Anime Barrage Finisher: A punch barrage that ends in a finisher for anime battlegrounds games: fist streaks hammer the target faster and faster, then an impact frame, a giant starburst, rings, sparks and boiling focus lines.

Anime Barrage Finisher

A punch barrage that ends in a finisher for anime battlegrounds games: fist streaks hammer the target faster and faster, then an impact frame, a giant starburst, rings, sparks and boiling focus lines. Plays once, then clears.

Anime Barrage Finisher is an HD effect that loops seamlessly every 1.6 seconds, drawn on a 512 by 512 canvas. It is built from 17 particle emitters. Most layers blend additively, so it glows on dark backgrounds.

Colour

Recolours the preview and the free downloads.

Free download with a transparent background, cropped to the effect, 48 frames at 30 fps. Use it in commercial games, no credit needed.

Licence: use it in any project, including paid commercial games such as a game sold on Steam. There is no per-project licence to buy and no credit needed. Terms.

Roblox: the download is a flipbook for a ParticleEmitter. Set FlipbookLayout to Grid8x8, FlipbookMode to OneShot and Lifetime to 1.6, then emit one particle per cycle. Roblox setup.

REMIX WITH AI

Try:

Left empty, it just opens in the agent, free. Each change is one AI build, and you start with free builds.

Engine data for Unity, Godot, GameMaker and Aseprite comes with a plan: open it in the studio.

OPEN IN THE STUDIO

Change the colours, timing or size, or export for Unity, Godot 4, GameMaker, Phaser, PixiJS and Aseprite.

Try variations: new colours, motion and shapes of this effect, free in the studio.

FRAME BY FRAME

8 evenly spaced moments across the 1.6 s loop.

Anime Barrage Finisher at 8 moments, from 0 s to 1.4 s

HOW IT'S MADE

Anime Barrage Finisher stacks 17 particle emitters, each with its own job. Techniques worth a look: sub-emitters set off by other particles, particles stretched along their motion, keyframed parameters and post filters (bloom and impact frames).

It loops seamlessly every 1.6 s, and 10 of its layers fire in bursts, so it pulses instead of flowing evenly. Start times are staggered from 0 s to 1.08 s, so the layers arrive one after another. To change its colour, select "Target Glow" in the studio and edit Colour A and Colour B. Size on the same layer sets how big its particles are. The colour swatches by the downloads recolour every layer at once.

Layers, in draw order

  1. Target Glowparticles / additiveA stream of soft glows, its rate keyframed over the loop. Colour: orange.
  2. Speed Linesparticles / additiveA stream of streaks across a box, its rate keyframed over the loop. Colours range between pale gold and orange.
  3. Fist Streaksparticles / additiveA stream of streaks across a box, its rate keyframed over the loop. They set off "Hit Pop" when they die, set off "Hit Star" when they die, set off "Hit Ring" when they die and set off "Hit Sparks" when they die. Colours range between pale gold and gold.
  4. Hit Popparticles / additiveSoft glows set off by "Fist Streaks". Colours range between white and pale gold.
  5. Hit Starparticles / additiveStars set off by "Fist Streaks". They grow as they age. Colour runs from white to gold over each life.
  6. Hit Ringparticles / additiveImage sprites set off by "Fist Streaks". They grow as they age. Colour runs from white to gold over each life.
  7. Hit Sparksparticles / additiveStreaks set off by "Fist Streaks". They fall under gravity and slow down with drag. Colour runs from white to orange over each life.
  8. Hit Flashparticles / additiveA single particle at 1 s. It grows as it ages. Colour: white.
  9. Impact Starparticles / additiveA single particle at 1 s. It grows as it ages. Colour runs from white to orange over each life.
  10. Impact Star, Shockwaveparticles / additiveA single particle at 1 s. It grows as it ages. Colour runs from white to gold over each life.

6 more layers are in the studio.

DETAILS

Length
1.6 seconds, seamless loop
Canvas
512 x 512, HD
Layers
17 emitters
Blend
Mostly additive (glows)
Colours
whitepale goldorangegold
Sprites
ParticleFX Originals by ParticleFX Studio (CC0), Kenney Particle Pack by Kenney (CC0), Kenney Smoke Particles by Kenney (CC0)
Tags
punch barrage, combo, finisher, anime, battlegrounds, rush, fighting game, impact frame

USING IT IN YOUR GAME

Phaser, PixiJS
The PNG sheet is a plain grid of frames that both can slice. A TexturePacker JSON atlas comes with a plan, from the studio.
Unity
Import the PNG sheet as a Sprite with Mode set to Multiple and slice it, or open the effect in the studio for a ready-made grid.
Godot 4, GameMaker, Aseprite
Open it in the studio and pick your engine in Export: with a plan, it writes the files that engine imports.
Web and chat
The GIF plays anywhere; the APNG keeps soft edges on any background.
Blend mode
This effect is made of light. For the same glow in your game, draw the sprite with additive blending, or export it on black from the studio for additive shaders.

Step by step: Unity, Godot 4, Roblox, GameMaker, Phaser and PixiJS, Aseprite, Web games (live runtime). Drawn with additive blending: see glow effects without a black box.

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