Pixel Art Dissolve Burn: A pixel art burn-away dissolve: the character heats, ignites at the feet and burns away from the feet up behind a glowing ember edge, shedding flames, embers, ash and soot until nothing is left.

Pixel Art Dissolve Burn

A pixel art burn-away dissolve: the character heats, ignites at the feet and burns away from the feet up behind a glowing ember edge, shedding flames, embers, ash and soot until nothing is left. Use it for enemy and player deaths, fire damage finishers and banishing effects in action games, RPGs and roguelikes.

Pixel Art Dissolve Burn is a pixel art effect that plays once over 3.2 seconds, drawn on a 384 by 336 canvas at 3x pixels. It is built from 15 particle emitters. Most layers blend additively, so it glows on dark backgrounds.

Colour

Recolours the preview and the free downloads.

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 clip.

Pixel Art Dissolve Burn at 8 moments, from 0.2 s to 3 s

HOW IT'S MADE

Pixel Art Dissolve Burn is pixel art, drawn at 3x pixels so it sits on the same grid as your sprites, and built from 15 particle emitters. Techniques worth a look: a sprite dissolve, collisions, turbulence, particles stretched along their motion and post filters (bloom). 3 scene layers (ground and props) show in the studio for context and stay out of every export.

It plays once over 3.2 s: "Soot" goes off first, and "Last soot" joins at 1.88 s. To change its colour, select "Flame tongues" in the studio and edit the Colour over Life gradient. 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. Floor lightsprite / additiveA placed glow.
  2. Front lightsprite / additiveA placed glow. Extras: keyframed motion.
  3. SootparticlesA steady stream of smoke puffs from the sprite's dissolving edge. They float upward, wander on turbulence, grow as they age and slow down with drag. Colours range between dark grey and grey.
  4. Ember edge glowparticles / additiveA steady stream of soft glows from the sprite's dissolving edge. Colour: orange.
  5. Flame tonguesparticles / additiveA steady stream of soft glows from the sprite's dissolving edge. They float upward, sway from side to side and swell and then shrink away. Colour runs from pale gold to red over each life.
  6. Licking flamesparticles / additiveA steady stream of streaks from the sprite's dissolving edge. They float upward and sway from side to side. Colour runs from white to red over each life.
  7. Rising embersparticles / additiveA steady stream of streaks from the sprite's dissolving edge. They float upward, wander on turbulence and slow down with drag. Colour runs from white to deep red over each life.
  8. Ash flakesparticlesA steady stream of pixels from the sprite's dissolving edge. They wander on turbulence, spin and slow down with drag. Colour runs from gold to dark grey over each life.
  9. Falling ashparticlesA steady stream of pixels from the sprite's dissolving edge. They fall under gravity, bounce when they hit something, spin and slow down with drag. Colour runs from pale gold to dark grey over each life.
  10. Popping sparksparticles / additiveA steady stream of streaks from the sprite's dissolving edge. They fall under gravity, bounce when they hit something and slow down with drag. Colour runs from white to red over each life.

7 more layers are in the studio.

DETAILS

Length
3.2 seconds, plays once
Canvas
384 x 336, pixel art at 3x
Layers
15 emitters
Blend
Mostly additive (glows)
Colours
whitegoldorangepale gold
Sprites
Heroes by SpriteLab micro mode (Free to use)
Tags
pixel art, pixel, vfx, dissolve, burn, burn away, death, disintegrate, fire, embers, ash, character, one-shot

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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