Crumbling Rock: Crumbling rock: a tall crag cracks from the top while grit trickles out, then crumbles top-down into chunks that drop, bounce and settle in dust.

Crumbling Rock

Crumbling rock: a tall crag cracks from the top while grit trickles out, then crumbles top-down into chunks that drop, bounce and settle in dust. A crumble sprite for destructible rocks. Plays once per loop.

Crumbling Rock is an HD effect that loops seamlessly every 3.2 seconds, drawn on a 512 by 512 canvas. It is built from 7 particle emitters.

Free download with a transparent background, cropped to the effect, 96 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 3.2, 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 3.2 s loop.

Crumbling Rock at 8 moments, from 0 s to 2.8 s

HOW IT'S MADE

Crumbling Rock stacks 7 particle emitters, each with its own job. Techniques worth a look: sub-emitters set off by other particles, collisions and keyframed parameters. 2 scene layers (ground and props) show in the studio for context and stay out of every export.

It loops seamlessly every 3.2 s, and one layer fires in bursts, so it pulses instead of flowing evenly. To change its colour, select "Pouring Dust" in the studio and edit the Colour over Life gradient. Size on the same layer sets how big its particles are.

Layers, in draw order

  1. Rock CragparticlesOne burst of 40 shards at 0.95 s. They set off "Landing Dust" on impact, are flung outward, fall under gravity and bounce when they hit something.
  2. GritparticlesA stream of debris across a box, its rate keyframed over the loop. They fall under gravity, bounce when they hit something and spin. Colour: orange.
  3. Seeping Dust, Pouring DustparticlesA stream of smoke puffs across a box, its rate keyframed over the loop. They grow as they age, spin and slow down with drag. Colour runs from white to pale orange over each life.
  4. Base RollparticlesA stream of smoke puffs along a line, its rate keyframed over the loop. They grow as they age, spin and slow down with drag. Colour runs from white to pale orange over each life.
  5. Landing DustparticlesSmoke puffs set off by "Rock Crag". They grow as they age and slow down with drag. Colour runs from white to pale orange over each life.
  6. PebblesparticlesA stream of debris across a box, its rate keyframed over the loop. They fall under gravity, bounce when they hit something and spin. Colour: grey.

DETAILS

Length
3.2 seconds, seamless loop
Canvas
512 x 512, HD
Layers
7 emitters
Blend
Mostly normal
Colours
orangewhitegreypale orange
Sprites
ParticleFX Realism by ParticleFX Studio (CC0), Kenney Smoke Particles by Kenney (CC0)
Tags
crumble, crumbling rock, rock, destructible, collapse, break, mining, stone

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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