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    3dGameCoder (german Indie)
    @3dgamecoder

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21 808 Game (Engine)-Test's (!):
.
Unbelievable, but true:
In 4 Years i started my Game > 21 808 Times! 
2608 Times alone in 2 Month's because of another Feature.
.
I started my Game mostly because of Test- & Control Reasons.
.
More about it: 
Since 30. September 2013 my Game count's (in the ini-file), how often i start it since this date.
.
For example to check & Control:
-What i had programmed new for the Game
-what i change trough programming
-If i made a programming error
-If programming-Problems/Errors succesfully fixed
-If my Error & Control-Messages from the Gameengine & Game works right .
-Debugging .
-DirectX-Things (Vertices, Culling, Lighting, and more) .
-new Gameengine features (Sprites, 3D Modells, Particle Engine, Weapons, Textengine, 3D-Glasses Mode and other things) .
-Collison-Test's .
-FPS-Test's .
-How the Textures look & feel (and the optical illusions in 2 Levels) .
-How Songs fit into the Level .
-If Sounds sounding good enough .
-If Text fit into the Game .
-The Fog-Color in the corresponding Level .
-How playable the Levels are .
-If it works in another Microsoft Windows-Version .
-If it work on other Computers & Laptops to .
-And much more .
.
But for a Programmer like me 21 808 Gamestarts/Test's are not enough, :-)
(just a joke/i'm kidding). .
.
In real, it had more as 'only' 21 808 starts because it record the starts at first/since September 2013. 
But i made the 1. Gameversion already 2007, and 3 Years later i started with the 2. Gameversion (v0.91, 17.06.2010). .
.
Testing is not my passion, :-)
.
But it's a important Work in Programming & Gamedevelopment. .
.
How you can see:
3D-Gamedevelopment & programming can be unbelievable much work. .
.
#Testing #Controling #Gametesting #Gamecontrol #21808 #Tests #starts 
#QA #qualityassurance 
#ini #file 
#unbelievable #believeitornot 
#gamedesign 
#gamedevelopment #gamedev 
#indiegamedev #indiedev 
#gameproduction 
#programminglife 
#creativ 
#ghostworld3d2
.
#Tests #Kontrolle #prüfungen #Computerspiel 
#Qualitätskontrolle 
#datei #spielkonfiguration 
#unglaublich
21 808 Game (Engine)-Test's (!): . Unbelievable, but true: In 4 Years i started my Game > 21 808 Times! 2608 Times alone in 2 Month's because of another Feature. . I started my Game mostly because of Test- & Control Reasons. . More about it: Since 30. September 2013 my Game count's (in the ini-file), how often i start it since this date. . For example to check & Control: -What i had programmed new for the Game -what i change trough programming -If i made a programming error -If programming-Problems/Errors succesfully fixed -If my Error & Control-Messages from the Gameengine & Game works right . -Debugging . -DirectX-Things (Vertices, Culling, Lighting, and more) . -new Gameengine features (Sprites, 3D Modells, Particle Engine, Weapons, Textengine, 3D-Glasses Mode and other things) . -Collison-Test's . -FPS-Test's . -How the Textures look & feel (and the optical illusions in 2 Levels) . -How Songs fit into the Level . -If Sounds sounding good enough . -If Text fit into the Game . -The Fog-Color in the corresponding Level . -How playable the Levels are . -If it works in another Microsoft Windows-Version . -If it work on other Computers & Laptops to . -And much more . . But for a Programmer like me 21 808 Gamestarts/Test's are not enough, :-) (just a joke/i'm kidding). . . In real, it had more as 'only' 21 808 starts because it record the starts at first/since September 2013. But i made the 1. Gameversion already 2007, and 3 Years later i started with the 2. Gameversion (v0.91, 17.06.2010). . . Testing is not my passion, :-) . But it's a important Work in Programming & Gamedevelopment. . . How you can see: 3D-Gamedevelopment & programming can be unbelievable much work. . . #Testing  #Controling  #Gametesting  #Gamecontrol  #21808  #Tests  #starts  #QA  #qualityassurance  #ini  #file  #unbelievable  #believeitornot  #gamedesign  #gamedevelopment  #gamedev  #indiegamedev  #indiedev  #gameproduction  #programminglife  #creativ  #ghostworld3d2  . #Tests  #Kontrolle  #prüfungen  #Computerspiel  #Qualitätskontrolle  #datei  #spielkonfiguration  #unglaublich 
Why I learned mostly C & C++ instead other Programming languages:

Can be, because i had like, what was written about it in the Description of a Distance Learning Course.

How to programm in the Programming Languages C & C++ I learned first partly trough Distance Learning (Fernstudium bei SGD), and then self.

Because I don't find fast the Original Description-Text for this SGD-Course, that I liked & 'gave' me the Wish to learn C & C++, I post instead a Picture from the SGD Test-Lektion, that I have too.

#tbt
#programminglive
#programming
#distancelearning
Why I learned mostly C & C++ instead other Programming languages: Can be, because i had like, what was written about it in the Description of a Distance Learning Course. How to programm in the Programming Languages C & C++ I learned first partly trough Distance Learning (Fernstudium bei SGD), and then self. Because I don't find fast the Original Description-Text for this SGD-Course, that I liked & 'gave' me the Wish to learn C & C++, I post instead a Picture from the SGD Test-Lektion, that I have too. #tbt  #programminglive  #programming  #distancelearning 
Selfmade Lerncards for C-Programming:
Years ago, i learned the Programming Languages C and C++ trough Distance-Learning (from the SGD/ Studiengemeinschaft Darmstadt).
.
Sometimes i used some selfmade Lern-/Training-Cards (in german Language), that you can see from Picture 2. 
The front of one (visiting) Card shows the Question, and the back the Answer (with an example includet). First you can see Q&A about Dualsystem, then Hexadecimalsystem, 
and at least about floating-point Numbers and Format-Elements (2 Cards in 1 Image).
.
Because i had as a 'Student' not enough Money, i used for this some visiting Cards from a short Job, that i had. 
This can be the reason for the orange instead another colour too.
.
I sat near the german River 'Weser' in the Sun, and learned with my Cards.
.
