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Procedurally Generating Icons for my Farming Game 

ThinMatrix
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Devlog video about "Homegrown", a casual farming game I'm creating using my own engine.
Setting up an icon generation system this week, to procedurally generate tool icons that can be upgraded using the upgrade system!
Support the channel on Patreon and get access to the game & code for Homegrown, the city-builder, and Equilinox:
/ thinmatrix
Play my previous game "Equilinox":
store.steampowered.com/app/85...
You can follow the progress of the game on my social media:
Twitter: / thinmatrix
Instagram: / thinmatrix
Facebook: / thinmatrix
Trello: trello.com/b/W3zkIJTM/farm
Email: thinmatrix@gmail.com
Background music by Jamal Green:
open.spotify.com/artist/50jTM...
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#devlog #Homegrown

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4 май 2024

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Комментарии : 328   
@marcruijs1039
@marcruijs1039 Месяц назад
I'm lokey kind of jealous of your workspace dude. It's so peaceful looking with all the greenery, both inside as well as outside. My dad always says "green is good for a human, grey makes you irritable." Too bad my place is surrounded by concrete and bricks 😂
@dirklangohr
@dirklangohr Месяц назад
Yeeees it's so beautiful!!
@nobocks
@nobocks Месяц назад
Static grass diorama tutorial ❤
@evanchilson9829
@evanchilson9829 Месяц назад
100% - Also the concept is called Biophilia! Super interesting stuff!
@milanrdesign
@milanrdesign Месяц назад
get some plastic plants to brighten up your space :)
@semydev
@semydev Месяц назад
So true, would be my dream! Even the outside, I live in germany and for me I have one ugly tree infront of my window
@Kaikaku
@Kaikaku Месяц назад
In case you are struggling to get enough handle models: -> The handle could start with no handle at all i.e., only the end of the stick, -> next could be a knob and -> then finally the t-shaped handle which you currently use right from the start.
@morgan0
@morgan0 Месяц назад
also maybe one of the later models has finger shaped bumps and cutouts to make it look like it fits in your hand better
@aletei
@aletei Месяц назад
Another idea would be to change the appearance just every second upgrade, so saving half of models needed :)
@liliyaversus4051
@liliyaversus4051 28 дней назад
@@aleteia reply from someone who is actually working in a creative field ahah. But i like the idea of having a whole-powerful system of upgrades. He can add special rare upgrades randomly or at the end, to make the tool unique. And he can add constructions/machines that may use his tools, which again would motivate players to create and upgrade them as a separate mechanic. But these are just ideas.
@SZvenM
@SZvenM Месяц назад
Love these new icons. They fit the style of the game perfectly and the designs are very fun. Really adds a lot of life to the whole system.
@ThinMatrix
@ThinMatrix Месяц назад
Thanks!
@himselfe
@himselfe Месяц назад
A very easy way to indicate scale changes would be to have some sort of fixed size object with the item for contrast. For example you could have the watering can sitting on a a very simple patch of grass with a blade or two just around the base, or some stones, or a tool laying next to it. I'm sure you get the picture! I'd probably only use that object in the upgrade/shop screens and not for every icon on the tool belt otherwise it'd start looking very cluttered.
@LukasOwen
@LukasOwen Месяц назад
i like this idea, i support it
@morgan0
@morgan0 Месяц назад
could also make some fake in world tool brands, which have some sticker of their logo on it, which doesn’t get bigger with the bigger objects
@ThinMatrix
@ThinMatrix Месяц назад
Nice idea!
@callumcowden1511
@callumcowden1511 Месяц назад
I'd keep speed being a colour change consistent across the tools so players can easily see "oh light blue (tool) is 2x speed". Feel like it's just a cleaner user experience. I understand it doesn't work for every tool part but speed being colour would keep it somewhat consistent
@4AneR
@4AneR Месяц назад
I've done a similar thing on positioning objects in the camera frame, and I think this way is simpler: (1) get the true rectangular bounding box as you already have (2) expand the bounding box so it's a square, basically depending if it's a tall bounding box, add abs(H-W)/2 to horizontal bounds or to vertical bounds (3) this square bounding box can be directly mapped into NDC coordinates (from -1 to 1), you can even go with simple orthographic projection unless you really need the perspective for your icons
@ThinMatrix
@ThinMatrix Месяц назад
Ah that sounds like a good solution, thanks!
