Anime Dash Afterimage: Anime dash afterimage for platformers and fighters: a violet streak crosses the frame in ten frames leaving inked cel afterimages that shrink away oldest first, with speed lines, a launch ring, kicked dust and a brake burst.

Anime Dash Afterimage

Anime dash afterimage for platformers and fighters: a violet streak crosses the frame in ten frames leaving inked cel afterimages that shrink away oldest first, with speed lines, a launch ring, kicked dust and a brake burst.

Anime Dash Afterimage is an HD effect that loops seamlessly every 1 seconds, drawn on a 256 by 256 canvas. It is built from 11 particle emitters. Some particles draw ribbon trails.

Colour

Recolours the preview and the free downloads.

Free download with a transparent background, cropped to the effect, 30 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, 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 s loop.

Anime Dash Afterimage at 8 moments, from 0 s to 0.88 s

HOW IT'S MADE

Anime Dash Afterimage stacks 10 particle emitters, each with its own job. Techniques worth a look: ribbon trails, sub-emitters set off by other particles, paths, keyframed parameters and post filters (outline).

It loops seamlessly every 1 s, and 5 of its layers fire in bursts, so it pulses instead of flowing evenly. Start times are staggered from 0 s to 0.18 s, so the layers arrive one after another. To change its colour, select "Afterimages" in the studio and edit the Colour over Life gradient. 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. Speed LinesparticlesA stream of shards across a box, its rate keyframed over the loop. They swell and then shrink away and turn to face where they move. Colour: white.
  2. Launch RingparticlesA single particle at 0.02 s. It grows as it ages. Colour runs from white to pale violet over each life.
  3. Kick DustparticlesOne burst of 7 dots from a disc at 0.02 s. They spawn "Kick Dust Body" as they appear, float upward, swell and then shrink away and slow down with drag. Colour: white.
  4. Kick Dust BodyparticlesDots set off by "Kick Dust". They float upward, swell and then shrink away and slow down with drag. Colour: white.
  5. AfterimagesparticlesA stream of droplets, its rate keyframed over the loop. They spawn "Afterimages Body" as they appear, spawn "Afterimages Light" as they appear and swell and then shrink away. Colour runs from white to blue over each life.
  6. Afterimages BodyparticlesDroplets set off by "Afterimages". They swell and then shrink away. Colour runs from white to blue over each life.
  7. Afterimages LightparticlesDroplets set off by "Afterimages". They swell and then shrink away. Colour: white.
  8. Dash StreakparticlesA single particle at 0.02 s. It travels along a path. Colour: white.
  9. Brake SpikesparticlesOne burst of 6 shards at 0.18 s. They swell and then shrink away. Colour runs from white to pale violet over each life.
  10. Bead RingparticlesOne burst of 14 dots from a ring at 0.18 s. They shrink as they age and slow down with drag. Colour runs from white to pale violet over each life.

DETAILS

Length
1 seconds, seamless loop
Canvas
256 x 256, HD
Layers
11 emitters
Blend
Mostly normal
Colours
whiteorangepale violetgold
Sprites
Built-in shapes only
Tags
dash, afterimage, anime, flash step, speed, teleport, platformer, movement

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).

More free cartoon and anime effects, and how to make your own: 2D cartoon FX.

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