Anime Lightning Palm Strike: A lightning palm strike for anime battlegrounds and fighting games: arcs crackle around a charging palm, then five forked bolts fan forward with an impact frame, a flash and bursts of sparks where they land.

Anime Lightning Palm Strike

A lightning palm strike for anime battlegrounds and fighting games: arcs crackle around a charging palm, then five forked bolts fan forward with an impact frame, a flash and bursts of sparks where they land. Plays once, then clears.

Anime Lightning Palm Strike is an HD effect that loops seamlessly every 1 seconds, drawn on a 512 by 512 canvas. It is built from 8 particle emitters and 8 lightning bolts. Most layers blend additively, so it glows on dark backgrounds.

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 Lightning Palm Strike at 8 moments, from 0 s to 0.88 s

HOW IT'S MADE

Anime Lightning Palm Strike gets its crackle from 8 lightning bolts (a new jagged path on every strike), backed by 8 particle emitters. Techniques worth a look: particles stretched along their motion, keyframed parameters and post filters (bloom and impact frames).

It loops seamlessly every 1 s, and 4 of its layers fire in bursts, so it pulses instead of flowing evenly. Start times are staggered from 0 s to 0.31 s, so the layers arrive one after another. The bolts strike on their own timers, every 0.1 to 1 s. To recolour the lightning, select "Palm Crackle 1" and change Core and Glow; Strike every sets how often it fires. The colour swatches by the downloads recolour every layer at once.

Layers, in draw order

  1. Palm Glowparticles / additiveA stream of soft glows, its rate keyframed over the loop. Colour: blue.
  2. Palm Coreparticles / additiveA stream of soft glows, its rate keyframed over the loop. Colour: white.
  3. Gather Motesparticles / additiveA stream of streaks from a ring, its rate keyframed over the loop. Colours range between white and pale blue.
  4. Palm Crackle 1, Palm Crackle 2lightning / additiveA lightning bolt striking upward every 0.1 s. It forks into branches. Each strike lands somewhere new.
  5. Palm Crackle 3lightning / additiveA lightning bolt striking downward every 0.1 s. It forks into branches. Each strike lands somewhere new.
  6. Strike Bolt 1, Strike Bolt 2, Strike Bolt 3 +2lightning / additiveA lightning bolt striking sideways every 1 s. It forks into branches. Each strike lands somewhere new.
  7. Hit Flashparticles / additiveA single particle at 0.3 s. It grows as it ages. Colour: white.
  8. Shockwaveparticles / additiveA single particle at 0.3 s. It grows as it ages. Colour runs from white to blue over each life.
  9. Strike Sparksparticles / additiveOne burst of 46 streaks across a box at 0.31 s. They fall under gravity and slow down with drag. Colour runs from white to blue over each life.
  10. Strike Glowparticles / additiveA single particle at 0.3 s. It grows as it ages. Colour: blue.

One more layer is in the studio.

DETAILS

Length
1 seconds, seamless loop
Canvas
512 x 512, HD
Layers
8 emitters and 8 lightning bolts
Blend
Mostly additive (glows)
Colours
whitebluepale blue
Sprites
Kenney Particle Pack by Kenney (CC0)
Tags
lightning, palm strike, electric, anime, battlegrounds, thunder, fighting game, blue

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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