Burned Status: A burned status effect for RPGs and action games, as a seamless loop around your character: char-black smoke curls up, embers and ash peel off, and on each damage tick flames flare with a red pulse over a scorched patch.

Burned Status

A burned status effect for RPGs and action games, as a seamless loop around your character: char-black smoke curls up, embers and ash peel off, and on each damage tick flames flare with a red pulse over a scorched patch.

Burned Status is an HD effect that loops seamlessly every 2 seconds, drawn on a 512 by 512 canvas. It is built from 1 simulated smoke and fire layer and 11 particle emitters. 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, 60 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 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.

FRAME BY FRAME

8 evenly spaced moments across the 2 s loop.

Burned Status at 8 moments, from 0 s to 1.75 s

HOW IT'S MADE

Burned Status is built around a fluid simulation of fire and smoke on a grid, with 11 particle emitters on top. Techniques worth a look: particles feeding the fluid, turbulence, particles stretched along their motion, keyframed parameters and post filters (bloom).

It loops seamlessly every 2 s, and 5 of its layers fire in bursts, so it pulses instead of flowing evenly. Start times are staggered from 0 s to 0.16 s, so the layers arrive one after another. To change the flame colour, select "Char Smoke" and edit Fire colours; Smoke colour sets the smoke. The colour swatches by the downloads recolour every layer at once.

Layers, in draw order

  1. Scorched GroundspriteA placed glow.
  2. Smouldering Patchparticles / additiveA steady stream of soft glows from a disc. Colour runs from pale gold to orange over each life.
  3. Ground Heatparticles / additiveA steady stream of soft glows. Colour: red.
  4. Char SmokefluidSimulated fire and smoke, added only by particles. "Smoke Wisps" and "Flare Feed" feed it.
  5. Smoke Wispsparticles / additiveA steady stream of soft glows across a box. They feed smoke and heat into the fluid, grow as they age and slow down with drag. Colours range between orange and gold.
  6. Glowing Charparticles / additiveA steady stream of soft glows across a box. Colours range between orange and red.
  7. Flare Feedparticles / additive2 timed bursts of soft glows across a box, 28 in all. They feed smoke and heat into the fluid, shrink as they age and slow down with drag. Colours range between orange and gold.
  8. Damage Flaresparticles / additive2 timed bursts of flames across a box, 16 in all. They swell and then shrink away and slow down with drag. Colour runs from pale gold to red over each life.
  9. Damage Flares Backparticles / additive2 timed bursts of flames across a box, 16 in all. They swell and then shrink away and slow down with drag. Colour runs from white to orange over each life.
  10. Damage Pulseparticles / additive2 single particles at set times. Colour: red.

3 more layers are in the studio.

DETAILS

Length
2 seconds, seamless loop
Canvas
512 x 512, HD
Layers
11 emitters
Blend
Mostly additive (glows)
Colours
orangeredgoldpale gold
Sprites
Kenney Particle Pack by Kenney (CC0)
Tags
burned, burn, scorch, status effect, debuff, damage over time, smoke, embers

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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