Try this approach:
import fbx in blender, then export out with different format.
Yeah absolutely agreed. Got that feedback from other players too, in 1.1 upgraded UI to clearly communicate UFO health to a player. Added 2b ending (run away but with cows) and "Player's health".
(in the original game from 1993 it was not clear too, how much health the monsters had left, but the time has changed and I should used the best practices of gamedev from the last 30 years)
You made a game in Godot it's automatically +1 from me.
Also if you want to swap the generic godot icon to your own, i can suggest you this documentation that helped me, or dm me in discord.
Love soviet aesthetic.
Every time tried to go up the slope, even the smallest little rock or giant hill in the middle of the map, frames dropped 10 times. When go down the slope, everything OK.
Jump doesn't let you cross even the smallest fences. Death is not actual end, just the repeating loop of screams and blackness — too real.
Really loved that one. Invisible enemies that can be detected only for a brief period of time is absolutely fantastic!
I had a problem with "gun". So you have to charge it up until the moment it becomes deadly, but if you overcharge it it misfires. And the only clue of this charging is audio one. And the enemies are detected by the audio clues.
And the "kill" window of a "gun" ~1 second. So, i have to count to 5 every time and focus on the alien sound to kill some aliens. But you have to kill only 6 in 3 rooms so it was not so bad.