Coins Fly To Counter: Coins pop out, tumble, then get sucked into the coin counter in the corner one after another, each landing with a sparkle and a bump.

Coins Fly To Counter

Coins pop out, tumble, then get sucked into the coin counter in the corner one after another, each landing with a sparkle and a bump. Move the Assemble point to your own HUD icon.

Coins Fly To Counter is an HD effect that loops seamlessly every 2.6 seconds, drawn on a 512 by 512 canvas. It is built from 5 particle emitters. Most layers blend additively, so it glows on dark backgrounds.

Free download with a transparent background, cropped to the effect, 78 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 2.6, 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.

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 2.6 s loop.

Coins Fly To Counter at 8 moments, from 0 s to 2.28 s

HOW IT'S MADE

Coins Fly To Counter is a compact effect made from 5 particle emitters. Techniques worth a look: sub-emitters set off by other particles, keyframed parameters and post filters (bloom). A scene layer (ground or a prop) shows in the studio for context and stays out of every export.

It loops seamlessly every 2.6 s, and 3 of its layers fire in bursts, so it pulses instead of flowing evenly. To change its colour, select "Pop ring" in the studio and edit Colour A and Colour B. Size on the same layer sets how big its particles are.

Layers, in draw order

  1. Counter coinspriteA placed image. Extras: keyframed motion.
  2. Pop flash, Pop ringparticles / additiveA single particle at 0.02 s. It grows as it ages. Colour: gold.
  3. CoinsparticlesOne burst of 32 coins and gems from a disc at 0.02 s. They set off "Arrival sparkle" when they die, leave "Coin glints" behind them, fly in and form a shape and fall under gravity. Colour: white.
  4. Coin glintsparticles / additiveSoft glows set off by "Coins". They shrink as they age. Colours range between pale gold and gold.
  5. Arrival sparkleparticles / additiveStars set off by "Coins". They swell and then shrink away. Colours range between pale gold and gold.

DETAILS

Length
2.6 seconds, seamless loop
Canvas
512 x 512, HD
Layers
5 emitters
Blend
Mostly additive (glows)
Colours
goldpale goldwhite
Sprites
Kenney Particle Pack by Kenney (CC0), ParticleFX Rewards by ParticleFX Studio (CC0)
Tags
coins, gold, reward, pickup, hud, counter, currency, ui, assemble

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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