Pixel Art Jetpack Thrust: Pixel art jetpack thrust loop: twin flame jets with white-hot cores and shock diamonds roar down from two nozzles, throwing sparks and a lit smoke wash across the floor.

Pixel Art Jetpack Thrust

Pixel art jetpack thrust loop: twin flame jets with white-hot cores and shock diamonds roar down from two nozzles, throwing sparks and a lit smoke wash across the floor. Use it for hovering characters, jetpacks, rocket boots and ship thrusters in platformers and shooters.

Pixel Art Jetpack Thrust is a pixel art effect that loops seamlessly every 2 seconds, drawn on a 384 by 396 canvas at 3x pixels. It is built from 26 particle emitters. Most layers blend additively, so it glows on dark backgrounds. Some particles draw ribbon trails.

Colour

Recolours the preview and the free downloads.

Free download with a transparent background, cropped to the effect, 60 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, 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 s loop.

Pixel Art Jetpack Thrust at 8 moments, from 0 s to 1.75 s

HOW IT'S MADE

Pixel Art Jetpack Thrust is pixel art, drawn at 3x pixels so it sits on the same grid as your sprites, and built from 26 particle emitters. Techniques worth a look: ribbon trails, sub-emitters set off by other particles, collisions, particles stretched along their motion and post filters (bloom). 11 scene layers (ground and props) show in the studio for context and stay out of every export.

It loops seamlessly every 2 s, and 2 of its layers fire in bursts, so it pulses instead of flowing evenly. To change its colour, select "Jet light" in the studio and edit 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. Floor light, Jet lightparticles / additiveA steady stream of soft glows. Colour: orange.
  2. Thrust hot spotparticles / additiveA steady stream of soft glows along a line. Colours range between pale gold and orange.
  3. Jet outer flame, Jet outer flameparticles / additiveA steady stream of soft glows. They sway from side to side and swell and then shrink away. Colours range between orange and red.
  4. Jet flame, Jet flameparticles / additiveA steady stream of soft glows. They sway from side to side and shrink as they age. Colour runs from pale gold to deep red over each life.
  5. Jet inner cone, Jet inner coneparticles / additiveA steady stream of soft glows. They shrink as they age. Colour runs from white to orange over each life.
  6. Jet core, Jet coreparticles / additiveA steady stream of dots. They shrink as they age. Colour runs from white to pale gold over each life.
  7. Flame licks, Flame licksparticles / additiveA steady stream of ribbon trails. They sway from side to side. Colour runs from pale gold to red over each life.
  8. Shock diamonds, Shock diamondsparticles / additiveA single particle every 0.05 s. It swells and then shrinks away. Colour runs from white to blue over each life.
  9. Thrust streaks, Thrust streaksparticles / additiveA steady stream of streaks along a line. Colour runs from white to orange over each life.
  10. Nozzle glow, Nozzle glowparticles / additiveA steady stream of soft glows. Colours range between white and pale blue.

7 more layers are in the studio.

DETAILS

Length
2 seconds, seamless loop
Canvas
384 x 396, pixel art at 3x
Layers
26 emitters
Blend
Mostly additive (glows)
Colours
whiteorangepale goldgold
Sprites
Heroes by SpriteLab micro mode (Free to use)
Tags
pixel art, pixel, vfx, jetpack, thrust, thruster, rocket, exhaust, flame, hover, ship, 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.
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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