Hit Effects

Oak Hit Effects

12 stylised impact and effect sprites for dark interfaces — wood-brown with polished brass accents. SVG plus transparent PNG at 1x, 2x and 4x.

  • ui
  • svg
  • transparent png
  • vfx
  • hit effect
  • impact
  • particle
  • stylised
  • stylised
  • fantasy
  • rpg
  • wood
Sheet showing 12 stylised impact and effect sprites from the Oak family, arranged on a transparency checkerboard with their pixel sizes printed underneath
1600×1960 previewtransparency shown as checkerboard

About this pack

Oak Hit Effects is a set of 12 impact and effect sprites drawn in the stylised style, where the frame is carved, with finials pushing out past the corners and a gem set into each one. 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 ornament is part of the silhouette rather than drawn on top of it, so the frame is recognisable at thumbnail size. The face carries a three-stop vertical gradient — the closest a flat kit gets to a painted bevel.

Inside that style this is the Oak reading of it: a dark interface on a wood-brown palette with polished brass accents, built around two concentric frames, tab-shaped buttons at 160x48, glossy bars divided into 8 segments, and solid 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 Oak family, which means this kit and the Oak panel kit line up without either being resized. A good fit for fantasy and RPG 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 readmeZIP205 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
"Oak Hit Effects" by Oğuzhan Girgin, licensed under CC BY 4.0 — https://www.colorosse.com/assets/2d/vfx/oak-hit-effects