Pixel Art Teleport Slash: Pixel art teleport slash: the attacker comes apart into crimson shards and dark smoke, a rift tears open behind the target and they step out of it to cut down through its back in one tall crescent with a flash and sparks.

Pixel Art Teleport Slash

Pixel art teleport slash: the attacker comes apart into crimson shards and dark smoke, a rift tears open behind the target and they step out of it to cut down through its back in one tall crescent with a flash and sparks. Use it for shadow steps, backstabs and assassin skills in action games and RPGs; it plays once, then loops.

Pixel Art Teleport Slash is a pixel art effect that loops seamlessly every 1.4 seconds, drawn on a 384 by 384 canvas at 3x pixels. It is built from 17 particle emitters and 12 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, 42 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 1.4, 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 1.4 s loop.

Pixel Art Teleport Slash at 8 moments, from 0 s to 1.22 s

HOW IT'S MADE

Pixel Art Teleport Slash is drawn with 12 glowing strokes, lines with a hot core and a soft glow traced along their shapes, plus 17 particle emitters. Techniques worth a look: ribbon trails, a sprite dissolve, sub-emitters set off by other particles, paths and post filters (bloom and colour grade). 5 scene layers (ground and props) show in the studio for context and stay out of every export.

It loops seamlessly every 1.4 s, and 11 of its layers fire in bursts, so it pulses instead of flowing evenly. Start times are staggered from 0 s to 0.65 s, so the layers arrive one after another. To recolour the line, select "Vanish ring far" 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. Vanish lightparticles / additiveA single particle at 0.04 s. Colour: red.
  2. Rift lightparticles / additiveA single particle at 0.36 s. Colour: red.
  3. Vanish ring far, Arrival ring far, Vanish ring near +2stroke / additiveA glowing line traced along a circle.
  4. Rift voidparticlesA single particle at 0.36 s. It grows as it ages. Colour: black.
  5. Rift tearstroke / additiveA glowing line traced along a path. Its start and end are keyframed, so it writes itself on and off. It wobbles like unstable energy.
  6. Arrival smokeparticlesOne burst of 12 smoke puffs across a box at 0.48 s. They spawn "Arrival smoke lit tops" as they appear, wander on turbulence, grow as they age and slow down with drag. Colour runs from deep magenta to black over each life.
  7. Arrival smoke lit topsparticlesSmoke puffs set off by "Arrival smoke". They float upward, wander on turbulence, grow as they age and slow down with drag. Colour runs from pink to deep pink over each life.
  8. Shadow smokeparticlesOne burst of 14 smoke puffs across a box at 0.18 s. They spawn "Shadow smoke lit tops" as they appear, wander on turbulence, grow as they age and slow down with drag. Colour runs from deep magenta to black over each life.
  9. Shadow smoke lit topsparticlesSmoke puffs set off by "Shadow smoke". They float upward, wander on turbulence, grow as they age and slow down with drag. Colour runs from pink to deep pink over each life.
  10. Vanish shardsparticles / additiveA stream of streaks from the sprite's dissolving edge, its rate keyframed over the loop. They float upward and slow down with drag. Colour runs from white to pink over each life.

15 more layers are in the studio.

DETAILS

Length
1.4 seconds, seamless loop
Canvas
384 x 384, pixel art at 3x
Layers
17 emitters and 12 glowing strokes
Blend
Mostly additive (glows)
Colours
redwhitepale reddeep pink
Sprites
Kenney Smoke Particles by Kenney (CC0), Heroes by SpriteLab micro mode (Free to use)
Tags
pixel art, teleport slash, shadow step, backstab, teleport, assassin, slash

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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