UI Packs
Greenscreen HUD Bars — health, mana and stamina
A phosphor nine-slice bar frame with three hollow-core fills and a segmented variant, sized 200×20 with 4 px caps. SVG plus transparent PNG.

About this pack
Bars at 200x20 with eighteen divisions drawn as gaps in the fill. A character-cell terminal could only draw a meter out of repeated glyphs, and this is what that looked like.
The frame is a nine-slice with 4 px end caps, so it stretches to any width without the ends deforming — a full-width boss bar and a 40 px enemy nameplate bar use the same file.
The fills are separate sprites rather than baked into the frame, which is the part that matters in practice: you scale the fill's width from zero to full and the frame never moves. Each fill is a hollow shell with a bright core running through it, so the socket colour shows between the edges and the bar reads as contained energy rather than paint.
There are three colours, one per resource: health, mana and stamina. They are spaced apart in brightness as well as hue, which is the part that survives a greyscale screenshot and the most common forms of colour blindness. A set tuned to identical lightness looks balanced in a swatch row and collapses into one grey block on screen.
The segmented variant adds 17 notch lines over the same frame, for games that count discrete pips — hearts, charges, ammo — rather than a continuous percentage. It is a separate file rather than an overlay, so you can drop it in without changing your bar widget. Everything is included as editable SVG and as flat transparent PNG at 1x, 2x and 4x.
Download
Direct link · no sign-up · no wait pageComplete kit — SVG sources, PNG exports at 1x/2x/4x, licence and readme
How to use it
- Draw the frame first, then the fill on top with its left edge inset by the 4 px cap width; animating only the fill's width keeps the frame's ends perfectly still.
- In Unity, set the fill image to Image Type Filled with Fill Method Horizontal, or use a Sliced image and animate the RectTransform width — both work because the fill has no rounded corners of its own.
- In Godot 4, a TextureProgressBar with the frame as Under Texture and the fill as Progress Texture reproduces the whole thing with no code, and Stretch Mode set to Tile keeps the caps intact.
- For pip-style resources, use the segmented frame and snap the fill width to multiples of one 18th of the inner width so the fill edge always lands on a notch.
License
Creative Commons Attribution 4.0 — Free for commercial use. Credit required. Full terms · What this means in practice
"Greenscreen HUD Bars — health, mana and stamina" by Oğuzhan Girgin, licensed under CC BY 4.0 — https://www.colorosse.com/assets/2d/ui/greenscreen-hud-bars


