Shooting Fireball: A shooting fireball projectile for 2D games, held in place as a seamless loop so it sits on any moving bullet: a white-hot core, flame wrapping the nose and a licking flame tail that reddens as it thins, with embers streaming off.

Shooting Fireball

A shooting fireball projectile for 2D games, held in place as a seamless loop so it sits on any moving bullet: a white-hot core, flame wrapping the nose and a licking flame tail that reddens as it thins, with embers streaming off.

Shooting Fireball is an HD effect that loops seamlessly every 1 seconds, drawn on a 512 by 512 canvas. It is built from 1 simulated smoke and fire layer and 9 particle emitters. 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, 30 frames at 30 fps. Use it in commercial games, no credit needed.

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.

FRAME BY FRAME

8 evenly spaced moments across the 1 s loop.

Shooting Fireball at 8 moments, from 0 s to 0.88 s

HOW IT'S MADE

Shooting Fireball is built around a fluid simulation of fire and smoke on a grid, with 9 particle emitters on top. Techniques worth a look: particles feeding the fluid, turbulence, particles stretched along their motion and post filters (bloom).

Every layer emits continuously and the 1 s loop closes seamlessly, so it can run for as long as you need. To change the flame colour, select "Flame Tail" and edit Fire colours; Smoke colour sets the smoke. The colour swatches by the downloads recolour every layer at once.

Layers, in draw order

  1. Flame TailfluidSimulated fire and smoke from a cone-shaped jet. "Tail Feed" feed it. Wind carries it sideways.
  2. Tail Feedparticles / additiveA steady stream of soft glows from a disc. They feed smoke and heat into the fluid, wander on turbulence, grow as they age and slow down with drag. Colours range between orange and gold.
  3. Heat Haloparticles / additiveA steady stream of soft glows. Colour: orange.
  4. Tail Glowparticles / additiveA steady stream of soft glows from a disc. They shrink as they age and slow down with drag. Colour: orange.
  5. Flame Tonguesparticles / additiveA steady stream of flames from a disc. They wander on turbulence, shrink as they age, turn to face where they move and slow down with drag. Colour runs from pale gold to red over each life.
  6. Nose Wrapparticles / additiveA steady stream of soft glows from a ring. They drift sideways and shrink as they age. Colour runs from white to orange over each life.
  7. Fire Bodyparticles / additiveA steady stream of flames from a disc. They spin. Colour: orange.
  8. White Coreparticles / additiveA steady stream of soft glows. Colours range between white and pale gold.
  9. Core Hotspotparticles / additiveA steady stream of soft glows. Colour: white.
  10. Embersparticles / additiveA steady stream of streaks from a disc. They float upward, wander on turbulence and slow down with drag. Colour runs from white to orange over each life.

DETAILS

Length
1 seconds, seamless loop
Canvas
512 x 512, HD
Layers
9 emitters
Blend
Mostly additive (glows)
Colours
orangewhitepale goldgold
Sprites
Kenney Particle Pack by Kenney (CC0)
Tags
fireball, shooting fire, projectile, fire, spell, bullet, sprite sheet, flame

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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