Pixel Art Shield Parry: Pixel art shield parry: a hex energy shield flares beside the character, deflects a strike with a spray of bouncing sparks and pulses a ring across its face before it flickers out.

Pixel Art Shield Parry

Pixel art shield parry: a hex energy shield flares beside the character, deflects a strike with a spray of bouncing sparks and pulses a ring across its face before it flickers out. Use it for blocks, perfect parries and barrier hits in action games and fighting games.

Pixel Art Shield Parry is a pixel art effect that loops seamlessly every 1.3 seconds, drawn on a 432 by 384 canvas at 3x pixels. It is built from 7 particle emitters and 13 glowing strokes. Most layers blend additively, so it glows on dark backgrounds.

Colour

Recolours the preview and the free downloads.

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 Shield Parry at 8 moments, from 0 s to 1.14 s

HOW IT'S MADE

Pixel Art Shield Parry is drawn with 13 glowing strokes, lines with a hot core and a soft glow traced along their shapes, plus 7 particle emitters. Techniques worth a look: collisions, particles stretched along their motion and keyframed parameters. 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 7 of its layers fire in bursts, so it pulses instead of flowing evenly. Start times are staggered from 0 s to 0.32 s, so the layers arrive one after another. To recolour the line, select "Shield cell" 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. The colour swatches by the downloads recolour every layer at once.

Layers, in draw order

  1. Floor lightparticles / additiveA single particle at 0.06 s. Colour: cyan.
  2. Shield lightparticles / additiveA single particle at 0.05 s. Colour: blue.
  3. Shield cell, Shield cell, Shield cell +6stroke / additiveA glowing line traced along a polygon. Its start and end are keyframed, so it writes itself on and off. It flickers like a failing neon tube.
  4. Enemy strike, Enemy strike trailstroke / additiveA glowing line traced along a path. Its start and end are keyframed, so it writes itself on and off.
  5. Parry ring, Outer pulsestroke / additiveA glowing line traced along a circle.
  6. Parry sparksparticles / additiveOne burst of 30 streaks at 0.32 s. They fall under gravity, bounce when they hit something and slow down with drag. Colour runs from white to orange over each life.
  7. Spark chipsparticles / additiveOne burst of 10 streaks at 0.32 s. They fall under gravity, bounce when they hit something and slow down with drag. Colour runs from white to cyan over each life.
  8. Parry glintparticles / additiveA single particle at 0.32 s. It shrinks as it ages. Colour: white.
  9. Contact flashparticles / additiveA single particle at 0.32 s. Colour: white.
  10. Contact glowparticles / additiveA single particle at 0.32 s. Colour: cyan.

DETAILS

Length
1.3 seconds, seamless loop
Canvas
432 x 384, pixel art at 3x
Layers
7 emitters and 13 glowing strokes
Blend
Mostly additive (glows)
Colours
bluecyanwhitered
Sprites
Heroes by SpriteLab micro mode (Free to use)
Tags
pixel art, pixel, vfx, shield, parry, block, deflect, barrier, sparks, 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.
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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