@roz1
@roz1 Месяц назад
Hi ThinMatrix how is your health now.. hope you are doing well.... Love your videos... It's so peaceful and calm
@ThinMatrix
@ThinMatrix Месяц назад
All good thanks!
@roz1
@roz1 Месяц назад
@@ThinMatrix Glad to hear that 😊
@SirJoshuaTree
@SirJoshuaTree Месяц назад
Your tools change too much visually for each upgrade. Unless there's a reason to parse the exact level at a glance, you can do smaller incremental changes to the model and it's fine. Keep dramatic mesh changes for significant milestone upgrades. I think that will be a much more comfortable system for everyone
@whannabi
@whannabi 29 дней назад
Now that you say it, lots of games do that. It's slightly different so you can notice it but not some much that you don't even recognize the object. Unless it's the intention to really make it seem like a completely different object instead of an upgrade. Just like cars in real life, you add carbon then next upgrade better tires then maybe spoilers etc.
@dieselboy.7637
@dieselboy.7637 7 дней назад
I disagree. The way he made is way more creative and fun.
@dieselboy.7637
@dieselboy.7637 7 дней назад
And not basic and generic.
@harrasika
@harrasika 2 дня назад
​​@@dieselboy.7637 the problem with the changes being too dramatic too often is that you no longer can recongnize the tools at a glance and need to search for it every time you need to use it. But I think it is worth the sacrifice
@lancer197
@lancer197 Месяц назад
the sprinkler is absolutely awesome. Kinda hilarious but genius aswell.
@Pallerim
@Pallerim Месяц назад
It's always great when "overengineering" a system pays off. These icons look perfect, good job!
@liliyaversus4051
@liliyaversus4051 28 дней назад
Some ideas: Start with a water bucket. Just a bucket XD. And first upgrade will add a spout. With the size, you might want to sacrifice "perfect framing" only for "upgrade menu". An icon in the inventory can still be a perfect frame, but in Upgrade menu you start with a tiny tool! Great work, as always! Thank you for inspiration c:
@jonas2560
@jonas2560 Месяц назад
Very ingenious. I am maybe afraid that the higher level icons may give a different vibe to the game with their more rpg/gamery look. Maye only one every 3 upgrades changes the model and the two following upgrades change the color : crooked handle : brown, grey, white > straight handle : brown, grey, white. Just an idea.
@ThinMatrix
@ThinMatrix Месяц назад
Yeah, I was thinking about that as well, and that would be possible in the current system. I also also want to spend longer designing the models - now that I've had a few trials I think I could do better. Maybe with smaller increments between model stages I could get to tier 10 without it looking too crazy.
@themrpancake
@themrpancake Месяц назад
I think only 5 upgrade icons would be better. A 1/10 upgrade to a stat doesn't feel like it should be an insane model changing upgrade. It would also make each model change feel more impactful
@OptimechX
@OptimechX Месяц назад
On that note, I think it would be cool if the icons could slightly increase in size, making fully upgraded ones look beefier :)
@jonas2560
@jonas2560 Месяц назад
@@ThinMatrix Nice ! Also just want to say I am a big fan of your videos. They helped me a lot through the pandemic and I have been following your channel ever since.
@thiccbaron
@thiccbaron Месяц назад
They could also start as 'broken' like you have with the spade. with minimal less broken each upgrade. Or adding a gem that changes color.. Very nice update
@jugowater9546
@jugowater9546 Месяц назад
it would be really cool if you made a video about the process of designing a system. for example, how you brainstorm ideas, relate it to the current state of the game, etc... great video as always!
