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4 changes: 4 additions & 0 deletions automated_updates_data.json
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Expand Up @@ -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"
}
]
}
2 changes: 2 additions & 0 deletions docs/gdevelop5/all-features/effects/crt/index.md
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Expand Up @@ -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

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4 changes: 3 additions & 1 deletion docs/gdevelop5/all-features/effects/drop-shadow/index.md
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@@ -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

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2 changes: 2 additions & 0 deletions docs/gdevelop5/all-features/effects/god-rays/index.md
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Expand Up @@ -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

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2 changes: 2 additions & 0 deletions docs/gdevelop5/all-features/effects/outline/index.md
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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)

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

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2 changes: 2 additions & 0 deletions docs/gdevelop5/all-features/effects/tilt-shift/index.md
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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** 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

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