diff --git a/automated_updates_data.json b/automated_updates_data.json index 2e22d59783d..3141acd053a 100644 --- a/automated_updates_data.json +++ b/automated_updates_data.json @@ -96,6 +96,10 @@ { "date": "2026-06-24", "summary": "Improved window docs: distinguished game resolution from window size, documented resize mode and auto-adapt, added center window and window icon actions, and listed scene/screen size expressions" + }, + { + "date": "2026-07-02", + "summary": "Added usage guidance to visual effect docs: CRT, drop shadow, god rays, tilt shift, and outline effects" } ] } diff --git a/docs/gdevelop5/all-features/effects/crt/index.md b/docs/gdevelop5/all-features/effects/crt/index.md index de52bffba07..9f3247e90e4 100644 --- a/docs/gdevelop5/all-features/effects/crt/index.md +++ b/docs/gdevelop5/all-features/effects/crt/index.md @@ -4,6 +4,8 @@ Applies a CRT effect, simulating an old cathode-ray tube television. ![](crt-effect.png) +For a convincing retro look, apply this effect to a layer so it covers the whole screen. Combine the scanlines (**Line width**, **Line contrast**) with a bit of **Curvature** to bend the image like a real screen, and add **Vignetting** to darken the corners. The **Noise** and **Interlaced Lines Speed** properties animate over time, keeping the effect moving even on a static scene. + ## Reference diff --git a/docs/gdevelop5/all-features/effects/drop-shadow/index.md b/docs/gdevelop5/all-features/effects/drop-shadow/index.md index f9ca072a4c2..e0455a9510a 100644 --- a/docs/gdevelop5/all-features/effects/drop-shadow/index.md +++ b/docs/gdevelop5/all-features/effects/drop-shadow/index.md @@ -1,9 +1,11 @@ # Drop shadow effect -Add a drop shadow under your object's visible on the layer. +Add a drop shadow under your object visible on the layer. ![](drop-shadow-effect.png) +The **Distance** and **Rotation** properties together set where the shadow is cast: rotation gives the direction (in degrees) and distance how far the shadow is offset from the object. Use **Blur** to soften the shadow's edges. Enable **Shadow only** to hide the object and keep just its shadow, which is useful to render a shadow on a separate layer or to build silhouette effects. + ## Reference diff --git a/docs/gdevelop5/all-features/effects/god-rays/index.md b/docs/gdevelop5/all-features/effects/god-rays/index.md index 904f9fa64ac..c35199a5819 100644 --- a/docs/gdevelop5/all-features/effects/god-rays/index.md +++ b/docs/gdevelop5/all-features/effects/god-rays/index.md @@ -4,6 +4,8 @@ Cast rays of light from the top of the screen. **This won't work well if shown o ![](godray-effect.gif) +Enable **Parallel** for straight, parallel rays (like distant sunlight) whose direction is set by **Angle**. Disable it to make the rays radiate from a single point, whose position is set by **Center X** and **Center Y** — handy to simulate a nearby light source such as a lamp or window. **Animation Speed** makes the rays shimmer over time. + ## Reference diff --git a/docs/gdevelop5/all-features/effects/outline/index.md b/docs/gdevelop5/all-features/effects/outline/index.md index aecd08ff547..df3a9905b98 100644 --- a/docs/gdevelop5/all-features/effects/outline/index.md +++ b/docs/gdevelop5/all-features/effects/outline/index.md @@ -4,6 +4,8 @@ Add an outline on all objects of the layer having the effect. **This won't work ![](outline-effect.png) +Use **Thickness** to set how wide the outline is and **Color of the outline** to choose its color. Applied to an object, this is a common way to highlight a selected or hovered item. + ## Reference diff --git a/docs/gdevelop5/all-features/effects/tilt-shift/index.md b/docs/gdevelop5/all-features/effects/tilt-shift/index.md index 1a7cbcf3aea..bea88e2e982 100644 --- a/docs/gdevelop5/all-features/effects/tilt-shift/index.md +++ b/docs/gdevelop5/all-features/effects/tilt-shift/index.md @@ -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** controls how strong the blur is at the top and bottom, while **Gradient blur** sets how gradually the image transitions from sharp (in the middle) to blurry (towards the edges). A larger gradient blur gives a smoother, wider in-focus band. + ## Reference