What is Fraymakers?
Fraymakers is the ultimate customizable platform fighting game, featuring a cast of some of indie gaming's biggest icons. Duke it out with up to 4 players, and call on assists to help out in the heat of battle. Create or play custom characters, stages, modes, and more for infinite fun!Key Traits
- Easy to pick up, hard to master - Fraymakers is designed to be friendly to new players and challenging and expressive for veteran players. You’re going to have a ton of fun whether you want a quick round with your friends or you’re looking to climb the leaderboards.
- Rollback Netcode - If you’ve been part of the fighting game community over the past few years, you know that rollback is the gold standard for fighting game netcode. We’ve prioritized and designed around rollback from the outset of development, meaning that Fraymakers will provide the smoothest possible online experience.
- Full Movesets - With over 80 animations per character, we've skipped nothing! Each character comes complete with every motion and attack you've come to expect from a platform fighter as well as some brand new techniques.
- Assists - Choose from a massive selection of indie characters to unleash an attack, fire a projectile, buff your character, or inflict a special status effect on your foes.
- ...And Infinite Expandability! - We designed both the game and our custom content editor to be accessible and powerful. We want the process of creating your own content to be simple and fun. Whether you're a player or a creator, this means that the possibilities are endless.
[u]Highlights[/u]
Reworked Rollback
Weve reworked the approach we used to keep players in sync with each other. Previously, the game would slow down well-performing machines to allow time for slower machines to catch up. The new functionality takes advantage of new tools weve implemented to speed up the machine that is falling behind, including temporarily boosting frame rates and/or skipping frames. Weve seen noticeable improvements in our internal testing especially in matches involving lower-end computers, so wed like to hear from you after you've gotten a chance to give it a try. Please play a few matches with the same player on both the live version and the updated version on this experimental branch and let us know how it goes here .
- Note that this may not address the gradually increasing slowdown that can occur after playing several matches - were still working on getting to the bottom of that issue and will let you know once we implement a solution.
HUD Revamp
Weve updated the in-match HUDs design! Portraits can pop out of their boxes and characters have custom stock icons alongside tons of other bits of polish!
- We took special care to make sure this change affected as few custom content projects as possible. If your content was inadvertently affected (or if you have any feedback on the hud generally) please let us know! The quickest way to get a response for this issue would be to let Ramsey know in our Discord server, but you can also use our feedback form at https://fraymakers.com/feedback.
Camera Adjustments
Implemented a new experimental system intended to keep some portion of the stage visible on screen at all times. More information on how this system works and how creators can apply the boxes to their own stages will be added to the Stage Template when the experimental branch merges with live.
[u]General[/u]
Roll Off Ledge
Reverted experimental snap to ledge behavior.
Ledge Occupancy
Set to 30 frames.
- When we merge the experimental build with the live version, well introduce a new CharacterStat for creators that controls ledge occupancy and allows you to customize the time your character occupies ledge through all of their actions to your preference.
Controls
Fixed bug that prevented buffered actions to not come out immediately upon becoming actionable if they were input prior to a moves IASA period.
Reflecting Projectiles
Fixed bug that prevented a player from reflecting the same projectile more than once (if it was reflected back at them, for example).
[u]Online[/u]
Rollback Adjustments
Improved frame timing estimation algorithm.
Implemented Frame Skip
- Players that are behind will "Frame Skip" up to 10 frames every 60 frames in order to catch up to other players.
Implemented Frame Boost
- When the timing discrepancy reaches less than 1 frame, the frame rate will be boosted slightly until the clients are determined to be within less than half a frame of each other (after which the game will return to its normal FPS).
Removed deprecated Frame Lengthening implementation.
Lobby
Selection Time Limit
- Added option that allows the host to configure how long your lobbys players have to select content. Defaults to off.
[u]Menus[/u]
Character and Assist Selection Screens
Random
- A random button has been added to the custom content selection screens.
- Selecting the random button now selects Random instead of immediately selecting a random available option. The content will be chosen randomly once you reach the match start doors.
- Dropping your token on any of the whitespace around the character icons now randomly selects a piece of content, similarly to the old random button behavior.
Match HUD
HUD Rework Details
- Character-specific stock icons added.
- Font updated.
- Character Portraits
- Background changed from a diamond to a square.
- Added support for a "top" layer that allows character faces to pop out of their box.
- Removed shaking from portraits.
- Redrew all character portraits.
- Assist Charge Bar
- Assist portrait is now faintly visible when uncharged.
- Slightly shrunk the bar vertically.
- Added a highlight to the tip of your current amount of charge.
- Added a slight fade to the left of the assist asset, replacing the box and hard cutoff.
