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Particle Effect Builder

Pick a preset, tune it with sliders and watch it live. Export a seamless looping sprite sheet for any engine, or a real particle node for Godot and a config for Phaser.

Particle
Or drop your own particle image
Emission
Motion
Look
Colors over life → →
Export

ZIP has every frame as a PNG, a packed sheet with JSON (TexturePacker format for Phaser, PixiJS and others), a Godot SpriteFrames file and the single particle image. Stream effects loop without a seam.

Pro · a real particle node for Godot 4 (CPUParticles2D scene), an emitter config for Phaser 3, and 512 or 1024 px frames for HD games. See plans

Background

Effects that loop without a seam

Most particle tools record a few seconds of a running effect, so the sprite sheet jumps when it loops. This builder works differently. Every particle in a stream effect is born on a fixed schedule that repeats exactly once per loop, and its position at any moment is worked out from its age. The last frame flows straight into the first, so a campfire or a portal can play forever in your game from a handful of frames. Burst effects such as explosions and hit sparks play once from start to end.

What you can change

Particle. Pick a soft glow, a dot, a pixel square, a star, a spark that stretches with its speed, a smoke puff or a ring. You can also drop in your own image and tint it. Emission. Stream keeps emitting and loops. Burst fires once. The emitter can be a point, a circle or a line, placed at the top, center or bottom of the frame. Motion. Direction and spread, speed range, gravity, drag, a wobble for flames and smoke, and spin. Radial mode pushes particles away from the emitter center, or pulls them in with a negative speed for portals and charge ups. Look. Lifetime, start and end size, three colors over the particle's life, fade in and fade out, and additive blending for fire, magic and light.

Pixel art effects

Turn on Pixel art and pick a small frame size such as 64 or 128. Particles snap to whole pixels and are drawn with hard edges, so the effect sits next to your pixel sprites without blurry edges. The Pixel particle works best here.

Using the export

EngineSprite sheet (free)Particle system (Pro)
Godot 4Load the .tres into an AnimatedSprite2D.Open the .tscn: a CPUParticles2D node with the particle texture, color ramp, size curve and blend mode already set.
Phaser 3Load the sheet and JSON as an atlas and play it as an animation.Pass the JSON config to this.add.particles with the particle texture.
UnityImport the sheet, set Sprite Mode to Multiple and slice by cell size.Use the sheet, or the particle PNG as the texture of a Particle System.
GameMaker, PixiJS, othersUse the strip or the atlas JSON.Use the particle PNG with your engine's emitter.

A sprite sheet costs almost nothing to play and looks exactly like the preview. A real particle system is lighter in memory and can follow a moving character, but each engine draws it a little differently, so expect small differences.

Is anything uploaded?

No. The effect is simulated and drawn in your browser. Your own particle images never leave your device.