New version out on EXPERIMENTAL - Let me know what you think.
Changes
- 'UseableBehavior' objects no longer nessesarily show up with "Use 'E'" UI or gets outlined, these are now something modders can decide to turn on/off. The reason for this is, that it's not always you want things to get outline or have UI show up - so that is optional now - Added pick-up animation, so items move/fly to your hand instead of just instantly be there - Changed pick-up logic to always rotate the picked up object to a fixed initial rotation so its predictable. Player can rotate if needed - Added logic to ignite fireworks when holding it in hand (aka picked up) - Changed what Left and Right mouse buttons do due to new "ignite in hand" logic. Left mouse ignites, Right mouse throws - tooltips to the right should reflect that - Added logic so when throwing an pickedup object, it switch back to the tool you were previously using. This saves you some clicks in the Tools Menu, which is pretty neat
Bugs
- Fixed lit on green trash can so it cannot be picked up as that made the physics go nuts
For Mod Creators
There is a matching Mod Tools version on the 'experimental' branch on Github too: https://github.com/Laumania/FireworksMania.ModTools/tree/experimental
I got a small update for you, however, at first, it's only being pushed to the EXPERIMENTAL branch, as a couple of things might be buggy or fail.
If new experimental stuff is not for you, you can stop reading and wait for the post about this being pushed out for real. For the more curious ones - keep reading :)
The purpose of having these changes on the EXPERIMENTAL branch is for you players to help test it out, find bugs, come with feedback etc. before the version is pushed to all players. Additional it is for mod creators to test out new features in the Mod Tools.
- Added new "Use" feature. This means both I and modders can create objects that can be "used/activated" examples could be a button, lightswitch, open an door, enter car etc. As of when this feature comes out there will not be many of these, but more will be added over time as modders and I starts implementing use of this new feature. As an sample of the use I have made one of the lightswitches in the big house in Town "Useable" - so click away :P - Added new "PickUp" feature. This means objects under a certain weight can be held in hand, rotated and thrown - Add back UI to see the name of an firework when you look at it - Added logic that should increase performance a bit for mod fireworks using the included materials in the Mod Tools - Updated missing translators in the credits - Updated with latest translations - ... and a lot of internal stuff
Bugs
- Fixed doors in destroyed version of the church to also be open like in the actual church - Fixed bug where "equip" animation wasn't working on Delete Tool and DayTime Tool
For Mod Creators
There is a matching Mod Tools version on the 'experimental' branch on Github too: https://github.com/Laumania/FireworksMania.ModTools/tree/experimental
Let me do what you should never do and explain why there haven't been any updates in a while.
As you might know, I'm building Fireworks Mania in my spare time, while having a wife, two kids and full time day job and a dog.
The last few months there have been a few (good things) going on in my life, that have taken all my spare time and energy, why I have had to spend less time on Fireworks Mania.
However, for the next few months I should have more time for Fireworks Mania - Woohuu! :)
As stated in the title of this post, this is a hot fix, meaning a very tiny change to hot/quick fix an issue, while waiting for the real fix.
Really, this update contains only one little thing:
- Added info text on the loadingscreen, to inform about the game might become "unresponsive" while loading a map, if you have a lot of mods installed
Yes, that's it. I'll explain it more in below dev log that I recommend you watch. In short however, more and more people are reaching out to me saying the game "crash" and are not responding. This is due to more and more mods being created and people having more installed. The way the game currently load mods wasn't made to support this many mods, so I will have to change that. I plan to look into in the very near future, as it's becoming a bigger and bigger problem and is super annoying. But watch the dev log here as I explain a bit more there.
[previewyoutube="v5tGn1LMYQs;full"]
So yeah, this is a teeny tiny update - however - I have something a little bigger in the works for next update.
Mainly a "engine room" update where most of the changes are stuff you can't see, but is important to enable modders to do more things.
CHANGES
- Updated "fire" effect to performe a tiny bit better - Changes to how the game render its graphics and manage memory which should give a tiny performance boost - Updated translations - Updated billboards in City as it is no longer New Years - Added Reddit link in the bottom of MainMenu. Yes, we have a sub Reddit now because we are not boomers - Lowered the volume in MainMenu as the explosions in the background could be a bit too loud
BUGS
- Fixed bug where fireworks from mod would tip over even if placed "static" - Fixed bug where particles for a short while spawned at 0,0,0 if a lot of fires were starting at once. At least it should happen a lot less now - Fixed bug where no mods where loaded if one mod crashed due to wrong version - Fixed bug where crossair would come back even if HUD should be hidden via pressing BackSpace
I just wanted to say thank you for an awesome 2021, at least in relation to Fireworks Mania. Thanks to all who have been part of the game for a long time and welcome to all the new ones that join the Fireworks Mania community every day.
With workshop/mod support release about 2 weeks ago it seems like we are entering an even more exciting 2022 - as these last 2 weeks since that update have been crazy. https://store.steampowered.com/news/app/1079260/view/3130562683298277175
As of writing, you guys have downloaded 497,895 mods, so as we have like 10 hours left of 2021 here in Denmark, I'm pretty sure we will hit that 500k mark before the end of 2021, which is insane.
Big thanks to all you players having fun with the mods, giving feedback and coming with new ideas. Big big thanks to all the mod creators who are creating even better looking fireworks than I have been able too. This just shows me that spending the time to add mod support was the right thing and you guys keep impressing me with what you can do!
As this was actually suppose to just be a little patch note, lets stop here with the actual change log.
Have an awesome New Years and remember fireworks isn't a toy!
See you in 2022 :)
- Enjoy!
## CHANGES - Changed billboards in City to match New Years - Added lights to the posters around the City so it's a bit easier to see, as some actually have some useful info ;) - Added new translator to the Credits page - Updated colliders on the open dumpster in City as it seems people would like to fill it with "stuff" - Added physics to more objects in the City - Added logic to more objects/buildings so they can be set on fire
## BUGS - Fixed odd alignment and scrolling bug on Credits UI
## CHANGES - Added new "2022" cake - Added physics to more objects in City - Added logic for more objects in City to be set on fireworks - Improved performance in City - Fixed colliders on Picnic Table in City so things don't "fly" when put on top of it - Updated translations