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[Released] Pixel Arsenal

Discussion in 'Assets and Asset Store' started by Archanor, Nov 18, 2016.

  1. Archanor

    Archanor

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    Pixel Arsenal is a bundle of 500+ retro particle effects.

    This pack includes missiles, explosions, flamethrowers, and several other combat and interaction effects.

    The effects are sorted into 3 categories: Combat, Environment and Interactive.

    Asset Store Page | WebGL

    Features

    - 95 unique FX
    - 510 Total Prefabs
    - Most FX available in 5-6 colors
    - 47 Sound FX
    - 61 Textures
    - Pre-colored texture atlases
    - Modular texture atlases
    - Low res texture atlases
    - Interactive demo project
    - Scripts for light effects
    - Script for static laser beams

    Combat Effects

    - Aura FX (1 type)
    - Beam FX (2 types)
    - Blood FX (4 types)
    - Death FX (8 types)
    - Explosion FX (23 types)
    - Flamethrower FX (2 types)
    - Missile FX (22 types)
    - Muzzleflash FX (11 types)
    - Nova FX (1 type)
    - Regenerate FX (1 type)
    - Sword FX (Slash/Impact)

    Environment Effects

    - Fire FX (3 types)
    - Fireflies FX (1 type)
    - Liquids FX (1 type)
    - Sparkle FX (1 type)

    Interactive Effects

    - Beamup FX (1 type)
    - BoostPads FX (2 types)
    - Confetti FX (4 types)
    - Healing FX (3 types)
    - LootRay FX (2 types)
    - Pickups FX (3 types)
    - Portal FX (1 type)
    - Powerup Box FX (6 types)
    - Powerup Ring FX (1 type)
     
    Last edited: May 7, 2019
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  2. Emerald_Eel_Entertainment

    Emerald_Eel_Entertainment

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    I took a quick look at the video which shows off these effects and I think they look amazing! I have to ask though: will the colours be adjustable? :eek:
     
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  3. Archanor

    Archanor

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    Thanks! There are "modular" textures included, so you can swap out a colored texture for a white one then color the particle effects as you want in the inspector. Will look into updating with modular prefabs if you think that's useful :)

    Edit: Update should pop up next week with 57 new modular prefabs.
     
    Last edited: Dec 4, 2016
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  4. ruuben

    ruuben

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    Hi again!

    I finally bought this fantastic asset, instead of the previous one. I pretty happy with this, because it is just what I need, very clean and useful.

    But, mainly to give you some feedback in order to improve easily your product, the examples may be a little bit better, here some observations :

    1) The example scenes could be renamed to something more clear, and the ui seems to be broken. Anyway, the idea is very good, but iy is hard to remember where is each effect example, and with a one clear scene and ui will be easy for anyone.

    2) Provinding these prefab examples save us a lot of time. But it can be more straightforward, with a complementary script that allows the reuse of the effects (ex. pooleable). Since the prefabs have different gameobjetcs, the orquestration of the respawn requires the knowledge of the structure/components, and it is just the inverse outcome that a "ready to use" prefab must have.

    Thank you very much again, you save a lot of time!
     
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  5. Archanor

    Archanor

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    @ruuben Thanks for the feedback. It may be a challenge finding the right effect, but at least for missiles/impacts, you can look at the names for the effects in the video demo! I will consider making a "library" scene where you can more easily find the effect you're looking for.

    I'm unfortunately not a very good programmer, and I've had some help with the included scripts, but I do wish I could include something like a pooling feature at some point. I don't know how much work this is yet though.
     
  6. ruuben

    ruuben

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    Thanks @Archanor!

    I will try to combine your asset with another one (Ultimate Pooling) that I believe can be a good option to complement any instance in a game.
     
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  7. Archanor

    Archanor

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    Found a game today which makes good use of the effects!

     
  8. KamranWali

    KamranWali

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  9. Archanor

    Archanor

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    Hey, really cool! The only thing I'd change is making the skybox a little less 'flat'. Could be easier for the player to look around and orient themselves if it has more texture.
     
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  10. KamranWali

    KamranWali

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    Thank you. Thanks for the advice I will keep that in mind :)
     
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  11. Archanor

    Archanor

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    Asset is discounted for 30% until july 28th!
     
  12. Archanor

    Archanor

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    Free update coming to Pixel Arsenal soon! Changes are already visible in the WebGL demo.

    Version 1.3 :

    - Added new 9 Muzzleflash FX types (38 prefabs)
    - New improved scripts
    - Replaced .JS scripts with .CS
    - Some effects are easier to scale
    - Fixed particles warping around when emitting near walls
    - Fixed typos for some demo prefabs
    - Minor changes and improvements to projectiles
     
  13. StrangeVoyager

    StrangeVoyager

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    Hi Archanor, we used Pixel Arsenal to great effect in our game Heckpoint. Thank you SO MUCH for this asset. It has helped us define our aesthetic, and the bright colors and bloom are visually satisfying. I look forward to using this as we continue into 3D development. Our trailer is below.
     

