Fraymakers

Fraymakers

Mr. Game & Watch (Character)
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Update: 18 Jan, 2023 @ 4:48am

1.0.1 - Fixed physics-breaking bug

Update: 18 Jan, 2023 @ 4:42am

1.0.0 - OFFICIAL FRAYMAKERS RELEASE DAY

The "Please Don't Break Everything" Update

General -
Something happened with Steam servers while uploading last update; all changes from that update should be packaged into this update instead, unless it fails again
Added rudimentary recovery AI; will be improved over time
Increased max airspeed (5 -> 5.25)
Adjusted CSS portrait positioning
Added standard vfx to some actions; likely placeholder until custom vfx is created
Converted variables to API-friendly objects
Entirely restructured code to run less comparisons/operations at any given time; might help with desync issues, but may also introduce a host of new bugs. Submit reports you might have.

Fire! (Up Special) -
Removed inconsistent landing lag addition; may revisit later

Flagman (Up Tilt) -
Changed angle of second hit (100 -> 95)

Fire Attack (Forward Strong)
Reduced knockback growth of sweetspot (70 -> 65)

Tropical Fish (Neutral Air) -
Reduced endlag (25f -> 23f)

Mario Bros. (Forward Air) -
Increased endlag (20f -> 21f)

Oil Panic & Judge (Down & Side Special) -
Added screenshake to oil toss and 9 hammer




TODO -
Add additional vfx
Adjust sfx
Fix inevitable reported bugs

Update: 4 Dec, 2022 @ 1:57pm

0.2.1 - Hotfixed character to work with new movement engine calculations. (No more godlike up special.)

Update: 26 Nov, 2022 @ 2:40pm

0.2.0 - Quality of Life & the Power to Kill

General -
Added more sfx to crash getup and all tech animations
Alt 16 will now no longer select itself or Alt 15 (Translucent alt) when changing colors
Alt 16’s 30 second color change timer now resets upon taking a hit

Judge (Side Special) -
You can no longer get the same Judge number twice in a row (Requested by Exo)
Fixed pixels with accidental alpha values, causing them to not change color with palette swaps
Increased 3-hammer shieldstun multiplier [3x -> 4x]

Mario Bros (Forward Air) -
Mr. Game & Watch now wears a hat reminiscent of the source material
Increased sourspot base knockback [40 -> 50]
Increased sweetspot knockback growth [60 -> 65]

Turtle Bridge (Back Air) -
Increased final hit knockback growth [60 -> 70]
Decreased startup [f12 -> f11]
Decreased endlag [19f -> 18f]

Greenhouse (Jab) -
All parts of move will no longer reverse hit

Lion (Forward Tilt) -
Increased early hit sourspot knockback growth [85 -> 90]
Increased early hit sweetspot knockback growth [90 -> 95]
Increased late hit knockback growth [60 -> 70]

Helmet (Dash Attack) -
Increased early hit knockback growth [50 -> 60]
Increased super late hit base knockback [80 -> 85]
Increased distance teleported in final movement [30px -> 35px]
Move will no longer reverse hit

Vermin (Down Strong) -
Adjusted hitbox proportions so it is easier to hit the sweetspot
Increased sourspot knockback growth [10 -> 15]

Manhole (Ledge Attack) -
Move will no longer reverse hit

Update: 18 Nov, 2022 @ 10:32am

0.1.1: Various Adjustments

General -
Fixed camera box size
Fixed airdash back sfx playing too early
Fixed extraneous pixel on CSS render
Increased length of run turn animation [4f -> 6f]
Increased length of wavedash animation [4f -> 8f] (Wavedashing was hilariously broken in the overpowered sense before, this brings it a bit more in line with the actual Fray cast)
Increased initial dash speed [8 -> 8.25]
Increased initial dash animation length [8f -> 12f]
Reduced initial dash sfx volume

Tropical Fish (Neutral Air) -
Decreased endlag [27f -> 25f]

Turtle Bridge (Back Air) -
Added vertical hitbox at Augustus Philippe’s head so the move drops less often when spaced well
Increased vertical range of final hit (~2-3 pixels)
Increased range of landing hitbox (~4 pixels horizontal, ~2 pixels vertical)
Adjusted animation of landing hit
Fixed issue where landing on the same frame the final hit would come out would not trigger the landing hitbox

Donkey Kong Jr. (Down Air) -
Increased horizontal range of landing hitbox (~4 pixels)

Spitball Sparky (Up Air) -
Increased base knockback of projectile multihits [40 -> 45]

Rain Shower (Down Tilt) -
Decreased self-hitstop of second hit [10f -> 8f]

Flagman (Up Tilt) -
Decreased self-hitstop of second hit [16f -> 14f]

Mario’s Cement Factory (Grab) -
Increased forward range (~4 pixels)

Update: 8 Nov, 2022 @ 9:47am

0.1.0: Baby’s First Balance Update

And boy is it hefty.
Part of it is to serve as a litmus test for just how we should all balance in this game, considering how none of us have developed for it on this scale before.
Part of it was because there were combos/confirms that absolutely should not have existed.
Part of it is that I personally have never developed anything like this, and certainly never expected it to be seen so much. I appreciate it.

