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Fireworks Mania News

[MULTIPLAYER-BETA] v2024.5.2



## Added
- Added new (temporarily) map - Destruction Lab! This map is added to make it easier for me and you, to test out destruction. The thing is, as I'm working on making Town, Ranch and City playable in multiplayer, destruction is a big part of it. You might think that it already works, yes in single player, but making it work in multiplayer is a different story. This is why I added this map to easier test this in isolation and now you can too. Do go ahead and test those explosives on all the things you see in this new map :)

## Changed
- Upgraded to Unity 2022.3.27
- Upgraded to new Vivox SDK 16.2.0 which forced me to rewrite a log of the chat system, as the SDK has been changed a lot. However, it's a good thing as the SDK is now much easier to use and figure out

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

YouTube | Twitch | Twitter | Discord

- Enjoy!

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

Developer News - May 2024

(Simpsons characters are not part of the game, but from a mod)

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

[h2]Town, Ranch and City maps[/h2]
The overall main focus for me over the last weeks have been to try and make the "default" maps work.

It might sound odd and you are thinking - Hey the default maps already work, right?

Well, yes I could enable the default maps we know from the current version (also known as Singleplayer version) - however, very quickly you could see that it's not working properly.
As you know in these default maps things can explode - this currently is made only to work in singleplayer, meaning these explosions will only be visible for the host and not for all client.
Similar, all the things you can move around in these maps, are not yet multiplayer-enabled, meaning the position, rotation, state etc. is not synced over the network. This result in the experience is terrible in multiplayer and people are not seeing the same things.

Therefore this is what I'm working on right now. It might sound easy, but there are some technical reasons why this isn't super trivial - but I use to make things work :)



Already I have made good progress, even though its been pretty hard to do, as I basically need to redo the entire "destruction system" I had in place in the current version of the game.

If you wanna see how it looked and worked in the current state, I showed it off in the beginning on my livestream yesterday.

[previewyoutube][/previewyoutube]

[h2]Change log[/h2]
I have pushed the following updates since last Developer News.
https://store.steampowered.com/news/app/1079260/view/4208127528905398460
https://store.steampowered.com/news/app/1079260/view/4163090898780467922
https://store.steampowered.com/news/app/1079260/view/4211503960793689203
https://store.steampowered.com/news/app/1079260/view/4211503960790923135
https://store.steampowered.com/news/app/1079260/view/4211503960779483061

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

YouTube | Twitch | Twitter | Discord

- Enjoy!

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

[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

### Fixed
- Fixed issue with shell explosion sound not playing on clients if shell was ignited on the ground

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] v2024.4.6

### 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/