@IndieMarkus
@IndieMarkus Месяц назад
I love the way these generated icons look :) Regarding the issue of conveying the size of the watering can, when they get normalized: Could you try scaling the outline relative to the size reduction you performed in the normalization step? So small items (blueberries) would have a bigger outline, making them "feel" smaller than a spade. (Tbh, probably this specific idea would look stupid, but maybe some other shading effect relative to the normalization could work)
@ThinMatrix
@ThinMatrix Месяц назад
Thanks for the suggestion! For items with a simple icon like the blueberries I can actually just make them smaller. I have a custom scale that I can apply to the model after the normalization, so I can make chosen icons appear smaller. That only works on a per-item basis though, so it doesn't work with individual model stages of the same item (like the watering can) which is the main issue.
@charlvanniekerk8009
@charlvanniekerk8009 Месяц назад
The procedural generation had me really excited and then when i saw how you did it and the positioning of the icons, i was just giddy. Love the progress and the look of the game!
@ooRobertoo
@ooRobertoo 20 дней назад
very nice! A good idea for your selling effect. When the coins float to the top left corner to add to your balance, make the balance add up portions of what you sold while the animation is playing. So it looks like the individual coins matter. Example: You have 2000 in ur balance. You sell products worth 1000. The animation for the coins take 3 seconds. 1000 / (3 sec * 2) = 152 coins This means you update ur balance every 0,5 seconds with 152 coins while the animation is playing.
@Joern290
@Joern290 Месяц назад
Love the icons! So clever how you have them generated. Cannot wait to see what kind of cool tool modefications you will come up with. 😊
@goodtimeswerehad
@goodtimeswerehad 14 дней назад
A great video. I enjoyed learning about your workflow idea to generate these new icons. The game is looking really lovely now, great job sir!
@hamzahgamedev
@hamzahgamedev Месяц назад
As I am making my own farming game, ur series has inspired me so much. I learned a lot from you. Thanks🙏
@OrionDomeric
@OrionDomeric Месяц назад
Gotta say I was impressed with the bounding box camera view bit. Nice approach.
@paulturner7988
@paulturner7988 Месяц назад
That icon system is genuinely awesome!! Love it! 🤩
@pterafier
@pterafier Месяц назад
I love this series so much. You were the first dev I watched and now I make games :D thanks dude!
@benpope10
@benpope10 Месяц назад
Love the progress on the procedural icons! I was wondering how you were going to make all the parts fit together nicely after each upgrade, I’m glad you explained that. Keep up the good work, the game is looking better and better each devlog!
@GamesBySaul
@GamesBySaul Месяц назад
I think this has been one of my favourite updates! Procedural generation is such interesting technology and I think the way you use it is great!
@MaXx0r_
@MaXx0r_ 27 дней назад
Your work is very inspiring! Please keep sharing the progress, I'm sure it'll will help alot of people.
@hensou
@hensou 28 дней назад
That was amazing! Loved the way you used procedural generation, seeing this makes me want to jump into game dev as well.
@rungeon83
@rungeon83 Месяц назад
I really loved this episode, as someone who mostly ended up being a software tools programmer, this is fantastic to watch your process! I really liked how you solved the position/size issue! Looking forward to the next one!
@progress_games
@progress_games Месяц назад
I always look forward to these devlogs! Something about your workflow is just so chill and organised in a way that mine probably never will be. Keep it up :)
@MrOmega-cz9yo
@MrOmega-cz9yo Месяц назад
Another nice video. Thanks for sharing ThinMatrix!
@TheEnthusiasticCoder
@TheEnthusiasticCoder Месяц назад
Another great video by ThinMatrix, keep up the great work!
@VirtuallyRetro
@VirtuallyRetro Месяц назад
Very nice. I love the new UI and Icons..
@drewdt3445
@drewdt3445 Месяц назад
Great devlog! This and the UI updates have made the game feel a lot more polished. Excited to see what comes next!
@ThinMatrix
@ThinMatrix Месяц назад
Thanks!
@jamesbaconreid
@jamesbaconreid Месяц назад
wow you've come a long way, awesome work. these icons look great. and the post processing too! :)
@ThinMatrix
@ThinMatrix Месяц назад
Thank you!
