### Added - Added a "Weather" dropdown in the Host tab so its easier for the host to change weather from UI instead of console commands (console command still works too)
### Changed - Upgraded to EnviroSky 3.2.1a - Updated translations from https://crowdin.com/project/fireworks-mania
### Fixed - Fixed the snow particles looking all weird - Fixed error when multiple sounds with same name was being loaded - Fixed networkobject on Xmas stuff in Town, Ranch and City - Fixed bug where some items, even build in fireworks, spawned wrongly at position 0,0,0
### Known Issue - Some mods have items that writes an warning like: "The referenced script on this Behaviour (Game Object '') is missing!" in the console. This is due to some changed in NGO Unity made. Luckily its easy to fix. The mod creator just need to upgrade the mod project to latest Mod Tools (Unity 6) and rebuild the mod. Should fix this particular issue
Its been another month and time for an update from the developer - aka me 🤓
Upgraded to Unity 6
For a long time (too long!) I have been working on upgrading the game to Unity 6. Finally this version is out. https://store.steampowered.com/news/app/1079260/view/508452143947055309
This upgrade is in itself not that interesting for you guys, as it's mainly a technical upgrade. However, it is necessarily to be able to continue the development.
Anyway, this is out now, which means I have had time to start on the "Firing System" - Yiihaa!
Starting on Firing System
I started out with a live stream talking with Keltusar, Amnestey and Guanaco to get an basic idea about what a firing system needed to be able to do. Sorry that the other guys voices are too low, I didn't discover that until after the live stream :(
Anyway, I got a basic idea to start from which I did the next day.
However, I didn't get further than the above, as I then started seeing reports of some bugs in the new Unity 6 version, so had to focus on that for some time.
Bugs and features
Turns out there was a bug when loading a blueprint, even for build in fireworks. So I needed to investigate and fix that quickly as it was kind of a big deal.
While working on that I also ended up fixing some more things and add a feature that have been on the todo for a while - a Weather dropdown for the host to change the weather! Its been possible to change the weather by the host for a long time, however, you needed to do it via console commands, which isn't intuitive for all people.
All of these fixes and features (not the firing system of cause) are, as of wring, on the EXPERIMENTAL branch: https://store.steampowered.com/news/app/1079260/view/508452792038327072
I expect to push these out to all later this week.
That's all for now - I will continue on the firing system stuff now 🤓
Change log
I have pushed the following updates since last Developer News. https://store.steampowered.com/news/app/1079260/view/508452792038327072 https://store.steampowered.com/news/app/1079260/view/508452143947055309 https://store.steampowered.com/news/app/1079260/view/816948163726280349 https://store.steampowered.com/news/app/1079260/view/508450875985888303
NOTE: This version is only available on the EXPERIMENTAL branch. You need to manually switch to it in Steam. Right Click on Fireworks Mania -> Properties -> Betas -> "Experimental" in dropdown. To go back to the normal version, change it to "None".
### Added - Added a "Weather" dropdown in the Host tab so its easier for the host to change weather from UI instead of console commands (console command still works too)
### Changed - Upgraded to EnviroSky 3.2.1a - Updated translations from https://crowdin.com/project/fireworks-mania
### Fixed - Fixed the snow particles looking all weird - Fixed error when multiple sounds with same name was being loaded - Fixed networkobject on Xmas stuff in Town, Ranch and City - Fixed bug where some items, even build in fireworks, spawned wrongly at position 0,0,0
### Known Issue - Some mods have items that writes an warning like: "The referenced script on this Behaviour (Game Object '') is missing!" in the console. This is due to some changed in NGO Unity made. Luckily its easy to fix. The mod creator just need to upgrade the mod project to latest Mod Tools (Unity 6) and rebuild the mod. Should fix this particular issue
### Changed - Upgraded the game to run on Unity 6 (which include various updated packages). This upgrade it to enable continously development on the game as Unity have started to make some packages only for Unity 6+, which is totally fine for pushing the engine forward. For you as a player the major change should be better performance in relation to FPS - Updated BadWord list - Updated translations from https://crowdin.com/project/fireworks-mania - Changed the Hide UI feature so it now also hides the outline on objects - Changed the logic around what tool is selected after throwing an pickedup object
### Added - Added FOV settings for the first person camera
### Fixed - Fixed (or attempt to) the issue where you hold a cake and when its done errors about rotation was written in the console - Fixed Firestairs in City not being destroyed - Fixed issue where clients where not always respawned when falling off the map - Fixed issue where error were thrown after some destruction
There are still a lot of languages that have not fully been translated, if you wanna help out you can do so here: https://crowdin.com/project/fireworks-mania
NOTE: This version is only available on the EXPERIMENTAL branch. You need to manually switch to it in Steam. Right Click on Fireworks Mania -> Properties -> Betas -> "Experimental" in dropdown. To go back to the normal version, change it to "None".
