Offline Earnings: A crescent moon pours coins into a counter that climbs to +48,250, then the total punches with a flash, rays and a coin burst before it fades.

Offline Earnings

A crescent moon pours coins into a counter that climbs to +48,250, then the total punches with a flash, rays and a coin burst before it fades. Plays once for idle game offline earnings; set your own number.

Offline Earnings 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, 1 glowing stroke and 1 text layer. Most layers blend additively, so it glows on dark backgrounds.

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.

Offline Earnings at 8 moments, from 0 s to 2.8 s

HOW IT'S MADE

Offline Earnings stacks 7 particle emitters, each with its own job. Techniques worth a look: glowing strokes traced along shapes, styled text animated letter by letter, magnets, sprite modules and post filters (bloom).

It loops seamlessly every 3.2 s, and 3 of its layers fire in bursts, so it pulses instead of flowing evenly. Start times are staggered from 0 s to 1.55 s, so the layers arrive one after another. To change its colour, select "Payout Flash" 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. Moon Glowsprite / additiveA placed glow.
  2. Night Starsparticles / additiveA stream of stars from a disc, its rate keyframed over the loop. They swell and then shrink away. Colours range between white and pale blue.
  3. MoonspriteA placed shape. Extras: glow and keyframed motion.
  4. CoinsparticlesA stream of coins and gems from a disc, its rate keyframed over the loop. They set off "Arrival Flash" when they die, are swallowed by a magnet at its centre and slow down with drag. Colour: white.
  5. Arrival Flashparticles / additiveSoft glows set off by "Coins". They grow as they age. Colours range between pale gold and gold.
  6. Payout Raysparticles / additiveOne burst of 12 streaks at 1.55 s. They swell and then shrink away. Colours range between gold and orange.
  7. Payout Flashparticles / additiveA single particle at 1.55 s. It grows as it ages. Colour: pale gold.
  8. Payout Ringstroke / additiveA glowing line traced along a circle.
  9. Coin BurstparticlesOne burst of 18 coins and gems across a box at 1.55 s. They fall under gravity. Colour: white.
  10. TotaltextA number counting from +0 to +48250 in Luckiest Guy. Its letters pop in one after another. At the end they fade away.

One more layer is in the studio.

DETAILS

Length
3.2 seconds, seamless loop
Canvas
512 x 512, HD
Layers
7 emitters, 1 glowing stroke and 1 text layer
Blend
Mostly additive (glows)
Colours
whitegoldpale goldpale blue
Sprites
Kenney Particle Pack by Kenney (CC0), ParticleFX Rewards by ParticleFX Studio (CC0)
Tags
offline earnings, idle, welcome back, counter, coins, payout, number, reward

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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