Effects are where small teams run out of time: a hit spark, a heal, a coin pickup, a dust puff, and each needs its own animation. Every effect here is a short program, so it renders at true pixel resolution with no blur, and you can change its seed for a variation, its colour ramp for a new element (blue fire, green poison), and its frame rate for your game. The effects come from pixelfx, an MIT-licensed library, so you can use the exports in commercial games.
How to use the Pixel VFX Generator
- Browse the categories (fire, explosions, water, ice, lightning, impacts, magic, UI, pickups and more) or search by name. Thumbnails render as you browse.
- Click an effect to render it. The preview plays at the frame rate you choose.
- Roll the seed for a variation with the same timing, and choose a colour ramp to recolour it.
- Flip or rotate it, trim the empty canvas, and scale it 1×–4×.
- Export the PNG sheet with Aseprite, Phaser, Godot or CSS data, a GIF, or a ZIP with everything and single frames.
What you get
- Transparent PNG sprite sheet of the effect alone, at true pixel size.
- Frame data as Aseprite JSON, Phaser/TexturePacker JSON, Godot 4 SpriteFrames, CSS or Unity settings.
- GIF and a ZIP with all formats and single frames.
Which engines it fits
- One-shot effects (impacts, explosions) should play once and free themselves; loops (fires, auras) should loop. The page shows which each effect is.
- Effects use additive-looking glow baked into the colours, so they work with the normal alpha blend mode in every engine.
Tips from making games with it
- Render at your game's frame rate. 12–15 fps matches most pixel-art animation and keeps sheets small.
- Use the same ramp across a family of effects (all ice skills, all poison skills) so the player learns the colour.
- Rotate projectiles and slashes in 90° steps here rather than in-engine, so pixels stay on the grid.
- Trim the canvas, but note the effect's origin moves with the trim. Place it in-engine by the bottom centre or centre.
Use cases
- Hit sparks, slashes, explosions and death poofs for action games.
- Spell effects for RPG skills with colour variants per element.
- Pickups, coin bursts, level-up and UI flourishes.
- Weather and ambience loops: rain, snow, fireflies, falling leaves.
FAQ
Can I use these effects in a commercial game?
Yes. The effects come from pixelfx, which is released under the MIT license. Exports you make here can be used in commercial projects. Keep the license notice if you redistribute the effect code itself.
How many effects are there?
244, in 21 categories: moves, fire, explosions, water, ice, lightning, sci-fi, melee, impacts, projectiles, spawn and death, arcane, holy, shadow, status, nature, weather, UI, pickups, transitions and critters.
What does the seed do?
Effects with particles use a random-number seed. The same seed always gives the same animation; a different seed gives a variation with the same timing and style.
Why can't I recolour some effects?
A few effects use fixed colours that are part of their design. Export them and use the Palette Swapper to recolour.
Is anything rendered on a server?
No. Effects are rendered in your browser and the sheet is built on your device.
Can I get an effect that is not in the list?
The AI generator on this site can draw custom sprites and animations from a prompt and exports the same sheet formats.