Description
Layer Effects (GDevelop Example)
This example demonstrates how to preview and switch between multiple visual effects applied to the Base layer in a GDevelop scene.
It is designed to help users quickly see how each effect looks in-game and choose the ones that fit their project.
Overview
The scene contains a collection of layer effects (such as blur, glow, and other post-processing filters) attached to the Base layer.
At the beginning of the scene, all these effects are disabled so the user starts from a neutral view.
By clicking on buttons, the user can change which effect is currently active.
How to Use
- Run the example in GDevelop.
- Click on the buttons to enable the corresponding effect on the Base layer.
- Only one effect is meant to be active at a time, making it easy to compare how each one changes the overall look and atmosphere of the scene.
There is nothing else to configure: simply press the buttons and observe the visual changes on the Base layer.
How It Works
Internally, the scene uses GDevelop’s layer effects feature to apply visual post-processing to Base layer.
When a button is clicked, an event:
- Disables the previously active effect.
- Enables the effect whose name matches the button’s label.
This creates a simple “effects browser” where each button corresponds to one effect, and the user can cycle through them without needing to open the layer editor during runtime.
Purpose
I created this example to help users visualize the different effects available on layers and understand how they influence the final image of their game.
It can serve both as a quick reference when choosing an atmosphere (night, retro, glitch, etc.) and as a starting point for building more advanced effect-driven systems, such as damage feedback or day/night cycles.
Checklist
Game project folder
Layer Effect Example-local.zip
Game preview
Click here to see example on gd.games
Description
Layer Effects (GDevelop Example)
This example demonstrates how to preview and switch between multiple visual effects applied to the Base layer in a GDevelop scene.
It is designed to help users quickly see how each effect looks in-game and choose the ones that fit their project.
Overview
The scene contains a collection of layer effects (such as blur, glow, and other post-processing filters) attached to the Base layer.
At the beginning of the scene, all these effects are disabled so the user starts from a neutral view.
By clicking on buttons, the user can change which effect is currently active.
How to Use
There is nothing else to configure: simply press the buttons and observe the visual changes on the Base layer.
How It Works
Internally, the scene uses GDevelop’s layer effects feature to apply visual post-processing to Base layer.
When a button is clicked, an event:
This creates a simple “effects browser” where each button corresponds to one effect, and the user can cycle through them without needing to open the layer editor during runtime.
Purpose
I created this example to help users visualize the different effects available on layers and understand how they influence the final image of their game.
It can serve both as a quick reference when choosing an atmosphere (night, retro, glitch, etc.) and as a starting point for building more advanced effect-driven systems, such as damage feedback or day/night cycles.
Checklist
com.example..Game project folder
Layer Effect Example-local.zip
Game preview
Click here to see example on gd.games