Critical Hit Damage Number: A critical hit damage number: -999 slams in with a shake under a CRITICAL!

Critical Hit Damage Number

A critical hit damage number: -999 slams in with a shake under a CRITICAL! label, then floats up and fades, with hot sparks. Set your own number and colours for normal hits, heals and misses.

Critical Hit Damage Number is an HD effect that loops seamlessly every 2.4 seconds, drawn on a 512 by 320 canvas. It is built from 1 particle emitter and 2 text layers. Most layers blend additively, so it glows on dark backgrounds.

Free download with a transparent background, cropped to the effect, 72 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 2.4, 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 2.4 s loop.

Critical Hit Damage Number at 8 moments, from 0 s to 2.1 s

HOW IT'S MADE

Critical Hit Damage Number comes from a single particle emitter. Techniques worth a look: styled text animated letter by letter and post filters (bloom).

It loops seamlessly every 2.4 s, and one layer fires in bursts, so it pulses instead of flowing evenly. Start times are staggered from 0.05 s to 0.18 s, so the layers arrive one after another. To change the words, select "Damage" and edit Text; Font and the fill colours restyle it.

Layers, in draw order

  1. Raysparticles / additiveOne burst of 14 streaks at 0.15 s. They swell and then shrink away. Colours range between orange and gold.
  2. DamagetextThe words "-999" in Bangers. Its letters fade in one after another. They keep moving while they are shown. At the end they fade away.
  3. Critical labeltextThe words "CRITICAL!" in Bangers. Its letters pop in one after another. At the end they fade away.

DETAILS

Length
2.4 seconds, seamless loop
Canvas
512 x 320, HD
Layers
1 emitter and 2 text layers
Blend
Mostly additive (glows)
Colours
orangegold
Sprites
Built-in shapes only
Tags
text, font, damage numbers, critical hit, combat, rpg, floating text

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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