General -
Fixed crouch animation slightly floating above the ground

Tropical Fish (Neutral Air) -
Increased landing lag [4f -> 8f]
Increased startup [f7 -> f9]
Decreased strength of autolink hitbox [KBG: 25 -> 20]
Increased knockback growth of final hit [Unspaced: 60 -> 70; Spaced: 20 -> 30]
Decreased hitstop and self-hitstop of unspaced final hit [HS: 12f -> 4f; SHS: 18f -> 12f]
Decreased hitstop and increased self-hitstop of spaced final hit [HS: 6f -> 2f; SHS: 4f -> 8f]
Decreased size of all hitboxes

Turtle Bridge (Back Air) -
Increased landing lag when landing after final hit (no landing hitbox) [4f -> 8f]
Increased startup [f10 -> f12]
Decreased hitstop [12f -> 6f]
Decreased size of all hitboxes
His name is Augustus Philippe

Mario Bros. (Forward Air) -
Increased landing lag [4f -> 8f]
Decreased hitstop of strong hit [16f -> 12f]
Increased endlag [17f -> 20f]
Decreased size of both hitboxes

Fire! (Up Special) -
Landing without hitting an attack now incurs an extra 8 frames of landing lag.
Reduced invincibility window [f7-f12 -> f7-f10]

Greenhouse (Jab) -
Rapid Jab - Reduced downward size of hitboxes to prevent it from hitting ledgehangs (More specifically, CommanderVideo’s atrocious ledgehang)

Lion (Forward Tilt) -
Reduced backward range

Flagman (Up Tilt) -
Increased base knockback, reduced knockback growth [BKB: 60 -> 75; KBG: 115 -> 100]
Increased window between first and second hits [2f -> 4f]
Decreased hitstop on first hit (so the move feels the same on-hit) [6f -> 4f]
Increased endlag [16f -> 20f]
Decreased size of both hitboxes

Rain Shower (Down Tilt) -
Decreased size of both hitboxes (Mostly downward to prevent hitting ledgehangs)
Decreased active frames of both hitboxes [f14-f17 -> f14-f15; f22-f25 -> f22-f23]
Reduced self-hitstop of second hit [14f -> 10f]
Increased endlag (Technically in part by hitbox changes) [13f -> 20f]
Changed angle of first hit to better link into the second [120 -> 150]
Increased base knockback and reduced knockback growth of first hit [BKB 30 -> 35; KBG -> 20 -> 5]

Fire Attack (Forward Strong) -
Increased knockback growth of sweetspot [65 -> 70]
Reduced hitstop of sweetspot [16f -> 12f]
Increased endlag [30f -> 32f]

Octopus (Up Strong) -
Reduced hitstop [16f -> 12f]
Increased endlag [26f -> 28f]
Reduced self-hitstop [20f -> 16f]

Vermin (Down Strong) -
Reduced base knockback of sourspot [90 -> 80]
Increased angle of sourspot [10 -> 15]
Reduced hitstop [Sour: 12f -> 8f; Sweet: 16f -> 12f]
Reduced self-hitstop of sourspot [16f -> 12f]
Increased endlag [28f -> 30f]

Ball (Throws) -
General - Self-hitstop increased [4f -> 6f]
Forward Throw/Back Throw - Increased knockback growth [Both: 35 -> 45]

Crab Grab (Crash Attack) -
Increased knockback growth [10 -> 40]
I do not know what the crab’s name is

Update: 7 Nov, 2022 @ 3:33am

0.0.3b: Fixed Oil Panic toss animation getting canceled by landing.

Update: 7 Nov, 2022 @ 1:27am

0.0.3: The Loose Ends Update:

Up Air - Adjusted spawn position of projectile to better match with move animation.

Down Special - Fixed(?) bug that would not reset gravity if hit during the move in the air.

General - Cleaned up various sprites that were missing and/or had too many outline pixels.

Alternate Costumes - Costume 16 now changes color every 30 seconds, in addition to when getting hit.

Update: 5 Nov, 2022 @ 8:33am

0.0.2d: Fixed Oil Panic crash bug; fixed Oil Panic loop animation not properly displaying charge level.

Update: 5 Nov, 2022 @ 8:08am