Simplify opacity values to 1 or 2 measurements, not 3

I’ve noticed that opacity is expressed three different ways in GDdevelop.
For effects it’s 0 to 1
For events it’s 0 to 255
In the scene editor it’s 0 to 100

I wish that at least events and the scene editor used the same system. Because if I change the opacity in the scene editor, then change it to something else in events and then want to change it back to the original in the events, it’s a bit of a work around.

Either I get a calculator and work out for example: 60% of 255 or write it that way in the opacity field: 0.6 * 255. Both easy enough, but it seems like a created problem that isn’t necessary if the scene editor and events used the same measurement system.

7 Likes

I would vote for 100 everywhere

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It’s not very logic at first view but one explication could be that GDevelop had considerably evolved since version 1 (more 10 years) and some things can stay.

But that must be updated and my opinion it should be to fix with the range 0 … 255 (more accuracy than 0 … 100 and coded on 1 byte)

Xierra

2 Likes

I agree with this. 255 Was a bit confusing when I was starting

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i would say 255, as it is the norm in the gamedevelopment community. also the amount of rgb values

1 Like