Anime Fire Dragon Wave: A fire dragon wave for anime battlegrounds and fighting games: a serpent of flame surges along a winding path, its body shedding fire and embers, and bursts at the end with a flash, rings and smoke.

Anime Fire Dragon Wave

A fire dragon wave for anime battlegrounds and fighting games: a serpent of flame surges along a winding path, its body shedding fire and embers, and bursts at the end with a flash, rings and smoke. Plays once.

Anime Fire Dragon Wave is an HD effect that loops seamlessly every 1.8 seconds, drawn on a 512 by 512 canvas. It is built from 11 particle emitters. Most layers blend additively, so it glows on dark backgrounds. Some particles draw ribbon trails.

Colour

Recolours the preview and the free downloads.

Free download with a transparent background, cropped to the effect, 54 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 1.8, 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 1.8 s loop.

Anime Fire Dragon Wave at 8 moments, from 0 s to 1.58 s

HOW IT'S MADE

Anime Fire Dragon Wave stacks 11 particle emitters, each with its own job. Techniques worth a look: ribbon trails, sub-emitters set off by other particles, paths, particles stretched along their motion and post filters (bloom and impact frames).

It loops seamlessly every 1.8 s, and 7 of its layers fire in bursts, so it pulses instead of flowing evenly. Start times are staggered from 0.04 s to 0.89 s, so the layers arrive one after another. To change its colour, select "Burst Fire" 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. Body Fireparticles / additiveFlames set off by "Body Core". They float upward, grow as they age and spin. Colour runs from pale gold to orange over each life.
  2. Dragon Bodyparticles / additiveSoft glows set off by "Body Core". They shrink as they age. Colour runs from pale gold to orange over each life.
  3. Body Coreparticles / additiveA single particle at 0.04 s. It travels along a path. Colour: pale gold.
  4. Dragon Headparticles / additiveA single particle at 0.04 s. It travels along a path. Colour: orange.
  5. Head Flamesparticles / additiveFlames set off by "Dragon Head". They grow as they age, spin and slow down with drag. Colour runs from white to orange over each life.
  6. Embersparticles / additiveStreaks set off by "Body Core". They float upward and slow down with drag. Colour runs from white to orange over each life.
  7. Hit Flashparticles / additiveA single particle at 0.84 s. It grows as it ages. Colour: pale gold.
  8. Burst Fireparticles / additiveOne burst of 18 flames from a disc at 0.84 s. They float upward, grow as they age, spin and slow down with drag. Colour runs from white to orange over each life.
  9. Shockwaveparticles / additiveA single particle at 0.84 s. It grows as it ages. Colour runs from white to orange over each life.
  10. Burst Sparksparticles / additiveOne burst of 46 streaks at 0.84 s. They fall under gravity and slow down with drag. Colour runs from white to orange over each life.

One more layer is in the studio.

DETAILS

Length
1.8 seconds, seamless loop
Canvas
512 x 512, HD
Layers
11 emitters
Blend
Mostly additive (glows)
Colours
pale goldwhiteorangedeep red
Sprites
Kenney Particle Pack by Kenney (CC0), Kenney Smoke Particles by Kenney (CC0)
Tags
fire dragon, dragon, fire, anime, battlegrounds, serpent, flame wave, ultimate

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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