Hit Effects
Byte Hit Effects
12 pixel art impact and effect sprites for light interfaces — cool bone with signal teal accents. SVG plus transparent PNG at 1x, 2x and 4x.

About this pack
Byte Hit Effects is a set of 12 impact and effect sprites drawn in the pixel art style, where every corner is a staircase of whole pixels and nothing is anti-aliased. 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 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.
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 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 pageComplete set — SVG sources, PNG exports at 1x/2x/4x, licence and readme
How to use it
- 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
Creative Commons Attribution 4.0 — Free for commercial use. Credit required. Full terms · What this means in practice
"Byte Hit Effects" by Oğuzhan Girgin, licensed under CC BY 4.0 — https://www.colorosse.com/assets/2d/vfx/byte-hit-effects


