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.
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.
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.
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.
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.
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.
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 .
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
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.
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 v0.4.2
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
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.
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.