[u]Playable Characters[/u]
CommanderVideo
Neutral Special
- Added 5 frames of startup after selecting direction before hitbox comes out.
Neutral Air
- Startup increased by 1 frame.
Up Air
- Startup increased by 1 frame.
- Hitboxes tightened.
Ledge Attack
- Corrected intangibility not lasting through active frames.
Octodad
Neutral Air
- Increased landing lag by 1 frame.
Forward Air
- Increased landing lag by 1 frame.
Down Air
- Increased startup by 1 frame.
Orcane
General
- Hurtboxes tightened on dash, crouch, airdash land and special fall.
Up Special
- Teleport sweetspot knockbackGrowth increased (60 65)
Forward Tilt
- Damage increased (9 10)
- knockbackGrowth increased (80 85)
Back Air
- Extended first hit hitbox forward.
Up Air
- knockbackGrowth increased (75 80)
Crash Attack
- Removed outdated angle update that made the second hit hit the wrong way.
Ultra Fishbunjin 3000
Forward Air
- Reduced hitbox sizes marginally, mainly the sweetspot.
Down Tilt
- Fixed sound effects playing incorrectly.
The Watcher
Neutral Special
- Calm heal per hit reduced (1 0.5)
- Endlag reduced by 1 frame.
Side Special
- Fixed bug that caused grounded version to go to special fall if the destination was in the air.
- Calm and Wrath hitstopOffset increased (15 18)
- Divinity startup reduced by 8 frames.
Welltaro
Projectiles
- Fixed bug that allowed airdash, double jump and heart balloon projectiles to sometimes hit twice.
Side Special
- Base damage increased (7 8)
- knockbackGrowth increased (70 75)
Up Special
- Adjusted sound effect timing to match startup change from previous patch.
Down Special
- Fully restatted to hit upward.
- Adjusted hitbox to better match the animation, resulting in a smaller horizontal size.
Neutral Air
- Adjusted hitboxes on both hits, mostly to extend further backward.
- Fixed misnamed hurtbox.
[u]Assists[/u]
General
HUD
- Positioning adjustments made to The Bard, Diogenes, Fancy Pants Man, Josef, Nikandreos and Leas HUD positioning.
The Bard
HUD
- Pixel art adjusted.
Diogenes
HUD
- Pixel art adjusted.
Fancy Pants Man
Large Pixel Art
- Pixel art adjusted.
HUD
- Pixel art adjusted.
Lea
HUD
- Pixel art adjusted.
[u]Stages[/u]
Sloped Terrain Bug Fixes
Running off of a flat structure onto the top of a descending structure now behaves more consistently.
Moving from a flat floor to an upward angled floor should no longer cause the character to fall between the terrain.
Most angled floors no longer alter various movement speeds, including running and dodge rolling.
Note - this section only applies to custom content, as none of the stages in the main game use sloped floors (for now!).
Merchant Port
Fixed bug that caused the rotating platforms on the hazard version to sometimes take you under the stage.
[u]Custom Content[/u]
Parry
Fixed bug that made counterboxes fail a parry check when not used in the parry_in state.
[u]Character Template v0.2.6[/u]
https://github.com/Fraymakers/character-template/releases/tag/0.2.6
HUD
Added a few visual aids and comment guides to the sections regarding the refreshed HUD.
Added stock icon.
Added support for a top layer where your character can appear on top of the HUD.
- Note: The top layer of the HUD is not constrained by a mask. We decided that content creators would probably appreciate that level of freedom (while trusting that projects that take advantage of the ability to block the screen wont be highly rated). Also, this allows for creators to easily create HUD assets that arent downscaled to Fraymakers pixel resolution if theyd like.
Added new fields to the manifest correlating to the new stock icon and hud top layer assets.
Ledge Climb
Fixed the ledge_climb_in and ledge_climb animations being swapped (again).
AnimationStats
Corrected misnamed walk loop animation.
Note: Changes with a in front resulted from suggestions by our community!
Minimum Setup
- OS: Ubuntu 18.04. 64-bit
- Processor: Intel 2.0GHz Core 2 Duo or equivalentMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Nvidia 450 GTS / Radeon HD 5750 or better
- Storage: 1 GB available spaceAdditional Notes: DirectX 9.1+ or OpenGL 3.2+
Recommended Setup
- OS: Ubuntu 18.04. 64-bit
- Processor: Intel i5+Memory: 4 GB RAM
- Graphics: Nvidia GTX 460 / Radeon HD 7800 or better
- Storage: 1 GB available spaceAdditional Notes: DirectX 9.1+ or OpenGL 3.2+
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