Super Pixel Effects Gigapack v3.0.0!

Super Pixel Effects GigapackSuper Pixel Effects GigapackSuper Pixel Effects Gigapackv3.0.0!v3.0.0!v3.0.0!

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Hey, everyone! I took a bit more extra time than I thought I would (sometimes I feel like the work expands to how much time I give it…), but tonight I’m here with a big milestone release for Super Pixel Effects Gigapack: Version 3.0.0!

Above, you can see the new effects in all their glory! All of the fire animations have a second smoke-free version, only the smoke versions are shown above. There is also a brand-new sci-fi boost effect, and you finally get to see the thorns animation for the first time! I had a lot of fun with that one. The color variants of it are also really cool. Also making their debut is a new type of smoke effect: Looping smoke! They’re great for damage effects, ongoing dust effects, or maybe even as RTS building construction effects.

Ready to get it for your game?

Super Pixel Effects Gigapack v3.0.0 can be downloaded from its dedicated Patreon page.
This download is currently available to $5+ patrons.

The free version is available here. Try it out!

Not into Patreon? Never fear- The Gigapack can also be purchased below!

What’s Next?

I’ll be hard at work on new Gigapack effects for you again this month! I’m going to try and do some spooky effects for later in the month closer to Halloween… Stay tuned.

I’m also in the planning phase of another asset pack project featuring items and icons, but I’m not sure on the timeline for it yet. I’ll let you know when it’s ready to share!

Here’s my tentative schedule for October:

That’s all for today! Have an idea for an effect that I haven’t done yet for the Gigapack? Drop me a line via my contact form and I’ll add it to my idea list! Thank you for your support- Looking forward to drawing lots more.

-Will

WIP Wednesday: September 23, 2026

WIP Wednesday:WIP Wednesday:WIP Wednesday:September 23, 2026September 23, 2026September 23, 2026

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Hey, everyone! I’m here once again for Work-In-Progress Wednesday! Let’s jump right in with some effects for the next Gigapack update.

Heating Things Up!

In this update, I’ll be adding several new fire effects! The fire category has needed some love for a while, so it was time to heat things up. Similar to some of the lightning strike animations which had an impact version and an impact-free version, the new looping fire animations will come with two versions: With smoke, and without smoke.

If the above fire animation looks familiar, that’s because we’ve seen a little bit of it before! This fire animation was part of the fire spell included in Super Pixel Fantasy FX Pack 2, but it never had a looping version. I’ve also taken the opportunity to clean up the animation a little bit and make it smoother.

There’s also a second version of it, with a more horizontally-balanced (but not quite symmetrical) flame. Stylistically, I really like drawing fire with a bit of a slant, but I know the importance of having it more balanced! I feel like this one would work great as a roaring campfire or as a dangerous in-game hazard… Or even a projectile!

Corgi Meet-Up!

About a week and a half ago, Zephyr and I went to a corgi meet-up together! My folks came along as well. We had an awesome time!


Above: Me and Zephyr in front of the event banner!


Above: Zephyr making some new friends just her size!


Above: A wider shot of the event, so you can get a sense of the scale. It took place in a very nice open area. I heard there were about 300 dogs total!


Above: Competitors getting ready to race! We might have to enter Zephyr next time…


Above: Zephyr found a car built to her scale!


Above: The event location had a beautiful sunflower field!


Above: My favorite picture from the corgi meet-up: Zephyr in the sunflower field!


Above: Special thanks to my mom and dad for coming along and making it a fun day! As you can see, my dad wore his finest attire.

That’s all for today- I’ll see you either Friday or sometime this weekend with the effects pack update! The animations are going well, but it might take me an extra day or two to finish up. Looking forward to seeing what you’ll make with it!

-Will

WIP Wednesday: September 16, 2026

WIP Wednesday:WIP Wednesday:WIP Wednesday:September 16, 2026September 16, 2026September 16, 2026

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Hey, everyone… I’m back from vacation! I took last week off and had a genuinely relaxing week. Now I’m getting back to pixel art, and drawing/animating the new effects for Effects Gigapack v3.0.0.

WIP Upcoming Gigapack Effect

Here’s a sneak peek at a work-in-progress effect. No animation yet, but lots of sprite detail to appreciate:

These lovely vines will be part of a “thorns” fantasy spell! I’ll be drawing at least one more, and that should be enough variety for the effect. For the animation, I’m planning on having them erupt out of the ground, stick around for a moment, and then retract. Don’t step on these pointy plants!

