On 2nd August 2025, Mini Micro rolled out its 1.2.5 update — which I like to call the Quality of Life Update.
This isn’t about adding flashy new features or experimental tools — it’s about making your Mini Micro experience smoother, safer, and just plain nicer to work with. We got:
- Bug fixes
- Safe Save strategies
- UV Mapping for Sprites
So let's get started
Bug Fixes
WebGL no longer logs errors about "mainWindowDisplayInfo" every second or so.
Recently, on the Mini Micro Discord, several users reported an annoying web build bug. Whenever they opened the browser’s Inspect tool, the console would log mainWindowDisplayInfo every second.
Even if you check out Mini Micro builds before the 1.2.5 update, you can still observe those inspector errors.
Here are some other bug fixes:
The TileDisplay system now handles tricky edge cases better — for example, an empty tileset no longer spams error logs.
Fixed a bug where a removed sprite could reappear behind all eight display layers — usually at massive scale — if you changed one of its properties afterward.
On WebGL, sound now uses a new method that should fix those occasional “sound won’t play” issues in web builds. (Ok, this one was my second favourite bug fix of this update)
Fixed a bug where
file.move
andfile.copy
could fail when transferring files between different disks.
Safe Save
Let me begin with a story. Recently, in Micro Jam 42, a developer experienced a blackout while building his game. Due to this blackout, the developer lost all his code done in Mini Micro. infact the developer then had to make a new game from scratch.
The developers of Mini Micro saw this incident as a new feature and introduced Safe Save
in Mini Micro
What is Safe Save
Safe save is a method of writing files that reduces the risk of data loss. Instead of saving directly over the original file, the program first writes the changes to a temporary file (like filename.ms.tmp). Once the write is successful, it replaces the original file with the new one. This way, if the process is interrupted — like a power outage or crash — your original file stays intact and you don’t end up with a half-written, corrupted file.
This one was surely a quality-of-life feature.
And at last, we got the best feature of this update
UV Mapping in Mini Micro
Currently, I would not explain this in detail, as it's a different concept that takes a whole different blog, but on top of the iceberg.
Sprites got two new tricks: uvs and setUVs. Think of them as the “crop tool” for your sprite image. They let you pick exactly which part of the image to show on your sprite by adjusting four “texture coordinates” (UVs). Normally, these coordinates go from 0 to 1, meaning 0 is the start of the image and 1 is the end. But if you go outside that range, the texture will tile itself like a repeating wallpaper.
If this feature just sparked up your curiosity, then I suggest either waiting some time for my blog on UV Mapping or checking out this official mini micro blog by the developers.
🤜UV Mapping In Mini Micro (Official)
That's all for today. Meet you next time, till then stay awesome, bye.
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