Quick answer: Effects in Construct’s stack apply in order from top to bottom. Tinting then blurring isn’t the same as blurring then tinting — reorder them in the inspector to get the result you want.

A sprite with Blur + Tint looks bright-blurry instead of the intended dim-soft glow. Tint then Blur (or vice versa) produces a different final image.

Order Is a Pipeline

Each effect takes the previous result and processes it. Blur(Tint(image)) blurs an already-tinted image; Tint(Blur(image)) tints an already-blurred one. Different math, different look.

Reorder in the Inspector

Select the object → Effects panel. Drag effects up/down to reorder. The list is exactly the application order — top is first.

Per-Layer vs Per-Object

Effects can live on the object, its layer, or the layout. They stack: object effects run first, then layer, then layout. A layer-wide bloom on top of an object-tinted sprite looks different than the reverse.

Don't Stack Too Many

Each effect is a render pass. Five effects per object means five passes per sprite per frame. Combine into custom shaders if you find yourself stacking heavy effects.

Verifying

Try both orders — you can see the difference. Pick the one that matches the intent and document it (a designer note or a tooltip).

“Effects compose in stack order. Reorder until the result matches the intent — the math depends on the sequence.”

For complex looks, prototype the stack on a test object first — tuning multi-effect chains on real gameplay is harder than it sounds.