Tester Build Update v0.4.18 - Bug Fixes, New Sprites and More!
General
Gameplay
Shielding now only halves your x speed when used out of dash (previously did it universally).
Added optional knockbackCap HitboxStat. Caps the amount of knockback an attack can deal. The default value (-1) will indicate the attack can deal as much knockback as the formula calculates. If the value is >=0, the attack’s knockback will be capped at the given value.
Custom stages from the Steam Workshop that reference non-existent music tracks in the local custom content folder (i.e. "local" namespace) will now fail gracefully and allow the match to proceed.
Fixed bug that caused thresholds for walk, dash, etc. to not respect the range between the dead zone and stick radius. These thresholds now scale proportionally with the calibration made by the user.
Menus
Title Screen
Now displays a “Custom Content Loading…” message when loading custom content on startup.
Controls Menu
Now defaults to the active profile of the player who opened the menu.
Fixed bug that allowed you to click buttons behind the profiles popup after deleting a profile, causing a softlock.
Fixed crash caused by assigning a key in the controls menu as the online lobby timer runs out.
Custom Menu
Fixed back button being clickable while reloading custom content.
Playable Characters
CommanderVideo
Parry Success - Sprite adjusted.
Parry Fail - Sprites added.
Octodad
Heavy Land - Sketch added.
Neutral Special / Neutral Special Air - Sprites added.
Side Special Air - Sketch updated.
Up Special - Reworked ledge grabbing functionality. Will now grab the ledge more reliably.
Down Special - Reworked ledge grabbing functionality. Will now grab the ledge more reliably.
Parry Success - Corrected animation issue that caused parry to be actionable 10 frames later than it should have been.
Orcane
Down Special - Droplet and bubbles are now shieldable.
Parry Success - Corrected animation issue that caused parry to be actionable 10 frames later than it should have been. - Sprites added.
Assist Call / Assist Call Air - Sprites added.
Welltaro
Neutral Air - Reworked with new concept and animation. The previous version this move was overly centralizing and a bit too straightforward to use, considering the hitboxes circling his entire body. Still a 2-hit combo move, but the hitboxes are much more reigned in with the new animation.
Down Air - Projectile sized down 25%. Visuals will be adjusted pending testing. - Fixed bug that caused it to be usable with exactly 2 ammo, despite costing 3.
Fraymakers Content Exporter Plugin v0.1.3
General
Engine version number bump to 0.0.17 (to support centerX/centerY -> offsetX/offsetY camera bg stat migration in latest build, detailed below)
Fraymakers Api Types Plugin v0.1.4
General
New HitboxStats field: knockbackCap
New Character method: attemptLedgeGrab()
Removed unimplemented CState constants
Rename stage camera background "centerX" and "centerY" stats fields to "offsetX" and "offsetY" respectively (and they now behave as offsets to center stage instead of absolute positions)
Tester Build Update v0.4.17.1 - Stage Bug Fixes
General
Fixed crash caused by random stage selection.
Fixed bug preventing custom stage scripts from loading at all, causing a number of bugs and quirks on most custom stages.
Fraymakers Early Access Arrives on January 18th!
Mark your calendars - the official launch date for Fraymakers Early Access is January 18th, 2023!
Thank you all so much for your patience! With the help of our Kickstarter Tester Build group, we're proud to say that Fraymakers is nearly ready for everyone to get their hands on it. We were trying our best to get Early Access ready before the end of 2022, but we ended up not being able to finalize the last few bits of content and optimizations in time. With our time increasingly limited due the holidays and other substantial real-life obligations near the end of the year, we ended up making the tough call to release in January to make sure we’d be able to get everything ready to launch. If you haven’t done so already, please wishlist Fraymakers here on Steam to get notified the second it launches (plus it really helps us out)!
Like we mentioned during our Kickstarter campaign, Fraymakers Early Access will launch with 4 playable characters, 20 assists, 5 stages, rollback netcode and FrayTools. This is just the start of the Fraymakers journey - after the launch, you can look forward to updates from us as we get to work on the next 5 playable characters, 1 DLC character (at least!), 30 assists, 9 stages, modes, and more!
Also, in case you missed it: the final assist that’ll be available at Early Access launch will be revealed at the end of our launch trailer! This will be a new addition that we haven’t announced yet - who do you think it will be?
Stay tuned! We’re looking forward to playing Fraymakers with you soon.