Some time later i made my first completly selfprogrammed Game: 
A Tetris Clone for Windows (runs with Dos). A Picture from this Tetris is in this Profile to.
.
#selfmade #homemade 
#lerncards 
#distancelearning #c #cpp #programmer #windows 
#sgd #studiengemeinschaftdarmstadt 
#example #binarysystem #hexadecimalsystem #basenumber 
#Numbers #FormatElements 
#computerscience

#Selbstgemacht 
#lernkarten #übungskarten 
#fernstudium #programmierer 
#aufbau #beispiel #dualsystem #hexadezimalsystem #stellenwertsystem 
#basiszahl 
#informatik 
#weser
Selfmade Lerncards for C-Programming: Years ago, i learned the Programming Languages C and C++ trough Distance-Learning (from the SGD/ Studiengemeinschaft Darmstadt). . Sometimes i used some selfmade Lern-/Training-Cards (in german Language), that you can see from Picture 2. The front of one (visiting) Card shows the Question, and the back the Answer (with an example includet). First you can see Q&A about Dualsystem, then Hexadecimalsystem, and at least about floating-point Numbers and Format-Elements (2 Cards in 1 Image). . Because i had as a 'Student' not enough Money, i used for this some visiting Cards from a short Job, that i had. This can be the reason for the orange instead another colour too. . I sat near the german River 'Weser' in the Sun, and learned with my Cards. . Some time later i made my first completly selfprogrammed Game: A Tetris Clone for Windows (runs with Dos). A Picture from this Tetris is in this Profile to. . #selfmade  #homemade  #lerncards  #distancelearning  #c  #cpp  #programmer  #windows  #sgd  #studiengemeinschaftdarmstadt  #example  #binarysystem  #hexadecimalsystem  #basenumber  #Numbers  #FormatElements  #computerscience  #Selbstgemacht  #lernkarten  #übungskarten  #fernstudium  #programmierer  #aufbau  #beispiel  #dualsystem  #hexadezimalsystem  #stellenwertsystem  #basiszahl  #informatik  #weser 
- Planetarium-Skybox (Level 1) -
.
Part's of my Skybox from the new 1. Level (Planetarium). (You can read/see more about this new Level at 'New vs Old 1. Level' in my Post before).
.
I never was in or see a real Planetarium, but i made nevertheless a Planetarium Skybox. 
There you 'are' at the Gas-Planet Jupiter (the Planet with the big Storm). You can see there 3 of his over 60 (!) Moons, my Sign 'Sagittarius', and different white Stars too.
.
Because i don't know how to made Star-Fog with Photoshop, i've found & use another solution (Black/Blue Star-Background) 
The Skybox is not completely ready, but the most in it.
.
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Jupiter & Jupiter-Moon 'Ganymede' (Picture 1):
1 of Jupiter's much Moons. I thing, it have no Atmosphere, but for a little cooler look i tried to made a dark-blue Atmosphere too.
.
Constellation/Sign 'Sagittarius' (Picture 2):
This is the  Constellation/Sign from me, the Creator of this Game. 
In the real World, the Sign look other as here. 
But for easier Sign recognition i choose another look (for people that don't know how Sagittarius look's real in the Night-Sky).
.
Jupiter-Moon 'Callisto' (Picture 3 & 4):
Another Moon of Jupiter's much Moons.
.
.
No seamless Skybox-Problem? 
Sometimes (or often) your self drawn (or other Textures) have visible seams (or Edges) in the Skybox. 
Solution (when you've programmed all right): Transform only 1 Picture/Texture in 5 (or 6) Skybox friendly Textures, ;-)
You can use Software for it like Bryce or Blender (need more work), or buy special Software. 
You can also learn, how to paint/made Skybox friendly Textures in Photoshop, but's not easy.
.
.
Credits: 
The Jupiter Picture & Moon-Pictures are not made by me, i take them from NSSDC (NASA).
The biggest white Stars are also not made from me (Photoshop-Brush).
.
.
#Skybox 
#Level1 #Planetarium 
#textures #graphics #gamegraphics 
#jupiter #ganymede #callisto 
#Constellation #Sign #Sagittarius 
#stars 
#creativ 
#NSSDC #NASA 
#gamedesign #Skyboxdesign 
#gamedevelopment #gamedev 
#indiegamedev #indiedev 
#gameproduction 
#programminglife 
#ghostworld3d2
.
#texturen #grafiken 
#jupitermonde 
#Sternzeichen​
#schütze
- Planetarium-Skybox (Level 1) - . Part's of my Skybox from the new 1. Level (Planetarium). (You can read/see more about this new Level at 'New vs Old 1. Level' in my Post before). . I never was in or see a real Planetarium, but i made nevertheless a Planetarium Skybox. There you 'are' at the Gas-Planet Jupiter (the Planet with the big Storm). You can see there 3 of his over 60 (!) Moons, my Sign 'Sagittarius', and different white Stars too. . Because i don't know how to made Star-Fog with Photoshop, i've found & use another solution (Black/Blue Star-Background) The Skybox is not completely ready, but the most in it. . . Jupiter & Jupiter-Moon 'Ganymede' (Picture 1): 1 of Jupiter's much Moons. I thing, it have no Atmosphere, but for a little cooler look i tried to made a dark-blue Atmosphere too. . Constellation/Sign 'Sagittarius' (Picture 2): This is the  Constellation/Sign from me, the Creator of this Game. In the real World, the Sign look other as here. But for easier Sign recognition i choose another look (for people that don't know how Sagittarius look's real in the Night-Sky). . Jupiter-Moon 'Callisto' (Picture 3 & 4): Another Moon of Jupiter's much Moons. . . No seamless Skybox-Problem? Sometimes (or often) your self drawn (or other Textures) have visible seams (or Edges) in the Skybox. Solution (when you've programmed all right): Transform only 1 Picture/Texture in 5 (or 6) Skybox friendly Textures, ;-) You can use Software for it like Bryce or Blender (need more work), or buy special Software. You can also learn, how to paint/made Skybox friendly Textures in Photoshop, but's not easy. . . Credits: The Jupiter Picture & Moon-Pictures are not made by me, i take them from NSSDC (NASA). The biggest white Stars are also not made from me (Photoshop-Brush). . . #Skybox  #Level1  #Planetarium  #textures  #graphics  #gamegraphics  #jupiter  #ganymede  #callisto  #Constellation  #Sign  #Sagittarius  #stars  #creativ  #NSSDC  #NASA  #gamedesign  #Skyboxdesign  #gamedevelopment  #gamedev  #indiegamedev  #indiedev  #gameproduction  #programminglife  #ghostworld3d2  . #texturen  #grafiken  #jupitermonde  #Sternzeichen ​ #schütze 
-New vs Old 1. Level -

As i have written in my post 'More Gamestory', today i post about some of the extra things that my small change of the Game Story had result in. 
