list in your lobby is now center aligned.
  • Fixed bug which prevented you from selecting lobbies on lobby list with controller.
  • Improved lobby creation navigation behavior.
  • A sound now plays when players ready up.
Playable Characters

Octodad

  • Up Special
    - Rough sketches added to some portions of the attack.
Assists

The Silent

  • Now properly times out.
Stages

Stratostar

  • Hazards version temporarily locked.
    - Discovered a desync with the springs in rollback online.

Tester Build Update v0.4.20 - Menu Updates and Bug Fixes

Online

Character Select Screen

  • Fixed bug that prevented you from waking up a keyboard.
  • Fixed bug that prevented a controller from activating into the proper player slot if keyboard had been activated on a previous menu.
General

Launcher

  • Removed comment from SDL build.
    - The old information was outdated. The DirectX build is more stable and generally performs better (which also means smoother rollback online matches), so it is recommended unless it is currently causing major issues for you.
Menus

Character Select Screen

  • Port assignment logic reworked - waking up a device will now properly occupy the earliest port set to off.
Root Menu

  • Orcane sprite updated.
  • Improved performance.
    - This was achieved by removing the masks that were previously used to create the color changing square effect that’s no longer needed with the new button design.
Custom

  • New button that links to Fraymakers Workshop on Steam added.
Playable Characters

Octodad

  • Heavy Land
    - Sprites added.
  • Neutral Special
    - Knockback cap removed on final hit.
  • Side Special
    - Sprites added.
  • Side Special Air
    - Clean sketch added.
Welltaro

  • Neutral Air
    - Clean sketch added.
    - Hurtboxes tightened.