Scripting logic for all remaining official content (including stages, structures, match rules, and AI) 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. Since this involves a pretty major change in scripting, please let us know if you find any new bugs or regressions! - Backyard with hazards on has been temporarily locked due to a new crash caused by this change.
Effects
Parry - There is now an effect that plays during the active frames of parry. - The effect that plays on successful parries has been updated.
Playable Characters
CommanderVideo
Parry Success - Sprite updated.
Octodad
Up Special - Fixed bug where it would sometimes reel in from the wrong distance when grabbing a wall or ceiling.
Side Special - Hurtboxes updated to better match the new animation.
Orcane
Intro - Sketch added.
Parry Success - Sketch added.
Parry Fail - Sketch added.
Ledge Attack - Sketch updated.
Crash Roll - Animation adjusted.
Welltaro
Side Special - Hitbox is now properly enabled when landing during the attack.
Tester Build Update v0.4.16 - Ape Assist Added!
Highlights
Ape Assist
Added to the game!
Sequential Online Match Fix
Fixed a bug that caused the match to be loaded multiple times extraneously when you played several games in a row online. This should reduce the lag caused by playing successive matches - please test!
Online
Custom Content
Custom content no longer becomes unselectable after playing two online games with custom content selected.
Menus
Character Select Screen
Icons for custom content are now correctly aligned.
Fixed a bug that caused custom content stage music and hazard variants not to load properly.
Custom
Steam resource identifier is no longer shown under custom content.
Playable Characters
CommanderVideo
Up Special - Now begins to rotate immediately after the startup (previously waited for 10 frames before rotating). - Back and forth rotation speed increased (140 total frames -> 130 total frames)
Neutral Special / Neutral Special Air - Sketch updated.
Side Special - Sketch updated.
Orcane
Down Special - Spawning a droplet now puts down special on a 30 frame cooldown. - Spawning bubbles from a puddle now puts neutral special on a 30 frame cooldown.
Welltaro
Side Special / Side Special Air - Clean sketch added.
Parry Success - Sketch updated.
Parry Fail - Sketch added.
Assist Call / Assist Call Air - Sprites added.
Assists
Peppino
Grabbing logic changed from distance based to grabBox based, which should make his grab more consistent.
Footstep sound effects now only play when grounded.
Entirely reworked with new visuals and functionality. More details in the Menus section below.
Backyard
Hazards enabled.
Performance
Scripting logic for all of the projectiles in the game are now embedded in the executable. This should result in improved scores for the rollback stress test, as well as smoother online gameplay for a wider range of computers.
General
Engine
Exception handling has been added to all official content. This addresses an issue where the optimizations we made to official characters were prone to hard crashes if an error occurred. Now in most cases if something goes wrong things should fail gracefully.
Gameplay
You can no longer hitstop nudge down past the stage by nudging downward from onstage.
Added an xSpeedConservation of 0.5 to the start of shield animation. This means shielding will stop your momentum nearly instantly if done while moving.
Controls
The wavedash button is now usable in all situations on the ground where a jump can be used, including jump cancels and out of shield.
Menus
General
You will now be alerted at launch if your save becomes corrupted for any reason. You will be prompted to confirm overwriting the file before being able to continue playing the game.
Menus can now be navigated with d-pad inputs on controllers.
Start Screen
TikTok label now appropriately links to the Fraymakers TikTok account.
Controls
Quick Press = Short Hop toggle added.
"Tap + Attack = Strong" toggle added.
Full Hop button added.
Double tap dash for controllers is defaulted to off.
Default device profiles are now read-only. You may still view the default mappings for a device in the controls menu, however you will be prompted to create a profile if you attempt to change the defaults.
D-pad mappings are now limited to directional actions only (any invalid mappings will be cleared).
Root Menu
Custom menu now has a graphic.
Version information removed and now only appears on the start screen.
Custom
Added a button that takes you to a link to learn more about FrayTools.
Corrected a soft-lock that could occur if you pressed the “reload custom content” button with no content installed.
Characters
Octodad
Dash Attack - Updated sketch.
Forward Strong - Clean sketch added. - Hitbox now reaches farther forward with less vertical range (matches with the clean sketch).
Neutral Special - Now uses the new autolink point functionality to make connecting with the multi-hit portion of the attack more consistent.
Side Special - Now uses the new autolink point functionality to make connecting with the multi-hit portion of the attack more consistent.
