Blocks Hit Effects
==================

12 voxel impact and effect sprites for dark interfaces — cool stone with
signal orange accents. SVG plus transparent PNG at 1x, 2x and 4x.

Blocks Hit Effects is a set of 12 impact and effect sprites drawn in the voxel
style, where each surface is the front face of a cube with a lit top face and
a shaded right face. It contains a hit spark and a critical burst, an impact
ring and a ground shockwave, a slash arc, a glow orb and a sparkle, a heal
mark and a shield bubble and a dust puff, a lightning bolt and rising embers.

Every other kit in this catalogue draws the interface. None of them draw the
moment one thing hits another, which is the first thing a combat system needs
and the last thing a solo developer gets to. An effect sprite also has no
outline to hide behind: it lives on top of the game for a few frames and then
it is gone.

The extrusion is real geometry rather than a shadow: the light angle never
changes, there are exactly three tones per block, and the front face is inset
so the cube stays inside its own sprite bounds.

Inside that style this is the Blocks reading of it: a dark interface on a cool
stone palette with signal orange accents, built around a single bordered
frame, square-cornered buttons at 132x48, tick-marked bars divided into 8
segments, and solid icons on a 24px grid. Those measurements are why two
families can share an art style without being interchangeable: the style
decides how an edge is drawn, the numbers decide what the interface is for.

Every sprite is centred in a square canvas and symmetric about that centre, so
the engine only has to scale and fade — an effect anchored off-centre drifts
sideways as it grows, and that reads as a bug rather than a burst. The bodies
are single-colour with no outline, because an outlined spark reads as a piece
of interface rather than as light. The glow orb is built from stacked discs at
falling opacity rather than a blur filter: a filter is rasterised differently
across engines and turns to mush at 4x.

Every sprite ships as an editable SVG and as transparent PNG at 1x, 2x and 4x,
so you can drop the PNGs straight into an engine or open the vector and change
a colour. Built to the same measurements as the rest of the Blocks family,
which means this kit and the Blocks panel kit line up without either being
resized. A good fit for voxel and blocky games.

HOW TO USE

  - Anchor every effect at the centre of its sprite and scale from there;
    these are drawn symmetric so that scale and fade is the whole animation.
  - Play the hit spark for two or three frames at most. An impact that lingers
    stops reading as an impact.
  - Tint by multiplying rather than replacing the colour — the sprites carry
    their own light-to-dark falloff, and a flat colour replace throws it away.
  - Use additive blending for the spark, burst, glow and sparkle, and normal
    blending for the dust puff and embers, which are matter rather than light.

License: CC0-1.0 — see LICENSE.txt
Page: https://www.colorosse.com/assets/2d/vfx/blocks-hit-effects
More free assets: https://www.colorosse.com