@marcely1199
@marcely1199 Месяц назад
I didn't notice you switching to Intellij. You were always the last warrior to use Eclipse for me😀
@morbuskobold4233
@morbuskobold4233 9 дней назад
Intellij is such an awesome IDE. Way worth switching to nowadays.
@b-vance
@b-vance Месяц назад
Very nice! Very peaceful vibes as always. 🌱
@Datdus92
@Datdus92 Месяц назад
The icons look great!!
@dandymcgee
@dandymcgee Месяц назад
The icons are awesome, great work! Thanks for sharing. :)
@msgarts6476
@msgarts6476 Месяц назад
wow, loved the way u solve these problems, keep growing , keep uploading
@akalex770
@akalex770 Месяц назад
Youre saving my day with this video right now.
@kanebrady2228
@kanebrady2228 Месяц назад
you are a straight up inspiration to those of us who are lowley part time hobbyist devs, always wait for your vids with anticipation - great job!
@Skeffles
@Skeffles 22 дня назад
Fantastic to see the icons. It's so cool how you're able to generate them like that.
@NitramiuZ
@NitramiuZ Месяц назад
I get envious seeing you being able to change rendering style, press one button, and get updated icons. Such a cool and impressive system!
@CurtisDoesADig
@CurtisDoesADig Месяц назад
This is coming along insanely well! Congrats!
@ThinMatrix
@ThinMatrix Месяц назад
Thank you!
@cool.guy.
@cool.guy. Месяц назад
This video made me really nostalgic of the time I used to watch your old OpenGL + Java tutorials, ha… good times I’ve come a long way since then
@SaraTalefe
@SaraTalefe Месяц назад
UI revamp looking amaziiiiing! great job 👏
@vyzymz
@vyzymz Месяц назад
i admire your workflow. so disciplined.
@ElianeGameDev
@ElianeGameDev Месяц назад
That was so cool! I'm impressed by your capacity to design such complex systems and to explain it so well to us :)
@ThinMatrix
@ThinMatrix Месяц назад
Thank you :)
@warmightydevlog
@warmightydevlog Месяц назад
Great idea, i was intending to make some upgradable in my game but got scared of make hand craft combinations, your video gave a good inspiration.
@alexeyl22
@alexeyl22 Месяц назад
Awesome work!
@codehawkfalcon
@codehawkfalcon Месяц назад
That night to day transition was flawless
@FarSam25
@FarSam25 Месяц назад
I'm addicted to your Devlogs please don't stop 😁🙌
@LiamKarlMitchell
@LiamKarlMitchell Месяц назад
Looking great!
@Keimoj
@Keimoj Месяц назад
"Diggy bit" is my new favorite for spade :D love the content, both digital and irl planting!
@andygeers
@andygeers Месяц назад
Your videos are always delightful but this was next level- really fun looking project and great to get that little glimpse into the technical challenges behind it. And congrats on your night to day transition in the vid- you nailed that one!
@interested3791
@interested3791 Месяц назад
Dude I love this... you can check, I don't even comment that often, but those upgrade procedural generations were top-grade!
@ThinMatrix
@ThinMatrix Месяц назад
Thank you!
@KarimHamdallah-gc2el
@KarimHamdallah-gc2el 16 дней назад
Amazing work 💚
@holly_hacker
@holly_hacker Месяц назад
Those icons looks amazing, it's really surprising how much it does for how polished/ready the game looks
@360McCarthy
@360McCarthy Месяц назад
This is an awesome feature, I'd be interested in seeing where else you may find an opportunity to use procedural generation in the game! Keep it up can't wait to play 😊
@masterloic7180
@masterloic7180 Месяц назад
Love your work !
@Daywalkr
@Daywalkr Месяц назад
Lol I kinda love how ridiculous the upgrades look visually - it's fun. Liek the watering can just going off the rails just I think would make it satisfying to upgrade.
@GamerMickey87
@GamerMickey87 Месяц назад
This looks so cute! I can't wait to play it. By the way, as a feature suggestion, maybe people just walking in the market area would bring life to the game and it wouldn't look so static. In the farm I get that it's just you and it's the chill place, but in the town where the shops are, you would expect to see other people.