Up Special - No longer has a huge horizontal flip when grabbing the ledge from underneath the stage.
Up Throw - Removed a stray pixel in animation.
Parry - Rough sketches added.
Orcane
Forward Air - Corrected some missing pixels. - Performance online improved as a result of the projectile performance update.
Down Special - Performance online improved as a result of the projectile performance update.
Welltaro
- Adjusted “whoosh” sound effect timing for several moves.
Assists
Peppino
Footstep sounds added to the run cycle.
Stages
Merchant Port
Walls added to the sides of the terrain.
Fix bug that caused you to use the aerial version of special moves on the ground if you hadn’t left the ground yet.
FrayTools v0.2.0
Rendering Error / Entity Corruption Bug Fixes
We have made changes to FrayTools which prevent you from doing certain actions at times in order to prevent opened files from being corrupted. The below are all the cases that seemed to result in an invalid workspace state. In addition, this should address most cases of saving a corrupt .entity file (since you can’t save until a valid state is reached). - Access to the publish menu while an asset is loading is now prevented. - Ability to save an asset while the workspace is loading is now prevented. - Ability to close workspace while it is in the middle of loading is now prevented.
End-User License Agreement
A formal End User License Agreement has been integrated with the software. You'll be presented with an agreement that must be accepted before being allowed to proceed from that point forward.
Fraymakers Character Template v0.1.1
General
Replaced BodyStatus.HEAVY_ARMOR references with new DAMAGE_ARMOR constant. (See Fraymakers Api Types Plugin v0.1.3 Changelog).
Up Special
Now uses the new autolink point functionality to make connecting with the multi-hit portion of the attack more consistent.
Fraymakers Custom Content Deep Dive
Added a warning in the collision box section with regards to rotated hitboxes. This is to add further clarification with regards to restrictions in the collision system.
Fraymakers Metadata Plugin v0.1.2
General
Introduced new "Autolink Point" point type for Game Objects. This can be used with hitboxes with SpecialAngle.AUTOLINK_STRONGER to specify an alternate position to pull hit foes toward.
Fraymakers Api Types Plugin v0.1.3
General
GameObject's angleIsInSpikeThreshold() function promoted to a static method.
Renamed the BodyStatus HEAVY_ARMOR constant to DAMAGE_ARMOR (functionality is the same as before)
Added new DAMAGE_RESISTANCE BodyStatus constant. Damage will be reduced by the amount specified by the bodyStatusStrength animation stat when threshold is exceeded.
Created new LAUNCH_ARMOR BodyStatus constant to assume the role of LAUNCH_RESISTANCE. The LAUNCH_RESISTANCE BodyStatus will cause knockback to be reduced by the amount specified by the bodyStatusStrength animation stat when threshold is exceeded.
BodyStatus doc strings added
New CollisionBoxType constant: AUTOLINK
Replaced GROUNDED_SPIKE GameObjectEvent with SPIKE_RECEIVED
New ControlsObject field: FULL_HOP
Tester Build Update v0.4.14 - Speed Cap Hotfix
General
Engine
Fixed bug that permitted speeds that are beyond max speed thresholds to be maintained when holding a directional input during animations that use the allowMovement stat (e.g. Orcane Forward Air, CommanderVideo Up Special). This also corrects a longstanding bug where run speed out of dash would "dip" briefly beneath the run speed cap before returning to the max run speed as characters decelerate from their dash speed down to their run speed cap.
New toggle added to the Lobby creation screen that allows you to enable Custom Content for that lobby (delay-based lobbies only for now). When enabled, the character select screen will permit the selection of custom characters, assists, and stages that you've subscribed to on the Steam Workshop. If you are missing any custom content files before a match starts, you will be prompted whether you'd like to accept the download or quit. If accepted, any missing Workshop items will be subscribed to automatically and the match will begin. Note that placeholder icons may appear during the loading process while the host reconciles all custom content and informs the other players.
Character Template
Introducing Fraynkie, the official character template! The template includes a full moveset designed to demonstrate key aspects of Fraymakers character development, along with comments explaining how everything works. Thank you for your patience while we put the character template together - it should hopefully cover a ton of ground and help get your character project up and running quickly!
You can now buffer get up actions out of ground bounce.
CPUs should no longer get stuck in a recovery loop.
Menus
Character Select Screen - Profiles now filter based on your controller’s port device type.
