Sumi Hit Effects
================

12 cel-shaded impact and effect sprites for dark interfaces — charcoal wash
with seal red accents. SVG plus transparent PNG at 1x, 2x and 4x.

Sumi Hit Effects is a set of 12 impact and effect sprites drawn in the
cel-shaded style, where a thick ink outline wraps two flat tones split by a
hard diagonal terminator. 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 shadow is a single hard-edged shape with no falloff — the defining
property of cel shading, and the thing a gradient can never imitate. The
outline uses the darkest tone in the palette rather than the border tone, or
it reads as a thick grey frame instead of ink.

Inside that style this is the Sumi reading of it: a dark interface on a
charcoal wash palette with seal red accents, built around two concentric
frames, tab-shaped buttons at 120x48, glossy bars divided into 9 segments, and
outlined 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 Sumi family, which
means this kit and the Sumi panel kit line up without either being resized. A
good fit for cel-shaded and toon-rendered 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: CC-BY-4.0 — see LICENSE.txt
Page: https://www.colorosse.com/assets/2d/vfx/sumi-hit-effects
More free assets: https://www.colorosse.com
