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Fraymakers News

Tester Build Update v0.4.6

Online

General

  • Rollback Stress Test added to Online menu
    - We're requesting Tester feedback on this to determine the average performance requirements for a smooth online experience. This test can be used to compare how well your machine performs rollback sequences relative to another. Note that this test is not designed to tell you if your machine is rollback-capable (yet), but it will gauge how well your computer performs at the maximum possible ping before it is necessary to halt gameplay to wait for your opponent's inputs. If you’re able to do some brief testing to help us out, please visit following survey and follow the instructions at the top: https://forms.gle/YmqTBQrri2VaC35b8
  • Fixed bug that caused the rollback window size to be decreased by the amount of input delay set, resulting in an increased frequency of freeze-ups (especially during higher input delay matches). The rollback window now stays at its proper fixed size (7 frames preceding the current) and changes to your input delay setting will not affect it.
Lobby

  • All user-inputted text (like lobby names) is now run through a word filter.
General

Gameplay

  • Implemented a new shieldCrossupThreshold stat to control how far a character must be past your character’s center to be able to cross up your shield. For the current cast, we set this value so the shield now covers half of what was previously uncovered. This value may need further testing and adjustment.
  • HUD now maintains appropriate port colors if you start a match without P1 present.
  • Fixed bug from last build that allowed you to instantly cancel an airdash-canceled aerial into another attack or special.
  • Fixed bug that could cause grab-based assists (like Peppino) to reset their animation if the grabbed player is hit.
Controls

  • Fixed bug which prevented double-tap dropping through platforms when double-tap dash is disabled.
  • Cloning profiles and reassigning up and down should no longer prevent you from tap jumping or crouching.
Menu

  • Fixed crash caused by backing out to the root menu from the assist selection screen.
  • Fixed crash caused by going back from the assist selection screen after selecting a custom character.
Aesthetics

  • Shield graphic updated so the back of the shield graphic is more clear and corresponds to the new shieldCrossupThreshold stat noted in the Gameplay section above.
  • Shield visually updated with more detailed shading, and now accurately represents the shieldable area set by shieldCrossupThreshold.
Playable Characters

Welltaro

  • Double Jump Projectile
    - No longer bypasses shields.
Octodad

  • Up Tilt
    - Clean sketch added.
  • Back Air
    - Clean sketch added.
  • Airdash Back, Airdash Back Up, Airdash Back Down, and Airdash Down
    - Sprites added .
  • Tech
    - Clean sketch added.
Orcane

  • Puddle Boosted Forward Strong
    - Fixed missing sound effect.
  • Neutral Special Projectile
    - Puddle is no longer created when droplet projectile is reflected.
  • Down Special Projectile
    - Puddle is no longer created when droplet projectile is reflected.
  • Assist Call
    - Clean sketch added.
  • Assist Call Air
    - Clean sketch added.
Assists

Diogenes

  • Voice sound effect is now correctly recognized by the voice slider in the sound menu.
FrayTools Assist Template v0.1.1

General

  • Updated to use new "Common" variable for globally accessible hscript functions
FrayTools Plugins

Fraymakers Metadata Definitions v0.1.1

  • Legacy unused “holdbox” in ‘Collision Box Layer Presets’ removed.
Fraymakers API Types v0.1.1

  • New "Common" global object typedefs added. This replaces the old global hscript helper functions (e.g. "setIASA()" becomes "Common.setIASA()"). The old functions are deprecated but will remain functional for backwards compatibility.
  • New GraphicsSettings fields: lights, pingDisplay
  • New ControlsObject input: CROUCH
  • New StatusEffects: ATTACK_HITSTOP_FLAT, ATTACK_SELF_HITSTOP_FLAT, ATTACK_HITSTUN_MULTIPLIER, ATTACK_HITSTUN_FLAT, ATTACK_SELF_HITSTOP_MULTIPLIER
  • New Character api methods: getAssistCharge(), setAssistCharge()
  • New netcodeType constant: NETCODE_ROLLBACK_SIMULATED
  • New Math api method: angleDifference()
  • New LobbyEvent: PING_PEER
  • New typedef for PlaySoundArgs for audio function calls
  • Adjustments to timer class hierarchy to fix auto-completion
  • Remove unused allowInterrupt/disallowInterrupt functions
  • Removed duplicate point class
  • Rename and split GRAB event to GRAB_DEALT and GRAB_RECEIVED
  • Fixed Point type def hierarchy (replaces "any" with proper Point)
  • Renamed animation stat interruptable => interruptible
  • Minor doc string formatting tweaks
  • Removed stray console log