But i show only a part of it (Level 1, that was before only a Flat, and is now a Planetarium).
You can see & read more about the Skybox in this Level in my next Post.
.
.
New 1. Level V2 (left Picture):
So looks the 2. Version of the new 1.Level for the future Version of this Game (Textures, extra Skybox and new green Level-Text). State: 11.09.2017. 
I've change it because it's now better suitable to the 1. Worldscreen (compare it with my Post before). Another Reason is: So how the 1. Level look & was before (Picture 2 & 3), it was not good enough for a 1. Level. 
I thing, especially the 1.Level have to be better. Because it can be deciding for Players (if they like the look, and if they play more Levels or not).
The green german Level-Text is now better too. When you play more Levels, the Gameplay will be more thriller/interesting.
.
New 1. Level V1 (middle Picture):
So had the 1. Version looked. 
The Carpet & the Wall (Wallpaper) look better.
It's because i've change the old Textures against similar looking Textures, but in higher Reolution.
.
Old 1. Level (right Picture):
Here You can see how the 1. Level look in the current downloadable Version of this Game (GW3D 2 v0.94, state: 11.09.2017).
.
.
Im linken & mittleren Bild ist die 2. & 1. Version, und im rechten Bild die ältere Version des neuen 1.Levels (Stand: 11.09.2017).
Statt nur eine Wohnung ist der 1. Level jetzt sogar ein Planetarium. 
Außerdem kann im unteren grünen Leveltext ein Teil davon gelesen werden, was meine nur kleine änderung der Spiel-Geschichte Zusätzliches ergab. 
Ein Vergleichen mit Bild 3 & 2 zeigt, wie gut die Erneuerung des 1.Levels war.
GW3D 2 wird zukünftig außerdem spannender sein.
.
#Levelexchange #oldvsnew #newvsold 
#Level1 #Planetarium 
#textures #graphics #gamegraphics 
#gamedesign #Leveldesign #Storydesign 
#gamedevelopment #gamedev 
#indiegamedev #indiedev 
#gameproduction
#programminglife 
#ghostworld3d2
.
#texturen #grafiken #Levelaustausch #Spielgeschichte 
#vorhernachher
-New vs Old 1. Level - As i have written in my post 'More Gamestory', today i post about some of the extra things that my small change of the Game Story had result in. But i show only a part of it (Level 1, that was before only a Flat, and is now a Planetarium). You can see & read more about the Skybox in this Level in my next Post. . . New 1. Level V2 (left Picture): So looks the 2. Version of the new 1.Level for the future Version of this Game (Textures, extra Skybox and new green Level-Text). State: 11.09.2017. I've change it because it's now better suitable to the 1. Worldscreen (compare it with my Post before). Another Reason is: So how the 1. Level look & was before (Picture 2 & 3), it was not good enough for a 1. Level. I thing, especially the 1.Level have to be better. Because it can be deciding for Players (if they like the look, and if they play more Levels or not). The green german Level-Text is now better too. When you play more Levels, the Gameplay will be more thriller/interesting. . New 1. Level V1 (middle Picture): So had the 1. Version looked. The Carpet & the Wall (Wallpaper) look better. It's because i've change the old Textures against similar looking Textures, but in higher Reolution. . Old 1. Level (right Picture): Here You can see how the 1. Level look in the current downloadable Version of this Game (GW3D 2 v0.94, state: 11.09.2017). . . Im linken & mittleren Bild ist die 2. & 1. Version, und im rechten Bild die ältere Version des neuen 1.Levels (Stand: 11.09.2017). Statt nur eine Wohnung ist der 1. Level jetzt sogar ein Planetarium. Außerdem kann im unteren grünen Leveltext ein Teil davon gelesen werden, was meine nur kleine änderung der Spiel-Geschichte Zusätzliches ergab. Ein Vergleichen mit Bild 3 & 2 zeigt, wie gut die Erneuerung des 1.Levels war. GW3D 2 wird zukünftig außerdem spannender sein. . #Levelexchange  #oldvsnew  #newvsold  #Level1  #Planetarium  #textures  #graphics  #gamegraphics  #gamedesign  #Leveldesign  #Storydesign  #gamedevelopment  #gamedev  #indiegamedev  #indiedev  #gameproduction  #programminglife  #ghostworld3d2  . #texturen  #grafiken  #Levelaustausch  #Spielgeschichte  #vorhernachher 
-More Gamestory- 
I give the future Version of Ghost World 3D 2 more Gamestory (state: 07.09.2017). The better (german) Gamestory in this Picture have not very much more Text as the older Gamestory (see also my Post from yesterday).
But this small change of the Gamestory (and some thinking & my creativity) brings/results in more extra things for the Gameworld, as i've first thing. 
In my next Post about the new 1.Level you can see (read) then some of this extra things.

The Gamestory from the Picture above (in german language):
.
Hallo Spieler.
Ähnlich abwechslungsreich wie der Weltraum, ist es auch Ghost World 3D.
.
...Schon lange lebten viele Menschen glücklich und zufrieden in ihrer Stadt Texas.
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Doch leider sind dort seit einiger Zeit schädliche Geister, weswegen sich niemand mehr wohl fühlte, und alle Bürger aus Texas flüchteten.
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Manche Bürger aber waren arm, und gerieten in eine hinterlistige Falle: 
Sie wagten es trotz warnender Nachrichten, Texas zu besuchen, um sich zu bereichern. 
Doch die Dollarboxen wurden hinterlistig von den Geistern platziert.
Um die Texaner trotz der Flucht durch Geld in die Falle zu locken, um ihnen so weiterhin Böses tun zu können.
.
Nur der verrückte und waghalsige Professor Ghowo aber blieb unbeschadet in Texas. 
