Pixels are okay if done right. Sheltered used pixels, but given the animations it had, it's a good thing they were. These range from getting sick to answering nature's call. Ewww, I am so glad that was so unrealistic.

Beat Cop uses pixels, though, and the graphics are so lame. PS: it was a game for mature audiences only. Still, it felt like the main thing that made it mature was a swear word thrown in very often. Not the best experience if you just want to play detective.

    Tomcat Exactly. It seemed more like good graphics replaced good game play, and made it seem like they were simply being lazy.

      Nerdzmasterz seriously, don't play this game. The characters fearlessly say whatever they want, call people whatever they want, and ruin the game.

        Nerdzmasterz It seemed more like good graphics replaced good game play, and made it seem like they were simply being lazy.

        I'm not sure if "lazy" is the right term. I've been following the development of The Sims series and I think the developers just lack the skills. Or rather EA in their greedy style saves money and doesn't hire really competent workers, who of course cost more. It's very much like Sims 4 wanted to improve the graphics without raising the system requirements too much and they almost succeeded. But new ideas after the departure of William R. Wright — they did not have: growing up is done in phases, smooth growing up was not mastered, the same rough squares for the placement of walls and objects — only small cosmetic changes to the old solutions. Until there is an alternative to The Sims — no dramatic improvements are worth waiting for.

        Nerdzmasterz I think I get it. Growing up I got programmed to connect the no-no words with tension. When it gets used in a punk song, it doesn't phase me. But when it's dropped every other line in an otherwise calm prog rock song, I'm on edge. Though knowing prog, that might be the point. Prog dudes are weird.

        The meshes, nodes and bounding boxes are dancing before my eyes. My eyes suggest me off-by-one errors, but unstable left and right and to and fro. Compiler says all is well, no warnings of buffer excursions, doesn't crash when rendering, so it's probably my mind playing tricks on me.

        Time to crack zosh ... lunk lunk lunk ... aaah fire up a game.

        Cheers :-)

        Um, is there any reason files that are PNG, OBJ, or FBX would cause Godot to crash? Still happening.

        I'd show the assets, if I wouldn't have purchased them. I could possibly offer a zip of the project, but I can't get it to even open- let alone show what's happening. Anyway, this is the link to the assets, if anyone knows anything about them. I usually have no trouble with assets from this site.
        https://syntystore.com/collections/simple-series/products/simple-apocalypse-interiors-cartoon-assets I have godotOVRmobile, godot-oculus, and godot openXR addons in the project. Not sure if one of them is conflicting with another?

        Please help? I really just want to develop VR games, I would love to specialize in that.

          PNG is a standard format, so should be no problem. I've had crashes on large images (above 4K) but smaller files and usually no problem. For any 3D models, like FBX, you should import into Blender and then export to glTF. OBJ is usually okay, but glTF is a much better format. For FBX, there are like 200 different versions (Autodesk updates it every year, sometimes more than once) and they break compatibility all the time (I think on purpose, to keep you subscribing). So you have to import to Blender first, and then export to a real open format like glTF, which works fine in Godot.

          I don't know about the fbx in Godot, but at least Blender's FBX is purely clean room reverse engineered, meaning none of the developers have read the official FBX docs, due to Autodesk's licensing being pretty horrible.
          So there's chances things can be wrong or not be supported properly. You might have an edge case FBX file that Godot doesn't understand.
          (I'd guess Blender's FBX is more up to date than Godot's FBX, so as Cyber says, try using Blender to convert them)

          cybereality Hmmm...I played Tokyo Xanadu and didn't have any problem with it's graphics; this looks pretty decent as well. It's not the type of artstyle I'd expect from an FPS but, perhaps you could do something different by making a FPS game based on games like Tokyo Xandu or Dusk Diver( which is a game I haven't played but seems incredibly similiar to Tokyo Xandu). What I like about Tokyo Xanadu is that it's "open world"( which is just a bunch of hub locations connected to each other through various levels) take place in a contemporary modern setting( that isn't post-apocalypic) yet it doesn't seem strange that the player can't drive anything. Getting away with an "open world" game that's limited in scope is something I probably should study. Anyway, what you want to do with your own game is up to you at the end of the day anyway. When your game is a major success, free to share some of the billions with some of us.

          Godot used to use ASSIMP, but I believe they updated to a custom FBX loader. In any case, it's open source, so I assume reverse engineered. I've bought thousands of dollars worth of assets, and honestly the FBX files almost never work. Even in Blender. The format is horrible, and I think intentionally designed to be broken. There is no reason for an array of points and references to textures to not work in 2022. So FBX is bunk. OBJ almost always works, since the format is simple and public. But I'd still recommend importing to Blender so you can export the material properly.

            Woah! Look what I found on the internet. Someone is making this in Godot!

            Woah! Never heard of that. Animation is a little stiff, but otherwise it looks pretty full featured.

            I mean, that is pretty legitimate packaging. But if you get some random USB drive in the mail, you're kind of an idiot if you plug it into your computer. Like if some random white powder arrives in the mail, you gonna eat it? Maybe it's a good lesson in security.

            Nerdzmasterz Um, is there any reason files that are PNG

            I load PNGs up to 16k without problems. But I made these myself with libpng and load them with stb_image (that's C/C++). If there are crashes on loading, I would suspect the own part of the software to cause them. That'll be Godot. Bugs happen.

            cybereality It would be easier to answer the question if the choice limited what I could actually do in the game

              cybereality That's a bit annoying. Perhaps I should just skip fbx and go straight for the obj objects, then.

              Erich_L It would be easier to answer the question if the choice limited what I could actually do in the game

              Well I have a bunch of ideas. I'm just exploring the space. The original idea was an action FPS game, with parkour elements. This would be good for a single building or roof-top only like Mirror's Edge. But I also wanted to do some hacking elements, or maybe some sort of adventure game, more like Shadowrun, which would need a city or semi-open world. Where you could go on missions, hack computers, sell drugs, or whatever. I also was thinking of a physics based game, where you can pick up objects and interact with the world. This would be good for small spaces like single rooms. Maybe like a detective mystery where you investigate crime scenes. I'm not sure at this point. Just throwing out ideas.