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Examples

Open this first

Recommended entry points, in order:

  1. addons/game_feel_flow/examples/showcase.tscn — Free marketing reel and default recording entry.
  2. addons/game_feel_flow/examples/onboarding.tscn — Short teaching flow for GFFPlayer and combos.
  3. addons/game_feel_flow/examples/effect_library.tscn — Full effect catalog / lab (formerly main.tscn).
  4. addons/game_feel_flow_pro/examples/showcase.tscn (Pro) — Pro-only reel (does not re-demo Free hit combos).

Open any scene and press F6 (Run Current Scene).

Shared showcase controls

Both Free and Pro reels share the same transport:

Control Action
Prev / Next Change shot
Replay Restart the current shot
H Hide chrome (clean GIFs / video)
Loop toggle Loop current shot only (never auto-advances)

Frame is 16:9. The subject sits on a higher canvas layer than the backdrop so shakes do not shimmer against the background.


Free showcase shots

Scene: addons/game_feel_flow/examples/showcase.tscn

How it is authored (recommended workflow): each shot is a GFFCombo resource under addons/game_feel_flow/examples/resources/showcase_combos/, assigned to Subject/GFFPlayer.combo_dictionary. The reel script only calls player.play_combo("key"). Select the GFFPlayer in the Inspector / Timeline Editor to inspect or edit combos.

# Shot id What you see
1 impact Built-in-style hit_light combo (saved as resource)
2 hit_combo hit_heavy combo (shake + bleach flash + freeze + punch)
3 shake Position tremor
4 flash White bleach flash (shader — works on already-white sprites)
5 punch Relative elastic scale punch
6 motion Hop position
7 color Tint pulse
8 alpha Fade out / restore
9 rotate Spin punch
10 time Independent sine bob, then freeze combo (Engine.time_scale = 0)
11 loop Breathing scale (ping-pong)
12 pickup pickup_coin (hop + pop + gold flash)

Free Showcase


Pro showcase shots

Scene: addons/game_feel_flow_pro/examples/showcase.tscn

How it is authored: combos under addons/game_feel_flow_pro/examples/resources/showcase_combos/, wired to Subject/GFFPlayer, JuiceButton/GFFPlayer, and SfxPlayer/GFFPlayer. The material shot attaches a GFFPlayer on the Knight mesh at runtime (material targets need a MeshInstance3D). Shots call play_combo("key") only.

# Shot id What you see
1 screen Pixelation + scanlines (CRT)
2 blur Gaussian screen blur
3 ui Clickable portrait juice (spring scale + flash)
4 material Albedo color pulse on the Knight mesh
5 audio Procedural beep + pitch dive + Master bus duck
6 timeline Multi-track combo (material flash + distortion + stretch)
7 xform Spring → wiggle → squash (one timeline combo)
8 climax Vignette + chromatic aberration stack

Pro Showcase


Legacy & specialized scenes

Under addons/game_feel_flow/examples/:

  • main_3d.tscn — 3D effect collection
  • main_2d.tscn — 2D effect collection
  • addons/game_feel_flow_pro/examples/main_ui.tscn — UI effect collection (Pro)
  • demo_combo_workflow.tscn — click-to-combo workflow demo
  • scenes/loops/loop_demo.tscn — Breathing / Heartbeat / Warning loops

Loop Demo Hub

Loop demos

Demo Target Tweener Loop Mode Use case
Breathing Scale Linear PingPong Ambient breathe
Heartbeat Scale Elastic (To Origin) Repeat Rhythmic pulse
Warning Scale Elastic (To Origin) Repeat Alert pulse

Breathing Loop

See Looping Effects for loop_count, loop_mode, and loop_delay.

Recording tips

  1. Run the showcase scene, press H to hide chrome.
  2. Stay on one shot; let Loop replay it for GIF capture.
  3. Prefer 16:9 export (showcase stages are authored for that).
  4. For store/docs stills, keep chrome visible when you want to show Prev/Next UI.