Six jump & land effects on the same scene. Copy any short prompt for free, and open full prompt 1 to see how detailed they are. Full prompts 2–6 are in the pack.
Add this game-feel effect to my 2D game: Jump & Land — Dust Puff. Reference scene (context only — map it onto my own characters and sizes): A small pixel-art hero hops sideways between two standing spots 124px apart, once per second, and the landing is the event at t=0. The art is pixel art: the hero is 12×13 art pixels drawn at 7px per pixel (84×91px), and every size below is in screen px at that scale, so scale them to your own sprite size. Cycle (seconds after a landing): the hero stands still from 0 to 0.35s, turns to face the other spot at 0.18s, and takes off at 0.35s. The flight lasts 0.65s: horizontal position moves linearly to the other spot, and height = 4·52·q·(1−q) px with q = (t−0.35)/0.65, so the jump peaks at 52px. It lands at 1.0s, which is the next t=0. While airborne it uses a running pose. A soft black oval shadow (radius 30·(1−height/140) px by 7px, opacity 0.35·(1−height/120)) stays on the ground under the feet. Scale and squash are always anchored at the feet (bottom center). The effect: On landing (t=0), spawn 6 pixel dust puffs, 3 on each side of the landing point, and animate them for 0.42s with q = t/0.42. For side s = −1 (left) or +1 (right) and puff j = 0, 1, 2: x = landingX + s·(16 + (26 + 20·j)·easeOutCubic(q)) and y = groundY − 6 − (4 + 7·j)·easeOutCubic(q), so the puffs slide out and drift up. easeOutCubic(k) = 1 − (1 − k)³. Radius = (9 + 4·(2 − j))·sin(π·min(1, 0.25 + 0.9·q)), so the inner puff is 17px and the outer one 9px at full size. They swell fast and shrink to nothing by the end. Draw each puff as a chunky pixel disc built from horizontal 3px rows, with its center and half-widths snapped to a 3px grid. Color: the innermost puff (j=0) is #F2E2CC and the other two are #C9B39A. Opacity = 1 − q², so they stay solid and then vanish quickly at the end. Draw the puffs in front of the hero. Delete all 6 puffs after 0.42s. Every landing spawns a fresh set, so nothing needs resetting. Make it a reusable effect with its numbers exposed as parameters, triggered by one call (for example on hit, on pickup or on landing). Use my engine's normal tools (tweens, timers, particles, shaders). If you don't know which engine I use, ask me first.
Full prompt in the pack
Full prompt in the pack
Full prompt in the pack
Full prompt in the pack