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Kind of a small thing but could you include the "Amount" parameter as a macro for Gaussian Blur similar to the other "PP_" effects parameters?

I spent like an hour scouring the documentation and Demo Project just to realize the solution was to not bother with a macro and call it as a string instead. I imagine others might have a similar issue as well since it's not brought up anywhere on the website though the solution is pretty straightforward.

Oh wow! that went unnoticed xD Thanks for letting me know!

It will be available in the next update. As a temporary fix, just add this to the "__ppf_Macros" script:

#macro PP_BLUR_GAUSSIAN_AMOUNT "amount"

Thanks ^^

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I recently finished the alpha build of a game I’m working on and I hadn’t really integrated any visual flair (outside of a few particles), so I was browsing the GM marketplace when this system caught my eye.


I am admittedly shaderphobic, so I wanted something that would drop in easily and work with my existing code.

After spending the day picking apart the example files, I can honestly say that this is money well spent. The system is flexible to the point where I didn’t even need to modify my existing code very much. It slots right in and works like a charm. The effects are dazzling and really do improve the look and feel of my project. It’s like upgrading from a camcorder to a professional film camera.

Great software, and really worth the money. You won’t have to worry about cut and paste piecemeal shader stuff like I most likely would have.

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Wow! I'm so glad to read that, it's really cool to know! I tried to make PPFX as simple to implement as possible, and I'm happy to know that I achieved my goal ^^ Thanks a lot, Jason!

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You had requested the latest version of the Marketplace, and I sent it to you via Discord (03/12/2025). It's not something I usually do, as I've been scammed before for sending the source code outside of the store.


Purchases made on the GameMaker Marketplace remain exclusively linked to that platform.

Although the store still exists, authors are no longer allowed to upload updates there, so it is technically impossible to distribute new files to existing buyers.

Free updates exist as long as it is possible to update, as long as I am alive and as long as the store exists.

Since the GameMaker Marketplace platform disabled updates for creators, those updates can no longer be delivered through that store. The license agreement also specifies that updates are provided when possible (6.1, 7.1).

Itch.io is a separate marketplace with its own licenses and terms, so releases published here do not automatically replace purchases made on another platform.

I hope you understand and I hope this clarifies the situation.

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I appreciate the support, and I truly understand the request.

Unfortunately, there is no method to distribute updates to GameMaker Marketplace buyers anymore.

When possible, I’ve already shared the last Marketplace-compatible version individually as a courtesy, but this cannot be offered as an ongoing or official update channel.

itch.io is a separate marketplace with its own licensing and delivery system, so updates here cannot replace purchases made on the GameMaker Marketplace. The viable option at the moment is to get it from Itch.io to get the latest updates.

I genuinely appreciate everyone who supported the project through the Marketplace, but at this point there is no reliable way to provide continued updates through that platform.

PPFX is by far the best tool for any GM project, super easy to use and setup, literally just a click of a button and instant effects, worth every penny

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Evanski! Thanks for the feedback, it comforts me to know you like PPFX! This motivates me to continue working on it and delivering quality <3

Hi!

I bought the assets, but the discord invite says it´s invalid...

So I ask here: 

I am trying to get the displacement to work for simulating rain, but the game just crashes with every setting I tried. Do you have some further instructions on how to use FX_displace_map?


Thanks!

Hello!

I just fixed the Discord link, thanks for letting me know! :D

In the .yyz project there's an example specifically about Displacemaps, could you take a look? See: "objPPFX_09_Displacemaps"

Basically, you will use the "PPFX_NormalmapRenderer". This constructor aims to draw normal map objects on its internal surface, and for this, it uses the default parent object "__ppf_objNormalEffect" (localized inside PPFX's folder), which has raindrops as its child, which you can create to generate the drops on the screen.

I hope this helps :)

Can it be used in Godot?

Hi! It works in GameMaker only

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this is the most entretinig asset i eveer see ! loved it 🔥

This comment is also amazing! Thank you for your kindness and I'm happy that you're enjoying it! :D

Hey! For the layers, it mentions that it supports matrixes, but only if they're orth. If our camera uses the matrix_build_lookat and matrix_build_projection_perspective_fov functions for _viewMat and _projMat, does that mean it won't work with the layer functionality, and is there any workaround?

Hello!

Yes, if you use .LayerApply(), this functionality only works with orthographic cameras so you can actually draw on the layer. It's worth noting that if you're drawing in full screen, this doesn't make a difference (it works with both perspective and orthographic cameras - 2D and 3D, as it only depends on the input surface).

