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

Fraymakers

EA Update v0.5.4 Hotfix - Custom Content Fixes

- Empty folders in the local custom folder no longer softlock the game on load.
- Fixed a bug with quick reload in training that caused it to reload the wrong assets.
- Fixed a UI bug when downloading custom content via online matches.

EA Update v0.5.4 - Better Quick Reload, Faster Custom Content Match Start & More

Online

Custom Content

  • Optimized loading on match start.

General

Gameplay

  • You no longer enter special fall after hitting someone with an airdash canceled aerial and using the IASA frames to input a special move.
  • When a character perfectly transitions from crouch to walk, they are no longer forced to complete their walk_in animation in the direction they were facing.

Controls

  • The tilt and strong buttons can now do all attack-related inputs (i.e ledge attack, crash attack, button + shield = grab).

Modes

Training

  • Quick Reload option now only reloads the custom content loaded into the match, rather than all content.
  • Announcer no longer speaks during training mode.

Playable Characters

Octodad

  • General
    - Hurtboxes tightened on down tilt, roll and spot dodge.
  • Down Throw
    - Updated with completed pixel art.
    - Grabbed foe visuals slightly adjusted.
    - VFX timing and placement adjusted.

Orcane

  • Up Special
    - Hitting with an airdash canceled aerial then using Orcane's up special to teleport during that aerial's IASA frames will no longer cause Orcane to experience bugged additional landing lag.
  • Back Throw
    - Updated with completed pixel art.
  • Ledge Attack
    - Updated with completed pixel art.
    - Sounds added.

Welltaro

  • Double Jump
    - The projectile can no longer go through the stage if fired right above the ground.
  • Down Air
    - The projectile can no longer go through the stage if fired right above the ground.
  • Heart Balloon
    - No longer destroyed by touching the death boundary.

Assists

General

  • Fixed bug that prevented some assists from spawning if near a stage’s death boundary.

Stages

Stratostar

  • Hazard version removed from random rotation.

FrayTools Custom Content Reminder to Creators

All AudioClip.play() calls now use fully namespaced content ids.

  • Important: A bug that allowed custom content to overwrite other custom content sfx and music ids has an incoming fix that is not included in this patch due to breaking API changes. References to content ids that are not namespaced will stop working in a future patch. To prepare for this upcoming change, the template character has been updated. Custom content creators can make changes in advance to their existing code by following the guidelines below. Once you update your content, it will still work on the current patch and will continue to work after the bug fix is applied in a future patch.

AudioClip.play("Custom_sfx_sound"); must be changed to AudioClip.play(self.getResource().getContent("Custom_sfx_sound"));
AudioClip.play() calls that reference GlobalSfx do not need to be updated.

EA Update v0.5.3 - Palette Performance, Tap Jump, Quick Reload & More

General

Gameplay

  • All characters’ parry windows increased from 3 to 5 frames.

Performance

  • Palette swap shaders are now cached at match launch and shared between objects, making it significantly faster to spawn objects that utilize costume colors. Previously palette swap shaders were created on the fly, which impacted performance due to the texture-allocation requirements of the shader. This should help address performance hitches caused by spawning anything that uses a palette, such as assists and projectiles.

Controls

  • Increased tap jump window from 1 frame to 4. This should address tap jump consistency issues on analog controllers.

Custom Content

Bug Fixes

  • Fixed a bug that caused your character to not load into a match when your custom assist’s “resourceId” ended in the word “assist”.
  • Fixed a crash on the “Welcome to Fraymakers Early Access” screen when you had workshop content installed and quickly closed the welcome message while it was loading.

Modes

Training

  • Quick Reload option added to the training mode pause menu which reloads custom content and restarts the match.

Menus

Online

  • “US” changed to “NA” for online regions.

Custom

  • Fixed a crash caused by quickly unsubscribing from multiple pieces of custom content on the custom screen.

Controls

  • Improved profile -> device assignment logic.
    - When creating a new profile, the device that created the profile is automatically assigned to that profile.
    - When a profile is copied, the device that copied the profile is automatically assigned that profile.
    - When a new profile is selected, the device that selected the profile is automatically assigned that profile.
    - The previous rules don’t apply when the mouse is used to interact with the UI, or the profile that would be assigned isn’t compatible with the device type.

Credits

  • Added names from newly completed backer surveys.

Playable Characters

CommanderVideo

  • General
    - Rainbow trail is now removed upon being grabbed.

Octodad

  • General
    - Hurtboxes tightened on jab 1, jab 2, neutral special and up tilt.
  • Back Throw
    - Fixed bug that caused back throw to get caught on the lip of the stage and end prematurely.

Orcane

  • Intro
    - Updated with completed pixel art.
    - Added sound effect.
  • Forward Throw
    - Character animation updated with completed pixel art.
  • Parry Fail
    - Updated with completed pixel art.
  • Bubbles
    - Palettes now properly apply.
  • Puddle
    - Puddle absorb horizontal range increased (50 -> 82).