@ThinMatrix
@ThinMatrix Месяц назад
Thanks you! And yes, I definitely want to add people to the town soon :)
@gower1973
@gower1973 Месяц назад
Wow this guy is going all in, most people would just download an icon pack and be done with it, but he procedurally generates his own 👍
@Oeuvre-Bramon
@Oeuvre-Bramon 21 день назад
And he's not using a game engine. So even bigger props to him
@evanrobison567
@evanrobison567 Месяц назад
The procedural icon system is absolutely brilliant!!
@DinoStudio901
@DinoStudio901 17 дней назад
Loving this game keep up the good work
@CESTLEDU
@CESTLEDU Месяц назад
I love how crazy the watering can gets after a few upgrades 😂 Also I'm very impressed by your icon generator it looks great!
@lukesnyder4183
@lukesnyder4183 28 дней назад
Honestly, I could see that little icon generation program being something useful to release on its own. Really nice stuff!
@wolfieboy09
@wolfieboy09 16 дней назад
This is the evry video that got me into Java game development, thank you for getting me into it :D
@NoVIcE_Source
@NoVIcE_Source Месяц назад
this is awesome!
@pfannkuchengesicht42
@pfannkuchengesicht42 Месяц назад
Throughout the video I was thinking "but have you considered X?" a couple of times and every time I was relieved to find out a couple moments later: yes, you did. I like how well thought through this system turned out to be!
@LeBogo
@LeBogo Месяц назад
Ohhh yes! I was waiting for this!
@LeBogo
@LeBogo Месяц назад
This was probably already available for patrons, right? I don't check it that often 😅
@ThinMatrix
@ThinMatrix Месяц назад
Not this time - I just finished editing it a few minutes ago :P It's only when I finish the video before the planned upload date that I share it early with the patreon supporters.
@leocrabe2253
@leocrabe2253 Месяц назад
I love the watering can upgrades
@qexat
@qexat Месяц назад
the upgrade system is so neat
@Hoody803
@Hoody803 Месяц назад
This is great! You don't need to change the icon after every upgrade click. Doing so might lead to a constant need for new designs, potentially diminishing the impact of upgrades. However, having occasional model changes occurring with every few "upgrade bars" could also keep the player intrigued, wondering if any visual changes will appear with the next click or later, while still providing the sense of progression you mentioned. Good job!
@floral1474
@floral1474 Месяц назад
Nice transitions!
@lucbloom
@lucbloom Месяц назад
Upgrade 4: bulge Upgrade 5: slightly more shaded bulge Upgrade 6: 2 bulges. Don’t sweat the minimal change. It’s the effect we’re after! Visual impressiveness is a bonus! Ask old Facebook games what lengths we go through to get a pixel in gfx change.
@halfgrape8696
@halfgrape8696 Месяц назад
I like how he's actually showing development footage. Other devlogs I watch only show the result for what they built without much of the process.
@Ferdii256
@Ferdii256 Месяц назад
It's looking so lovely! 🥕
@joeldesante
@joeldesante Месяц назад
This game would be an awesome mobile game. The mobile space needs more high quality games like this one. Please consider releasing it on mobile!
@Jplaysterraria
@Jplaysterraria Месяц назад
Having the lowest tier items be a "joke" would be fun (e.g. the lvl0 spade is just a spoon)
@Avandale0
@Avandale0 Месяц назад
Amazing work as always :) I just want to mention that the icons are generated programmatically, and not procedurally (procedural generation usually involves randomness, and it seems like everything is predetermined). But I love the approach, and you're definitely saving yourself a massive amount of time in the long run !
@zerosypher0114
@zerosypher0114 Месяц назад
Very cool idea.
@Maetschll
@Maetschll Месяц назад
What a good video!
@wilk1nson277
@wilk1nson277 Месяц назад
the transition at 3:30 was so satisfying
@kylemason01
@kylemason01 Месяц назад
Great work as always! For the watering can upgrades, why not make the watering can shorter to begin with, so half height and then get taller and wider as you upgrade(ie more capacity). Would give you more "room" haha to play with. Also what about borrowing the curved handle idea from your spades in the watering cans, so you get curved spouts as well.