    Attached Files:

    Last edited: Feb 17, 2018
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  14. Archanor

    Archanor

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    @JadanBliss That's awesome! Thank you so much for sharing :)
     
  15. Archanor

    Archanor

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    v1.4 is now available!

    https://assetstore.unity.com/packages/vfx/particles/pixel-arsenal-74726


    - 18 new FX and 91 new prefabs
    - Added Blood FX (4 prefabs)
    - Added Confetti FX (4 prefabs)
    - Added Death FX (8 prefabs)
    - Added Fireflies FX (6 prefabs)
    - Added Heal FX (1 prefab)
    - Added Healing Field FX (1 prefab)
    - Added Heal Explosion FX (1 prefab)
    - Added Liquid Stream FX (3 prefabs)
    - Added Lootray Round FX (6 prefabs)
    - Added Lootray Square FX (6 prefabs)
    - Added Sword Impact FX (6 prefabs)
    - Added DumDum Bullet FX (5 prefabs)
    - Added DumDum Explosion FX (5 prefabs)
    - Added Nuke Missile FX (5 prefabs)
    - Added Nuke Explosion FX (6 prefabs)
    - Added Powerup Heart (1 prefab)
    - Added Lightning Ball Explosion FX v2 (5 prefabs)
    - Added Laser Beam Static FX (6 prefabs)
    - Added Fat Laser Beam Static FX (6 prefabs)
    - Improvements to Missile & Explosion FX
    - Optimized some bigger effects
    - Optimized sound effects
    - Effects are better sorted through 3 main categories
    - Effects should now scale easier
     
  16. Archanor

    Archanor

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    Check out Pixel Arsenal being put to good use in Theta Legion VR:

     
  17. BlueSin

    BlueSin

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    Does this asset support URP? I am making a 2D pixel art based space project and wanted to see how these would jive with the rest of the project. But when I download and import the project, all of the visuals are appearing as magenta boxes, like the textures are missing or something.
     
  18. Archanor

    Archanor

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    @BlueSin You have to apply the LWRP unitypackage in the Upgrades folder.
     
  19. BlueSin

    BlueSin

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    Perfect, thanks!
     
  20. unity_ljhlF4YSvxYqkA

    unity_ljhlF4YSvxYqkA

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    Where is sale discount?
     
  21. Archanor

    Archanor

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    I wish, but it's unfortunately not on sale. It's up to the Asset Store staff to pick them.
     
  22. unity_ljhlF4YSvxYqkA

    unity_ljhlF4YSvxYqkA

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    I will wait discount, 30$ to much to me
     
  23. StrangeVoyager

    StrangeVoyager

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    This asset is absolutely worth its full price (and then some).
     
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  24. ShortCummings

    ShortCummings

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    Great looking asset! Before I make the jump, I was wondering how easy it would be to swap pixel art textures. My game has a 3D pixel art style that's a bit more realistic, so I would supply my own 2D art.
     
    Last edited: Nov 6, 2023
  25. Archanor

    Archanor

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    The texture atlases are precolored and scaled up with added glow effects so it looks like the screenshot below. So you can replace the spritesheets with your own version. There are about 3-4 atlases that have a 6 color versions (basically hue shifted versions).

    These days I would probably redo it and keep one spritesheet and color most of it through vertex color or a shader mixed with bloom effects.

    If you end up buying, free to email me after you download the pack and let me know if you can use it.

    upload_2023-11-7_15-4-42.png
     

    Attached Files:

  26. ShortCummings

    ShortCummings

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    Oh, I see the bloom is baked in!

    My stuff isn't scaled texture-wise ( a pixel is the size of a pixel ), so I might have to add a bloom effect myself when needed. But do you see the unscaled textures causing issues with your particle animations?

    Also, let's say I like the blood animations as is but want to remove the bloom, that would still be a ( super quick still ) redo on the textures? Or do you also have unbloomed versions in there?
     
  27. Archanor

    Archanor

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    Most of the effects (glowy bits) basically use additive shaders that blend with the background, then there are some cloud/smoke effects that use Alpha Blend shaders which are more like solid sprites.

    I wouldn't call it bloom exactly, it's more like I scaled up the pixel art and put glow effects around the textures.

    I know that if you use low res texture spritesheets, and there are pixels near the edge of a frame then you see some line artifacts which is why the sprites are slightly padded with empty space. I'm sure theres a way to get around that by using actual sprites instead of spritesheet function.
     
  28. ShortCummings

    ShortCummings

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    Yeah, that's what I thought from the pictures!

    Sweet, thanks for the info! Should be easy enough to implement my art style into this and still save quite a bit of time. Thanks for being so prompt and responsive.
     
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