Assists

Ape

  • Charge value increased (75 -> 90)

Captain Viridian

  • Startup reduced (12 frames -> 7 frames)
  • Charge value reduced (75 -> 65)
  • No longer uses the character’s fallSpeed while rising.
    - This change corrects unintended behavior caused by fast falling during the assist’s effects.

Fancy Pants Man

  • KnockbackGrowth reduced (75 -> 60)

Gunman Clive

  • Charge value increased (75 -> 90)

Josef

  • KnockbackGrowth reduced (70 -> 60)

Kragg

  • Palettes now apply to rock and debris effects.

Lea

  • Charge value increased (75 -> 90)

Peppino

  • Charge value increased (75 -> 85)

Rhythm Doctor

  • Charge value decreased (75 -> 65)
  • Initial hitbox widened.
  • Initial and final hits are no longer shieldable.
  • Initial hitbox now spawns closer to the summoner.

Fraymakers Character Template v0.1.3 (Download Source | Subscribe)

All AudioClip.play() calls now use fully namespaced content ids.

  • Important: A bug that allowed custom content to overwrite other custom content sfx and music ids has an incoming fix that is not included in this patch due to breaking API changes. References to content ids that are not namespaced will stop working in a future patch. To prepare for this upcoming change, the template character has been updated. Custom content creators can make changes in advance to their existing code by following the guidelines below. Once you update your content, it will still work on the current patch and will continue to work after the bug fix is applied in a future patch.

    AudioClip.play("Custom_sfx_sound"); must be changed to AudioClip.play(self.getResource().getContent("Custom_sfx_sound"));
    AudioClip.play() calls that reference GlobalSfx do not need to be updated.

Animations

  • Parry
    - Parry window increased from 3 to 5 frames.

Early Access Build Update v0.5.2 - New Completed Animations and More

Playable Characters

CommanderVideo

  • Grab
    - Grab whiff sound effect added.

Octodad

  • General
    - Hurtboxes tightened on back air, forward strong, stand, walk_out, fall_loop, fall_special (including airdash freefall variants), all shield animations, tech, crash_bounce and crash_get_up.
  • Down Special
    - Grounded grab attack clean sketch added.
  • Forward Strong
    - Updated with completed pixel art.
    - Whoosh sound effect added.
  • Up Tilt
    - Dust effects added.
  • Forward Tilt
    - Dust effects added.

Orcane

  • Side Special / Side Special Air
    - Updated with completed pixel art.

Welltaro

  • Airdash Land
    - Updated with completed pixel art.

Assists

Peppino

Stages

Stratostar

  • Adjusted terrain on the bottom of the stage near the ledges to prevent getting stuck under the stage while recovering as easily.

Important Update for Kickstarter Backers

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 support@fraymakers.com 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.

-

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.

Tester Build Update v0.4.19 - Dash Fixes and New Root Menu Buttons!

Highlights

Dash Behavior Fixes

  • Fixed major issue with dash behavior on analog sticks that resulted in a walk coming out when a dash was inputted. Analog dashes now properly have a frame of leeway, so you won’t end up getting stuck in your walk animation due to polling.
  • Fixed a bug that prevented you from dashing while in walk_out.
  • Fixed bug on analog inputs that caused an inconsistency in left vs right input behavior for dashes.

Root Menu

  • Button Graphics Redesigned.
    - It’s now clearer which button is highlighted and buttons have more stylistic flair.

Menus

General

  • Added sound effect for clicking some buttons and toggles.

Controls

  • “Save” button changed to “Rename”.
  • Profile popup alignment adjustments.

Gameplay

  • Removed option to jump straight to the character select screen.
    - Currently, you need to interface with the title screen to load custom content, and if you load straight into the character select screen custom content is not loaded. This feature may be reintroduced later.

Playable Characters

Octodad

  • Stand
    - Corrected palette issue.
  • Side Special
    - Clean sketch added.
    - Knockback cap on auto link increased (50 -> 75).
    - Dust and sparkle effects added.
  • Neutral Special
    - Knockback cap on auto link added (75).
  • Assist Call / Assist Call Air
    - Sprites added.
  • Crouch
    - Realigned sprites.
  • Down Tilt
    - Realigned sprites.

Orcane

  • Side Special
    - Sprites added.
    - Movement physics slightly adjusted (only visual changes, distances are the same).
  • Down Special
    - Reworked bubble behavior. Bubbles spawn every frame for 15 frames total, changed from every 4 frames for 60 frames total. As a result, bubble hitboxes are now out for 55 frames total. Base knockback reduced slightly (50 -> 45).

Fraymakers Character Template v0.1.2 (Download Source | Subscribe)

Up Air

  • Knockback cap on auto link added (75).

Side Special

  • Knockback cap on auto link added (75).

Up Special

  • Knockback cap on auto link added (75).

Parry

  • Visuals updated for parry_success and additional documentation added to parry_in and parry_success.