Full notes
Full Milliseconds Matter: Precision Platformer update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Fixes
- Gameplay
Milliseconds Matter: Precision Platformer changes
If you've spent any time racing against ghost runners in Milliseconds Matter, you may have noticed that they occasionally did some... unexpected things.
A while back, I fixed an issue with the ghost system and thought everything was working correctly. As it turns out, there was still one more bug hiding beneath the surface.
The problem appeared whenever a ghost runner activated a checkpoint. While the player correctly remembered which checkpoints had already been used, the ghost runner didn't. This could cause the ghost to activate the same checkpoint multiple times during a run, leading to incorrect respawn positions or even causing it to face the wrong direction.
After tracking down the issue, I updated the ghost runner so it now properly remembers which checkpoints have already been activated, just like the player does.
This fix should make ghost replays much more reliable and accurate when racing against your best times.
If you encounter any issues with the ghost system, please let me know here:
I've also been working on several new features for the full game, and I'll be sharing more development updates soon.
Source
Changelog.gg summarizes and formats this update. How we read updates.