What Did Will Do On Vacation?

Glad you asked! Last Wednesday, Zephyr and I went to Afton, MN and visited the marina and a public park. Here’s the corgi pics, as promised!


Above: How the day started! The drive isn’t long, and is good car-ride practice for Zeph!


Above: Arrived in Afton, and we’re overlooking the marina!

Hit “Continue Reading” for more!

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WIP Wednesday: September 2, 2026

WIP Wednesday:WIP Wednesday:WIP Wednesday:September 2, 2026September 2, 2026September 2, 2026

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Hey, everyone! I’m here tonight for the first Work-In-Progress Wednesday of September. I’m excited for Fall! Here’s what I’ve been working on lately:

Road to Effects Gigapack v3.0.0

Above, check out the first completed effect for Super Pixel Effects Gigapack v3.0.0! This is a sci-fi charge-up effect, and I wanted to make it have a little more character than previous charge-ups. A swirling vortex of energy combined with frequent lightning bursts makes for a volatile, powerful-looking charge!

Atmocopter Experiment: Charge Boost

Speaking of “charge”… I continued working on Atmocopter a little bit last week following 2D Con, and tested out some new moves for our intrepid little copter-bot that should help him out in future missions. Let’s have a look!

Hit “Continue Reading” for more GIFs and the full post!

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Super Pixel Effects Gigapack v2.9.0

Super Pixel Effects GigapackSuper Pixel Effects GigapackSuper Pixel Effects Gigapackv2.9.0v2.9.0v2.9.0

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Hey, everyone! I’m here this weekend with Super Pixel Effects Gigapack version 2.9.0! This is a smaller and simpler update since I was pretty wiped out from the convention, but I’m bringing four new effects today:

This time we’ve got a brand-new impact animation, along with three useful symbols: Attack up, defense up, and magic up! Like some of my other symbols, they have appear/shine/disappear sequences, so feel free to adjust them on your end as you need. Maybe you want it to shine more than once, or maybe you don’t need it to shine at all, or just want the appear part. It’s up to you!

Ready to get it for your game?

Super Pixel Effects Gigapack v2.9.0 can be downloaded from its dedicated Patreon page.
This download is currently available to $5+ patrons.

The free version is available here. Try it out!

Not into Patreon? Never fear- The Gigapack can also be purchased below!

What’s Next?

Next up will be the big one: v3.0.0! I’m really excited to bring you a lot of effects for this milestone, and I’m really gonna try and push up the animation quality and detail. Wish me luck!

Here’s my tentative schedule for September:

I’ll be on break from Sept. 7 to Sept. 13! I’m excited to have a little time off- This summer was really busy with pixel art and work on Atmocopter. Planning to read some Berserk, catch up on some Mega Man comics, play some games (haven’t decided which yet!), and of course have a fun time with Zephyr (my dog)!

After v3.0.0, I have a bit of freelance work to do in late Sept, and then we’ll be back to regular updates in October. Looking forward to what’s coming up next!

See you on Wednesday with some new work-in-progress goodness… Already got some cool stuff I’m itching to show off!

-Will

2D Con 2026 Postmortem + What’s Next!

2D Con 2026 Postmortem2D Con 2026 Postmortem2D Con 2026 Postmortem+ What’s Next!+ What’s Next!+ What’s Next!

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Hey, everyone! I’m back from 2D Con! I missed WIP Wednesday last week because I was so busy preparing, so I thought I’d write up an early postmortem of my experience at the convention for you.

2D Con!

2D Con was an incredible three whole days of indie game action down in Bloomington, Minnesota. I brought Atmocopter (the game I’m making) there again this year! I’m a bit of a convention veteran at this point- I started demoing games at conventions waaaaay back in 2014, and have pretty much never stopped aside from a hiatus during the pandemic. I always get a lot out of them, and it’s endlessly fascinating to watch players both new and old play my games. I had steady traffic at my table throughout the convention, and got lots of great feedback!


Above: My station at 2D Con 2026. Since VGM Con, I swapped out my laptop for a second mini PC and TV, and added a small “Proudly AI-Free” sign, because I think it’s important to take a stand.

To help charge up my motivation engine, I use conventions as pseudo-deadlines or milestones, and set out lofty goals to complete by convention time. I always bite off a little more than I can chew, but that’s intentional! I didn’t get a new world or new levels in the game in time for the convention, but I did get the first iteration of Mission Control (part of the hub world) in, and I got it integrated with the main game loop.