Scheinbar war er der einzigste, der mit den Geistern leben konnte. 
Leider kann ihn die Regierung nicht mehr fragen, wie er das konnte, weil er im hohen Alter starb.
.
Unsere letzte Hoffnung ist deswegen Professor Ghowo's Haus. 
Aber niemand traut sich, den gefährlichen Weg dorthin zu gehen.
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Wenn aber nichts unternommen wird, werden sich die Geister noch mehr ausbreiten.
.
... Bist vielleicht Du mutig genug, den Kampf aufzunehmen???
.
.
Du traust Dich? Super!
Die Regierung freut sich über Deinen Mut, und wünscht Dir viel Glück & Erfolg, ;-)
.
P.s.: Laß Dich überraschen, wo Dich Deine Reise in... .
.
.
#change #oldvsnew #newvsold #gamestory #story #gametext #text 
#gamedesign 
#gamedevelopment #gamedev 
#indiegamedev #indiedev 
#gameproduction 
#programminglife 
#creativ 
#ghostworld3d2
.
#Text #spielgeschichte #textaustausch 
#vorhernachher 
#weltbildschirm1 
#texas #professor #ghowo 
#fight #goodagainstevil
-More Gamestory- I give the future Version of Ghost World 3D 2 more Gamestory (state: 07.09.2017). The better (german) Gamestory in this Picture have not very much more Text as the older Gamestory (see also my Post from yesterday). But this small change of the Gamestory (and some thinking & my creativity) brings/results in more extra things for the Gameworld, as i've first thing. In my next Post about the new 1.Level you can see (read) then some of this extra things. The Gamestory from the Picture above (in german language): . Hallo Spieler. Ähnlich abwechslungsreich wie der Weltraum, ist es auch Ghost World 3D. . ...Schon lange lebten viele Menschen glücklich und zufrieden in ihrer Stadt Texas. . Doch leider sind dort seit einiger Zeit schädliche Geister, weswegen sich niemand mehr wohl fühlte, und alle Bürger aus Texas flüchteten. . Manche Bürger aber waren arm, und gerieten in eine hinterlistige Falle: Sie wagten es trotz warnender Nachrichten, Texas zu besuchen, um sich zu bereichern. Doch die Dollarboxen wurden hinterlistig von den Geistern platziert. Um die Texaner trotz der Flucht durch Geld in die Falle zu locken, um ihnen so weiterhin Böses tun zu können. . Nur der verrückte und waghalsige Professor Ghowo aber blieb unbeschadet in Texas. Scheinbar war er der einzigste, der mit den Geistern leben konnte. Leider kann ihn die Regierung nicht mehr fragen, wie er das konnte, weil er im hohen Alter starb. . Unsere letzte Hoffnung ist deswegen Professor Ghowo's Haus. Aber niemand traut sich, den gefährlichen Weg dorthin zu gehen. . Wenn aber nichts unternommen wird, werden sich die Geister noch mehr ausbreiten. . ... Bist vielleicht Du mutig genug, den Kampf aufzunehmen??? . . Du traust Dich? Super! Die Regierung freut sich über Deinen Mut, und wünscht Dir viel Glück & Erfolg, ;-) . P.s.: Laß Dich überraschen, wo Dich Deine Reise in... . . . #change  #oldvsnew  #newvsold  #gamestory  #story  #gametext  #text  #gamedesign  #gamedevelopment  #gamedev  #indiegamedev  #indiedev  #gameproduction  #programminglife  #creativ  #ghostworld3d2  . #Text  #spielgeschichte  #textaustausch  #vorhernachher  #weltbildschirm1  #texas  #professor  #ghowo  #fight  #goodagainstevil 
-Old vs New Worldscreen & Gamestory-
.
My selfmade Game Ghost World 3D 2 have 8 World-Screens, and the first Screen apear before the first Level starts. 
It has the name 'World 1/8 - The Way to the House from Professor Ghowo', and the Game Story (both in german).
I've change the Gamestory (a little) too: V1 is in the left, and V2 in the right Picture (in german).
Worldscreen 2, 3 and so on apear after some Levels later, and has other Text's.
.
Old Worldscreen (left Picture):
Here You can see how the 1. Worldscreen look in the current downloadable Version of this Game (GW3D 2 v0.94, state: 06.09.0217).
.
New Worldscreen V1 (middle Picture):
For the future Version of this Game i tried first to use a similarly looking Background Picture.
. 
New Worldscreen V2 (right Picture):
But after i build Worldscreen V1, i decided me to use a Star-Background instead. 
But because it look good here, but not in the Skybox, 
i made then my own Star-Background, that you can see here partly, in the right Picture. 
There is a Raster too (The green Lines behind the Text). I Made the Skybackground & the Raster with Photoshop CS2. 
I don't looked for, how Rasters in other Games look, but i have it a little in my Memory (Brain). The biggest white Stars are not made from me: I made they with a extern Photoshop-Brush for Stars. 
I made the Raster with a Photoshop-Filter or so, and change it a little.
.
.
Im linken Bild ist der alte Weltbildschirm, und im mittleren & rechten Bild die 1./2. Version des neuen 1.Weltbildschirms, 
der ca. so zukünftig in meinem selbstgemachten PC-Spiel Ghost World 3D 2 v0.95 enthalten sein wird (Stand: 06.09.2017).
.
Außerdem verbesserte ich die Spielstory etwas.
Was sich aus dieser kleinen Änderung sonst noch ergab, gibt's teilweise im nächsten Post zu sehen & lesen.
.
. 
#change #Worldscreen #gamestory #oldvsnew #newvsold 
#Worldscreen1 #TheWaytotheHousefromProfessorGhowo 
#textures #graphics #gamegraphics 
#raster #stars 
#gamedesign #screendesign 
#gamedevelopment #gamedev 
#indiegamedev #indiedev 
#gameproduction 
#programminglife 
#ghostworld3d2
.
