Pixel Art Ground Slam Shockwave: Pixel art ground slam: a stone golem slams the floor with a white hero frame, a flat shockwave ring, glowing cracks, bouncing rocks and a dust wall that settles.

Pixel Art Ground Slam Shockwave

Pixel art ground slam: a stone golem slams the floor with a white hero frame, a flat shockwave ring, glowing cracks, bouncing rocks and a dust wall that settles. Use it for boss stomps, ground pounds and heavy landing attacks in platformers and action RPGs.

Pixel Art Ground Slam Shockwave is a pixel art effect that loops seamlessly every 2.6 seconds, drawn on a 432 by 384 canvas at 3x pixels. It is built from 18 particle emitters and 20 glowing strokes.

Free download with a transparent background, cropped to the effect, 78 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 2.6, 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 2.6 s loop.

Pixel Art Ground Slam Shockwave at 8 moments, from 0 s to 2.28 s

HOW IT'S MADE

Pixel Art Ground Slam Shockwave is drawn with 20 glowing strokes, lines with a hot core and a soft glow traced along their shapes, plus 18 particle emitters. Techniques worth a look: paths, collisions, particles stretched along their motion, keyframed parameters 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 2.6 s, and 17 of its layers fire in bursts, so it pulses instead of flowing evenly. Start times are staggered from 0 s to 0.58 s, so the layers arrive one after another. To recolour the line, select "Crack of light" and change Core and Glow; Start and End set how much of it is drawn. Pixel size in the Pixel art panel sets how chunky it looks.

Layers, in draw order

  1. Floor glowparticles / additiveA single particle at 0.36 s. Colour: orange.
  2. Crack of light, Crack of light, Crack of light +13stroke / additiveA glowing line traced along a path. Its start and end are keyframed, so it writes itself on and off.
  3. Shockwave far, Shock band far, Shockwave near +1stroke / additiveA glowing line traced along a circle.
  4. Dust wall far 1particlesOne burst of 6 smoke puffs along a path at 0.39 s. They grow as they age and slow down with drag. Colour runs from white to grey over each life.
  5. Dust wall far 2particlesOne burst of 10 smoke puffs along a path at 0.44 s. They grow as they age and slow down with drag. Colour runs from white to grey over each life.
  6. Dust wall far 3particlesOne burst of 13 smoke puffs along a path at 0.5 s. They grow as they age and slow down with drag. Colour runs from white to grey over each life.
  7. Dust wall far 4particlesOne burst of 16 smoke puffs along a path at 0.58 s. They grow as they age and slow down with drag. Colour runs from white to grey over each life.
  8. Tremor pebblesparticles3 timed bursts of pixels along a line, 21 in all. They fall under gravity and bounce when they hit something. Colour: grey.
  9. Tremor dustparticlesA stream of smoke puffs along a line, its rate keyframed over the loop. They grow as they age. Colour: orange.
  10. Rocks backparticlesOne burst of 10 debris at 0.36 s. They fall under gravity, bounce when they hit something, shrink as they age and spin. Colour: grey.

10 more layers are in the studio.

DETAILS

Length
2.6 seconds, seamless loop
Canvas
432 x 384, pixel art at 3x
Layers
18 emitters and 20 glowing strokes
Blend
Mostly normal
Colours
orangewhitegreygold
Sprites
Heroes by SpriteLab micro mode (Free to use)
Tags
pixel art, pixel, vfx, ground slam, shockwave, stomp, impact, boss, earthquake, rocks, dust

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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