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Tester Build Update v0.4.12

General

Gameplay

  • Rudimentary CPU behaviors for ledge, shield, airdash, and evasion implemented.
  • Level 0 CPUs no longer get stuck in a loop of walking in one direction after being KO'd.
  • Respawn delay lengthened (70 frames -> 100 frames).
Menus

  • Lobby menu buttons can now be navigated with keyboard and gamepad.
Controllers

  • Lowering the left stick radius size will now proportionally affect cursor movement speed on the character selection screen. This allows controllers with tighter maximum default radiuses to behave with parity to XInput devices (such as the Nintendo Switch Pro which maxes out at radius of around 80).
  • Fixed bug where selecting the default profile on the character select screen with an active Nintendo Switch Pro Controller would pull in defaults for XInput controllers instead.
  • Controllers that don't have analog sticks should no longer have issues moving character select tokens when movement actions are assigned to their D-pad.
Online

General

  • You can now set your input delay to “auto” which will calculate it dynamically before the match starts based on player pings. The input delay calculation is (P / 32) rounded to the nearest integer, where P is the average ping value against each of your opponents at the time the host starts the session. The calculated input delay will remain locked in for the duration of the VS mode session.
  • 60 second time limit for character and assist selection implemented.
Quick Play

  • Matchmaking logic has been updated to leverage Steam-based regions instead of user-defined ones for more consistent match quality. If no match can be found after a short period, the search pool will still expand slightly to include a wider search (but it no longer goes worldwide like previously).
Lobby

  • Player pings are now surfaced in the lobby waiting area.
Playable Characters

CommanderVideo

  • Neutral Special
    - Now rotates his hurtbox.
  • Roll speeds increased (tech roll 13 -> 16, get up roll 13 -> 16, ledge roll 13 -> 14).
Octodad

  • Roll speeds increased (tech roll 13 -> 15.5, get up roll 13 -> 15.5, ledge roll 13 -> 14).
Orcane

  • Roll speeds increased (tech roll 9 -> 12.7, dodge roll 13 -> 12.5, get up roll 13 -> 15).
Welltaro

  • Roll speeds increased (tech roll 14 -> 16, get up roll 14 -> 16).
Assists

Gunman Clive

  • Projectiles can no longer get caught on terrain.
Rhythm Doctor

  • Sprites filled in.
  • Sounds updated and three new palettes added. (Thank you 7th Beat Games!)
  • Waveform slightly updated.

Tester Build Update v0.4.11 - Online Performance Boost

General

Performance

  • Scripting logic for the main playable character cast is now embedded in the executable. This should result in dramatically improved scores for the rollback stress test, as well as smoother online gameplay for many computers.
    - After looking through the Rollback Stress Test results you submitted (huge thank you to everyone who tried it out!) we determined that many of you were likely being limited by performance in your rollback online matches. For those of you who aren't aware, rollback requires the game state to be simulated multiple times per frame, which effectively means that it can be significantly more taxing than offline matches. To help improve things, we've spent the past few weeks building an automated process to embed HScript for official content into the engine as pure Haxe code, which can be run natively by the engine. In our testing, this has resulted in performance improvements of around 30%-50% on lower end machines, with more marginal improvements for people who were already running the game pretty well. In order to see how things have changed, we'll need your help! We put together another Rollback Stress Test Survey, and we'd appreciate it if you could take the time to follow the instructions and submit your results. You can find the survey at https://forms.gle/su6hG4ZyecZj9ej68.
Gameplay

  • Grab trades now properly send both players into grab release
Announcer

  • VS Mode matches that start with 30 or 60 seconds on the clock will no longer play "time remaining" clips for those respective intervals if it will overlap with the match start audio.
Online

Frame Lengthening

  • Slight increase to the length of injected latency over time when frame lengthening is activated. More fine-tuning to come.
Playable Characters

Welltaro

  • Heart Balloon
    - All animations have had a custom anchor point for the rope applied, which allows the rope to react to Welltaro’s movements.
  • Crash Roll
    - Animation adjusted.
Octodad

