Short answer: Forge ships a closed catalog of 23 named effects. The insert palette groups them into four families: Animate (one-shot moments like @shake and the character gestures), Style (persistent looks like @blur and color grading, with an explicit off switch), Particles (15 built-in presets from rain to confetti), and Camera (@camera, @pan, @zoom, @kenburns). The crossfades - @dissolve and @fade - attach to background or sprite changes as transitions rather than standing alone. There is no custom-effect scripting; new effects only arrive through catalog updates.
Animate - one-shot moments
Animate effects fire, play out, and return the stage to normal on their own - nothing to clean up.
| Effect | What it does |
|---|---|
@shake |
Screen shake - impact, earthquake, tension |
@punch |
A sharp jolt of the stage - hits and slams |
@flash |
Full-screen flash - lightning, gunshot, reveal |
@sprite-pop |
A quick scale pop on one character |
@sprite-grow |
A character grows in from small |
@sprite-bounce |
A springy bounce on one character |
@nod |
The character nods |
@headshake |
The character shakes their head |
@flinch |
A startled recoil |
@perk |
The character perks up |
@slump |
The character slumps |
The five gestures (@nod through @slump) are body language you can drop on any line - and the sprite one-shots double as entrance animations a sprite can fire automatically on its first appearance.
Style - persistent looks
Style effects stay applied until you turn them off:
| Effect | What it does |
|---|---|
@blur |
Softens the frame or background |
@color-matrix |
Color grading for the whole frame - brightness, contrast, saturation, hue |
@sprite-color-matrix |
The same grading applied to a single character - tints and washes |
@sprite-opacity |
Holds a character at a chosen transparency |
Each Style editor has an Apply / Clear switch, and a cleared event shows a muted "off" tell in the timeline. Persistent looks end automatically at a scene change. Full behavior: How do persistent style effects work?
Particles
One effect, @particles, carries 15 built-in presets: sparkles, hearts, petals, aura, rain, snow, embers, fireflies, bubbles, leaves, smoke, dust, ash, confetti, and mist - all drawn procedurally with no image files, aimable at the stage, the background, or a named character. See How do I add particles like rain or snow?
Camera
Four moves: @camera (the Shot - pan, zoom, and focus in one aimed move), @pan, @zoom, and @kenburns (the slow documentary drift). The Shot is aimed by dragging a framing rectangle that is exactly what the reader will see. See How do I use the camera?
Dissolve, fade, and pixelate ride other events
@dissolve and @fade blend between two stage states, so they belong on the event that changes the stage - the transition on a background or sprite change - rather than on a line of their own (a standalone crossfade has nothing to blend). The sprite pixelate look (@sprite-pixelate) works the same way: it's offered as the Pixelate in/out transition on sprite shows and hides.
Why the catalog is closed
Folio is narrow by design. Rather than exposing a scripting trapdoor, Vizno curates a tested set of effects that behave consistently in every supported browser - so playback is reliable without creators ever thinking about animation compatibility. There is no custom-effect syntax, and you cannot define your own effects in a script.
If none of these fit your creative need, describe your use case at vizno.com/contact and the team can evaluate it for a future catalog update.