Heavy Landing Dust: Heavy landing dust for a fall from height: a floor flash and shock ring, a dent in the ground, dust rolling far along the floor, and rocks and grit that bounce.

Heavy Landing Dust

Heavy landing dust for a fall from height: a floor flash and shock ring, a dent in the ground, dust rolling far along the floor, and rocks and grit that bounce. Plays once per loop.

Heavy Landing Dust is an HD effect that loops seamlessly every 1.4 seconds, drawn on a 384 by 384 canvas. It is built from 12 particle emitters.

Free download with a transparent background, cropped to the effect, 42 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 1.4, 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 1.4 s loop.

Heavy Landing Dust at 8 moments, from 0 s to 1.22 s

HOW IT'S MADE

Heavy Landing Dust stacks 12 particle emitters, each with its own job. Techniques worth a look: collisions and post filters (bloom). 2 scene layers (ground and props) show in the studio for context and stay out of every export.

It loops seamlessly every 1.4 s, and 12 of its layers fire in bursts, so it pulses instead of flowing evenly. Start times are staggered from 0.03 s to 0.09 s, so the layers arrive one after another. To change its colour, select "Shock Ring" 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. Ground DentparticlesA single particle at 0.03 s. It grows as it ages. Colour: black.
  2. Floor Glowparticles / additiveA single particle at 0.03 s. It grows as it ages. Colour: orange.
  3. Flashparticles / additiveA single particle at 0.03 s. It grows as it ages. Colour: white.
  4. Shock Ringparticles / additiveA single particle at 0.03 s. It grows as it ages. Colour runs from white to pale orange over each life.
  5. Shock Ringparticles / additiveA single particle at 0.09 s. It grows as it ages. Colour runs from white to pale orange over each life.
  6. Floor Roll R, Floor Roll LparticlesOne burst of 9 smoke puffs along a line at 0.03 s. They grow as they age, spin and slow down with drag. Colour runs from white to pale orange over each life.
  7. Dust PlumeparticlesOne burst of 12 smoke puffs from a disc at 0.03 s. They grow as they age, spin and slow down with drag. Colour runs from white to pale orange over each life.
  8. Floor Roll R, Floor Roll LparticlesOne burst of 5 smoke puffs along a line at 0.05 s. They float upward, grow as they age, spin and slow down with drag. Colour runs from white to pale orange over each life.
  9. RocksparticlesOne burst of 12 debris along a line at 0.03 s. They fall under gravity, bounce when they hit something and spin. Colours range between orange and grey.
  10. GrainsparticlesOne burst of 30 debris along a line at 0.03 s. They fall under gravity, bounce when they hit something and spin. Colour: orange.

DETAILS

Length
1.4 seconds, seamless loop
Canvas
384 x 384, HD
Layers
12 emitters
Blend
Mostly normal
Colours
orangepale orangewhitepale gold
Sprites
ParticleFX Realism by ParticleFX Studio (CC0), Kenney Particle Pack by Kenney (CC0), Kenney Smoke Particles by Kenney (CC0)
Tags
landing, heavy landing, dust, impact, ground, stomp, fall, brawler

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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