Bounce Landing: Cartoon landing for any character sprite: it drops in stretched, lands with a big squash and a springy wobble, puffs of dust, an impact ring and bonk stars, then crouches and launches back out.

Bounce Landing

Cartoon landing for any character sprite: it drops in stretched, lands with a big squash and a springy wobble, puffs of dust, an impact ring and bonk stars, then crouches and launches back out. Loops. Swap in your own sprite. Sprite made with SpriteLab.

Bounce Landing is an HD effect that loops seamlessly every 1.6 seconds, drawn on a 320 by 320 canvas. It is built from 5 particle emitters.

Colour

Recolours the preview and the free downloads.

Free download with a transparent background, cropped to the effect, 48 frames at 30 fps. Use it in commercial games, no credit needed.

Roblox: the download is a flipbook for a ParticleEmitter. Set FlipbookLayout to Grid8x8, FlipbookMode to OneShot and Lifetime to 1.6, 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.

Drop in your own character with Use my sprite: it takes the hero's place at the same height and the whole effect follows it. Change the colours, timing or size, or export for Unity, Godot 4, GameMaker, Phaser, PixiJS and Aseprite.

FRAME BY FRAME

8 evenly spaced moments across the 1.6 s loop.

Bounce Landing at 8 moments, from 0 s to 1.4 s

HOW IT'S MADE

Bounce Landing plays on a character sprite, with 5 particle emitters around it. The hero itself gets squash and stretch, bounce, outline and keyframed motion. Techniques worth a look: sprite modules, particles stretched along their motion, keyframed parameters and post filters (bloom).

It loops seamlessly every 1.6 s, and 4 of its layers fire in bursts, so it pulses instead of flowing evenly. Start times are staggered from 0 s to 1.24 s, so the layers arrive one after another. To change its colour, select "Landing Dust" in the studio and edit Colour A and Colour B. Size on the same layer sets how big its particles are. To see it on your own character, press Use my sprite in the studio: every layer follows the new sprite. The colour swatches by the downloads recolour every layer at once.

Layers, in draw order

  1. ShadowparticlesA steady stream of soft glows. Colour: black.
  2. HerospriteThe character sprite. Extras: squash and stretch, bounce, outline and keyframed motion.
  3. Landing DustparticlesOne burst of 18 smoke puffs along a line at 0.5 s. They fall under gravity, grow as they age, spin and slow down with drag. Colours range between white and pale blue.
  4. Impact Ringparticles / additiveOne burst of 60 streaks from a ring at 0.5 s. They slow down with drag. Colours range between white and pale blue.
  5. Bonk Starsparticles / additiveOne burst of 4 stars at 0.52 s. They fall under gravity, grow as they age, spin and slow down with drag. Colours range between pale gold and gold.
  6. Launch PuffparticlesOne burst of 10 smoke puffs along a line at 1.24 s. They grow as they age and slow down with drag. Colours range between white and pale blue.

DETAILS

Length
1.6 seconds, seamless loop
Canvas
320 x 320, HD
Layers
5 emitters
Blend
Mostly normal
Colours
whitepale bluepale goldgold
Sprites
Cast (Free to use)
Tags
bounce, landing, squash, stretch, cartoon, jump, land, toon, penguin, sprite, character

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).

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