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Fraymakers screenshot
PC Switch Steam
Genre: Fighting, Adventure, Indie

Fraymakers

EA Update v0.6.0b - Online Crash Fixes

Online

  • Fixed a rare crash caused by connecting with a grab online.
  • Fixed a crash that could occur if a lobby was left at the same moment a player joined.

EA Update v0.6.0 - New Playable Character: Ultra Fishbunjin 3000!!

Highlights

Ultra Fishbunjin 3000

Stage Ledge Visual Improvement

  • We’ve implemented some visual trickery to prevent characters from appearing to clip through the edges of stages when hanging onto a ledge. We utilize a new dynamic layering system to achieve the effect - see the Custom Content section below for more technical details.

General

Grab and Throw Fixes

  • Fixed bug that caused grabbed characters to be thrown inside of terrain.
  • Fixed bug that prevented grabber from entering grab release when grabbed character was hit with an attack that would send to hurt medium.
    - Notably, this bug fix removes the ability to repeatedly regrab opponents over a persistent hitbox like Pizza’s paint.
  • Fixed bug that caused grabbed characters to inappropriately flip horizontally if they were positioned behind the grabber while being thrown.
  • Fixed bug that caused hurt poses take 1 frame to flip if a character was grabbed from behind.
  • Fixed bug that caused grabholdboxes to snap the grabbed character to the floor if near to the ground.

Camera Shake

  • Camera no longer shakes on throws that don't have any hitstop.

Bug Fixes

  • Fixed bug that prevented you from platform dropping during stand turn.
  • Fixed bug that allowed you to be ECB pushed off an edge if you initiated any non-idle action while getting pushed.

Menu

Controls

  • SHIELD input has been split into SHIELD1 and SHIELD2
    - A new input named "SHIELD2" was introduced, and "SHIELD" has been renamed to "SHIELD1". Both inputs function as a shield input by default. When Fishbunjin is selected, SHIELD2 is taken over and becomes his unique clutch mechanic input.

Credits

  • Added names from new pixel artists.
  • Added names from newly completed backer surveys.

Root Menu

  • Online button visually updated.

Characters

Orcane

  • Forward Air
    - Bubbles now interact with shields.

Welltaro

  • Ledge Jump
    - Sprite added.

Assists

Crewmate

  • Fixed bug that prevented a hitspark from appearing during the Impostor cutscene.
  • Fixed bug that prevented characters in the Impostor cutscene from playing their idle animation.

Kragg

  • Now has a minimum and maximum vertical distance from the death boundary. We’re still working on tuning the exact value, but this should help prevent overly early kills off the top.

The Kid

  • Delicious Fruit is now reflectable.

Orcane

  • Bubbles now interact with shields.

Stages

Ledge Visuals

  • All stages updated to contain "Background Behind" and "Foreground Front" layers.

Backyard

  • Reduced foreground.
  • Shadowmask adjusted.

Merchant Port

  • Reduced and adjusted foreground.
  • Shadowmask adjusted.

Pepperpain

  • Reduced foreground.
  • Shadowmask adjusted.

The Spire

  • Reduced foreground.
  • Shadowmask adjusted.

Custom Content

Character

  • When displaying ledge animations suffixed with "_in" or“_loop”, the game engine will look for additional corresponding animations suffixed with "_behind". If found, a copy of said animation will be displayed in the "Background Behind" stage layer during gameplay for an enhanced aesthetic.
    - This is a bit more technical and not necessary for everyone’s custom content - we will be updating the Deep Dive Guide with a more thorough explanation in the future.

Stage

  • Added support for new "Foreground Front" and "Background Behind" container layers, which act as an absolute front and back layer of the stage. If excluded, the "Foreground Effects" and "Background Structures" layers will be used as respective fallbacks.
  • Character "_behind" animations for ledge actions suffixed with "_in" and “_loop” actions are now placed inside the "Background Behind" layer when provided.

Vfx

  • New "VfxLayer" constants have been added to take the place of the hard-coded layer strings for use with VfxStats (e.g. "front", "behind", etc.). This allows for more straightforward targeting of certain layers for Vfx.
    - The old layer strings have been deprecated and may be removed in a future build, but they will still work for the time being with a warning log printed to the console.

Shield 1 and Shield 2

  • A new input named "SHIELD2" was introduced, and "SHIELD" has been renamed to "SHIELD1". Both inputs function as a shield input by default, but since they are independent inputs you can utilize the new inputUpdateHook() feature to customize their functionality. See the Deep Dive Guide for more info.