Tester Build Update v0.4.4-v0.4.5

General

Gameplay

  • Reverse neutral special functionality fixed
    - Tapping (and releasing) back right before inputting a neutral special results in you flipping as the neutral special comes out
  • Fixed incorrect formula being used for shieldstun calculations
    - This should effectively result in one less frame of shieldstun in most cases
  • Character hitboxes no longer interact with projectile hitboxes
    - They can still interact with projectile hurtboxes for non-transcendent projectiles. This shouldn’t affect much of the current official content, but may affect custom content that uses projectiles that lack custom handling for hurtbox collisions
  • Character grabboxes no longer interact with other grabboxes, and hitboxes no longer interact with other hitboxes
    - This was the root cause of some weird behavior. They now interact exclusively with hurtboxes
  • A hitbox interacting with a hurtbox now always takes priority over a grabbox interacting with a hurtbox
    - Effectively, this ensures that when two characters land an attack and a grab on each other on the same frame, the attack gets processed first and “beats” the grab
  • Getting hit on same frame of ledge grab should no longer cause you to displace for that frame, then flip while grabbing the ledge
  • Fixed animation loop between crouch_in and crouch_loop when analog stick is held in between the down and crouch thresholds
  • Emote functionality removed
    - As you might have guessed from the button not being available on the controls menu, emotes are a work in progress. They will be reimplemented when all of the characters have appropriate animations
Controls

  • Left and right control sticks are now segmented into cardinal directions
    - Stick directionality is now fully radial (previously the dead zones extended across the full axis) This allows stick movement to be picked up from all locations outside of the deadzone in the center
    - Left stick cardinal sizes are at 50% by default (customization UI to come later)
    - Right stick cardinal sizes are set to 100% by default
    - Minor adjustments were made to the analog thresholds for tap jump, dash, and crouch to better accommodate the new stick behavior
  • Slowly moving your stick horizontally should no longer trigger dash (stick must accelerate fast enough to the dash threshold)
  • Slowly moving your stick upward should no longer trigger tap jump (stick must accelerate fast enough to the tap jump threshold)
  • Fixed left stick on controller still triggering tap jump and platform drop-through even when not assigned to actions
    - Air dash direction is still bugged: it can still be pulled from the left stick even when the stick is not assigned
  • (v0.4.5) Restored proper tap jump threshold for analog sticks
Online


  • Ping now displays during the match to assist with debugging
    - Being able to see live ping will should help diagnose network issues as we start focusing on rollback
  • You can now password protect lobbies
Menu

Controls Menu

  • The live value of your control stick is now shown regardless of the deadzone setting
  • There are now separate default profiles for each individual controller model type connected
    - When a device is plugged in for the first time, it will gain its own entry in the profiles list. This allows the default controls for a specific model gamepad to be configured individually.
Doors

  • Match start doors should no longer visually hitch after a few matches in a row online
Playable Characters

CommanderVideo

  • Normalized land light (including autocancel) landing lag to 4 frames from 3.
  • Neutral Special
    - Beam no longer disappears if cvid is hit by a non-flinching attack
  • Side Special
    - Properly causes a shield bounce when continuing slide from aerial to grounded versions
Welltaro

  • Normalized land light (including autocancel) landing lag to 4 frames from 3.
  • “EMPTY!” graphic is now cleared when ammo is reset
Octodad

  • Up Special and Down Special
    - Structure grabbing revamped - can now grab structures from a wider range, making grabbing structures more forgiving. Positioning on boxes is still a work in progress and will be adjusted going forward for more reliable behavior
  • Forward Throw
    - Clean sketch added; endlag reduced from 28 to 23 frames
  • Up Throw
    - Sprites added
  • Back Throw
    - Clean sketch added
    - No longer turns Octodad around
  • Airdash Back
    - Clean sketch added
Orcane

  • Normalized land light (including autocancel) landing lag to 4 frames from 3.
  • Side Special
    - Clean sketch added
    - Teleport begins two frames later
  • Side Special Air
    - Updated sketch
    - Teleport begins two frames later
    - Gravity begins to lightly apply half way through the endlag
    - Horizontal influence is slightly restored half way through the endlag
  • Assist Call
    - New animation concept added
Assists

Captain Viridian

  • Fixed bug which prevented him from being spawned in the blast zone
Kragg

  • Removed palette support from rocks generated on pillar destruction
    - Note: Palettes on objects which rapidly generate like Kragg’s rocks and Orcane’s bubbles currently produce a hitch online. We’re working on making them more performant - until then, the palettes will be temporarily disabled

Tester Build Update v0.4.2-v0.4.3

General

Gameplay

  • Hitting a grabbed character with a light hit no longer releases them from the grab
  • Layered assets will now appear in game the way they do in FrayTools
Controls

