Ticket Burst: Gold and red prize tickets burst out of a flash and star ring, tumble edge-on and flutter down with paper bits and sparkles.

Ticket Burst

Gold and red prize tickets burst out of a flash and star ring, tumble edge-on and flutter down with paper bits and sparkles. Plays once for arcade, event and raffle ticket rewards.

Ticket Burst is an HD effect that loops seamlessly every 1.6 seconds, drawn on a 512 by 512 canvas. It is built from 6 particle emitters and 1 glowing stroke.

Free download with a transparent background, cropped to the effect, 48 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 1.6, 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 1.6 s loop.

Ticket Burst at 8 moments, from 0 s to 1.4 s

HOW IT'S MADE

Ticket Burst stacks 6 particle emitters, each with its own job. Techniques worth a look: glowing strokes traced along shapes, particles stretched along their motion, keyframed parameters and post filters (bloom).

It loops seamlessly every 1.6 s, and 6 of its layers fire in bursts, so it pulses instead of flowing evenly. Start times are staggered from 0 s to 0.08 s, so the layers arrive one after another. To change its colour, select "Flash" in the studio and edit Colour A and Colour B. Size on the same layer sets how big its particles are.

Layers, in draw order

  1. Flashparticles / additiveA single particle at 0.05 s. It grows as it ages. Colour: pale gold.
  2. Ringstroke / additiveA glowing line traced along a circle.
  3. Raysparticles / additiveOne burst of 14 streaks from a ring at 0.05 s. They ease to a stop. Colour runs from white to gold over each life.
  4. Gold TicketsparticlesOne burst of 9 image sprites from a disc at 0.05 s. They fall under gravity, sway from side to side, grow as they age and spin. Colour: white.
  5. Red TicketsparticlesOne burst of 7 image sprites from a disc at 0.05 s. They fall under gravity, sway from side to side, grow as they age and spin. Colour: white.
  6. Paper BitsparticlesOne burst of 30 squares from a disc at 0.05 s. They fall under gravity, sway from side to side, spin and slow down with drag. Colours range between gold and red.
  7. Sparklesparticles / additiveOne burst of 18 stars from a disc at 0.08 s. They swell and then shrink away and slow down with drag. Colours range between white and gold.

DETAILS

Length
1.6 seconds, seamless loop
Canvas
512 x 512, HD
Layers
6 emitters and 1 glowing stroke
Blend
Mostly normal
Colours
whitegoldpale goldred
Sprites
Kenney Particle Pack by Kenney (CC0)
Tags
tickets, prize tickets, arcade, burst, event, reward, paper, carnival

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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