Hit Effects

Coinop Hit Effects

12 arcade impact and effect sprites for dark interfaces — plum black with coin gold accents. SVG plus transparent PNG at 1x, 2x and 4x.

  • ui
  • svg
  • transparent png
  • vfx
  • hit effect
  • impact
  • particle
  • arcade
  • arcade
  • arcade
  • cabinet
  • retro
  • score
Sheet showing 12 arcade impact and effect sprites from the Coinop family, arranged on a transparency checkerboard with their pixel sizes printed underneath
1600×1960 previewtransparency shown as checkerboard

About this pack

Coinop Hit Effects is a set of 12 impact and effect sprites drawn in the arcade style, where the colour is the body rather than the border — saturated slabs with pointed ends. 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.

Each slab is filled with a two-stop gradient running along its long axis, and the marks are drawn dark on top of the colour rather than bright on top of black. The pointed ends are part of the silhouette, so they survive being scaled instead of being an outline effect.

Inside that style this is the Coinop reading of it: a dark interface on a plum black palette with coin gold accents, built around a single bordered frame, chamfered buttons at 200x56, hollow-cored bars divided into 5 segments, and two-tone 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 Coinop family, which means this kit and the Coinop panel kit line up without either being resized. A good fit for racing, arcade and score-driven interfaces.

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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 readmeZIP189 kB Get →
Hit spark, anchor centre, editable SVGSVG410 B Get →

How to use it

  1. 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.
  2. Play the hit spark for two or three frames at most. An impact that lingers stops reading as an impact.
  3. 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.
  4. 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

Copy-paste credit line
"Coinop Hit Effects" by Oğuzhan Girgin, licensed under CC BY 4.0 — https://www.colorosse.com/assets/2d/vfx/coinop-hit-effects