Hi! Is there a way to change a specific color to another? For example, red to green? I couldn't find it in the documentation, only FF_INVERT_COLORS, but I don't understand how it works.

Hello! Yes, there are several Color Grading effects that can do this, such as: Colorize, Color Tint, Color Mixer, Hue Shift, etc. What exactly do you want to do and what difficulty are you having?

I want to make an option to colorize blood (red) to green.

You want this for specific sprite or all the screen? You can try the Color Curves effect (In the hue section, you can change the selected color in the curve)

How should we credit you when using in our game?

Hello!

This way should work: Mozart Junior (@foxyofjungle)

Hey mate .. super keen to make some purcahses off you. Just a quick question ... can the PostFX filters be applied to single objects only or are they camera dependent ? 

Hey there! It's possible to apply post-processing to surfaces, layers, and fullscreen, so if you were to draw the player (for example) on a surface, it would be possible. But post-processing in general is meant to be used to manipulate the final image of the game. It ends up being more efficient to use shaders directly on objects, etc.

(v5 is now available!)

Hello! When applying the shockwave effect, there is a strange bug, it feels like the entire game image shifts by 1 pixel while the effect is in effect...

Hello!

Thanks for reporting, this has been fixed in the latest version (v5), but I still need to release the patch.

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Great!!! Thx! PPE is amasing!

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Hi! I bought the pack yesterday and I’ve been trying to get it to work the way I want, but I’m running into some issues.

I’m using the bloom effect, but it currently affects everything on screen — including things like dirt tiles, barrels, and vases, which I don’t want.

I only want specific objects (like ores and crystals) to glow, but I haven’t found a way to isolate them.

I also tried rendering those objects to a separate surface to apply bloom selectively, but that caused depth sorting issues.

Is there a proper way to apply bloom only to selected objects, without affecting the rest of the scene or causing depth problems?

I use v4.0.3(Not the last version of GameMaker) because of some problems about the last version of GameMaker and my project.

Hi!

It is possible to use Bloom on specific pixels, without having to create additional renderers. Take a look at the "HowToUseHDRAndBloom" tutorial in the .yyz example project of v5.0, even if you want to use v4.0.3, the information applies. The process is very simple and does not require creating additional surfaces and other things.

I hope this helps! :D

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Well there it is, half of why I want this is the organizational structure of the layered effects; using the ppx management style as a guide for my games since I'm not nearly familiar enough with shaders and effect management to know what the best way is. So I shall use ppx as my foundation and build from there. 

Thank you for your kindness and for the comment, much appreciated ^^ I've been putting a lot of effort into the API design and organization, so I'm happy you say this :D

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Amazing work and well worth the price for what you get. Thank you for making this!

It means a lot to me, I'm glad you like it! have fun :D

In case you want to show what you will do with PPFX, feel free to join my Discord server, we already have over 500 members ^^

I hope that one day this package will be at least 50% off. Here in Argentina, the current price is 1/4 of a monthly salary :(!

Vacation Sale is now available, enjoy! :) 

"Hello, since the built-in FX features in GameMaker are affected by the camera, I purchased your Post-Processing FX. After several hours of experimentation, I successfully implemented the v4 'Underwater' effect on a fixed layer (this is the only effect I need). However, I'm currently facing two issues:

  1. The ripple variations in the 'Underwater' effect are still influenced by camera movement. My game uses the common camera-follow-player mechanic, and this visual interference is unacceptable. Did I overlook something? Is there any way to make it immune to camera movement?
  2. I have a pause system that uses the sprite_create_from_surface function when paused. If I want Post-Processing FX to globally take over the game's rendering system (using application_surface_draw_enable(0)), it causes sprite_create_from_surface to fail, resulting in a black background appearing visually during pauses. Do you have any suggestions for modifications?"

Hello!

1 - Just send the camera position to the offset parameters, using .SetEffectParameters()

2 - In this case, instead of using application_surface, use the PPFX surface. You can get the PPFX surface with .GetRenderSurface(), this way you will get the game surface with the effects applied and draw it later when pausing.

Hello, after testing, there are still some issues (likely due to my insufficient understanding of how to use this plugin correctly):

  1. I might not fully understand the correct way to pass OFFSET parameters. I wrote: test_renderer.SetEffectParameters(FF_DISPLACEMAP, [PP_DISPLACEMAP_OFFSET], [obj_camera.x,obj_camera.y]) But this causes an error. I found "Offset X" and "Offset Y" in PP_DISPLACEMAP_OFFSET - could you show me exactly how to use them?

  2. I discovered the black screen issue was actually because my obj_pause disables most objects (including obj_ppfx 😅) when created. Testing shows application_surface still works normally.