#texturen #grafiken #weltbildschirmaustausch 
#sterne 
#vorhernachher 
#weltbildschirm
#professor #ghowo
-Old vs New Worldscreen & Gamestory- . My selfmade Game Ghost World 3D 2 have 8 World-Screens, and the first Screen apear before the first Level starts. It has the name 'World 1/8 - The Way to the House from Professor Ghowo', and the Game Story (both in german). I've change the Gamestory (a little) too: V1 is in the left, and V2 in the right Picture (in german). Worldscreen 2, 3 and so on apear after some Levels later, and has other Text's. . Old Worldscreen (left Picture): Here You can see how the 1. Worldscreen look in the current downloadable Version of this Game (GW3D 2 v0.94, state: 06.09.0217). . New Worldscreen V1 (middle Picture): For the future Version of this Game i tried first to use a similarly looking Background Picture. . New Worldscreen V2 (right Picture): But after i build Worldscreen V1, i decided me to use a Star-Background instead. But because it look good here, but not in the Skybox, i made then my own Star-Background, that you can see here partly, in the right Picture. There is a Raster too (The green Lines behind the Text). I Made the Skybackground & the Raster with Photoshop CS2. I don't looked for, how Rasters in other Games look, but i have it a little in my Memory (Brain). The biggest white Stars are not made from me: I made they with a extern Photoshop-Brush for Stars. I made the Raster with a Photoshop-Filter or so, and change it a little. . . Im linken Bild ist der alte Weltbildschirm, und im mittleren & rechten Bild die 1./2. Version des neuen 1.Weltbildschirms, der ca. so zukünftig in meinem selbstgemachten PC-Spiel Ghost World 3D 2 v0.95 enthalten sein wird (Stand: 06.09.2017). . Außerdem verbesserte ich die Spielstory etwas. Was sich aus dieser kleinen Änderung sonst noch ergab, gibt's teilweise im nächsten Post zu sehen & lesen. . . #change  #Worldscreen  #gamestory  #oldvsnew  #newvsold  #Worldscreen1  #TheWaytotheHousefromProfessorGhowo  #textures  #graphics  #gamegraphics  #raster  #stars  #gamedesign  #screendesign  #gamedevelopment  #gamedev  #indiegamedev  #indiedev  #gameproduction  #programminglife  #ghostworld3d2  . #texturen  #grafiken  #weltbildschirmaustausch  #sterne  #vorhernachher  #weltbildschirm  #professor  #ghowo 
-Old vs New Textures, in Level 8 (Dark Cellar/ Dark Basement) -

old Textures (left) & more: 
The Textures in this Level from my selfmade Game 'Ghost World 3D 2' had only a low Resolution of 128x128 and 256x256 Pixel, 
but watched nonetheless/regardless good. 
I don't have thinking about, if the Wall-Texture is realistic for a Cellar or not. 
I found it look ok, and that was enough in the past.
.
You can see there the Ammo for the Fireball-Weapon too: The 2 Boxes with the red Borders
. 
Look Picture 2&3 'fast' to see 'moving' the red dots (Ghosts) in the Minimap too.
. 
Other as in my 'Old vs New Textures' Post's before,  the game is here in a 'Sandbox-Mode' (Testmode with for example very much Lives (95), Money (9004 $), Ammo and all Minimap- & Ghostscanner Updates).
.
.
new Textures (right & 3.Picture):
I've tried to find more realistic Textures for a Cellar. 
You can see the Result best in the 3.Picture, because it's with light. This Textures have a higher Texture-Resolution with 1024x1024 & 1200x1200 Pixels.
.
.
I now changed the Textures in 31 from 33 Levels. 
Only 2 more Levels to Texture new and so on, and then i'm ready with the Level-Textures. 
But i 'must' change other Textures too: For Example in the 8 World-Screens & the 9 Skyboxes (some Planets for example).
.
.
Links sind die alten & rechts die neuen Texturen für das 8.Level (Dunkler Keller) meines selbstgemachten PC-Spiels Ghost World 3D 2.
.
Da ich schon in 31 von max 33 Levels die Texturen austauschte, bin ich mit den Texturaustausch für die Levels bald fertig. 
Allerdings werde ich auch noch an manchen Texturen in den 8 Weltbildschirmen & mindestens 9 Skyboxen arbeiten usw (z.B. 
Planeten-Grafiken).
.
Mehr Infos über den Texturaustausch dieses Levels siehe weiter oben im Text (aber vorerst/dauerhaft nur in Englisch).
.
#change #textureexchange #oldvsnew #newvsold 
#Cellar #Basement #Level 
#ammunition #ammo 
#sandboxmode 
#textures #graphics #gamegraphics 
#gamedesign #leveldesign 
#gamedevelopment #gamedev 
#indiegamedev #indiedev 
#gameproduction
#programminglife 
#ghostworld3d2
.
#texturen #grafiken #texturaustausch
#vorhernachher 
#Keller 
#Munition
-Old vs New Textures, in Level 8 (Dark Cellar/ Dark Basement) - old Textures (left) & more: The Textures in this Level from my selfmade Game 'Ghost World 3D 2' had only a low Resolution of 128x128 and 256x256 Pixel, but watched nonetheless/regardless good. I don't have thinking about, if the Wall-Texture is realistic for a Cellar or not. I found it look ok, and that was enough in the past. . You can see there the Ammo for the Fireball-Weapon too: The 2 Boxes with the red Borders . Look Picture 2&3 'fast' to see 'moving' the red dots (Ghosts) in the Minimap too. . Other as in my 'Old vs New Textures' Post's before, the game is here in a 'Sandbox-Mode' (Testmode with for example very much Lives (95), Money (9004 $), Ammo and all Minimap- & Ghostscanner Updates). . . new Textures (right & 3.Picture): I've tried to find more realistic Textures for a Cellar. You can see the Result best in the 3.Picture, because it's with light. This Textures have a higher Texture-Resolution with 1024x1024 & 1200x1200 Pixels. . . I now changed the Textures in 31 from 33 Levels. Only 2 more Levels to Texture new and so on, and then i'm ready with the Level-Textures. But i 'must' change other Textures too: For Example in the 8 World-Screens & the 9 Skyboxes (some Planets for example). . . Links sind die alten & rechts die neuen Texturen für das 8.Level (Dunkler Keller) meines selbstgemachten PC-Spiels Ghost World 3D 2. . Da ich schon in 31 von max 33 Levels die Texturen austauschte, bin ich mit den Texturaustausch für die Levels bald fertig. Allerdings werde ich auch noch an manchen Texturen in den 8 Weltbildschirmen & mindestens 9 Skyboxen arbeiten usw (z.B. Planeten-Grafiken). . Mehr Infos über den Texturaustausch dieses Levels siehe weiter oben im Text (aber vorerst/dauerhaft nur in Englisch). . #change  #textureexchange  #oldvsnew  #newvsold  #Cellar  #Basement  #Level  #ammunition  #ammo  #sandboxmode  #textures  #graphics  #gamegraphics  #gamedesign  #leveldesign  #gamedevelopment  #gamedev  #indiegamedev  #indiedev  #gameproduction  #programminglife  #ghostworld3d2  . #texturen  #grafiken  #texturaustausch  #vorhernachher  #Keller  #Munition 
-Old vs New Textures, in Level 14 (Knot Garden/Maze) -
.
