Mac fix - 2.0.6
Just updating the Mac build again in the hopes that it works this time!

Developer posts and news about this game.

Just updating the Mac build again in the hopes that it works this time!

Forgot to include the project files in the builds, whoops! Also fixed the FFmpeg being detected automatically when it's already installed (it will now check system PATH on windows and linux, and will check PATH and the two common homebrew locations)

BlastFX 2.0.5 is now live! This update brings MacOS support, higher resolution exports (4096 x 4096), more video export formats (AVI, MP4 & WebP) and the video export side of things is now handled by FFmpeg, take a look at the docs to see how to set that up There's also a new

Added render layers, allowing emitters to be grouped into separate layer effect chains before being composited together Added Master Effects for final post-processing after all render layers are combined Added a Scene panel for managing Master Effects, render layers, and emitters

BlastFX 2.0.2 Changes: Added gradient preset load/save support, including some preset gradients Added gradient preset dropdowns for emitter colour, trail colour, and Gradient Map Added Alpha mode to Gradient Map for white/alpha-based particles Added Reverse option to Gradient Map

Bet you didn't see that one coming! Yep, 8 (eight?!) years later, a brand new version of BlastFX appears, completely out of nowhere. Well, it's been a much needed update, as the old version has kinda been left to rot over the years, with lots of unfixed bugs and features that wer

Just a small update: +/- keys can be used to zoom Added two new examples, a bullet impact/spark and an explosion that uses subtractive blending Fixed the node graph load button being hidden behind the graph zoom input box Changed the general font so that the application can be us

Another small update: Moved from Godot Engine 3.0 to 3.1, this might fix some crash issues for some people (maybe) Fixed some shader issues from switching over to 3.1 Fixed an issue with loading GPL colour palette files, the values were being read in incorrectly PAL palette savin

Just a small update today: Fixed issue with curve min/max values resetting when an emitter was selected, which was probably rather annoying! Fixed issue where the visibility of an emitter wasn't saved with the project Made the emitter name text a bit easier to read in the viewpor

Hey everyone! It's been a while, but I've been chipping away and trying to fix and improve as much stuff as I can. Here's a list of bug fixes in this update: Fixed a bug with the calculation of the max render size/max frame count which caused frames to disappear Fixed bug with em

Someone found a bug where the language would switch to something other than English on some systems. This should be fixed now and should always default to English rather than a broken version of German or Italian etc.. :) GIF support has been temporarily disabled as I think it's

Just a small update, but it adds a few new things and fixes a few bugs too. Here's the list of changes: Added some example projects. These can be found in your steam installation directory, under common/BlastFX/examples Added a reset option for curves, just right-click on a curve