Fireworks Mania cover
Fireworks Mania screenshot
Genre: Simulator, Indie

Fireworks Mania

[MULTIPLAYER-BETA] v2024.5.1

## Changed
- Upgraded to NetCode For GameObjects 1.8.1 (Unity package for multiplayer). This might look like a small thing and you can't "see" any difference. However something in the game broke after the upgrade, so clients couldn't join a host. I tried 1000 of things and ended up having to refactor a lot around how client and host works. I didn't find out exactly what the issue was. However, I think it was due to the fact that I had to implement some logic myself because NGO, prior to 1.8.1 didn't do. In 1.8.1 NGO started handling some of the same things I was handling manually and some part of this might messed something up. Anyway, I got it working and the refactoring actually simplified some things to make it easier to work with in the future. Now I can start to look into more fun stuff that you can actually see in the game :)

https://store.steampowered.com/news/app/1079260/view/6242613536165636826

YouTube | Twitter | Discord

- Enjoy!

https://store.steampowered.com/app/1079260/Fireworks_Mania__An_Explosive_Simulator/

[MULTIPLAYER-BETA] v2024.4.7

[MULTIPLAYER-BETA] v2024.4.6

### Changed
- Tried to make some changes to the "Default" mortars that comes with the game, to maybe avoid them being so wobbling - seems to work in some cases, others maybe not

### Fixed
- In an attempt to try and figure out why some sounds are not playing for KenDo (maybe others?) I have added some debug logging when default sounds in the game made with GameSoundDefinitions are loaded
- Also related to above I have made some importer changes the two Shell_Load sounds to see if this have any effect

https://store.steampowered.com/news/app/1079260/view/6242613536165636826

YouTube | Twitter | Discord

- Enjoy!

https://store.steampowered.com/app/1079260/Fireworks_Mania__An_Explosive_Simulator/

[MULTIPLAYER-BETA] v2024.4.5

### Added
- Added logic so you can now see the name of the shell that is loaded into a mortar when you look at it
- Added logic to show loaded shell in mortar

### Changed
- Changed the logic around how much the "launch effect" of a shell placed in a too large mortar is affected

### Fixed
- Fixed issue where you rarely could see the name of a mortar when you looked at it
- Fixed issue where FuseConnectionTool wouldn't always show the fuse line from tool to firework

https://store.steampowered.com/news/app/1079260/view/6242613536165636826

YouTube | Twitter | Discord

- Enjoy!

https://store.steampowered.com/app/1079260/Fireworks_Mania__An_Explosive_Simulator/

[MULTIPLAYER-BETA] v2024.4.4

### Added
- Native Shell & Mortar support! This is the first public beta release of this. I still have a lot of things I wanna tweak and improve, but I also want it out so you guys can try it out and give feedback. This version contains a very small number of shells and mortars, as I just added a few quickly so you had something to test it with. Soon, I'm sure some of the modders in the closed beta of the mod tools will put some more in the workshop that you can try out

https://store.steampowered.com/news/app/1079260/view/6242613536165636826

YouTube | Twitter | Discord

- Enjoy!

https://store.steampowered.com/app/1079260/Fireworks_Mania__An_Explosive_Simulator/

Developer News - April 2024


Hey!

Its been another month and time for an update from the developer - aka me :)

In case you missed it, Public Multiplayer Beta is open!
https://store.steampowered.com/news/app/1079260/view/6242613536165636826

Overall the main focus is still multiplayer obviously, however, there are a lot of things that indirectly needed for multiplayer to be a success.
Shells and Mortars is one of them as the current mod from Panini is not going to work in multiplayer at this point due to some technical challenges.

Shells & Mortars - Now Ready On Multiplayer-Beta!


Yes, you can now try out the first draft of the new native Shells & Mortar on multiplayer-beta branch!

It is still not done, but it's close. At least its good enough for you guys to play around with. I really didn't intended to have so long time between updates, so now it's out and I'm just gonna update it from here!

So go ahead and give it a try :)


I have added a tiny bit of mortars and shells in the game, so you have something to test with. These shells don't have the most amazing effects, they are there as placeholders, until I have time to make better ones.
However, they work as shells and mortars work in the game and that's what is important to get tested now.

Mod Tools still in closed beta


One of the reason this have taken a while is because I have been so stupid to support mods ;) . This adds to the complexity like a lot, as I need to make it in a way that make sense for modders and is easy to explain. Or at least as easy as it can be.
I'm a big fan of keeping things as simple as possible, the problem is that that the simplest solution is often the hardest to come up with.

However, I think we are closing in. When that said, the Mod Tools for multiplayer, including Shells and Mortar, is still only in closed beta, so only a few have access to it.
The reason is that it's still changing a lot and it will simply take all my time if I should communicate with too many mod creators when things change.