### Changed - Updated translations from https://crowdin.com/project/fireworks-mania - Updated BadWord list - Minor changes in relation to Mod Tools to make Shell and Mortars work again after the mods have been rebuild with latest Mod Tools
NOTE: This version is only available on the EXPERIMENTAL branch. You need to manually switch to it in Steam. Right Click on Fireworks Mania -> Properties -> Betas -> "Experimental" in dropdown. To go back to the normal version, change it to "None".
### Changed - Changed the color of the Steam branch name in the version number to yellow so its easier to see you are in a "special" version of the game
### Fixed - Fixed (or attempt to) the issue where you hold a cake and when its done errors about rotation was written in the console - Fixed Firestairs in City not being destroyed
Its been another month and time for an update from the developer - aka me 🤓
In contrast to January and February, March have been a month with more progress - which is nice!
Overall I'm still working on stuff related to upgrading to Unity 6 and related packages. Its dragging a bit more out than I was hoping for sadly, but that's just how it is sometimes.
I do not wanna go into technical details here, as this post should be fairly high level. However, if you wanna know more about what is going on I recommend you seeing some of my live stream:
In short, process is being made and I hope to soon be able to push this new version to all.
Experimental branch
It has been a while since I pushed an update to the published version of the game, I have however pushed some updates to the EXPERIMENTAL branch. This is an "beta branch" you can which to in Steam to try out this new version.
Right Click on Fireworks Mania -> Properties -> Betas -> "Experimental" in dropdown. To go back to the normal version, change it to "None".
As I'm mainly focusing on various upgrades currently, as stated, this version doesn't have a lot of new "features" as such. However, there seem to be some performance improvements in some cases, just because its now build with Unity 6.
So if you wanna help test the upcoming version or just if you are curious, give it a try. Last week I did a live stream test session where I played and tested the new version with you guys.
Pretty fun and you guys found some bugs that I have been working on, so very useful and something I will for sure do again.
That's all for now 🤓
Change log
I have pushed the following updates since last Developer News. https://store.steampowered.com/news/app/1079260/view/508449788991111562 https://store.steampowered.com/news/app/1079260/view/508449788991111382
NOTE: This version is only available on the EXPERIMENTAL branch. You need to manually switch to it in Steam. Right Click on Fireworks Mania -> Properties -> Betas -> "Experimental" in dropdown. To go back to the normal version, change it to "None".
### Changed - Changed the Hide UI feature so it now also hides the outline on objects - Changed the logic around what tool is selected after throwing an pickedup object - Updated various internal packages
### Fixed - Fixed issue where clients where not always respawned when falling off the map - Fixed issue where error were thrown after some destruction
NOTE: This version is only available on the EXPERIMENTAL branch. You need to manually switch to it in Steam. Right Click on Fireworks Mania -> Properties -> Betas -> "Experimental" in dropdown. To go back to the normal version, change it to "None".
This is the first version of the game build in Unity 6.
As its stated below, there are no new features (except the FOV) its all about making sure all still works as expected when build in Unity 6.
### Added - Added Field of view (FOV) setting for the First Person FOV
### Changed - Upgraded to Unity 6 - Upgraded Netcode For GameObjects to 2.2 - Upgraded various packages to versions working in Unity 6 - Updated translations from Crowdin
### Known Issues - Better Graphics Mod: This mod cannot be enabled for now, as the map will not load. I'm aware of it and I'm working with Guanaco to fix it - but I need to update the Mod Tools for him to fix it - Objects are not always destroyed/despawned on clients when falling off the map. This result in network errors in console - Some object are not affected by explosions. Like the fire stairs in City are never destroyed when exploded
Its been another month and time for an update from the developer - aka me 🤓
February have been a very silent month for me in relation to Fireworks Mania.
I have been super low on energy for the majority of the month. Maybe due to this time of year with various flu flying around or the effect of some very very work intensive months leading up to and during the release of the multiplayer update. Maybe a combination of the two really - nevertheless, I did not have energy to work on the game after my normal day job for most days.
As I have been making games in my spare time for many years and tried this many times before, I know with myself that when I have it like this, I need to take a break to avoid stress and burning out.
It seems like it's working as I'm starting to have more energy again and recently did a live stream as you can see below, where I worked on the upgrade to Unity 6 and related stuff - good progress!
As I mention in the beginning of that live stream, I plan to continue on the Unity 6 upgrade (including tasks like upgrading packages which is actually a bigger task then the upgrade to Unity 6 on it own). Anyway, you as a player don't really get anything from this directly, but I need to keep up with Unity versions to have a good foundation to continue to develop the game on. I know, super technical and you just want to features and fixes - but it's coming - patience - I do what I can :D
I recommend you sub to my Youtube channel or follow on Twitch to get a more up to date with what's going on as I plan to live stream a bit more here in 2025 than I did in 2024.
Live Streams
That's all for now 🤓
Change log
I have pushed the following updates since last Developer News. https://store.steampowered.com/news/app/1079260/view/499437972949565966