MikeMS's Recent Forum Activity

  • newt

    Ashley

    big thank you guys for clarifying this moment of how it work "inside".

  • There's a difference between blending modes, and effects.

    Additive is a blending mode, and multiply is a shader.

    Multiply is blending mode also, just working in C2 through a WebGL shader...

    So the question is still open - is there any way to get multiply (or in my case custom blending algorithm based on multiply fx), with performance of existing Additive blend mode (for better performance on older devices like iPad Air). Maybe by creating an extension for C2...?

  • Hello! Sorry my English, but I hope you will understand me right.

    While optimizing project I noticed some interesting (or strange) behavior of WebGL Blending mode effects.

    I have a layer with lights which uses WebGL Blend mode effect (multiply), and while testing scene on iPad Air I have about 34 fps (If I change it to screen or overlay, I have the same about 34 fps, even in almost empty scene).

    But, If I delete this WebGL blending effect and set this layer blend mode to Additive - I will have 60 fps.

    So, I think iPad Air doesn't have good WebGl acceleration and maybe it emulates it or something, but! In terms of "screen arithmetic" Addition and Multiply blend mode - is almost identical by calculation required...

    So, why in not WebGL layer blend modes (thats perform faster on this device) we don't have all other blending modes?

    Can I somehow achieve performance of non-WebGL Additive blend mode, while using WebGL blend modes?

    Yes on iPhone 8 on which I also test it - I have stable 60 fps and no problems at all, but I think it is will be very good to run smooth on not so new devices...

    Thank you!

    P.S.: Same on C3 and C2.

  • Vpick

    Thank you very much!

  • Greeting Comrades!

    Game is finally released on Steam! And troops awaiting your command!

  • >

    > By the way, game recently passed Greenlight!!! So thanks so much to who support game in voting! BIG THANKS!

    >

    Will definitely buy it as soon as it will be available on PC.

    So no "code-programming" (including plugins) was involved in development?

    Thanks!

    Yes, almost all "programming" was maded with only C2 instruments.

    Congrats on the Greenlight! When you release it on Steam, let us know.

    It is a very well designed and polished game you have. Titles like these really showcase C2's ability to be a cross-platform engine that can scale small to big projects.

    Thanks a lot! Yep, certainly I will let you know when I released it for PC

    Nice artwork. You got a +1 from me a few days ago!

    Do you hand paint your sprites, or are you pre-rendering them? I really like the oil paint sort of look the artillery pieces have. The terrain and bushes look pretty cool too!

    Thank you very much!

    Almost all in-game graphics was pre-rendered, but somewhere I do some overpaint on rendered models (for example on damaged vehicles).

    Main menu background, end-game screen and characters was painted by my friend in photoshop.

  • How much plugins you use in the development of the game?

    Almost none. I'm used Spriter in 1 case, but just for experiment (same anim can be done without it).

    And I used Cocoon.io plugins for inaps and ads becouse I compile game with cocoon.io. And thats all.

    By the way, game recently passed Greenlight!!! So thanks so much to who support game in voting! BIG THANKS!

  • Hello!

    I think that you need more work with graphics - make more different explosions, make it a lot smoother (much more frames needed). Try to implement more uniqueness to gameplay!

  • Voted for you on Steam. Good luck and congratulations on making a really nice game!

    Thanks a lot!

    and some more art stuff:

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  • Must mention that more than a half of this downloads is from Russia and Ukraine (here profit from iap and ads much lower). Less than 5% of downloads - is from USA. And this is very sad, I can't find or understand how to effectively let people know about my game in country like US... It looks like all channels of ads is closed and opens only if you have huge amount of bucks...

    Maybe someone can give me a link on a good tutorial how to advert game? Thanks!

  • >

    > > Updated the thread with Artillerist game which has over 100,000 downloads in just a couple of weeks. Iam so proud of the developer MikeMS proving yet again that you can make successful games with Construct 2. If any threads pop up asking if Construct2 is a proffessional tool please post the link to this thread.

    > >

    > Thanks! But game gets 100000 download for more time than a couple of weeks. -))) Couple of weeks ago thats was just an update of the game, not a release

    >

    Still its an amazing success story breaking the 100,000 barrier. How many total downloads do you have ?

    About 160.000 at this moment.

  • Updated the thread with Artillerist game which has over 100,000 downloads in just a couple of weeks. Iam so proud of the developer MikeMS proving yet again that you can make successful games with Construct 2. If any threads pop up asking if Construct2 is a proffessional tool please post the link to this thread.

    Thanks! But game gets 100000 download for more time than a couple of weeks. -))) Couple of weeks ago thats was just an update of the game, not a release

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MikeMS

Member since 1 Feb, 2014

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