Pixel Art Meteor Impact: Pixel art meteor impact: a far glint grows into a meteor that streaks in on a fire trail and hits with a white flash, a fireball, a floor ring, bouncing rocks and a rolling dust ring, leaving a crater whose molten rim glows and cools.

Pixel Art Meteor Impact

Pixel art meteor impact: a far glint grows into a meteor that streaks in on a fire trail and hits with a white flash, a fireball, a floor ring, bouncing rocks and a rolling dust ring, leaving a crater whose molten rim glows and cools. Use it for meteor spells, bombardment abilities and falling-rock hazards.

Pixel Art Meteor Impact is a pixel art effect that loops seamlessly every 3 seconds, drawn on a 384 by 288 canvas at 3x pixels. It is built from 21 particle emitters and 4 glowing strokes. 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, 90 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 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 3 s loop.

Pixel Art Meteor Impact at 8 moments, from 0 s to 2.63 s

HOW IT'S MADE

Pixel Art Meteor Impact is pixel art, drawn at 3x pixels so it sits on the same grid as your sprites, and built from 21 particle emitters. Techniques worth a look: glowing strokes traced along shapes, ribbon trails, sub-emitters set off by other particles, collisions and post filters (bloom). 2 scene layers (ground and props) show in the studio for context and stay out of every export.

It loops seamlessly every 3 s, and 13 of its layers fire in bursts, so it pulses instead of flowing evenly. Start times are staggered from 0 s to 0.75 s, so the layers arrive one after another. To change its colour, select "Impact 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. Impact lightparticles / additiveA single particle at 0.6 s. It grows as it ages. Colour: orange.
  2. CraterparticlesA single particle at 0.6 s. It grows as it ages. Colour: black.
  3. Crater glowparticles / additiveA single particle at 0.6 s. Colour: orange.
  4. Crater rim (far half), Crater rim (near half)stroke / additiveA glowing line traced along a circle. It wobbles like unstable energy. It flickers like a failing neon tube.
  5. Shock ring (far half), Shock ring (near half)stroke / additiveA glowing line traced along a circle.
  6. SmokeparticlesSmoke puffs set off by "Fireball". They spawn "Smoke lit tops" as they appear, float upward, wander on turbulence and grow as they age. Colour runs from deep red to dark grey over each life.
  7. 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 red to dark grey over each life.
  8. Trail smokeparticlesSmoke puffs set off by "Molten rocks" and "Meteor". They grow as they age and slow down with drag. Colour: dark grey.
  9. Dust ringparticlesOne burst of 26 smoke puffs from a disc at 0.62 s. They grow as they age and slow down with drag. Colour runs from orange to dark grey over each life.
  10. RocksparticlesOne burst of 14 debris from a disc at 0.6 s. They fall under gravity, bounce when they hit something, spin and slow down with drag. Colour runs from pale orange to light grey over each life.

13 more layers are in the studio.

DETAILS

Length
3 seconds, seamless loop
Canvas
384 x 288, pixel art at 3x
Layers
21 emitters and 4 glowing strokes
Blend
Mostly additive (glows)
Colours
orangewhitepale goldred
Sprites
Kenney Smoke Particles by Kenney (CC0)
Tags
pixel art, pixel, vfx, meteor, impact, explosion, crater, spell, fire, rocks

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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