Start Screen - “Custom content loaded” message will no longer pop up each time you open the game.
Engine
Game object acceleration logic has been refactored. All game objects now share base acceleration stats, with characters having additional stats dedicated to configuring walk and run speed acceleration. Previously run speed acceleration (which only ever occurs out of run turns since dasing exceeds the max run speed) had acted as a speed multiplier. Run speed acceleration is now additive instead, which is more representative of natural physics/kinematics. Additionally all game objects can now also override their base acceleration / speed caps on a per-animation basis (see Fraymakers Api Types Plugin v0.1.2 notes for more technical details).
Online
General
Frame Lengthening - Frame-lengthening logic now leverages the live ping for its determination of how in sync clients are to one another. If it is detected that the amount of inputs received from opponents is behind what would be expected given the current ping, then frame-lengthening will kick-in on the client until the inputs are caught up within an acceptable range. A brief cooldown is then introduced after frame-lengthening ends to reduce the chance of over-correcting.
Rollback Stress Test - Now advises turning lights and shadows off in settings when below a certain FPS threshold.
Playable Characters
CommanderVideo
Neutral Special - Startup reduced by 3 frames. - Downward beam now hits at an upward angle. - Absorbable set to true.
Side Special - Stats adjusted (base knockback 80 → 65, knockback growth 25 → 75).
Down Special - Startup reduced by 2 frames (6 → 4). - Now has IASA after frame 8 of the endlag (previously had no IASA over the 16 frame endlag). - Minimum time in paddle form reduced (30 frames → 17 frames).
Up Special - Fire speed increased (20 → 20.5)
Jab 1 - Adjusted stats to connect into jab 2 more consistently. - Jab 2 can now start on frame 8 at the soonest, up from frame 6. - Endlag reduced by 2 normal frames and 1 IASA frame.
Jab 2 - Adjusted stats to connect into jab 3 more consistently. - Jab 3 can now start on frame 7 at the soonest, up from frame 6. - Endlag reduced by 3 frames.
Up Air - Tightened hitboxes. - Startup increased (3 → 4). - Early hit stats adjusted (angle 70 → 45, base knockback 75 → 45, knockback growth 50 → 60). - Late hit now kicks in two frames earlier on on the further back hitbox - the higher-priority forward hitbox retains the early hit for those two frames.
Back Air - Hitbox stays out for 3 more frames. - Added sourspot starting on the third active frame.
- Weight adjusted (85 → 95). - Aerial ECB head position raised.
Neutral Special - hitstopNudgeMultiplier set to 0.5 for multihit portion. - Hitbox on final hit adjusted to be a bit more accurate. - Added custom ECB.
Side Special - Heavy armor now starts on frame 5 instead of frame 1. - Armor strength reduced (50 → 12). - Fixed bug where using the side special right as you slide off of a structure didn’t properly transition to the aerial version of the attack.
Up Special - Increased size of ledge grab boxes on extend. - Adjusted structure grab box positioning. - No longer sends to special fall. - Knockback growth increased (10 → 30). - Fixed double-playing sound effect.
Down Special - Increased size of ledge grab boxes on extend. - Adjusted structure grab box positioning. - No longer sends to special fall. - Restatted multihit so the opponent doesn’t fall out of the grab (does the same amount of damage). - Final hit stats adjusted (knockback growth 45 → 55, base knockback 70 → 60, angle 70 → 80). - 4 frames of endlag after final hit turned into IASA. - Fixed bug which prevented Octodad from grabbing walls on the right side of terrain.
Forward Tilt - Weak hit stats adjusted (damage 5 → 7, knockback growth 40 → 50, base knockback 50 → 60). - Strong hit base knockback reduced (80 → 70).
Up Tilt - Endlag increased by 2 frames (18 → 20). - Second hitbox tightened.
Down Tilt - Startup increased by 1 frame (8 → 9). - Endlag increased by 1 frame (10 → 11). - Hitboxes tightened.
Up Strong - Strong hit stats adjusted (knockback growth 90 → 85, base knockback 65 → 60). - Weak hit stats adjusted (damage 8 → 9, base knockback 50 → 60).
Down Strong - Strong hit stats adjusted (damage 14 → 13, base knockback 60 → 50). - Weak hit base knockback increased (55 → 60).
Neutral Air - Tightened hitboxes, especially tippers. - Strong hit knockback growth reduced (75 → 70).
