Orbiting Rock Shield: Orbiting rock shield buff: six stones and a ring of pebbles circle the hero on tilted orbits, passing behind and in front, trailing dust over a warm ground glow.

Orbiting Rock Shield

Orbiting rock shield buff: six stones and a ring of pebbles circle the hero on tilted orbits, passing behind and in front, trailing dust over a warm ground glow. Loops perfectly.

Orbiting Rock Shield is an HD effect that loops seamlessly every 3 seconds, drawn on a 384 by 384 canvas. It is built from 8 particle emitters.

Free download with a transparent background, cropped to the effect, 90 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, 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 s loop.

Orbiting Rock Shield at 8 moments, from 0 s to 2.63 s

HOW IT'S MADE

Orbiting Rock Shield stacks 8 particle emitters, each with its own job. Techniques worth a look: sub-emitters set off by other particles and paths. 3 scene layers (ground and props) show in the studio for context and stay out of every export.

Every layer emits continuously and the 3 s loop closes seamlessly, so it can run for as long as you need. It carries little colour of its own, so it takes a tint well: select "Rocks Back" and set Colour A and Colour B. Size on the same layer sets how big its particles are.

Layers, in draw order

  1. Ground Glowparticles / additiveA single long-lived particle that stays for the whole loop.
  2. Orbiting GritparticlesA steady stream of debris. They travel along a path. Colour: orange.
  3. Rocks Back, Rocks FrontparticlesA steady stream of debris. They leave "Rock Dust Trail" behind them, travel along a path and spin. Colour: white.
  4. Pebbles Back, Pebbles FrontparticlesA steady stream of debris. They travel along a path and spin. Colour: white.
  5. Rock Dust TrailparticlesSmoke puffs set off by "Rocks Back" and "Rocks Front". They grow as they age, spin and slow down with drag. Colour runs from white to pale orange over each life.
  6. Earth Motesparticles / additiveA steady stream of soft glows from a disc. Colour: orange.

DETAILS

Length
3 seconds, seamless loop
Canvas
384 x 384, HD
Layers
8 emitters
Blend
Mostly normal
Colours
orangewhitepale orangegrey
Sprites
ParticleFX Originals by ParticleFX Studio (CC0), Kenney Smoke Particles by Kenney (CC0), Heroes by SpriteLab micro mode (Free to use)
Tags
rock shield, earth shield, orbit, buff, earth, stone skin, defense, loop

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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