Anime Fire Burst: Anime fire burst: a pillar of inked cel-shaded flame tongues erupts from the ground, blooms into lobes that cool to plum smoke and sheds embers.

Anime Fire Burst

Anime fire burst: a pillar of inked cel-shaded flame tongues erupts from the ground, blooms into lobes that cool to plum smoke and sheds embers. Seamless loop.

Anime Fire Burst is an HD effect that loops seamlessly every 1.3 seconds, drawn on a 512 by 512 canvas. It is built from 14 particle emitters.

Colour

Recolours the preview and the free downloads.

Free download with a transparent background, cropped to the effect, 39 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 1.3, 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 1.3 s loop.

Anime Fire Burst at 8 moments, from 0 s to 1.14 s

HOW IT'S MADE

Anime Fire Burst stacks 14 particle emitters, each with its own job. Techniques worth a look: magnets, sub-emitters set off by other particles, keyframed parameters and post filters (outline). A scene layer (ground or a prop) shows in the studio for context and stays out of every export.

It loops seamlessly every 1.3 s, and 6 of its layers fire in bursts, so it pulses instead of flowing evenly. Start times are staggered from 0 s to 0.2 s, so the layers arrive one after another. To change its colour, select "Flame Tongues outer" 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. Ground RingparticlesA single particle at the start. It grows as it ages. Colour runs from white to orange over each life.
  2. ScorchparticlesA single particle at the start. It swells and then shrinks away. Colour runs from pale gold to deep pink over each life.
  3. Ground SpikesparticlesOne burst of 9 shards at the start. They swell and then shrink away. Colour runs from white to gold over each life.
  4. Flame Tongues outerparticlesA stream of droplets from a disc, its rate keyframed over the loop. They are pulled toward a magnet, float upward, swell and then shrink away and turn to face where they move. Colour runs from gold to red over each life.
  5. Flame Tongues midparticlesA stream of droplets from a disc, its rate keyframed over the loop. They are pulled toward a magnet, float upward, swell and then shrink away and turn to face where they move. Colour runs from pale gold to gold over each life.
  6. Flame Tongues coreparticlesA stream of droplets from a disc, its rate keyframed over the loop. They are pulled toward a magnet, float upward, swell and then shrink away and turn to face where they move. Colour runs from white to pale gold over each life.
  7. Base LobesparticlesOne burst of 14 dots from a ring at 0.02 s. They spawn "Base Lobes Body" as they appear, spawn "Base Lobes Light" as they appear, float upward and swell and then shrink away. Colour runs from gold to violet over each life.
  8. Base Lobes Body, Base Lobes LightparticlesDots set off by "Base Lobes". They float upward, swell and then shrink away and slow down with drag. Colour runs from white to violet over each life.
  9. Top LobesparticlesOne burst of 12 dots from a disc at 0.2 s. They spawn "Top Lobes Body" as they appear, spawn "Top Lobes Light" as they appear, float upward and swell and then shrink away. Colour runs from gold to violet over each life.
  10. Top Lobes Body, Top Lobes LightparticlesDots set off by "Top Lobes". They float upward, swell and then shrink away and slow down with drag. Colour runs from white to violet over each life.

2 more layers are in the studio.

DETAILS

Length
1.3 seconds, seamless loop
Canvas
512 x 512, HD
Layers
14 emitters
Blend
Mostly normal
Colours
whitegoldorangeviolet
Sprites
Built-in shapes only
Tags
fire, flame, anime, eruption, fire pillar, geyser, cartoon fire, cel shaded

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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