I gave my Knot Garden Level from my selfmade Game 'Ghost World 3D 2' new & other looking Textures too. It's not a Maze-Game, but it have except 29 normal Levels 4 Maze-Levels too.

new Textures (right):
The Difference with the higher Texture-Resolution of 1200x1200 against the old Textures is good visible. 
The Level self is some of the few Levels, that had no Ghosts (Enemys). The challenge is instead of: Try to don't lose your orientation in this friendly Maze.
.
old Textures (left):
This Level had Textures with visible seams: The ground- (Gras-) Textur. 
All Level-Textures had a low Resolution of 128x128 and 256x256 Pixel.
.
I now changed the Textures in 25 from 33 Levels.
.
.
Links sind die alten & rechts die neuen & anders aussehenden Texturen für das 14.Level (Irrgarten-Level) meines selbstgemachten PC-Spiels Ghost World 3D 2.
Es ist kein Labyrinth-Spiel, hat neben 29 normalen aber auch 4 Labyrinth-Levels.
.
Neue Texturen (rechts):
Neben einigen anderen Levels tauschte ich auch in diesem Level die Texturen (Grafiken) gegen bessere & anders aussehende Texturen aus. 
Der Unterschied (1200x1200 Pixel) zu den alten Texturen (128x128, 256x256) ist gut sichtbar, z.B. im Gras oder bei den Wänden. 
Der Level selbst ist einer der wenigen Level, der keine Geister (Gegner) enthält. 
Stattdessen besteht die Herausforderung dieses Levels darin, sich in diesem friedlichen Irrgarten nicht zu verlaufen.
.
.
Alte Texturen (links):
Vorher hatten die Gras-Texturen sichtbare Ränder (waren nicht kachelbar). Alle Level-Texturen hatten nur eine Auflösung von 128x128 und 256x256 Pixel.
.
Bis jetzt hab ich schon in 25 von max 33 Levels die Texturen ausgetauscht usw.
.
#change #textureexchange #oldvsnew #newvsold 
#KnotGarden #Maze #Labyrinth #Level 
#textures #graphics #gamegraphics 
#textureresolution 
#gamedesign #leveldesign 
#gamedevelopment #gamedev 
#indiegamedev #indiedev 
#gameproduction 
#programminglife 
#ghostworld3d2

#texturen #grafiken #texturaustausch 
#vorhernachher 
#irrgarten #labyrinth
-Old vs New Textures, in Level 14 (Knot Garden/Maze) - . I gave my Knot Garden Level from my selfmade Game 'Ghost World 3D 2' new & other looking Textures too. It's not a Maze-Game, but it have except 29 normal Levels 4 Maze-Levels too. new Textures (right): The Difference with the higher Texture-Resolution of 1200x1200 against the old Textures is good visible. The Level self is some of the few Levels, that had no Ghosts (Enemys). The challenge is instead of: Try to don't lose your orientation in this friendly Maze. . old Textures (left): This Level had Textures with visible seams: The ground- (Gras-) Textur. All Level-Textures had a low Resolution of 128x128 and 256x256 Pixel. . I now changed the Textures in 25 from 33 Levels. . . Links sind die alten & rechts die neuen & anders aussehenden Texturen für das 14.Level (Irrgarten-Level) meines selbstgemachten PC-Spiels Ghost World 3D 2. Es ist kein Labyrinth-Spiel, hat neben 29 normalen aber auch 4 Labyrinth-Levels. . Neue Texturen (rechts): Neben einigen anderen Levels tauschte ich auch in diesem Level die Texturen (Grafiken) gegen bessere & anders aussehende Texturen aus. Der Unterschied (1200x1200 Pixel) zu den alten Texturen (128x128, 256x256) ist gut sichtbar, z.B. im Gras oder bei den Wänden. Der Level selbst ist einer der wenigen Level, der keine Geister (Gegner) enthält. Stattdessen besteht die Herausforderung dieses Levels darin, sich in diesem friedlichen Irrgarten nicht zu verlaufen. . . Alte Texturen (links): Vorher hatten die Gras-Texturen sichtbare Ränder (waren nicht kachelbar). Alle Level-Texturen hatten nur eine Auflösung von 128x128 und 256x256 Pixel. . Bis jetzt hab ich schon in 25 von max 33 Levels die Texturen ausgetauscht usw. . #change  #textureexchange  #oldvsnew  #newvsold  #KnotGarden  #Maze  #Labyrinth  #Level  #textures  #graphics  #gamegraphics  #textureresolution  #gamedesign  #leveldesign  #gamedevelopment  #gamedev  #indiegamedev  #indiedev  #gameproduction  #programminglife  #ghostworld3d2  #texturen  #grafiken  #texturaustausch  #vorhernachher  #irrgarten  #labyrinth 
-Alte/Neue Texturen, Level 5 (Eingangshalle)- .
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Der 5.Level ist der Eingang in Professor Ghowo's Haus.
.
Neue Texturen:
Eigentlich wollte ich für dieses Level gern science-fiction, wissenschaftlich oder Nerd-haft aussehende Texturen als neue Texturen verwenden. 
Grund: weil es im Haus eines Professors ist.
.
Da ich aber keine gut passenden hatte und auch sonst nicht so schnell passende fand usw, 
baute ich stattdessen technisch/elektronisch bzw Futuristisch aussehende Texturen ein. 
