Well, I did a quite test today of 3D pixel art graphics and I'm not sure I like it. It would make the art much quicker to make, but it looks ghetto. Granted it was a quick 2 hour test, but not very promising. I want to try the vector look tomorrow. Personally, I love realistic graphics, but I'm trying to be practical.

I was thinking something like this game. Would anyone here want to play (or buy) something with these graphics?

    Nerdzmasterz I mean, Sims 4 graphics is better than 3 graphics, but everyone on those forums is begging for more game play from 4 and is often saying 3 was better despite looking worse.

    There was a living city in Sims 3, there isn't one in Sims 4. Totally different feeling.

    cybereality Personally, I'm not a fan of pixel graphics. I think low-polygon models are better.

      cybereality
      Gameplay or story wise, no idea (since I don't know what it is).
      Graphics wise, definitely. Looks cool.

      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.

                    Reminder: Let's not post about politics and other similar topics (religion, morals, etc). This is the Godot community forums, so let's keep the discussion related to game development and make sure the conversations we have are tailored around this. I've removed the offending posts and discussion around it, but am leaving this here as a reminder.

                    If you want to discuss such off-topic subjects and material, please go to a more general forum to discuss it. If you are not sure whether something is suitable for the forums and/or on-topic, then either message forum staff to ask about whether it is suitable or do not post it. Remember - we're an international game development community for all Godot developers from all backgrounds and places in the world.

                    Thank you! 🙂

                    TBH, not much. I finally got the VR project to open after removing all FBXs. Thanks to those who helped with that!

                    cybereality What you're describing here seems incredibly close to a deus ex-style immersive in an open world.

                    I just beat Tormented Souls, best game I've played in a long time. It's like the original Resident Evil but better. Sadly all the trailers I found have the wrong gamma or tone mapping, it looked much better on my PC. Not sure why that is, but the game looks amazing.

                    Thinking I might go with a fixed camera angle like this for my game. It really makes it feel more like a movie. Note, you can use tank controls, but the default is with the analog stick sort of like Ratchet and Clank or simple arcade platformers.

                    Oh my goodness, I know what I'm asking for might be a tall order but, I'm going to shoot my shot. Um...Does anyone know how to smoothly mix animations with ragdoll physics. I know that they're tutorials out their on how to do ragdoll physics in Godot but, there doesn't seem to be any on how to mostly move between ragdoll physics and animations. Let's say that I want to make game where enemies get thrown by explosions in a ragdoll but, can also get up back again if they survive? How do I go about doing that? Anyway, here is the tutorial for reference:

                    @Audiobellum I understand that what you're looking for are "inverse kinematics". These describe the process of propagating a movement (like fledgling limbs) from a proximal joint to the most distal part. You'll probably also want a technique to adapt the mesh to the bone kinematics.

                    Or you just prepare a set of skeletal animations to mimic that type of movement, e.g. in Blender and import them into Godot. That'll be a plan B. Or A. Depends :-)

                      This topic about level design tools in Godot is always on my mind. Even though I don't plan on using any blockout method of level design in Godot, I've always wanted to know how it's done and I've found a tutorial that explains exactly just that:

                      The blockout style of level design seems to be the way a whole lot of "professional" gaming companies do their level design. Still, I'd like to one day make a game that has advance mod support and I doubt the whole blockout level design is mod support friendly( in comparison to the alternatives). Also, I think that they're still going to be a whole lot of limitations if someone wanted to make a more interactive level that 's well optimized when it comes to blockouts.
                      GSC might only be used for a prototyping tool but, it can do this:

                      Attempts to create highly destructable environments without the GSC node seems incredibly rigged, limited and might be painful to use on a large scale.

                      A non-CSG node solution to this problem that I've been thinking about, would involve the 3d gridmap. However, the 3d gridmaps don't have the same about of interactablity and functions as it's 2d counterpart. Now I know that it's not impossible to merge the 2d tilemap with the 3d gridmap and here is a video demonstrate of that:

                      However, I know how to do that and the person who made that video istn'g going to put out a tutorial.

                        I would love to understand IK, though. You can use that to make characters actually have their feet at different heights of stairs and other cool things.

                        As few courses as there are I wonder how I could learn some of this more advanced stuff.

                          Some linear algebra and you're set. With vectors, matrices, quaternions, transforms under the hood there should be no problems.

                            Pixophir Not always. Most of games are, until you want to dabble in the wonderful/terribly confusing world of game physics. Not just vectors, how do you calculate how a character must plant its feet as it goes up a mountain? Or, how do you use only three animations to fully create a character that trips, falls over, jumps, and other things with inverse kinematics?