Pixel Art Hammer Smash: Pixel art hammer smash: a tall crescent of light comes down overhead and hits the floor with a flash, a star, flat shockwave rings, a fan of dirt, bouncing rocks and a rolling dust wall.

Pixel Art Hammer Smash

Pixel art hammer smash: a tall crescent of light comes down overhead and hits the floor with a flash, a star, flat shockwave rings, a fan of dirt, bouncing rocks and a rolling dust wall. Use it for hammer, mace and club attacks and heavy finishers; it plays once, then loops.

Pixel Art Hammer Smash is a pixel art effect that loops seamlessly every 1.3 seconds, drawn on a 384 by 384 canvas at 3x pixels. It is built from 12 particle emitters and 9 glowing strokes.

Free download with a transparent background, cropped to the effect, 39 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 1.3, 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 1.3 s loop.

Pixel Art Hammer Smash at 8 moments, from 0 s to 1.14 s

HOW IT'S MADE

Pixel Art Hammer Smash is drawn with 9 glowing strokes, lines with a hot core and a soft glow traced along their shapes, plus 12 particle emitters. Techniques worth a look: collisions, particles stretched along their motion, keyframed parameters 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 1.3 s, and 12 of its layers fire in bursts, so it pulses instead of flowing evenly. Start times are staggered from 0 s to 0.36 s, so the layers arrive one after another. To recolour the line, select "Shockwave far" 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. DentparticlesA single particle at 0.34 s. It grows as it ages. Colour: black.
  2. Floor light, Impact glowparticles / additiveA single particle at 0.34 s. Colour: orange.
  3. Shockwave far, Shock band far, Shockwave near +1stroke / additiveA glowing line traced along a circle.
  4. Dust wall far, Dust wall nearparticlesOne burst of 12 smoke puffs from a ring at 0.36 s. They grow as they age and slow down with drag. Colour runs from white to orange over each life.
  5. Wind-up glintparticles / additiveA single particle at 0.16 s. It swells and then shrinks away. Colour: white.
  6. Slash h glow, Slash h line 1, Slash h line 2 +2stroke / additiveA glowing line traced along a path. Its start and end are keyframed, so it writes itself on and off.
  7. Dirt sprayparticlesOne burst of 26 pixels from a disc at 0.34 s. They fall under gravity, bounce when they hit something and slow down with drag. Colour: orange.
  8. RocksparticlesOne burst of 12 debris at 0.34 s. They fall under gravity, bounce when they hit something, spin and slow down with drag. Colour: grey.
  9. PebblesparticlesOne burst of 16 pixels at 0.34 s. They fall under gravity, bounce when they hit something, spin and slow down with drag. Colour: grey.
  10. Sparksparticles / additiveOne burst of 16 streaks at 0.34 s. They fall under gravity, bounce when they hit something and slow down with drag. Colour runs from white to orange over each life.

2 more layers are in the studio.

DETAILS

Length
1.3 seconds, seamless loop
Canvas
384 x 384, pixel art at 3x
Layers
12 emitters and 9 glowing strokes
Blend
Mostly normal
Colours
orangewhitegoldgrey
Sprites
Kenney Smoke Particles by Kenney (CC0), Heroes by SpriteLab micro mode (Free to use)
Tags
pixel art, hammer, smash, ground slam, heavy attack, impact, melee

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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