Spirit Fox Summon And Ascend: Character summon: a nine-tailed spirit fox draws itself as a plexus wireframe, fills in pixel by pixel from a summoning ring in its own colours, powers up with an electric aura and an impact frame, then ascends as embers.

Spirit Fox Summon And Ascend

Character summon: a nine-tailed spirit fox draws itself as a plexus wireframe, fills in pixel by pixel from a summoning ring in its own colours, powers up with an electric aura and an impact frame, then ascends as embers. Works with your own sprite.

Spirit Fox Summon And Ascend is an HD effect that loops seamlessly every 4.8 seconds, drawn on a 1024 by 1024 canvas. It is built from 9 particle emitters and 1 glowing stroke. Most layers blend additively, so it glows on dark backgrounds.

Free download with a transparent background, cropped to the effect, 144 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 4.8, 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 4.8 s loop.

Spirit Fox Summon And Ascend at 8 moments, from 0 s to 4.2 s

HOW IT'S MADE

Spirit Fox Summon And Ascend plays on a character sprite, with 9 particle emitters around it. Techniques worth a look: glowing strokes traced along shapes, lines that connect nearby particles, Plexus style, turbulence, keyframed parameters and post filters (bloom, impact frames and vignette).

It loops seamlessly every 4.8 s, and 8 of its layers fire in bursts, so it pulses instead of flowing evenly. Start times are staggered from 0 s to 2.67 s, so the layers arrive one after another. To change its colour, select "Power ring" in the studio and edit Colour A and Colour B. Size on the same layer sets how big its particles are. To see it on your own character, press Use my sprite in the studio: every layer follows the new sprite.

Layers, in draw order

  1. Silhouette guidespriteThe character sprite.
  2. Summon pool, Summon ringparticles / additiveA single particle at 0.2 s. It grows as it ages. Colour: blue.
  3. Plexus wireframeparticles / additiveOne burst of 481 soft glows from a disc at the start. They fly in and form a shape and are joined to their nearest neighbours by lines. Colours range between pale cyan and blue.
  4. Hero pixelsparticlesOne burst of 5161 pixels from a ring at the start. They fly in and form a shape, wander on turbulence, sway from side to side and swell and then shrink away. Colours range between pale blue and white.
  5. Aura tracestroke / additiveA glowing line traced along the outline of a sprite. Its start and end are keyframed, so it writes itself on and off. It wobbles like unstable energy.
  6. Power streaksparticles / additiveA stream of streaks along a line, its rate keyframed over the loop. Colours range between white and blue.
  7. Ascending embersparticles / additiveOne burst of 700 soft glows at the start. They break away from a shape, wander on turbulence and shrink as they age. Colours range between pale cyan and blue.
  8. Power flareparticles / additiveA single particle at 2.67 s. It grows as it ages. Colour: pale cyan.
  9. Power ring, Power streakparticles / additiveA single particle at 2.67 s. It grows as it ages. Colour: cyan.

DETAILS

Length
4.8 seconds, seamless loop
Canvas
1024 x 1024, HD
Layers
9 emitters and 1 glowing stroke
Blend
Mostly additive (glows)
Colours
bluepale cyancyanwhite
Sprites
Kenney Particle Pack by Kenney (CC0), Cast (Free to use)
Tags
summon, character, materialize, pixel art, fox, kitsune, aura, impact frame, ascend

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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