The offset parameter needs an array. But since it's just a parameter, you can actually use .SetEffectParamater:

renderer.SetEffectParameter(FF_DISPLACEMAP, PP_DISPLACEMAP_OFFSET, [obj_camera.x, obj_camera.y]);

Unfortunately, despite passing the camera position in real-time via the step event as suggested (tried both obj_camera.x/y and cam_get_view_xy), the water ripple distortion still shifts with camera movement - exactly as shown in the GIF. Clearly I'm missing something critical here. 🤦‍♂️

Hmmm idk but it looks right in my eyes (?), but maybe it was necessary to look at it another way.  See the example of "layers" in the .yyz project, I implemented the camera offset there

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Hey! Something rather odd is happening for me. Just bought this and read through the getting started documentation!
In the create event of my fx controller:

// Disable default game rendering. Call it only once.

application_surface_draw_enable(false);

// Create ppfx system.

ppfx_id = new PPFX_System();

// Create profile with all effects.

var effects = [

    new FX_Colorize(true, color_get_hue(c_orange), 200, 240),

    new FX_SineWave(true, 1),

new FX_ColorTint(true,c_fuchsia)

];

main_profile = new PPFX_Profile("Main", effects);

// Load profile, so all effects will be used.

ppfx_id.ProfileLoad(main_profile);


In the Draw event of my controller:

// Draw post-processing in full screen

ppfx_id.DrawInFullscreen(application_surface);

For some reason, my game loads with a black screen. I have tried in multiple projects with the same result. I have also tried V5 and V4 (copying the code from respective documentations online)

The object is persistent (although it's only in one room so shouldn't matter)

I have tried tried deleting this code ->  application_surface_draw_enable(false); 

and my screen then appears but without any effects. Even with the black screen there's still no effects. It's a very odd one! The example project works fine. I've imported everything correctly just by doing 'adding all'. So no idea what's going on!

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Hello!

I think it might be the "Automatically remove unused assets when compiling" option in Game Options > General? (I recommend to disable it)

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It seems to be that I wasn't using the Post-Draw event as specified in the documentation D: Apologies!! 

Foxy, my man, I've been mostly shader and post processing averse for my time learning GM but I've been hungering for some processing effects recently... Question though, when do you think these will go on sale next? I want to pick up this and your lighting engine but 110$ is a little steep an asset collection lol. It'd probably be worth it besides but hey :p (i'm wanderlust on discord by the by, probably kinda obvious)

Hey!

Turn on notifications to be notified of Sales when they appear, it happens a few times during the year :D

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Understood, I await that moment! your assets are super cool, excited to show you what I've done with them (; 

Loving it so far. I did notice a slight mistake in the FX_HueShift function that I wanted to mention. 

It hard-codes hue to 0, so that it doesn't matter what I enter in the arguments, it won't change the hue:

settings = {

enabled : enabled,

hue : 0,

saturation : saturation,

preserve_luminance : preserve_luminance,

};

I had to manually change it to:


settings = {

enabled : enabled,

hue : hue,

saturation : saturation,

preserve_luminance : preserve_luminance,

};


Maybe it's me who was using this incorrectly somehow, but that's how I got that function to work. :-) 


Anyway, thanks for making this wonderful set of FX. 

Hello! I'm glad you're enjoying PPFX :D, Thanks for the kind words!

I think this is from an old version? At least in the current unreleased version (v5.0), it's there. I may have fixed this a long time ago I think 🤔, but I'm still going to release version 5.0 in some time.

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I'm a complete noob to game dev and have absolutely no idea what I'm doing and I was able to figure it out. Thank you for the guide and making everything so well laid out!

I'm glad to hear the process went smoothly! Thanks for the feedback ^^

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Recently purchased this and love it. Thank you, really easy to learn and use.

I'm glad you like :D Thanks for the kind words!

Just bought. Thanks for spending your time on making these. No brainer purchase.

I hope you like it! :D Thank you. If you have any questions about the implementation, feel free to ask on Discord =]

350 brl sad

350 RMB sad

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These effects look awesome, my man! I've been eyeing this for a while, but being Brazilian is so hard lol :')
Any chance there'll be a sale anytime soon? 

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Thank you Argoos! ^^

Usually when sales appear on Itch.io, I also do it with my libraries

This is a breeze to use, honestly one of the best game maker assets ive bought.

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Thank you very much! I am very happy to read comments like this. It is the best part of so much effort put into the project :D

Is this compatible with Rpg maker MV?