However, fear not and stay tuned modders out there - it will eventually come out and I will do video tutorials about all this new stuff.

When that said, Mr. FireworksFactory (aka Amnestey) and always-sys-guanaco is funny enough some of the few modders that have access to the closed beta Mod Tools - so keep an eye on the workshop - maybe they drop something new there in the near future. Who knows.



Change log



## [v2024.4.4] (2024-4-18)

### Added
- Native Shell & Mortar support! This is the first public beta release of this. I still have a lot of things I wanna tweak and improve, but I also want it out so you guys can try it out and give feedback. This version contains a very small number of shells and mortars, as I just added a few quickly so you had something to test it with. Soon, I'm sure some of the modders in the closed beta of the mod tools will put some more in the workshop that you can try out

This is all for now - need to get back to work on the next update :)

YouTube | Twitter | Discord | Twitch

- Enjoy!

https://store.steampowered.com/app/1079260/Fireworks_Mania__An_Explosive_Simulator/

Developer News - March 2024


Hey!

Its been another month and time for an update from the developer - aka me :)

In case you missed it, Public Multiplayer Beta is open!
https://store.steampowered.com/news/app/1079260/view/6242613536165636826

Overall the main focus is still multiplayer obviously, however, there are a lot of things that indirectly needed for multiplayer to be a success.
Shells and Mortars is one of them as the current mod from Panini is not going to work in multiplayer at this point due to some technical challenges.

Shells & Mortars



If you are subbed to my YouTube channel or follow me on Twitch you have seen lately that I have done a few livestream. Not the biggest success livestream-wise, as it's pretty complex to figure out how to solve all the challenges Shells and Mortars are giving and make it somewhat entertaining at the same time - however some of you are there every time, even if it's boring - thank you for that! :)



Closed beta modders like Amnestey and Guanaco have recent gotten access to these new bits and bytes to try it out and give feedback.
The feedback so far is pretty clear, its too complicated from a modders point of view, so I will try and see how I can hopefully make it simpler.

Lets hope it won't be too long until I can push this to multiplayer public beta so you guys can all try it out. (Fingers crossed).


Community Shout-out



Fireworks Mania Photographer by Guanaco0403


The always sus Guanaco0403 did something amazing once again (even more amazing when you think how limited the multiplayer Mod Tools still are).

This is only available on the multiplayer-beta branch on Steam for now.

He made a mod where you can take photos in the game and have them auto posted to a channel on the Discord.


Check it out on Discord

Mod reorganize and optimization by Amnestey


If you have just looked 2 seconds in the Workshop inside the game, you have for sure come across some of Amnesteys work.
Amnestey have made 50+ mods and is by far the mod creator with the most mods in the Workshop.
Not only have he made a lot of mods, his mods are also super popular due to the quality and realism.

Due to the popularity of his mods, his latest big updates have been very welcomed by the community. Amnestey have been through almost all, if not all, of his mods and reduced the file size a lot, meaning its a lot faster to download and load for players, which is a huge win for all.

This might sound like a little thing, but just know that it's a huge task and he have spend a lot of hours/days/weeks on this.

Managing the community by Keltusar


If you spend just a little while on my Discord, asked a question in the Community section or in the chat on my livestream, you for sure have seen the name Keltusar.
Keltusar have been part of the community since the game came out and have been a moderator on my Discord and YouTube channel for years by now.
He also made a few mods, even though he is not really a programmer, he have managed to create an awesome Firecracker mod.

However, in this shout-out I basically wanted to thank him for being part of (and running) the community and helping keep the community a nice place to be.


Change log


Here is the change log for the multiplayer-beta version since last Developer News.

No updates have been pushed since last Developer News sadly, as Shells and Mortars is dragging out a bit. However, as mentioned, stuff have been pushed to closed beta testers, so things are moving forward.

This is all for now - need to get back to work on the next update :)

YouTube | Twitter | Discord | Twitch

- Enjoy!

https://store.steampowered.com/app/1079260/Fireworks_Mania__An_Explosive_Simulator/

Developer News - February 2024


Hey!

Its been another month and time for an update from the developer - aka me :)

In case you missed it, Public Multiplayer Beta is open!
https://store.steampowered.com/news/app/1079260/view/6242613536165636826

Recharge of batteries & vacation


The active members in the community might have noticed I have been kind of quiet for most of February.
November, December and January are pretty busy months me with Fireworks Mania as I always try and have something new ready for the Christmas/New Years as its the high season for this game obviously.
So after this, I needed kind of a break from the game to recharge the batteries.

However, I got "help" with taking a break, as I have been freaking sick like 3 times during the last two months. It was like a new flu every week for some members in the family.
So that "helped" me do nothing - because I couldn't.