  • Forward Throw
    - Sprites added.
Orcane

  • Ledge Climb
    - Added missing intangibility.
  • Ledge Attack
    - Added missing intangibility.
Assists

Gunman Clive

Tester Build Update v0.4.10 - Frame Lengthening Support for Online Mode

Online

Frame Lengthening

  • Brief, micro amounts of latency are now applied to clients that are detected to be running ahead of other players in order to help reduce the frequency of freezes caused by drifting too far out of sync. We will be fine tuning this feature over time to smooth out online gameplay.
General

Announcer

  • Now announces match type as doors open.
Playable Characters

Octodad

  • Tech
    - Sprites added.
  • Up Throw
    - Grabbed character visuals updated.
  • Down Throw
    - Grabbed character visuals updated.
  • Forward Throw
    - Grabbed character visuals updated.
  • Back Throw
    - Grabbed character visuals updated.
Orcane

  • Up Throw
    - Grabbed character visuals updated.
  • Back Throw
    - Grabbed character visuals updated.
  • Corrected a palette mistake on character render.
Welltaro

  • Heart Balloon
    - Balloon now spawns at Welltaro’s hand.
  • Up Throw
    - Grabbed character visuals updated.
  • Airdash Land
    - Clean sketch added.
Assists

Peppino

  • Corrected a palette mistake on hat during run cycle.

Tester Build Update v0.4.9 - Octodad Hotfixes

Playable Characters

Octodad

  • Down Special
    - Disabled after whiff or terrain grab in air.
  • Up Special
    - Fixed bug which allowed Octodad to grab through terrain.

Tester Build Update v0.4.7 - Custom Content Integration, Assist Tuning and More!

Tester Build Update v0.4.7 (and v0.4.8 hotfix)

General

Gameplay

  • Vsync off no longer causes the GPU frame rate to balloon uncapped (now a hard maximum of 120, which fixes the >90% gpu utilization issue)
  • Fixed bug which prevented the use of neutral or down special during run turn.
  • Fixed bug that allowed you to reverse neutral special with the special on cooldown.
  • Special angle AUTOLINK_STRONGER now takes the attacker and enemy’s physics into account when calculating the final angle.
  • Pressing forward + up + strong button now properly results in an up strong instead of an up tilt.
  • Fixed bug that prevented characters from releasing ledge when the ledge becomes disabled.
    - Note: This doesn’t affect any current content. This is in preparation for the Backyard hazards, but it will also affect any custom stages that dynamically disable ledges.
  • Fixed bug that resulted in slightly inconsistent speed running left vs right (was mostly only noticeable when runSpeedAcceleration was set to a high number).
  • Right Stick down out of dash or run should now properly result in down strong (previously resulted in down tilt).
  • Fixed bug that prevented parry from occurring if shield and special were pressed on the same frame.
  • Fixed bug that prevented quickly buffered actions out of ledge jump from coming out.
  • Fixed bug that prevented use of assist during stand turn animation.
  • (v0.4.8) Custom content now loads correctly if there is more than one content type in a single project.
  • (v0.4.8) Fixed bug that caused online replays to load with missing frame data.
Controls

  • Fixed bug where some movement controls (like air dash direction) would be pulled from the gamepad device’s right stick regardless of what you’ve assigned movement to (for example, if you had it assigned to the d-pad).
  • Reworked system for assigning stick controls on gamepad. All directions will now be assigned at once to the same stick (left stick, right stick, or d-pad) rather than each direction being assigned individually.
  • Fixed bug that allowed the tilt and strong buttons to be assigned to the same key as other already assigned keys.
  • Fixed bug that prevented the dash button from working when movement was mapped to d-pad.
Menu

