Pixel Art Sword Clash: Pixel art sword clash: a gold and an ice crescent sweep in and lock blades mid-air with a white flash, a big star, a ring and sparks spraying to both sides, then both fighters are pushed back.

Pixel Art Sword Clash

Pixel art sword clash: a gold and an ice crescent sweep in and lock blades mid-air with a white flash, a big star, a ring and sparks spraying to both sides, then both fighters are pushed back. Use it for blade clashes, duels and counter moments in action and fighting games; it plays once, then loops.

Pixel Art Sword Clash is a pixel art effect that loops seamlessly every 1 seconds, drawn on a 384 by 384 canvas at 3x pixels. It is built from 12 particle emitters and 11 glowing strokes. Most layers blend additively, so it glows on dark backgrounds.

Free download with a transparent background, cropped to the effect, 30 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, 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 s loop.

Pixel Art Sword Clash at 8 moments, from 0 s to 0.88 s

HOW IT'S MADE

Pixel Art Sword Clash is drawn with 11 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). 4 scene layers (ground and props) show in the studio for context and stay out of every export.

It loops seamlessly every 1 s, and 12 of its layers fire in bursts, so it pulses instead of flowing evenly. Start times are staggered from 0 s to 0.34 s, so the layers arrive one after another. To recolour the line, select "Slash l glow" 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. Floor lightparticles / additiveA single particle at 0.18 s. Colour: pale gold.
  2. Slash l glow, Slash l line 1, Slash l line 2 +7stroke / additiveA glowing line traced along a path. Its start and end are keyframed, so it writes itself on and off.
  3. Clash starburst, Flashparticles / additiveA single particle at 0.18 s. Colour: white.
  4. Clash starparticles / additiveA single particle at 0.18 s. It shrinks as it ages. Colour: white.
  5. Clash star turnedparticles / additiveA single particle at 0.21 s. It shrinks as it ages. Colour: pale gold.
  6. Clash ringstroke / additiveA glowing line traced along a circle.
  7. Sparks leftparticles / additiveOne burst of 16 streaks at 0.18 s. They fall under gravity, bounce when they hit something and slow down with drag. Colour runs from white to orange over each life.
  8. Sparks rightparticles / additiveOne burst of 16 streaks at 0.18 s. They fall under gravity, bounce when they hit something and slow down with drag. Colour runs from white to blue over each life.
  9. Lock sparksparticles / additiveOne burst of 10 streaks at 0.25 s. They fall under gravity, bounce when they hit something and slow down with drag. Colour runs from white to gold over each life.
  10. Glintsparticles / additiveOne burst of 6 small shapes at 0.2 s. They fall under gravity, bounce when they hit something, swell and then shrink away and slow down with drag. Colour runs from white to gold over each life.

3 more layers are in the studio.

DETAILS

Length
1 seconds, seamless loop
Canvas
384 x 384, pixel art at 3x
Layers
12 emitters and 11 glowing strokes
Blend
Mostly additive (glows)
Colours
whiteorangepale goldblue
Sprites
Kenney Smoke Particles by Kenney (CC0), Heroes by SpriteLab micro mode (Free to use)
Tags
pixel art, sword clash, clash, parry, sparks, duel, 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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