Anime Fire Fist Blast: A fire fist blast for anime battlegrounds and fighting games: flames lick around the fist, then a flash and a fire ring burst forward and a wave of flame rolls out and up into dark smoke with flying embers.

Anime Fire Fist Blast

A fire fist blast for anime battlegrounds and fighting games: flames lick around the fist, then a flash and a fire ring burst forward and a wave of flame rolls out and up into dark smoke with flying embers. Plays once, then clears.

Anime Fire Fist Blast is an HD effect that loops seamlessly every 1.4 seconds, drawn on a 512 by 512 canvas. It is built from 9 particle emitters. Most layers blend additively, so it glows on dark backgrounds.

Free download with a transparent background, cropped to the effect, 42 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 1.4, 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 1.4 s loop.

Anime Fire Fist Blast at 8 moments, from 0 s to 1.22 s

HOW IT'S MADE

Anime Fire Fist Blast stacks 9 particle emitters, each with its own job. Techniques worth a look: turbulence, particles stretched along their motion, keyframed parameters and post filters (bloom and impact frames).

It loops seamlessly every 1.4 s, and 8 of its layers fire in bursts, so it pulses instead of flowing evenly. Start times are staggered from 0 s to 0.25 s, so the layers arrive one after another. To change its colour, select "Flame Body" in the studio and edit the Colour over Life gradient. Size on the same layer sets how big its particles are.

Layers, in draw order

  1. Soot SmokeparticlesOne burst of 14 smoke puffs from a disc at 0.25 s. They float upward, grow as they age, spin and slow down with drag. Colour: dark grey.
  2. Fire PuffsparticlesOne burst of 16 flipbook blasts from a disc at 0.13 s. They float upward, grow as they age, spin and slow down with drag. Colour runs from white to dark grey over each life.
  3. Flame Bodyparticles / additiveOne burst of 28 flames from a disc at 0.13 s. They float upward, grow as they age, spin and slow down with drag. Colour runs from white to orange over each life.
  4. Fist Glowparticles / additiveA single particle at the start. It grows as it ages. Colour: orange.
  5. Fist Flamesparticles / additiveA stream of flames from a disc, its rate keyframed over the loop. They swell and then shrink away. Colour runs from white to orange over each life.
  6. Hit Flashparticles / additiveA single particle at 0.13 s. It grows as it ages. Colour: pale gold.
  7. Shockwaveparticles / additiveA single particle at 0.13 s. It grows as it ages. Colour runs from white to orange over each life.
  8. Blast Coreparticles / additiveOne burst of 10 soft glows at 0.13 s. They grow as they age and slow down with drag. Colour runs from white to orange over each life.
  9. Embersparticles / additiveOne burst of 60 streaks at 0.13 s. They float upward, wander on turbulence and slow down with drag. Colour runs from white to orange over each life.

DETAILS

Length
1.4 seconds, seamless loop
Canvas
512 x 512, HD
Layers
9 emitters
Blend
Mostly additive (glows)
Colours
whiteorangepale goldgold
Sprites
Kenney Particle Pack by Kenney (CC0), Kenney Smoke Particles by Kenney (CC0)
Tags
fire punch, fire, flame, anime, battlegrounds, blast, fighting game, fire fist

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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