Pixel Art Blood Hit: Pixel art blood hit: a white cut flicks across the character and blood sprays out the far side in falling drops that splat on the floor and leave small pools, with a short red mist.

Pixel Art Blood Hit

Pixel art blood hit: a white cut flicks across the character and blood sprays out the far side in falling drops that splat on the floor and leave small pools, with a short red mist. Use it for sword hits, damage and kills in action games and roguelikes; it plays once, the pools fade, then it loops.

Pixel Art Blood Hit is a pixel art effect that loops seamlessly every 1.4 seconds, drawn on a 384 by 384 canvas at 3x pixels. It is built from 8 particle emitters and 1 glowing stroke.

Colour

Recolours the preview and the free downloads.

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.

Pixel Art Blood Hit at 8 moments, from 0 s to 1.22 s

HOW IT'S MADE

Pixel Art Blood Hit is pixel art, drawn at 3x pixels so it sits on the same grid as your sprites, and built from 8 particle emitters. Techniques worth a look: glowing strokes traced along shapes, sub-emitters set off by other particles, collisions, particles stretched along their motion and post filters (colour grade). 3 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 6 of its layers fire in bursts, so it pulses instead of flowing evenly. Start times are staggered from 0 s to 0.15 s, so the layers arrive one after another. To change its colour, select "Flash glow" in the studio and edit 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. The colour swatches by the downloads recolour every layer at once.

Layers, in draw order

  1. Blood poolsparticlesDots set off by "Blood drops" and "Heavy drops". They grow as they age. Colour runs from white to grey over each life.
  2. Cut linestroke / additiveA glowing line traced along a path. Its start and end are keyframed, so it writes itself on and off.
  3. Blood dropsparticlesOne burst of 44 streaks from a disc at 0.14 s. They set off "Blood pools" on impact, set off "Floor splash" on impact, fall under gravity and vanish when they hit something. Colour runs from white to red over each life.
  4. Floor splashparticlesPixels set off by "Blood drops" and "Heavy drops". They fall under gravity. Colour: red.
  5. Heavy dropsparticlesOne burst of 6 dots at 0.15 s. They set off "Blood pools" on impact, set off "Floor splash" on impact, fall under gravity and vanish when they hit something. Colour: red.
  6. Blood mistparticlesOne burst of 7 smoke puffs at 0.14 s. They grow as they age and slow down with drag. Colours range between red and deep red.
  7. Hit glintparticles / additiveA single particle at 0.14 s. It shrinks as it ages. Colour: white.
  8. Flash glowparticles / additiveA single particle at 0.14 s. It grows as it ages. Colour: red.
  9. Flashparticles / additiveA single particle at 0.14 s. Colour: white.

DETAILS

Length
1.4 seconds, seamless loop
Canvas
384 x 384, pixel art at 3x
Layers
8 emitters and 1 glowing stroke
Blend
Mostly normal
Colours
redwhitedeep redgrey
Sprites
Kenney Smoke Particles by Kenney (CC0), Heroes by SpriteLab micro mode (Free to use)
Tags
pixel art, blood, blood hit, gore, damage, hit effect, splatter

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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