  • Additional fine-tuning for analog movement inputs
    - Crouch input now has a dedicated threshold when playing with analog stick (reduces accidental crouching)
    - Slight analog threshold adjustments for crouch, dash, tap jump, and drop through
    - Thresholds for all analog stick actions now scale proportionally to the stick's effective range between its deadzone and radius
    - (v0.4.4) Fixed broken right stick/triggers
Menu

  • You can no longer “select” locked content
  • Hovering over a character and toggling the port off no longer shows the garbage color render
  • Locked content palette now displays appropriately
  • Announcer no longer repeats character name when tabbing port from playable to CPU
Playable Characters

Octodad

  • Grab and Grab Hold
    -Sprites added
Welltaro

  • Forward Strong
    -Y Speed on second hit updated (-10 -> -9)
    -Clean sketch added
    -Vfx positioning updated
  • Neutral Special / Neutral Special Air
    -Clean sketches added
    -Heart Balloon now spawns 9 frames later
    -Note: Heart Balloon’s current spawn position is Welltaro’s feet - this is planned to be updated to correlate with the animation.
    -Heart Balloon sprite updated
    -Balloon string is now thinner
Assists

The Bard

  • Charge value decreased (100 -> 75)
Diogenes

  • First hit takes 8 frames longer to come out
  • Strong hit damage lowered (15 -> 9)
  • Hitboxes adjusted
    -Now tighter and focused on the pot for the strong hit.
  • Charge value increased (125 -> 150)
Josef

  • Charge value decreased (100 -> 75)
The Kid

  • Damage decreased (30 -> 20)
  • Knockback Growth decreased (100 -> 85)
Kragg

  • Charge value decreased (100 -> 75)
Pizza

  • Paint duration decreased (10 seconds -> 3 seconds)
  • Startup increased (15 -> 17)
  • Charge value increased (100 -> 150)
The Silent

  • Poison extension on hit decreased (2 seconds -> 1.5 seconds)
  • Poison cap reduced (7 seconds -> 6 seconds)
Tankman

  • Charge value decreased (150 -> 100)
Fraymakers Content Exporter (v0.1.1)

Bug Fixes

  • Assets that are rotated and flipped at the same time will now appear in game the way they they do in FrayTools

Tester Build Update v0.4.1 (Deadzones / Controller fixes!)

General:
  • “Direct X” renamed to “DirectX” in launch options.


Gameplay:
  • You are no longer pushed off the edge of a stage if you initiate any non-stand action while getting pushed.
  • You can no longer jump cancel during self hitstop to change animations.
  • Wiggling out of tumble now allows you to have the original direction held (previously you needed to release the initial button).


Online:

  • Quick Play
    - Bug preventing you from matching with anyone should no longer occur.
  • Projectiles' shadows when fired offstage no longer appear for 1 frame at the center of the stage.


Controllers:

  • Deadzone and sensitivity options added to the controls menu.
  • Deadzone and sensitivity defaults updated.
  • Nintendo Switch Pro Controller
    - Right stick inputs now function properly.
  • DirectX version of game should no longer register double ports for gamepads.
  • Window for inputting platform drop is now more generous.
  • Strong input window should now be more generous.


Menu:

  • Root
    - “Confidential” text removed.
    - Now displays which type of build you launched (DX or SDL) at the bottom of the screen.
  • Online
    - Lobby room names character limit set to 48.
  • Credits
    - Added FutureCat LLC - OneShot.
    - Added Kira Buckland - Announcer Voice Acting.


Octodad:

  • Up Special
    - Bug fixed which disallowed use of up special after a successful grab in the air.
  • Forward Tilt
    - Sprites have been added.
  • Stand
    - Blinking sprites now respect the invincibility flash when coming back from losing a life.
  • Fall
    - Additional frames have been added.
  • Spot Dodge
    - Moved vfx and sfx to frame 3.


Orcane:

  • Down Special
    - Projectile can no longer be fired down through the stage.


Welltaro:

  • Side Special
    - Added a hitbox to the 0 ammo version of side special to make hitting with it more consistent.


The Kid:

  • Delicious Fruit now appears in front of foreground objects for clarity.

Upcoming fighting game Fraymakers is a massive success on Kickstarter

McLeodGaming, creators of the popular Super Smash Flash 2, have successfully funded Fraymakers on Kickstarter with Linux support confirmed and it was a big campaign for them.

Read the full article here: https://www.gamingonlinux.com/2020/12/upcoming-fighting-game-fraymakers-is-a-massive-success-on-kickstarter