Anyway, knock on wood and without jinxing it, I feel good now - lets hope for no more sickness :)

Oh yeah, and I also recently was on vacation - that helped too.

However, I'm back now! 💪


Shells & Mortars


Even though the main focus for 2024 is still multiplayer, there are a lot of things and features around multiplayer that I also need to figure out and implement.

One of these things are Shells and Mortars as a build-in feature. As you might know, Panini (mod creator) have been so awesome to create some scripts to enable shells and mortars via mods in the current version of the game. On top of that Amnestey (mod creator) and others have been building a lot of shells for that system for all players to enjoy. Pure awesomeness!

However, this script from Panini is not working in the multiplayer version and as it is right now its not even possible to make it work due to lack of some features in Netcode For GameObjects (a Unity package the multiplayer is build on top of).

As Shells & Mortars have been on my own todo for a long time to add as a build-in feature in the game and Mod Tools, it made sense to look into this now (also because Amnestey and Keltusar keeps bugging me about the lack of Shells and Mortars in multiplayer :D).

Therefore, for the last week I have mainly been focusing on implementing that. Its not working yet, but I'm making progress and I even live streamed like 3+ times this week working on it.

These are not necessarily live streams I encourage you to watch as it's mainly me being confused about how to approach this in the best way - however I have done a lot of progress and made it simpler and simpler which is good.



Latest live streams

When Shells and Mortars will be ready so I can push the first version to the multiplayer-beta I don't know yet, but I'm doing what I can.

Change log


Here is the change log for the multiplayer-beta version since last Developer News.

No updates have been pushed since last Developer News due to the mentioned above.

This is all for now - need to get back to work on the next update :)

YouTube | Twitter | Discord

- Enjoy!

https://store.steampowered.com/app/1079260/Fireworks_Mania__An_Explosive_Simulator/

v2024.2.1

Added


- Added 1 new translator to the credits UI

Changed


- Updated translations for various languages
- Internal changes in relation to mod.io integration


Keep in mind that you only see few updates to this (default) version of the game. The reason is that the majority of my time is spend on the a huge update where I among other things, are adding multiplayer functionality to the game.

You can switch back and forth between "normal" and "multiplayer-beta" version as much as you want:
https://store.steampowered.com/news/app/1079260/view/6242613536165636826

YouTube | Twitter | Discord

- Enjoy!

https://store.steampowered.com/app/1079260/Fireworks_Mania__An_Explosive_Simulator/

[MULTIPLAYER-BETA] v2024.1.5

### Added
- Added new "Max Player Spawned Props" setting. It have been requested to seperate props from fireworks when it comes to the limits set by the host. This is now done. It can be changed before starting the host or during game play via console commands. Still, as all other host related stuff, there are no UI for it yet
- Added an first draft of jump animation

### Changed
- Changed the workshop backend. So far I have been using test.mod.io as the backend for the workshop in the game in the multiplayer-beta, so avoid confusing players playing the regular version of the game with character mods etc. That have worked fine, however, mod.io have decided to shut this test.mod.io down here in the beginning of 2024, so I had to change to another. I have done this in this version, which is why the workshop might miss some content right now. This is because modders need to move their stuff manually to the new backend. It's very annoying but can't really do anything about it sadly. A lot of you will most likely see a lot of fireworks from Amnestey missing. This is because he is also working some optimizations of mods in the same go, before he submit them to the new workshop. Wow, that was a long one, in short, mods will be back in the workshok, just wait it out
- Various minor UI improvements
- Upgraded to Unity 2022.3.18
- Changed the pickUp/use logic again a bit a "some" found it annoying to have to switch to hand to pick up. I'll get back to it later as that pickup UI popping up all the time is annoying
- I have received feedback about the bad word system where the whole sentence was replaced. It confused people, so it's changed now so only the bad words are changed to *****
- Hide the "login" button in the Workshop as it wasn't really working properly anyway. For now at least

### Fixed
- Fixed Audio bug! The big bug in Unity that I found a work around for, have now officially been fixed by Unity. I have therefore removed my work around. However, due to we use to have this work around you most likely won't feel an immediate difference, however I'm curious if the issue we have had with low FPS over longer game sessions might have been fixed by this too. I don't know if this was the bug causing it, it could be a million other things. Time will tell
- Fixed an issue where sometimes server list couldn't be loaded because players was too fast or sign in to Auth service failed. Now there are some UI popup with info, some logs and the game should retry automatically

https://store.steampowered.com/news/app/1079260/view/6242613536165636826

YouTube | Twitter | Discord

- Enjoy!

https://store.steampowered.com/app/1079260/Fireworks_Mania__An_Explosive_Simulator/