Card FX Lab is a Godot 4.7 playground for experimenting with modular card and booster-pack visual effects.
The project is built around self-contained effect modules that can be previewed, configured, and combined without embedding effect logic into a card scene.
- Browse a catalog of card effects from the main scene.
- Open an effect in a live preview area.
- Adjust exported configuration values from the side panel in real time.
- Copy the current configuration as YAML.
- Switch between effect libraries, including card effects and booster-pack effects.
You can test the asset in your browser on itch.io.
scenes/main.tscn- main UI and effect browser.resources/effect_catalog.tres- effect catalog resource that registers the available modules.scripts/main.gd- main controller that loads and swaps effect previews.scripts/effects/- shared effect infrastructure such asEffectPreview,EffectDefinition, and the property editor.effects/- standalone effect modules, each in its own directory with its own scene, scripts, shaders, and assets.scenes/effects/- additional effect scenes used by the catalog.shaders/- shared shaders used by multiple effects.assets/- sample card and booster textures.
The current catalog includes:
- Hard Hover
- Card Dissolve
- Drag & Drop
- Cinematic Burning
- Samurai Slash
- Vortex Absorption
- Card Boost
- Booster Pack Opener
- Booster Pack Opener 2
- Open the project in Godot 4.7.
- Run the main scene defined in
project.godot. - Use the effect list to select an effect and edit its properties in the preview panel.
Each effect is designed to be:
- Self-contained in its own directory.
- Optional, so it can be added or removed independently.
- Exposed through a clear scene or script entry point.
- Configurable through Inspector-visible exported properties.
- Live-updating in the preview when configuration changes.
Shared logic that is not effect-specific should live in reusable infrastructure rather than being copied between modules.
- Create a dedicated folder under
effects/orscenes/effects/. - Add a scene that extends
EffectPreview. - Export any tunable properties so they appear in the configuration panel.
- Register the scene in
resources/effect_catalog.tres. - Provide a title and description so it shows up in the main browser.
- The project target is Godot 4.7.
- The main scene uses a live preview host and a property editor, so changes are visible immediately.
- Effects should not depend on implementation details from other effects.
This project is licensed under the MIT License.