Die Bodentextur ist stattdessen die gleiche wie vorher, hat aber mit 512x512 Pixeln eine höhere Auflösung als vorher. Die anderen haben 1200x1200 Pixel.
.
.
Alte Texturen
(siehe 1 Bild davor, da deutscher Text dort nicht mehr reinpasste):
Da die Decken- & Säulentextur sehr einfach selbst zu machen ist, denken manche vielleicht, daß diese nur Platzhalter für zukünftige & bessere Texturen sind. 
Aber das ist (nicht nur in diesem Level) der eigentliche Grund. 
Sondern: 
Ich fand es zu der Zeit wirklich ok, wie die Levels texturmässig aussahen. 
Denn mir war das erzeugen der Levels selbst am allerwichtigsten (Welche Mauern, Geister usw wo hinkommen, etc). Darüber, welche Texturen ich dann verwenden wollte, dachte ich warscheinlich weniger & anders als jetzt nach.
.
Jetzt arbeite ich jedoch hauptsächlich am Texturaustausch, statt an anderen Aufgaben. 
Außerdem achte ich jetzt auch auf etwas mehr als früher: 
U.a., das so viele Texturen wie möglich normalerweise nicht verwaschen aussehen.
.
Auch für die restlichen 16 Levels werde ich versuchen, daß die meisten Texturen eines jeden Levels nicht mehrfach vorkommen (Ausnahmen sind z.B. die Straßen-Texturen).
.
.
P.s.: Dieses Spiel enthält außerdem viel (teilweise ungewöhnliche) elektronische Indie-Musik, die ich früher mal produzierte.
Sie ist facettenreich (klingt melodisch, sanft & freundlich oder härter & cool). In diesem Level ist z.b. Track 32 "Dream Land.mp3" zu hören (siehe unten rechts im "MP3-Player").
.
#texturaustausch
#vorhernachher #altneu
#spielgrafiken #grafiken #grafik #texturen
#texturaufloesungen #texturauflösungen
#level #eingangshalle #haus #professor
#ghostworld3d2
-Alte/Neue Texturen, Level 5 (Eingangshalle)- . . Der 5.Level ist der Eingang in Professor Ghowo's Haus. . Neue Texturen: Eigentlich wollte ich für dieses Level gern science-fiction, wissenschaftlich oder Nerd-haft aussehende Texturen als neue Texturen verwenden. Grund: weil es im Haus eines Professors ist. . Da ich aber keine gut passenden hatte und auch sonst nicht so schnell passende fand usw, baute ich stattdessen technisch/elektronisch bzw Futuristisch aussehende Texturen ein. Die Bodentextur ist stattdessen die gleiche wie vorher, hat aber mit 512x512 Pixeln eine höhere Auflösung als vorher. Die anderen haben 1200x1200 Pixel. . . Alte Texturen (siehe 1 Bild davor, da deutscher Text dort nicht mehr reinpasste): Da die Decken- & Säulentextur sehr einfach selbst zu machen ist, denken manche vielleicht, daß diese nur Platzhalter für zukünftige & bessere Texturen sind. Aber das ist (nicht nur in diesem Level) der eigentliche Grund. Sondern: Ich fand es zu der Zeit wirklich ok, wie die Levels texturmässig aussahen. Denn mir war das erzeugen der Levels selbst am allerwichtigsten (Welche Mauern, Geister usw wo hinkommen, etc). Darüber, welche Texturen ich dann verwenden wollte, dachte ich warscheinlich weniger & anders als jetzt nach. . Jetzt arbeite ich jedoch hauptsächlich am Texturaustausch, statt an anderen Aufgaben. Außerdem achte ich jetzt auch auf etwas mehr als früher: U.a., das so viele Texturen wie möglich normalerweise nicht verwaschen aussehen. . Auch für die restlichen 16 Levels werde ich versuchen, daß die meisten Texturen eines jeden Levels nicht mehrfach vorkommen (Ausnahmen sind z.B. die Straßen-Texturen). . . P.s.: Dieses Spiel enthält außerdem viel (teilweise ungewöhnliche) elektronische Indie-Musik, die ich früher mal produzierte. Sie ist facettenreich (klingt melodisch, sanft & freundlich oder härter & cool). In diesem Level ist z.b. Track 32 "Dream Land.mp3" zu hören (siehe unten rechts im "MP3-Player"). . #texturaustausch  #vorhernachher  #altneu  #spielgrafiken  #grafiken  #grafik  #texturen  #texturaufloesungen  #texturauflösungen  #level  #eingangshalle  #haus  #professor  #ghostworld3d2 
-Old vs New Textures, Level 5 -
.
The fifth Level is the entry into Professor Ghowo's House.
. 
new Textures (right):
While i thing about which sort of Textures i take as new Textures, 
I've thing, this Level have to look science-fiction, scientific or Nerd-like (because it's in the House of a Professor).
. 
But i don't had or found this sort of Textures fast. 
That's why i use instead Textures, that look technical/electronic or futuristic. 
The Ground-Texture is the same as before, but in higher Resolution (512x512 instead of 128x128 or 256x256 Pixel). The other Textures have a Resolution of 1200x1200 Pixel.
.
.
old Textures (left):
Because of the very easy to made ceiling- or pillars-/columns Texture some could thing, 
that this Textures were only Placeholders for future & better Textures. 
But this is not (only in this Level) right. 
The true Reason is: 
While i in the past made the Levels, i was concentrated on how to build the Levels (where i place walls, Ghosts and other Things). I have not thought very much about the right Textures. 
I found the look of the Textures realy ok at this time.
.
But now i work only on the Texture Change self, and not on other Things like for example Levelbuilding or Programming. 
I also watch on more Things as in the past: 
For example, that the most Textures normally don't look washed out & don't have seam's (Tilleable Textures).
.
My Plan is, that near every  Level have preponderant other Textures as all the other Levels. 
But i'm not sure, if i can reach this target.
But for my so far made Texture-Changes (17 from 33 Levels) i've reached it.
.
.
Tip: 
In this game is a lot of my electronic Music, that i produced earlier (Indie-Music/unusual but nice or cool sounding Songs). For example Track 32 'Dream Land.mp3' (look at the bottom right side in the Screenshot).
.
.
