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.
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)