Pixel Art Arrow Rain: Pixel art arrow rain: a volley of ten arrows falls in on arcs, turning nose-down, and sticks in the floor and the target with puffs of dust, chips and thunk glints before fading.

Pixel Art Arrow Rain

Pixel art arrow rain: a volley of ten arrows falls in on arcs, turning nose-down, and sticks in the floor and the target with puffs of dust, chips and thunk glints before fading. Use it for archer volleys, arrow storms and siege attacks in strategy games and RPGs; it plays once, then loops.

Pixel Art Arrow Rain is a pixel art effect that loops seamlessly every 2.2 seconds, drawn on a 384 by 384 canvas at 3x pixels. It is built from 4 particle emitters.

Free download with a transparent background, cropped to the effect, 66 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 2.2, 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 2.2 s loop.

Pixel Art Arrow Rain at 8 moments, from 0 s to 1.93 s

HOW IT'S MADE

Pixel Art Arrow Rain is pixel art, drawn at 3x pixels so it sits on the same grid as your sprites, and built from 4 particle emitters. Techniques worth a look: sub-emitters set off by other particles, collisions, keyframed parameters and post filters (bloom). 3 scene layers (ground and props) show in the studio for context and stay out of every export.

It loops seamlessly every 2.2 s, and one layer fires in bursts, so it pulses instead of flowing evenly. It carries little colour of its own, so it takes a tint well: select "Arrows" and set Colour A and Colour B. Size on the same layer sets how big its particles are. Pixel size in the Pixel art panel sets how chunky it looks.

Layers, in draw order

  1. Landing dustparticlesSmoke puffs set off by "Arrows". They grow as they age and slow down with drag. Colours range between gold and orange.
  2. ChipsparticlesPixels set off by "Arrows". They fall under gravity and bounce when they hit something. Colours range between orange and gold.
  3. Thunk glintparticles / additiveSparks set off by "Arrows". They shrink as they age. Colours range between white and pale gold.
  4. Arrowsparticles / additive10 single particles at set times. They set off "Landing dust" on impact, set off "Chips" on impact, set off "Thunk glint" on impact and fall under gravity. Colour: white.

DETAILS

Length
2.2 seconds, seamless loop
Canvas
384 x 384, pixel art at 3x
Layers
4 emitters
Blend
Mostly normal
Colours
whitegoldorangepale gold
Sprites
Kenney Smoke Particles by Kenney (CC0)
Tags
pixel art, arrow rain, arrow volley, arrows, archery, aoe, barrage

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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