#change #textureexchange #oldvsnew #newvsold 
#Level #textures #graphics #gamegraphics 
#textureresolution 
#gamedesign #leveldesign 
#gamedevelopment #gamedev 
#indiegamedev #indiedev 
#gameproduction 
#programminglife 
#ghostworld3d2 
#Selfmade #electronic #indie #music
-Old vs New Textures, Level 5 - . The fifth Level is the entry into Professor Ghowo's House. . new Textures (right): While i thing about which sort of Textures i take as new Textures, I've thing, this Level have to look science-fiction, scientific or Nerd-like (because it's in the House of a Professor). . But i don't had or found this sort of Textures fast. That's why i use instead Textures, that look technical/electronic or futuristic. The Ground-Texture is the same as before, but in higher Resolution (512x512 instead of 128x128 or 256x256 Pixel). The other Textures have a Resolution of 1200x1200 Pixel. . . old Textures (left): Because of the very easy to made ceiling- or pillars-/columns Texture some could thing, that this Textures were only Placeholders for future & better Textures. But this is not (only in this Level) right. The true Reason is: While i in the past made the Levels, i was concentrated on how to build the Levels (where i place walls, Ghosts and other Things). I have not thought very much about the right Textures. I found the look of the Textures realy ok at this time. . But now i work only on the Texture Change self, and not on other Things like for example Levelbuilding or Programming. I also watch on more Things as in the past: For example, that the most Textures normally don't look washed out & don't have seam's (Tilleable Textures). . My Plan is, that near every Level have preponderant other Textures as all the other Levels. But i'm not sure, if i can reach this target. But for my so far made Texture-Changes (17 from 33 Levels) i've reached it. . . Tip: In this game is a lot of my electronic Music, that i produced earlier (Indie-Music/unusual but nice or cool sounding Songs). For example Track 32 'Dream Land.mp3' (look at the bottom right side in the Screenshot). . . #change  #textureexchange  #oldvsnew  #newvsold  #Level  #textures  #graphics  #gamegraphics  #textureresolution  #gamedesign  #leveldesign  #gamedevelopment  #gamedev  #indiegamedev  #indiedev  #gameproduction  #programminglife  #ghostworld3d2  #Selfmade  #electronic  #indie  #music 
-Old vs New Textures, Level 9 -
.
Left are the old, and right are the new Textures 
for Level 9 (the meadow/hall Level) in Ghost World 3D 2.
The old Textures are 128x128 Pixel big, 
and the new have 1200x1200 Pixels. (Screen Resolution there is 800x600).
.
From the old Textures the Ceiling is made by me. I made it with Microsoft's Graphic-Programm 'Paint', that is includet in Windows. 
I don't had enought Photoshop experience at the time i made this easy Textur in the past.
.
At the new Textures near no Texture is made from me. 
But i made the floor with 1 Marble-Texture & 1 selfmade Chessboard-Texture & the easy help of Photoshop 7. 
Now its 1 floor, that looks good.
.
.
Links sind die alten & rechts die neuen Texturen für das 9. Ghost World 3D 2-Level (2.Flur).
Die alten sind nur 128x128, und die neuen sind in diesem Level 1200x1200 Pixel groß. (Bei einer Bildschirmauflösung von 800x600 im Spiel).
.
Von den alten Texturen wurde die einfache Decken-Textur von mir selbstgemacht. 
Mit dem einfachen Grafik-/Mal-Programm "Paint", daß in Microsoft's Windows enthalten ist. 
Ich hatte früher, als ich diese Textur machte, nur sehr wenig Kenntnisse in Photoshop.
.
Bei den neuen Texturen wurde fast keine von mir selbstgemacht. 
Aber der Flur wurde aus einer Marmor-Textur & meiner selbstgemachten Schachbrett-Textur gemacht, mit Hilfe von Photoshop 7 (ist leicht umzusetzen).
Aus diesen beiden Texturen usw entstand letztendlich eine gut aussehende Bodentextur.
.
#change #textureexchange #oldvsnew #newvsold 
#Level #textures #graphics #gamegraphics 
#textureresolution
#Adobe #Photoshop7 
#gamedesign #leveldesign 
#gamedevelopment #gamedev 
#indiegamedev #indiedev
#gameproduction
#programminglife
#ghostworld3d2

#texturen #grafiken #texturaustausch
#vorhernachher
-Old vs New Textures, Level 9 - . Left are the old, and right are the new Textures for Level 9 (the meadow/hall Level) in Ghost World 3D 2. The old Textures are 128x128 Pixel big, and the new have 1200x1200 Pixels. (Screen Resolution there is 800x600). . From the old Textures the Ceiling is made by me. I made it with Microsoft's Graphic-Programm 'Paint', that is includet in Windows. I don't had enought Photoshop experience at the time i made this easy Textur in the past. . At the new Textures near no Texture is made from me. But i made the floor with 1 Marble-Texture & 1 selfmade Chessboard-Texture & the easy help of Photoshop 7. Now its 1 floor, that looks good. . . Links sind die alten & rechts die neuen Texturen für das 9. Ghost World 3D 2-Level (2.Flur). Die alten sind nur 128x128, und die neuen sind in diesem Level 1200x1200 Pixel groß. (Bei einer Bildschirmauflösung von 800x600 im Spiel). . Von den alten Texturen wurde die einfache Decken-Textur von mir selbstgemacht. Mit dem einfachen Grafik-/Mal-Programm "Paint", daß in Microsoft's Windows enthalten ist. Ich hatte früher, als ich diese Textur machte, nur sehr wenig Kenntnisse in Photoshop. . Bei den neuen Texturen wurde fast keine von mir selbstgemacht. Aber der Flur wurde aus einer Marmor-Textur & meiner selbstgemachten Schachbrett-Textur gemacht, mit Hilfe von Photoshop 7 (ist leicht umzusetzen). Aus diesen beiden Texturen usw entstand letztendlich eine gut aussehende Bodentextur. . #change  #textureexchange  #oldvsnew  #newvsold  #Level  #textures  #graphics  #gamegraphics  #textureresolution  #Adobe  #Photoshop7  #gamedesign  #leveldesign  #gamedevelopment  #gamedev  #indiegamedev  #indiedev  #gameproduction  #programminglife  #ghostworld3d2  #texturen  #grafiken  #texturaustausch  #vorhernachher