  • Rudimentary Custom menu is now available.
    - This menu is for the in-game management of custom content provided both locally and via the Steam Workshop. Currently, you can upload your own local content to the Workshop from here, in addition to viewing Workshop content you have subscribed to that was created by other players. Visit the Workshop here to browse/subscribe to content: https://steamcommunity.com/app/1420350/workshop/
    - You can find more information on how to upload custom content here: https://docs.google.com/document/d/1NXHezcU4AGybdBZLa1XMYTe4IrheEbdRcov-TEAe9Dc/edit#heading=h.mf6mb9opqa35
  • Local custom content must now reside in a subfolder in order to be loaded in the game (e.g. "custom/My Content"). You will receive a warning pop-up if any content is detected outside of this folder structure.
  • Custom sprite icons are now supported in the list view for custom characters/assists (See "animation_icon_no_palette" field in assist template's manifest.json for an example).
  • Pressing the “cancel” button on keyboard or controller while in the custom assist selection sub menu no longer crashes the game.
  • Using Windows hotkey combinations should no longer crash the menu.
  • You can now navigate back to the title screen by pressing back on the root menu.
  • Quit button added to title screen.
  • (v0.4.8) Custom menu info text description updated.
  • (v0.4.8) Fixed inability to load replays with file names greater than 75 characters.
Playable Characters

CommanderVideo

  • Rainbow Trail is no longer retained on trades.
  • Neutral Special
    - Fixed bug that allowed you to hold the special button to stall in the air. The timer now properly runs out regardless of whether the special button is held or not. If no direction is pressed before the timer runs out, you go into endlag.
  • CPU recovery logic improvements.
Welltaro

  • CPU recovery logic improvements.
Octodad

  • Jab 1
    - Sprites added.
  • Up Tilt
    - Sprites added.
  • Back Air
    - Sprites added.
  • Down Special
    - No longer has a huge horizontal flip when grabbing the ledge from above the stage.
    - Wall grabbing added. Works similarly to up special: if you grab a wall, you get a little jump after zipping to it.
    - Can now grab enemies out of vulnerable states they couldn’t previously (like crash).
    - Corrected misplaced dust vfx.
  • CPU recovery logic improvements.
Orcane

  • Side Special
    - Fixed bug that made down inputs during the move susceptible to rollback desyncs.
  • Side Special Air
    - Now properly links to the grounded side special endlag after teleporting to the ground from the air.
  • CPU recovery logic improvements.
Assists

Aine

  • Restatted to ensure hits connect more consistently.
  • Combo hits can no longer be DI'd or hitstop nudged (SDI'd). The final hit still can.
  • Damage to charge reduced (100 -> 90)
Birthday

  • Projectile can now be DI’d, shielded and reflected.
The Bard

  • Damage to charge reduced (75 -> 60)
Captain Viridian

  • Startup reduced by 3 frames.
Diogenes

  • Damage to charge reduced (150 -> 125)
Fancy Pants Man

  • Damage to charge reduced (100 -> 90)
Josef

  • Damage to charge reduced (75 -> 65)
The Kid

  • Damage reduced (20 -> 17)
  • Knockback growth reduced (85 -> 75)
Kragg

  • PIllar will now reach its target height on frame 13, down from frame 21.
Octodad

  • Added to the game.
Orcane

  • Startup reduced by 3 frames.
  • Speed increased (7 -> 12).
  • Frame timing adjusted.
  • Added deceleration to endlag.
  • No longer followed by camera.
  • Back hitbox stats adjusted (damage 8 -> 16, knockback growth 50 -> 75, hitstop 11 -> 20, self hitstop 8 -> 20).
Pizza

  • Damage to charge reduced (150 -> 100)
Rhythm Doctor

  • Damage to charge reduced (100 -> 75)
The Silent

  • Poison damage decreased (2 -> 1.5)
Tankman

  • Damage to charge increased (100 -> 125)
  • Damage reduced (17 -> 15)
  • Knockback growth reduced (85 -> 75)
  • Bullet projectile can now be reflected.
Welltaro

  • Startup reduced by 2 frames
  • Hitstop increased (7 -> 20)


Fraymakers Assist Template v0.1.2

General

  • Fix assist template's projectile spawning id to use proper getResource().getContent() (to ensure correct content path if loaded via the Steam Workshop)
  • Added new "animation_icon_no_palette" to render metadata in manifest.json. This is used to specify a custom sprite icon to display on the Character Select Screen's custom content list views.