@InvaderMik
@InvaderMik 23 дня назад
I love your office! Could you make a video on how you care for all those plants / what kind they are? (And the desk! What a great desk. I want one!)
@SpektrixGamingEdits
@SpektrixGamingEdits Месяц назад
bro we need more food prep, tbh it was the main reason i subbed to ur channel 😂
@Matojeje
@Matojeje Месяц назад
This reminds me so much of the monkey icons / models in Bloons TD 6, which also change when upgraded!
@assafcohen3173
@assafcohen3173 Месяц назад
Really nice update and great work! Coming up with 10 different upgrade graphics is really hard and as you mentioned - at some point it starts looking a bit off. Maybe consider the following: during the first X upgrades you get to see a physical upgrade, just like you showed in the video. However, after X number of upgrades the item doesn't change anymore physically but you add a "basic" --> "magic" --> "rare" --> "unique" --> "epic" type of upgrades? Obviously you don't have to use these names, it can be a star system where just like with army ranks every upgrade promotes the item. This way you don't have to come up with unrealistic physical designs and the player still gets to experience an upgrade rush.
@Jorge_Pronto
@Jorge_Pronto Месяц назад
Amazing work on the procedural icon generation! Quick idea: maybe use it to alter the appearance of produce as well? For example: if I harvest 1 tomato the icon shows 1; with 3 you have a few in the icon etc.
@catnapsandramen9435
@catnapsandramen9435 Месяц назад
Spelling Colors as Colours is crazy to me LOL. Can't wait for this to come out!
@FM-kl7oc
@FM-kl7oc Месяц назад
16:02 Me: "I'm totally not compensating for anything."
@lucbloom
@lucbloom Месяц назад
You could add some extra space around the borders for low-tier items, so it’s more obvious they get larger.
@Dean_Irwin
@Dean_Irwin День назад
I just downloaded & started playing Homegrown. One of the problems I had initially is not knowing when my plants were harvestable or not. When having the harvest tool selected, it would be nice if the cursor had a little "x" or something when I am hovering over a plant to show that it's not quite ready yet. Or maybe an overview map view when the tool is selected like in some games such as Cities Skylines or the likes. I also am having a few performance issues. I posted this on Patreon already, but I found out there's some issue on my 4K display where it gets super super laggy in full screen. When I downscale the window down to be about half the size of my sreen (in windowed mode), then it runs smooth. Not sure if this is a limitation on my computer, but it might be an optimization that needs to be made at some point. Great work. Looking forward to seeing the progress going forward :)
@yondo3667
@yondo3667 Месяц назад
you cooked! great work
@kaaf9840
@kaaf9840 Месяц назад
Make the icons spin when selecting/viewing its stats, I think this would make it pop a bit 😄
@xheptc9612
@xheptc9612 Месяц назад
You should do a Upgrade type "Reach" for the shovel, which increases the length of the shovel for further reach
@Nick_Cutin
@Nick_Cutin 12 дней назад
Hey! I don't know if you'll read this as it's already 2 weeks since it was published but I'm really interested in this game and this series, hoping you will keep it up (of course no pressure)! I have an idea that may work as it may not: for the shop instead of using the icon keep the 3d model of the tools and let the player rotate horizontally to make it feel more real, the icon are still in the hotbar so the (amazing!) work you already done will not be lost
@goldencoyotte2647
@goldencoyotte2647 Месяц назад
Seeing your work process in this video was very impressive. I think the black outline on the icons are a bit too contrasted with how the rest of the game looks though. Have you considered making it a slightly lighter shade of black similar to what you used for the home/shop icon for example ?
@bonnwolff1890
@bonnwolff1890 Месяц назад
I hope that you keep the crooked stick upgrade as an inside joke for us dev log watchers!
@Troglobitten
@Troglobitten Месяц назад
I love the cell shaded look, it feels like it has more identity. Have you considered doing the game itself in the cell shaded style?
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