Pixel Art Geyser Eruption: A pixel art geyser: the vent rumbles and steams, then a column of water bursts up, rains back down in splashes and billows steam before it dies down again.

Pixel Art Geyser Eruption

A pixel art geyser: the vent rumbles and steams, then a column of water bursts up, rains back down in splashes and billows steam before it dies down again. Loops, as a hazard or launcher in platformers and survival games.

Pixel Art Geyser Eruption is a pixel art effect that loops seamlessly every 4 seconds, drawn on a 384 by 384 canvas at 3x pixels. It is built from 8 particle emitters.

Colour

Recolours the preview and the free downloads.

Free download with a transparent background, cropped to the effect, 120 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 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 4 s loop.

Pixel Art Geyser Eruption at 8 moments, from 0 s to 3.5 s

HOW IT'S MADE

Pixel Art Geyser Eruption 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: sub-emitters set off by other particles, flipbook sprites, collisions, particles stretched along their motion and post filters (bloom). 7 scene layers (ground and props) show in the studio for context and stay out of every export.

It loops seamlessly every 4 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 "Steam clouds" 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. The colour swatches by the downloads recolour every layer at once.

Layers, in draw order

  1. Vent blipsparticlesA stream of image sprites across a box, its rate keyframed over the loop. They fall under gravity. Colour: pale blue.
  2. Steam wispsparticlesA stream of rings across a box, its rate keyframed over the loop. They sway from side to side, grow as they age and play a flipbook animation. Colour: white.
  3. Steam cloudsparticlesA stream of rings across a box, its rate keyframed over the loop. They sway from side to side, grow as they age, play a flipbook animation and slow down with drag. Colour: white.
  4. SplashesparticlesImage sprites set off by "Water column". They fall under gravity. Colours range between white and pale blue.
  5. Water columnparticlesA stream of image sprites across a box, its rate keyframed over the loop. They set off "Splashes" on impact, fall under gravity and vanish when they hit something. Colour runs from white to blue over each life.
  6. Column coreparticlesA stream of image sprites across a box, its rate keyframed over the loop. They fall under gravity. Colour: white.
  7. Eruption sprayparticlesOne burst of 40 image sprites at 1.2 s. They fall under gravity, vanish when they hit something and slow down with drag. Colour runs from white to blue over each life.
  8. Top mistparticlesA stream of image sprites across a box, its rate keyframed over the loop. They fall under gravity and slow down with drag. Colours range between white and pale blue.

DETAILS

Length
4 seconds, seamless loop
Canvas
384 x 384, pixel art at 3x
Layers
8 emitters
Blend
Mostly normal
Colours
whitepale blueblue
Sprites
Built-in shapes only
Tags
pixel art, geyser, eruption, water, steam, hazard, platformer, 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.

Step by step: Unity, Godot 4, Roblox, GameMaker, Phaser and PixiJS, Aseprite, Web games (live runtime).

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