Pixel Art Molotov Cocktail: Pixel art molotov cocktail: a bottle with a burning rag tumbles in and smashes with glass shards and a splash of burning liquid, then fire spreads along the floor and burns with smoke and embers before it gutters out.

Pixel Art Molotov Cocktail

Pixel art molotov cocktail: a bottle with a burning rag tumbles in and smashes with glass shards and a splash of burning liquid, then fire spreads along the floor and burns with smoke and embers before it gutters out. Use it for fire bombs and incendiary grenades in action games and shooters; it plays once, then loops.

Pixel Art Molotov Cocktail is a pixel art effect that loops seamlessly every 2.4 seconds, drawn on a 384 by 384 canvas at 3x pixels. It is built from 14 particle emitters. Most layers blend additively, so it glows on dark backgrounds.

Free download with a transparent background, cropped to the effect, 72 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 2.4, 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 2.4 s loop.

Pixel Art Molotov Cocktail at 8 moments, from 0 s to 2.1 s

HOW IT'S MADE

Pixel Art Molotov Cocktail is pixel art, drawn at 3x pixels so it sits on the same grid as your sprites, and built from 14 particle emitters. Techniques worth a look: sub-emitters set off by other particles, collisions, turbulence, particles stretched along their motion and post filters (bloom and colour grade). 2 scene layers (ground and props) show in the studio for context and stay out of every export.

It loops seamlessly every 2.4 s, and 8 of its layers fire in bursts, so it pulses instead of flowing evenly. Start times are staggered from 0 s to 0.52 s, so the layers arrive one after another. To change its colour, select "Floor fire" in the studio and edit the Colour over Life gradient. Size on the same layer sets how big its particles are. Pixel size in the Pixel art panel sets how chunky it looks.

Layers, in draw order

  1. ScorchparticlesA single particle at 0.5 s. It grows as it ages. Colour: black.
  2. Fire lightparticles / additiveA single particle at 0.5 s. Colour: orange.
  3. Rag flamesparticles / additiveSoft glows set off by "Bottle". They float upward and shrink as they age. Colour runs from white to red over each life.
  4. BottleparticlesA single particle at 0.06 s. It spins. Colour: white.
  5. Floor fireparticles / additiveA stream of soft glows across a box, its rate keyframed over the loop. They float upward, wander on turbulence and swell and then shrink away. Colour runs from white to deep red over each life.
  6. Flame tonguesparticles / additiveA stream of streaks across a box, its rate keyframed over the loop. They slow down with drag. Colour runs from white to red over each life.
  7. SmokeparticlesA stream of smoke puffs across a box, its rate keyframed over the loop. They spawn "Smoke lit tops" as they appear, float upward, wander on turbulence and grow as they age. Colour: dark grey.
  8. 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 grey to dark grey over each life.
  9. Embersparticles / additiveA stream of pixels across a box, its rate keyframed over the loop. They sway from side to side. Colour runs from pale gold to red over each life.
  10. Fire splashparticles / additiveOne burst of 20 soft glows at 0.5 s. They fall under gravity, shrink as they age and slow down with drag. Colour runs from white to red over each life.

4 more layers are in the studio.

DETAILS

Length
2.4 seconds, seamless loop
Canvas
384 x 384, pixel art at 3x
Layers
14 emitters
Blend
Mostly additive (glows)
Colours
whiteorangepale goldred
Sprites
Kenney Smoke Particles by Kenney (CC0)
Tags
pixel art, molotov, fire bomb, fire, throw, flames, grenade

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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