Construct 3 r124

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  • For sure, that makes total sense from the engineering perspective. The trouble is that most image editing software works in 255, and that's where our initial colour choices are made — regardless of the image's bit depth.

    So from the game designer POV, 245 or whatever 255-based number becomes the value. Translating it back to 100-base is extra work, serious disruption in the workflow, and potentially problematic (imagine forgetting to convert 84 from 255-base to normalized).

    As a game designer, I'm really hoping you can remove translating values at all for the R, G, or B channel value. If the designer's colours are chosen in 255-base, then they should be able to stay that way throughout the design process. Most colour interfaces give you option to use whatever system you prefer (hex, rgb, etc). I think it should be the case here.

    I really do understand your case from the programming principle, but really think it's the wrong principle to base the construct experience on.

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      • Ashley's avatar
      • Ashley
      • Construct Team Founder
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      As described here I've added new expressions for the next release that work in a 0-255 scale, so you can have it both ways.

      • Ah sorry! I didn't see that! Thank you very much for the flexibility. It's a tough one, I'm definitely on your side from a logic perspective - the 255 system makes no sense - but it's how the tools speak. Hopefully it'll change to normative one day. Anyways, thanks again. Very much appreciated.