





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Benedikt][David Martínez Martí]
Just a quick one here with two key changes. After some discussion with a speedrunner I realised I needed to change the way ERSATZ handles it's in game timer. It's a small change that shouldn't cause any dramatic shifts in times for most people at this point, but will make the playing field fairer for slow PCs from now on. In addition it'll make the game more compatible with speedrunning standards. ERSATZ v1.34 Patch Notes ---------------------------------------------- Changed way game calculated its in game timer: Before it used delta_time between frames which would adversely affect any run's time if they suffered a frame drop. This has been changed to a fixed amount of time being added every frame (approx. equivalent to real time 60fps) as per the standard in IGT speedruns. Left & Right input has been altered, mostly only effect keyboard users: Pressing opposite direction to one already being held will cause instant direction change with carried move speed, even if both keys are held together. There is then a small window of 15 frames where the character will not change direction again if both keys continue to be held. Releasing either key during this buffer period will cancel it and immediately, allowing the player to move in the direction which matches what key is still being pressed. The benefit of this is that perfect 1 frame momentum pivots are much more reliably feasible and players in general will probably have more consistent responses from the game.
[ 6081 ]
[ 1481 ]
[ 2067 ]