Hello! The library is made for GameMaker engine specifically

Ok

this is an amazing plugin. thank you so much, foxy. one question though, how do you apply the effects to the GUI layer? i added ppfx_id.DrawInFullscreen(application_surface) to the Draw GUI Begin event but it doesn't affect anything on the GUI layer

Hello! Since the Draw GUI event is not part of the application_surface and is not a surface, then the effects applied to the application_surface do not affect the GUI. The solution is to draw the UI in the Draw End, for example. There is an example of this in the .yyz project. Thank you! :D

Can I alter the location of the Kawase blur's clear/blurry areas? I know I can change the mask area for any effect. Still, the part of the blur that's clear in a Kawase blur is always in the center of the screen, no matter where the mask is, making me unable to have the clear area follow the character as the character approaches the end of the screen.

I didn't implement this to improve performance, as I didn't think it was necessary. But you could use the Depth of Field effect, which allows you to define exactly the areas where you want to blur.

How exactly do you control which part of the screen is in focus?  I've adjusted all the settings extensively and I can only ever get the whole screen to be blurred, or none.

Create a mask surface cleared with black color, them draw a white shape inside, which is the focus area. Send this surface as texture to the effect, using .SetEffectParameter(). Don't forget to enable the "Use ZDepth" parameter in the code.

Does this work on webgl builds?

Hello, yes all shaders are written in GLSL ES

I have a Question:
Could I implement these Shaders into Minecraft (In my own MC Mod)?

Hi! The shaders are structured to work in GameMaker, and all of them rely on GML code to work, so porting to Minecraft wouldn't work "as is". The license only covers use with GameMaker, but if your mod is only and exclusively for personal use and you are not going to redistribute it, that's fine.

Ah Ok!
I wanted to publish my Minecraft Mod (you can't even get money from it because Minecraft said that Mods must always be free.)

Oh yes, publishing the mod for free would be direct distribution, sorry about that. Thanks for asking though :)

Okay!

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This is very well made. Great job. Would love a more detailed manual, with a section for each effect.

Thank you!

Every effect (and other things) are documented, just enable Feather and hover the mouse on the functions ;)

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Great, thanks! Not a big fan of feather, but I can toggle it.

Hey! it would be great if you there we're some examples of shockwaves in the documentation, i didn't find anything :(

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Hey, there are implementation examples in the .yyz project. I can include it in the documentation later (as a tutorial), thanks for the suggestion ;)

Hi, I imported it into my game.. used the getting started code to try but my game does not show up anymore.. it show only one room with the effect but other will not display

Hi, make sure the object is persistent, this way it is not destroyed when changing rooms. Unless you want to manually place it in all rooms.

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I finded why it was not working properly.. even if the object was persistent.. it was because the object was not the first created in initialization's room 

I do not understand how to properly use i HQ4X in my pixel art game... it makes everything so blurry

The purpose of the HQ4x effect is to turn pixel-art into HD art, but you need to experiment different parameters. If you have more questions, send them on Discord, it will be better to answer there :)

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Very exciting. I'll be sure to pick it up if it goes on sale!

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It's on offer right now, enjoy ;)

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I am a noob. totally. I bought this...I did like it said, installed in ten minutes. Even got support! These effects will TRANSFORM your game...think creatively....I cannot OVERSTATE how awesome this is. GM should pay this man like 100k to buy this extension! It is THAT awesome. Thank you fox, can't wait for your lighting and other stuff, because simply they are easy for new people like me to integrate into their project how you do them!!

(+2)

I'm so glad that you like PPFX, seriously, thank you very much for your kindness. It's a pleasure to help ^^

good job dude, I bought it yesterday, but I didn`t find CRT effect, Can I make a CRT effect? (Sorry for my bad English)

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Hello, yes you can;

The CRT effect is made using a combination of the effects that Post-Processing FX gives you. You can mix it up until you get there (for example: Lens Distortion + Scan Lines + Vignette + VHS, etc).

Note: If you need Dot Matrix stuff, this is a work in progress. But you could use the FX_TextureOverlay() with "multiply" blendmode to achieve this.

Thanks ^^

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OK. Thank you!

Looks impressive! Are these regular OpenGL ES shaders that could be used with other game engines as well or do they rely on specific Game Maker features?

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Thanks! The license says that Post-Processing FX (including its source code) can only be used with GameMaker.

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Thanks for your answer. Is there a reason for it?

I'm asking because GLSL ES is a shader language that's commonly used in a variety of game engines.

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Yes, other engines already have a big monopoly, especially Unity (which even has a similar model license for assets made in it - like URP), so I'm using the same tactic.

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Did I miss the winter sale? I'm eyeing this asset pack very hard, looks amazing!

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It started today, enjoy ;)

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