UI Packs

Byte Loading

20 pixel art loading and waiting indicators for light interfaces — cool bone with signal teal accents. SVG plus transparent PNG at 1x, 2x and 4x.

  • ui
  • svg
  • transparent png
  • loading
  • spinner
  • progress
  • skeleton
  • pixel
  • pixel art
  • pixel art
  • light ui
  • puzzle
  • management
Sheet showing 20 pixel art loading and waiting indicators from the Byte family, arranged on a transparency checkerboard with their pixel sizes printed underneath
1600×1363 previewtransparency shown as checkerboard

About this pack

Byte Loading is a set of 20 loading and waiting indicators drawn in the pixel art style, where every corner is a staircase of whole pixels and nothing is anti-aliased. It contains an eight-frame spinner, a three-frame dot cycle, a loading bar frame with four fill steps, an indeterminate striped bar, two skeleton text lines and a skeleton image block.

The loading screen is the screen a player looks at longest and the one nobody makes art for. It is also the one place where a bar means something different from everywhere else: a resource bar shows a value, a loading bar shows a process, and using the same sprite for both is how a health bar ends up on a loading screen.

The outline steps in 4px units and shading is a Bayer dither rather than a gradient, so the set survives being scaled by an integer factor — which is the only way pixel art can be scaled without turning to mush.

Inside that style this is the Byte reading of it: a light interface on a cool bone palette with signal teal accents, built around a single bordered frame, fully rounded pill buttons at 112x36, banded bars divided into 10 segments, and outlined 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.

The spinner ships as eight frames rather than one sprite to rotate. Rotation exists in every engine, but the number of frames does not — and in a pixel style a spinner that rotates smoothly is wrong, it should step. An eight-frame atlas is correct in both cases and works everywhere. The skeleton placeholders are here for the same reason the spinner is: an empty screen while content loads reads as broken, and a grey block that has the shape of the thing arriving reads as waiting.

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 Byte family, which means this kit and the Byte panel kit line up without either being resized. A good fit for pixel-art games.

Download

Direct link · no sign-up · no wait page
Download ZIP44 kB

Complete set — SVG sources, PNG exports at 1x/2x/4x, licence and readme

Files included in this pack
FileFormatSizeDownload
Complete set — SVG sources, PNG exports at 1x/2x/4x, licence and readmeZIP44 kB Get →
Spinner, frame 1 of 8, editable SVGSVG884 B Get →

How to use it

  1. Play the spinner frames in order at about 12 frames per second; slower reads as stuck and faster reads as noise.
  2. Use the indeterminate bar when you cannot report a percentage, and switch to the stepped fills the moment you can — a fake percentage is worse than none.
  3. Lay the skeleton line and block in the same positions as the real content so nothing jumps when it arrives.
  4. Keep the loading bar in the accent colour rather than a resource colour; a loading bar that looks like a health bar is read as one.

License

Creative Commons Attribution 4.0 — Free for commercial use. Credit required. Full terms · What this means in practice

Copy-paste credit line
"Byte Loading" by Oğuzhan Girgin, licensed under CC BY 4.0 — https://www.colorosse.com/assets/2d/ui/byte-loading