Forward Air - IASA kicks in 3 frames later. - Auto cancel kicks in 4 frames later. - Tightened hitboxes.
Up Air - Adjusted hitboxes - sour hitbox now stretches further into tipper hitbox, meaning that landing the tipper cleanly will be a bit less forgiving. - Strong hit stats adjusted (knockback growth 80 → 75, base knockback 65 → 55).
Up Tilt - Weak hit damage increased (3 → 4). - Turned on reversibleAngle.
Forward Strong - Normal and puddle boosted versions’ base knockback increased (60 → 65).
Up Strong - Normal version stats adjusted (damage 16 → 10, base knockback 20 → 65, knockback growth 100 → 95). - Puddle boosted version stats adjusted (damage 19 → 14, base knockback 20 → 60, knockback growth 100 → 90).
Down Strong - Normal version stats adjusted (damage 14 → 9, base knockback 45 → 70). - Puddle boosted version stats adjusted (damage 17 → 12, base knockback 45 → 70, knockback growth 20 → 90).
Forward Aerial - Animation stats (gravity multiplier, influence multiplier, etc.) now apply when the bubbles start to come out rather than at the start of the animation. - Passive pushback per frame increased (0.3 → 0.5). - Bubbles adjusted (life 17 frames → 30 frames, spawn amount 2 → 1, base knockback 20 → 30, angle 45 → 55). - Bubbles minimum and maximum y speed decreased.
Neutral Aerial - Orcane can no longer bypass airdash whiff landing lag with an airdash nair.
Up Aerial - Strong hit knockback growth reduced (75 → 70). - Spike hit stats adjusted (base knockback 50 → 45, knockback growth 55 → 50). - Animation slightly retimed.
Airdash - Speed applied for two additional frames.
Double Jump - Absorbable set to true.
Neutral Special - Heart Balloon can now be hit to destroy the projectile. - Hitbox is now smaller.
Side Special - Normal final hit damage increased (6 → 8). - Empty ammo final hit stats adjusted (damage 17 → 14, knockback growth 90 → 85).
Down Special - Absorbable set to true.
Jab 1 - Adjusted stats to connect into jab 2 more consistently. - Jab 2 can now start on frame 8 at the soonest, up from frame 7. - Endlag reduced by 2 normal frames and 1 IASA frame.
Jab 2 - Adjusted stats to connect into jab 3 more consistently. - Jab 3 can now start on frame 8 at the soonest, up from frame 7. - Endlag reduced by 3 frames.
Jab 3 - Adjusted multihit stats to make the attack hit more consistently, especially in the air.
Up Tilt - IASA increased from 3 frames to 5. - Base knockback reduced (60 → 50).
Down Tilt - Tightened hitboxes. - Third active frame removed (now 2 active frames total). - Knockback growth increased (65 → 75).
Forward Strong - First hit can no longer be hitstop nudged. - Second hit hitbox size reduced (doesn’t reach as far backward)
Up Strong - Damage reduced (16 → 14). - Added weak hit starting on the fourth active frame.
Down Strong - Damage reduced (14 → 13). - Startup frames increased (4 → 5). - Redrew hitboxes to be more localized on the explosions and bullets (less coverage on his body). - Added sourspot starting on the 6th active frame.
Neutral Air - Autocancels 2 frames later. - Endlag increased by 1 frame (7 → 8). - Startup increased by 2 frames (4 → 6). - First hit damage reduced (3 → 2). - Second hit damage increased (5 → 6). - Angle adjusted (40 → 35). - Hitboxes last two fewer frames (2 frames near the end are no longer active).
Forward Air - Now only spikes starting on frame where his boot is directly in front of him.
Down Air - Ammo used increased (2 → 3). - Stats adjusted (base knockback 70 -> 45, knockback growth 35 → 65). - Startup increased by 1 frame (14 → 15). - ECB’s foot position slightly raised. - Absorbable set to true.
Up Air - Added weak hitbox. For the first 4 active frames, the foot hitbox is the strong hit and the leg hitbox is the weak hit. Active frames 5 - 8 are all weak hit.
Version bump to account for the new acceleration stat changes. Fraymakers will attempt to automatically retrofit content exported from older versions, but it is expected that content exported moving forward will have their deprecated stats updated.
Fraymakers Api Types Plugin (v0.1.2)
General
New HitboxStats field: disabled
New GameObjectStats fields: groundSpeedAcceleration
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!)
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.