Puddle Splash: A puddle splash for footsteps in the rain: a foot stomps in, two uneven fans kick out ahead and behind with a squat crown, and rings spread across the puddle as drops land.

Puddle Splash

A puddle splash for footsteps in the rain: a foot stomps in, two uneven fans kick out ahead and behind with a squat crown, and rings spread across the puddle as drops land. Plays once per loop.

Puddle Splash is an HD effect that loops seamlessly every 0.9 seconds, drawn on a 320 by 320 canvas. It is built from 13 particle emitters.

Colour

Recolours the preview and the free downloads.

Free download with a transparent background, cropped to the effect, 27 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 0.9, 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 0.9 s loop.

Puddle Splash at 8 moments, from 0 s to 0.79 s

HOW IT'S MADE

Puddle Splash stacks 13 particle emitters, each with its own job. Techniques worth a look: sub-emitters set off by other particles, flipbook sprites, collisions, particles stretched along their motion and post filters (bloom and vignette). 3 scene layers (ground and props) show in the studio for context and stay out of every export.

It loops seamlessly every 0.9 s, and 6 of its layers fire in bursts, so it pulses instead of flowing evenly. To change its colour, select "Crown" in the studio and edit Colour A and Colour B. Size on the same layer sets how big its particles are. The colour swatches by the downloads recolour every layer at once.

Layers, in draw order

  1. Ripplesparticles2 single particles at set times. They grow as they age. Colour: white.
  2. CrownparticlesA single particle at 0.05 s. Colour: pale blue.
  3. Foam PopparticlesOne burst of 4 smoke puffs from a ring at 0.05 s. They grow as they age and slow down with drag. Colours range between white and pale blue.
  4. Forward Fan Sourceparticles / additiveOne burst of 40 pixels along a line at 0.05 s. They spawn "Forward Fan Rim" as they appear, spawn "Forward Fan Body" as they appear and spawn "Forward Fan Highlight" as they appear. Colours range between orange and gold.
  5. Forward Fan RimparticlesStreaks set off by "Forward Fan Source". They set off "Drop Ripples" on impact, fall under gravity, vanish when they hit something and slow down with drag. Colour: blue.
  6. Forward Fan BodyparticlesStreaks set off by "Forward Fan Source". They fall under gravity, vanish when they hit something and slow down with drag. Colour: blue.
  7. Forward Fan HighlightparticlesStreaks set off by "Forward Fan Source". They fall under gravity, vanish when they hit something and slow down with drag. Colour: white.
  8. Back Fan Sourceparticles / additiveOne burst of 16 pixels along a line at 0.05 s. They spawn "Back Fan Rim" as they appear, spawn "Back Fan Body" as they appear and spawn "Back Fan Highlight" as they appear. Colours range between orange and gold.
  9. Back Fan RimparticlesStreaks set off by "Back Fan Source". They set off "Drop Ripples" on impact, fall under gravity, vanish when they hit something and slow down with drag. Colour: blue.
  10. Back Fan BodyparticlesStreaks set off by "Back Fan Source". They fall under gravity, vanish when they hit something and slow down with drag. Colour: blue.

3 more layers are in the studio.

DETAILS

Length
0.9 seconds, seamless loop
Canvas
320 x 320, HD
Layers
13 emitters
Blend
Mostly normal
Colours
whiteblueorangepale blue
Sprites
ParticleFX Realism by ParticleFX Studio (CC0), Kenney Smoke Particles by Kenney (CC0)
Tags
water, puddle, splash, footstep, rain, platformer, run

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.

Step by step: Unity, Godot 4, Roblox, GameMaker, Phaser and PixiJS, Aseprite, Web games (live runtime).

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