Character Template

Stage Template


Fraymakers Metadata Definition Plugin v0.3.0


Fraymakers Api Types Plugin v0.3.2

EA Update v0.5.18 - Camera Shake and Controller Dash and Trigger Bug Fixes!

Crash Fixes

Online Lobby

  • Fixed crash that could occur when a disconnect from the lobby happened during a match.

General

Camera Shake

  • Reworked camera shake logic.
  • Camera now shakes when players are hit. Light, medium and heavy hits cause the camera to shake differently.
    - We’re keeping an eye on these values since they’re brand new - let us know what you think using https://fraymakers.com/feedback.
  • If you’d prefer the camera stay put, camera shake can still be disabled in the gameplay options menu.

Controllers

Bug Fixes

  • Fixed bug where analog triggers could stick in a pressed state if the trigger was released quickly (primarily prevalent in the SDL build).
  • Fixed bug that incorrectly caused a dash input if you held forward while in the air and through to landing.
  • Fixed bug that incorrectly caused a dash input if you held forward during an attack animation.

Gamecube / Mayflash

  • The grab input on Mayflash devices now defaults to just the Z button on newly created profiles.
  • The A and B buttons now properly default to the Attack and Special inputs respectively on newly created profiles.

Playable Characters

Octodad

  • Up Special Air
    - Restored missing grabbed foe visuals.

EA Update v0.5.17 - Tons of crash fixes and other goodies!

Crash Fixes

Online Lobby

  • Fixed a crash caused by disconnecting from a lobby before completing the join handshake.
  • Fixed a crash caused by attempting to join a lobby that was destroyed before the connection was completed.
  • Fixed a crash caused by attempting to navigate to another menu while the lobby list is loading.
  • Fixed a crash caused by letting the selection screen countdown expire after a player leaves the lobby.

General

  • Fixed a crash caused by an edge case where the input buffer could be null when the game attempted to consume the buffer.
  • Fixed a crash caused by the AI targeting something other than a character when choosing a ledge option.

Character Select Menu

  • Fixed a rare crash that occurred when backing out of the assist select menu.
  • Fixed a crash caused by backing out of the character select screen while a token is being dragged by a mouse.

Controls Menu

  • Fixed a crash caused by tapping a direction on joystick while moving a controls menu slider.

CommanderVideo

  • Fixed a crash caused by grab clanking with CommanderVideo.

Orcane

  • Fixed a crash caused by quitting a match while bubbles are active.

Niko

  • Fixed a crash caused by spawning projectiles within Niko’s light online.

General

Gameplay

  • Increased lower velocity threshold for attacks to send opponents into hurt medium from 11.5 to 14.
    - Effectively, this means that attacks need more knockback before they’ll send into tumble and knock opponents down. This is a substantial change for some attacks, so if you have any feedback or find any problematic situations that result from this change, please let us know at https://fraymakers.com/feedback using Other Feedback -> Gameplay Mechanics.
  • Fixed bug where downward-hitting moves that aren’t spikes didn't inverse the hurt foe's Y knockback and caused them to slide along the ground in hurt medium.

Grab Adjustments

  • Grab logic reworked to prevent grabbed characters from being separated from the grabber during a grab/throw attack. Grabbed foes are now always projected outward from the grabber's body towards the hold box to prevent situations where a separation in terrain could cause the foe to get snagged on a wall or floor.
  • Characters can no longer grab other characters through structures.
  • Being grabbed by another player and sitting in the "HELD" state no longer pushes grabber if your ECB width is large enough to overlap with the foe.

Hitsparks

  • Spike hitspark now only plays above a specific knockback threshold.

Gamepad

Gamecube Controllers

  • Mayflash and vJoy adapter shield thresholds now default to 30% on freshly created profiles.

Menus

Character Select Screen

  • Reworked pointer behavior to prevent your hand cursor from taking the token out of the center area.

Custom

  • Removed pop-up notification upon unsubscribing from content.

Playable Characters

General

  • Hurtboxes
    - Added a persistent hurtbox during some low and high light hurt animations to prevent subsequent attacks missing unintuitively due to the character’s motion.

Octodad

  • Up Special
    - Added a ledge grab box when Octodad is retracting his arms.

Welltaro

  • Dash
    - Footstep sound added to dash.

EA Update v0.5.16 Hotfix - Gamepad Run Turn Fix


  • Fixed bug that caused a backward control stick input while running to result in a dash instead of a run turn.

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