Voxel Game Maker

Docs User guide

Visual effects

Effects on objects, around them and under them, built from their voxels, and over the whole screen.

Morvane the Lich inside a glowing shield bubble, the throne room tinted red, embers drifting and magic circles on the floor

Effects that change how things look while you play: on an object's surface, around it, on the floor under it, built from its voxels, or over the whole screen. Everything here is a behavior, an action, a cutscene step or a line of Quick code, with sliders instead of shader code. It all works on every renderer, the web build too. Lichgate Depths uses most of them.

#The Visual effect behavior

Add it from Add behavior ▸ Looks ▸ Visual effect. Pick an Effect, then:

  • Color: empty uses the effect's own color.
  • Strength: 0–1. For Frozen and Turned to stone it's how far up the effect climbs; for Dissolve it's how much is gone.
  • Speed.
  • Size: tiles, for effects around the object or on the floor.
  • Swap to: the new color for Swap one color.
  • Only while switch is on: empty means always.

An object can have several Visual effects at once, for example Frozen plus a Magic circle under it, or Pulse glow plus a Shield. Only one surface effect applies at a time, the first one listed. Effects that are always on also show in the World view while you build.

On its surface

Effect Looks like
Pulse glow Everything breathes light, glowing colors most
Rune wave Its glowing voxels light up one after another
Hologram See-through light with moving scanlines and a flicker
Ghost Pale and see-through with a bright rim, drifting up and down
Cloaked Almost invisible: only a shimmering edge
Shadow form Dark, with a glowing rim
Iridescent An oil-slick rainbow that changes with the angle
Gold / Chrome Shiny metal, a shine sweeping across
Glitter Voxels catch the light and sparkle
Frozen Frost and ice climbing from the feet
Turned to stone Gray stone climbing from the feet
Burning embers Charred, with embers flickering, worst at the bottom
Wet Darker and glossy, drips running down
Rusted Orange-brown patches
Poisoned veins Veins pulsing under the surface
Flowing light Bands of light running across it (lava, energy)
Scan line A bright line sweeping up, again and again
Heartbeat A double beat of color
Rainbow Its colors cycle through the hues
Tint Recolored in one color, keeping its shading
Swap one color One color becomes another (team colors, a damaged stage)
Grayscale Drained of color
Dissolve Voxels gone (Strength = how much), glowing at the edge
Jelly wobble Squashes and jiggles
Glitch Bands jump sideways, colors split

Around it

Effect Looks like
Heat haze The view behind it ripples (fire, lava, portals)
Black hole The view bends toward a dark core with a glowing ring
Shield bubble A see-through bubble with a bright rim and hex pattern, at least as big as the object
Light shaft A soft beam of light coming down from above
Floor fog Low drifting mist
Glow halo A soft halo of light

On the floor: Scorch mark, Splat, Magic circle (glows and turns slowly), Cracks and Soft shadow, all Size tiles across.

#Voxel effects

These play once and are built from the model's own voxels, in its colors. Use the Voxel effect action, the cutscene step of the same name, or obj.voxel_effect().

  • Assemble: the voxels fly in from around it and build the model, bottom first.
  • Dissolve: the voxels lift away, glowing and shrinking, top first. Afterwards the object is hidden.
  • Sand: it crumbles from the top down into a pile that shrinks away. Afterwards the object is hidden.
  • Morph: the voxels fly from this model's shape into another model's, which it looks like from then on (its collision stays its own).
  • Shockwave: a ring of glowing cubes bursts out across the floor, with a zoom kick.
  • Pop in / Pop out: it grows from nothing with a bounce, or shrinks away and hides.

Breaks apart has two new styles that use these: Dissolve and Sand. A destroyed enemy melts into its voxels, glowing in its Visual effect's color.

#The screen

Screen mood behavior (Looks): near the object, the whole screen takes on a look. It fades in as the player comes within Range and out as they leave, and can be limited to while a switch is on.

Screen look action, screen_look(), or the cutscene step Screen look: a look until changed, or for a number of seconds. none goes back to the level's own.

The looks: red alert, poison, cold, flashback, nightmare, drunk, night vision, thermal, horror, dream, noir, sepia, toxic, underwater, heat, old film, retro TV, arcade CRT, retro dither, comic, diorama.

A level's own Post Effects (Properties) have the new looks as presets, plus sliders for Old monitor (CRT), Dither, Glitch, Night vision, Thermal, Invert colors and Zoom blur.

Screen effect action (for a moment): flash, blur, split, black & white, wobble, plus the new zoom, glitch, pixelate, drunk, night vision, thermal, invert, slow motion (the game slows to a quarter and comes back) and lightning.

Screen transition action / transition(): covers the screen and uncovers it again in a style: fade, wipe, iris, diamonds, pixel dissolve, voxel blocks or curtain. Game Settings ▸ Graphics ▸ Screen transition picks the style doors and being defeated use.

#Weather and lightning

Properties ▸ Weather adds Embers (glowing sparks rising), Ash, Petals and Sparks. Lightning (0 = never) sets how often lightning flashes the screen, with thunder.

#Quick code

object("statue").effect("frozen", "", 0.6)        -- frost two thirds of the way up
self.effect("shield", "#b88aff", 0.8, 5)           -- a shield for 5 seconds
self.effect("off")                                 -- none; effect("auto") = back to its own
object("crate").voxel_effect("dissolve")
object("egg").voxel_effect("morph", "Dragon", 2)
screen_look("night_vision")  screen_look("none")
screen_effect("slow_motion", 1.5)
transition("iris", 1)

#Graphics settings

Game Settings ▸ Graphics ▸ Visual effects: Simple leaves out the effects that read the screen (Heat haze, Black hole) for slow computers. Everything else stays.