Pixel Art Burning Status: A pixel art burning status: flames lick up the edges of the character, a crown of fire rolls into smoke, embers drift and every burn tick flares with sparks.

Pixel Art Burning Status

A pixel art burning status: flames lick up the edges of the character, a crown of fire rolls into smoke, embers drift and every burn tick flares with sparks. Use it for burn and ignite debuffs, damage over time and characters caught in fire in RPGs and action games.

Pixel Art Burning Status is a pixel art effect that loops seamlessly every 2.4 seconds, drawn on a 384 by 360 canvas at 3x pixels. It is built from 18 particle emitters and 1 glowing stroke. Most layers blend additively, so it glows on dark backgrounds. Some particles draw ribbon trails.

Colour

Recolours the preview and the free downloads.

Free download with a transparent background, cropped to the effect, 72 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 2.4, 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 2.4 s loop.

Pixel Art Burning Status at 8 moments, from 0 s to 2.1 s

HOW IT'S MADE

Pixel Art Burning Status is pixel art, drawn at 3x pixels so it sits on the same grid as your sprites, and built from 18 particle emitters. Techniques worth a look: glowing strokes traced along shapes, ribbon trails, sub-emitters set off by other particles, paths 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 2.4 s, and 2 of its layers fire in bursts, so it pulses instead of flowing evenly. To change its colour, select "Back light" 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. Back lightparticles / additiveA stream of soft glows from a disc, its rate keyframed over the loop. Colour: orange.
  2. Floor lightparticles / additiveA stream of soft glows, its rate keyframed over the loop. Colour: orange.
  3. Floor flames (far), Floor flames (near)particles / additiveA stream of soft glows along a path, its rate keyframed over the loop. They float upward, sway from side to side and swell and then shrink away. Colour runs from white to red over each life.
  4. SmokeparticlesSmoke puffs set off by "Flame wisps". They spawn "Smoke lit undersides" as they appear, wander on turbulence, grow as they age and slow down with drag. Colours range between deep pink and dark grey.
  5. Smoke lit undersidesparticlesSmoke puffs set off by "Smoke". They wander on turbulence, grow as they age and slow down with drag. Colours range between orange and red.
  6. Crown flamesparticles / additiveA stream of soft glows along a path, its rate keyframed over the loop. They float upward, sway from side to side, swell and then shrink away and slow down with drag. Colour runs from white to red over each life.
  7. Flame wispsparticles / additiveA stream of soft glows along a path, its rate keyframed over the loop. They set off "Smoke" when they die, float upward, sway from side to side and swell and then shrink away. Colour runs from pale gold to red over each life.
  8. Flame tongues (back), Flame tongues (front)particles / additiveA stream of soft glows in the shape of an image, its rate keyframed over the loop. They float upward, sway from side to side, swell and then shrink away and slow down with drag. Colour runs from white to red over each life.
  9. Flame licks (back), Flame licks (front)particles / additiveA stream of ribbon trails in the shape of an image, its rate keyframed over the loop. They float upward, sway from side to side and slow down with drag. Colour runs from white to orange over each life.
  10. Ember rimstroke / additiveA glowing line traced along the outline of a sprite. It wobbles like unstable energy. It flickers like a failing neon tube.

6 more layers are in the studio.

DETAILS

Length
2.4 seconds, seamless loop
Canvas
384 x 360, pixel art at 3x
Layers
18 emitters and 1 glowing stroke
Blend
Mostly additive (glows)
Colours
whiteorangepale goldred
Sprites
Kenney Smoke Particles by Kenney (CC0), Heroes by SpriteLab micro mode (Free to use)
Tags
pixel art, pixel, vfx, burning, burn, on fire, status effect, debuff, damage over time, fire, flames, rpg, 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.
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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