Skip to content
Open
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
4 changes: 4 additions & 0 deletions automated_updates_data.json
Original file line number Diff line number Diff line change
Expand Up @@ -104,6 +104,10 @@
{
"date": "2026-07-07",
"summary": "Improved keyboard docs: added 'Key just pressed' (held vs one-frame) and 'Any key released' conditions, control-remapping note, and a reference list of valid key names"
},
{
"date": "2026-08-06",
"summary": "Expanded individual effect pages (CRT, drop shadow, god rays, outline, tilt shift, RGB split, Kawase blur, pixelate, color map) with key-setting explanations and use cases"
}
]
}
2 changes: 2 additions & 0 deletions docs/gdevelop5/all-features/effects/color-map/index.md
Original file line number Diff line number Diff line change
Expand Up @@ -22,6 +22,8 @@ Try some ready-to-use color maps
- color-map-model-2.png : ![](color-map-model-2.png)
- color-map-model-3.png : ![](color-map-model-3.png)

The **Mix** setting (in percent) controls how strongly the new colors are applied, letting you blend between the original and remapped colors. Animating it with events is a convenient way to fade a color grading in and out — for example to tint the screen when the player enters a special area.


## Reference

Expand Down
8 changes: 8 additions & 0 deletions docs/gdevelop5/all-features/effects/crt/index.md
Original file line number Diff line number Diff line change
Expand Up @@ -4,6 +4,14 @@ Applies a CRT effect, simulating an old cathode-ray tube television.

![](crt-effect.png)

You can combine several settings to get the exact look you want:

- **Curvature** bulges the image as if it was displayed on a rounded screen.
- **Line width**, **line contrast** and **vertical lines** control the scanlines drawn over the image.
- **Noise** adds animated static. Its **noise frequency** sets how often the static is refreshed.
- **Vignetting** darkens the corners of the screen.
- **Interlaced lines speed** animates the scanlines (set it to `0` to keep them still).


## Reference

Expand Down
6 changes: 5 additions & 1 deletion docs/gdevelop5/all-features/effects/drop-shadow/index.md
Original file line number Diff line number Diff line change
@@ -1,9 +1,13 @@
# Drop shadow effect

Add a drop shadow under your object's visible on the layer.
Add a drop shadow under the objects visible on the layer.

![](drop-shadow-effect.png)

The position of the shadow is set with **Distance** (how far the shadow is offset) and **Rotation** (the direction the shadow is cast). Use **Blur** to soften its edges, and **Color** and **Alpha** to change its tint and transparency.

Enable **Shadow only** to render just the shadow (the object itself becomes invisible). This is handy to draw a shadow as a separate object that you can place and move independently.


## Reference

Expand Down
4 changes: 4 additions & 0 deletions docs/gdevelop5/all-features/effects/god-rays/index.md
Original file line number Diff line number Diff line change
Expand Up @@ -4,6 +4,10 @@ Cast rays of light from the top of the screen. **This won't work well if shown o

![](godray-effect.gif)

Use **Angle** to change the direction of the rays and **Center X**/**Center Y** to move the point they originate from. **Light** and **Gain** control the length and brightness of the rays, while **Lacunarity** adds more detail and irregularity to them. Enable **Parallel** to make all rays point in the same direction (like distant sunlight) instead of spreading out from the center point.

Set **Animation speed** to a value other than `0` to make the rays shimmer and move over time.


## Reference

Expand Down
4 changes: 4 additions & 0 deletions docs/gdevelop5/all-features/effects/kawase-blur/index.md
Original file line number Diff line number Diff line change
Expand Up @@ -2,6 +2,10 @@

This is a faster version of the traditional "Blur" effect. It's recommended that you use this one rather than the "Gaussian" blur effect.

**Blur** sets the strength of the blur and **Quality** how smooth the result looks (higher values are smoother but more expensive to render). The **Pixelize X**/**Pixelize Y** settings can stretch the blur horizontally or vertically to create a directional, motion-like blur.

A common use is to blur a background layer while a menu or pause screen is shown on top, keeping the foreground UI sharp.


## Reference

Expand Down
2 changes: 2 additions & 0 deletions docs/gdevelop5/all-features/effects/outline/index.md
Original file line number Diff line number Diff line change
Expand Up @@ -4,6 +4,8 @@ Add an outline on all objects of the layer having the effect. **This won't work

![](outline-effect.png)

Set the **Thickness** and the **Color** of the outline. When the effect is applied to a single object, this is a common way to highlight it — for example the currently selected item or an interactive object the player can click.


## Reference

Expand Down
2 changes: 2 additions & 0 deletions docs/gdevelop5/all-features/effects/pixelate/index.md
Original file line number Diff line number Diff line change
Expand Up @@ -4,6 +4,8 @@ Applies a pixelated effect, making display objects appear 'blocky'.

![](pixelate-effect.png)

The **Size** setting controls how large the blocks are: the bigger the value, the coarser (more pixelated) the result. Animating this value with events is an easy way to make a pixelated dissolve or transition between scenes.

!!! note

For pixel-perfect or 8-bitgames, you can change the **Scale mode** options in your [game properties](/gdevelop5/interface/project-manager/properties) instead of using this effect.
Expand Down
2 changes: 2 additions & 0 deletions docs/gdevelop5/all-features/effects/rgb-split/index.md
Original file line number Diff line number Diff line change
Expand Up @@ -4,6 +4,8 @@ Separate each component's RGB(red, green, blue) colors and display them on the s

![](rgb-effect.png)

Each color channel has its own X and Y offset, so you can control the direction and strength of the separation for the red, green and blue channels independently. Small offsets give a subtle chromatic aberration around edges, while larger ones create a strong glitch or "damaged screen" look. Animate the offsets with events to make the distortion pulse (for example when the player takes damage).


## Reference

Expand Down
2 changes: 2 additions & 0 deletions docs/gdevelop5/all-features/effects/tilt-shift/index.md
Original file line number Diff line number Diff line change
Expand Up @@ -4,6 +4,8 @@ Add blur to the top and bottom of the entire layer or object. Perfect to simulat

![](tilt-shift-effect.png)

**Blur** sets how strong the blur is, and **Gradient blur** controls the height of the sharp, in-focus band left in the middle: a smaller value keeps only a thin strip in focus while a larger one leaves more of the image sharp.


## Reference

Expand Down