Hyperlane Hit Effects
=====================

12 arcade impact and effect sprites for dark interfaces — deep violet with
sunset orange accents. SVG plus transparent PNG at 1x, 2x and 4x.

Hyperlane Hit Effects is a set of 12 impact and effect sprites drawn in the
arcade style, where the colour is the body rather than the border — saturated
slabs with pointed ends. 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.

Each slab is filled with a two-stop gradient running along its long axis, and
the marks are drawn dark on top of the colour rather than bright on top of
black. The pointed ends are part of the silhouette, so they survive being
scaled instead of being an outline effect.

Inside that style this is the Hyperlane reading of it: a dark interface on a
deep violet palette with sunset orange accents, built around two concentric
frames, fully rounded pill buttons at 192x48, glossy bars divided into 6
segments, and two-tone icons on a 32px 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 Hyperlane family,
which means this kit and the Hyperlane panel kit line up without either being
resized. A good fit for racing, arcade and score-driven interfaces.

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: CC-BY-4.0 — see LICENSE.txt
Page: https://www.colorosse.com/assets/2d/vfx/hyperlane-hit-effects
More free assets: https://www.colorosse.com
