Anime Power Clash: Two powers colliding head on for anime battlegrounds and fighting games: a blue and a red mass push into a swaying clash point where a white-hot core flickers, violet bolts crack and sparks spray.

Anime Power Clash

Two powers colliding head on for anime battlegrounds and fighting games: a blue and a red mass push into a swaying clash point where a white-hot core flickers, violet bolts crack and sparks spray. Seamless loop.

Anime Power Clash is an HD effect that loops seamlessly every 1.2 seconds, drawn on a 512 by 512 canvas. It is built from 11 particle emitters and 3 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, 36 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 1.2, 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 1.2 s loop.

Anime Power Clash at 8 moments, from 0 s to 1.05 s

HOW IT'S MADE

Anime Power Clash gets its crackle from 3 lightning bolts (a new jagged path on every strike), backed by 11 particle emitters. Techniques worth a look: magnets, particles stretched along their motion, keyframed parameters and post filters (bloom).

It loops seamlessly every 1.2 s, and 2 of its layers fire in bursts, so it pulses instead of flowing evenly. Start times are staggered from 0 s to 0.1 s, so the layers arrive one after another. To change its colour, select "Blue Mass" in the studio and edit Colour A and Colour B. 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. Blue Massparticles / additiveA steady stream of soft glows. Colour: blue.
  2. Blue Frontparticles / additiveA steady stream of image sprites. Colour runs from white to blue over each life.
  3. Blue Streamparticles / additiveA steady stream of streaks across a box. They are pulled toward a magnet. Colour runs from white to blue over each life.
  4. Blue Sprayparticles / additiveA steady stream of streaks. They fall under gravity and slow down with drag. Colour runs from white to blue over each life.
  5. Red Massparticles / additiveA steady stream of soft glows. Colour: red.
  6. Red Frontparticles / additiveA steady stream of image sprites. Colour runs from white to red over each life.
  7. Red Streamparticles / additiveA steady stream of streaks across a box. They are pulled toward a magnet. Colour runs from white to red over each life.
  8. Red Sprayparticles / additiveA steady stream of streaks. They fall under gravity and slow down with drag. Colour runs from white to red over each life.
  9. Clash Coreparticles / additiveA steady stream of soft glows. Colour: white.
  10. Clash Popsparticles / additiveA single particle every 0.1 s. It grows as it ages. Colour: white.

4 more layers are in the studio.

DETAILS

Length
1.2 seconds, seamless loop
Canvas
512 x 512, HD
Layers
11 emitters and 3 lightning bolts
Blend
Mostly additive (glows)
Colours
whiteblueredpale blue
Sprites
Built-in shapes only
Tags
power clash, clash, collision, anime, battlegrounds, struggle, energy, loop

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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