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.
\n[u]Highlights[/u]\n\nNew Stage: Super Gravitron from VVVVVV! Includes hazards on and off versions.\n\n[u]General[/u]\n\nBuffer Bug Fix\n Buffering a midair jump out of an action with characters that have multiple midair jumps no longer inappropriately consumes a second jump.\n\nOptimizations\n Improved performance when performing floor and wall collision tests.\n Improved performance when syncing characters to platform movement.\n\nCPUs\n No longer use recovery logic on stages where its not possible to fall off. \n\n[u]Online[/u]\n\nFrame 1 RNG desync fix\n Addressed increased likelihood of desyncs when seeded random methods are called on frame 1.\n\n[u]Graphics[/u]\n\nVisual Effects\n Hitsparks\n- Added a new hitspark that plays for harder hits. \n\n[u]Menus[/u]\n\nSound\n Added an announcer toggle.\n- Toggles between Kira Buckland and None, allowing you to disable the announcer entirely. \n\n[u]Playable Characters[/u]\n\nCommanderVideo\n Down Special (air)\n- Adjusted pixel art. \n\nHat Kid\n Airdash\n- Fixed vfx not rotating with airdash angle.\n\nOctodad\n Up Special\n- Fixed bug that sometimes caused him to do the aerial version of the attack while grounded. \n\nThe Watcher\n Neutral Special\n- Fixed bug with link frames that caused the second hit to use incorrect hitbox stats when landing during a specific part of the attack. \n\n[u]Assists[/u]\n\nMustache Girl\n Time Freeze\n- No longer forces characters into hurt if they had any knockback remaining from before being frozen after the time freeze ends.\n\nShopkeeper\n Visual Adjustments\n- Adjusted intro sprite.\n- An effect now plays when you use your battery jump\n- Afterimages now respect baseScale and rotation. \n Functional Adjustments\n- There is now less of a delay before you can use your battery jump after calling the assist. \n\n[u]Stages[/u]\n\nSlopes\n Bug Fixes\n- Made an improvement to angled floors to prevent incorrect movement speeds. \n- Improved prevention for clipping into the stage through sloped surfaces.\n- Corrected self.move not accounting for slopes.\n\nFixed math bug that could cause your character to fall through a structure at the end of a slope.\n\n[u]Custom Content[/u]\n\nCharacter Functionality\n New Character and Animation Stat: grabbableAreaType\n- This stat grants the creator finer control over the way their characters are allowed to be grabbed. More information can be found by following the API update link below. \n\nStage Functionality\n Ledge Layering\n- For characters that support _behind animations on ledges, you can now choose whether a characters entire sprite is displayed in front of or behind the stages main ground layer while on the ledge. This is controlled via a dropdown menu in the properties panel while selecting the floor structure. (Requires Metadata Definitions Plugin v0.5.0) \n Ambient light\n- You can now change a stage\'s ambientColor stat mid-match.\n\nNew GameObjectStats fields:\n outgoingCollisionBoxDetection\n- Enables an optimization for game objects that are permanently unable to interact with other object\'s collision boxes, such as objects that characters can deal damage to but that cannot damage characters themselves.\n terminalVelocityRising\n- Specifies a maximum upward velocity a game object can travel. The same restrictions apply here as to normal terminalVelocity: it only applies during normal physics, not knockback.\n\nEntityEvent.STATE_CHANGE\n \"self\" value is now available to EntityEvent.STATE_CHANGE events listeners.\n\nFraymakers Api Types Plugin v0.9.0\n https://github.com/Fraymakers/api-types-plugin/releases/tag/0.9.0 \n\nFraymakers Metadata Definitions Plugin v0.5.0\n https://github.com/Fraymakers/metadata-plugin/releases/tag/0.5.0 \n\n\nNote: 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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