Anime Black and White Aura: A black and white aura for anime battlegrounds and fighting games: black flames edged in white rise around the body with black bolts in a white glow, ink motes and white sparks.

Anime Black and White Aura

A black and white aura for anime battlegrounds and fighting games: black flames edged in white rise around the body with black bolts in a white glow, ink motes and white sparks. Seamless loop.

Anime Black and White Aura is an HD effect that loops seamlessly every 1.2 seconds, drawn on a 512 by 512 canvas. It is built from 6 particle emitters and 2 lightning bolts.

Free download with a transparent background, cropped to the effect, 36 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 1.2, 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 1.2 s loop.

Anime Black and White Aura at 8 moments, from 0 s to 1.05 s

HOW IT'S MADE

Anime Black and White Aura gets its crackle from 2 lightning bolts (a new jagged path on every strike), backed by 6 particle emitters. Techniques worth a look: magnets, particles stretched along their motion and post filters (outline and bloom).

It loops seamlessly every 1.2 s, and one layer fires in bursts, so it pulses instead of flowing evenly. To change its colour, select "Body Halo" in the studio and edit Colour A and Colour B. Size on the same layer sets how big its particles are.

Layers, in draw order

  1. Body Haloparticles / additiveA steady stream of soft glows. Colours range between white and pale blue.
  2. Black Flames, Black Core FlamesparticlesA steady stream of flames from a disc. They are pulled toward a magnet, float upward, sway from side to side and swell and then shrink away. Colour: white.
  3. Black Bolt 1lightning / additiveA lightning bolt striking downward every 0.3 s. It forks into branches. Each strike lands somewhere new.
  4. Black Bolt 2lightning / additiveA lightning bolt striking upward every 0.3 s. It forks into branches. Each strike lands somewhere new.
  5. Ink MotesparticlesA steady stream of dots from a disc. They sway from side to side and shrink as they age. Colours range between black and dark grey.
  6. White Sparksparticles / additiveA steady stream of streaks from a disc. They sway from side to side. Colour: white.
  7. Ground Ringparticles / additiveA single particle every 0.4 s. It grows as it ages. Colour runs from white to pale blue over each life.

DETAILS

Length
1.2 seconds, seamless loop
Canvas
512 x 512, HD
Layers
6 emitters and 2 lightning bolts
Blend
Mostly normal
Colours
whitepale bluedark greygrey
Sprites
ParticleFX Realism by ParticleFX Studio (CC0)
Tags
aura, black flames, monochrome, awakening, anime, battlegrounds, dark, loop

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.

Step by step: Unity, Godot 4, Roblox, GameMaker, Phaser and PixiJS, Aseprite, Web games (live runtime).

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