Pixel Art Fire Hit: Pixel art fire hit: a fire bolt lands with a hot burst and a ring, then flames lick up the target and die down while embers drift and smoke rises.

Pixel Art Fire Hit

Pixel art fire hit: a fire bolt lands with a hot burst and a ring, then flames lick up the target and die down while embers drift and smoke rises. Use it for fire damage, burning hits and fire spells landing in action games and RPGs; it plays once, then loops.

Pixel Art Fire Hit is a pixel art effect that loops seamlessly every 1.6 seconds, drawn on a 384 by 384 canvas at 3x pixels. It is built from 11 particle emitters and 2 glowing strokes. 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, 48 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 1.6, 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 1.6 s loop.

Pixel Art Fire Hit at 8 moments, from 0 s to 1.4 s

HOW IT'S MADE

Pixel Art Fire Hit is pixel art, drawn at 3x pixels so it sits on the same grid as your sprites, and built from 11 particle emitters. Techniques worth a look: glowing strokes traced along shapes, sub-emitters set off by other particles, collisions, turbulence and post filters (bloom and colour grade). 3 scene layers (ground and props) show in the studio for context and stay out of every export.

It loops seamlessly every 1.6 s, and 6 of its layers fire in bursts, so it pulses instead of flowing evenly. To change its colour, select "Flames" 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 light, Fire light on targetparticles / additiveA single particle at 0.14 s. Colour: orange.
  2. Fire boltstroke / additiveA glowing line traced along a path. Its start and end are keyframed, so it writes itself on and off.
  3. Flamesparticles / additiveA stream of soft glows across a box, its rate keyframed over the loop. They float upward, wander on turbulence, swell and then shrink away and slow down with drag. Colour runs from white to deep red over each life.
  4. Flame tonguesparticles / additiveA stream of streaks across a box, its rate keyframed over the loop. They slow down with drag. Colour runs from white to red over each life.
  5. SmokeparticlesA stream of smoke puffs across a box, its rate keyframed over the loop. They spawn "Smoke lit tops" as they appear, float upward, wander on turbulence and grow as they age. Colour: dark grey.
  6. Smoke lit topsparticlesSmoke puffs set off by "Smoke". They float upward, wander on turbulence, grow as they age and slow down with drag. Colour runs from grey to dark grey over each life.
  7. Embersparticles / additiveA stream of pixels across a box, its rate keyframed over the loop. They float upward, sway from side to side and slow down with drag. Colour runs from pale gold to red over each life.
  8. Fire burstparticles / additiveOne burst of 16 soft glows from a disc at 0.14 s. They float upward and slow down with drag. Colour runs from white to deep red over each life.
  9. Fire ringstroke / additiveA glowing line traced along a circle.
  10. Sparksparticles / additiveOne burst of 18 streaks at 0.14 s. They fall under gravity, bounce when they hit something and slow down with drag. Colour runs from white to red over each life.

2 more layers are in the studio.

DETAILS

Length
1.6 seconds, seamless loop
Canvas
384 x 384, pixel art at 3x
Layers
11 emitters and 2 glowing strokes
Blend
Mostly additive (glows)
Colours
whiteorangepale golddark grey
Sprites
Kenney Smoke Particles by Kenney (CC0)
Tags
pixel art, fire, fire hit, burn, impact, flames, damage

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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