Above: Mission Control’s main feature, a holographic projection machine. The camera zooms in on it and it displays a list of missions to select.


Above: A new NPC and brand new dialogue system!


Above: The dialogue system supports user choices.


Above: A second NPC! I love his design. His dialogue is WIP so I made his temp dialogue fun.

I was also able to add two NPCs: Noggin and Orbert! With the addition of a dialogue system, they can also talk. I also learned (perhaps re-learned) an important lesson: Players don’t read. Or rather, they won’t read, if reading isn’t necessary for progression. Mission Control may be integrated with the game loop, but it’s not really integrated until I give the player meaningful stuff do to there. That’s a good lesson to learn as I flesh out the world outside of the levels, and I’m going to have to keep it in mind. World-building through optional dialogue is important of course, but it’s not for everyone. Quests, shops, and plot progression, on the other hand, will help to really tie Mission Control and the greater hub world in with the rest of the game in meaningful ways.

Hit “Continue Reading” for LOTS more pics and GIFs!

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WIP Wednesday: August 12, 2026

WIP Wednesday:WIP Wednesday:WIP Wednesday:August 12, 2026August 12, 2026August 12, 2026

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Hey everyone! Hope you’re doing well and enjoying the summer. I’m here for another Work-In-Progress Wednesday all about Atmocopter! I have a couple cool new things to share:

New Area: Mission Control (Command Room)

The command room of Mission Control is sort of the main room of the game. It’s where you’ll select your next level, and because it’s so important I wanted to really make it something special. When you talk to a NPC in this room (yet to be added), you’ll be able to activate a projector in the background. It rises up and turns on, revealing a holographic display.

Next I want to make it so the camera zooms in on the holographic display somehow and transitions your view to a level select screen. Here’s a static close-up so you can see some of that good pixel art detail:

It’s definitely the coolest set piece I’ve done so far!

New Enemy: Malnimbus

Still very much a work-in-progress, the Malnimbus (“bad cloud”) enemy hides behind dark clouds, with only its eyes peeking out. The dark clouds are different than the light clouds elsewhere in the game- They absorb your attacks, protecting the enemy underneath!

The advanced features of the enemy aren’t implemented yet, but when you destroy all of its clouds it will get angry and rush forward towards you like a missile, blowing up when it hits a wall. Additionally, if you have a fan, you’ll be able to blow the enemy’s clouds away. If Malnimubus has its clouds blown away like that, it will drop down to the ground in shock and explode, defeating it just like that!

That’s all for today- I’ll see you next time with the last WIP Wed before 2D Con, and then after the convention I’ll bring you a convention postmortem and then we’ll be back to pixel art updates in the last week of August. See you again soon!

-Will

WIP Wednesday: August 5, 2026

WIP Wednesday:WIP Wednesday:WIP Wednesday:August 5, 2026August 5, 2026August 5, 2026

This post is also available on my Patreon. Join up and get pixel art for your game!

Hey again everyone, I’m here for Work-In-Progress Wednesday! There’s just a little over two weeks left for me to work on Atmocopter before I show it at 2D Con, so it’s time to put game development into overdrive. Here’s what’s new and what I’m planning to work on in the next two weeks:

New Feature: Level Palette Swaps

The terrain color of each level is now unique:

Changing the color of each level is something I’ve been meaning to get in the game for a while! The original version of Atmocopter had this as well, and now the new version has finally caught up. This is achieved via a palette swap shader. The original version of Atmocopter used hue-shifting, which was tricky to get right and never looked perfect. This time, I’m manually defining the palettes so they look nice. The way it’s set up, I should also be able to do some cool effects like changing the palette at runtime, perhaps for day/night effects in certain areas.

Editor Upgrades

SparkBolt Studio needed some upgrades in order to do some of the stuff I need it to do right now.

  • Tileset Import
    Believe it or not, I forgot to put in a way to import a tileset. The tilesets currently in the project file got there via import from the Tiled format, so I needed a quick way to add new non-Tiled tilesets.
  • Tileset Swap Filter
    This is really cool. With just a few clicks, you can swap any tileset with any other tileset of the same size and layout! I have a scene full of room templates, so I’m using it on that as I start building a new area.

Hit “Continue Reading” for more work-in-progress goodness!

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Super Pixel Effects Gigapack v2.8.0

Super Pixel Effects GigapackSuper Pixel Effects GigapackSuper Pixel Effects Gigapackv2.8.0v2.8.0v2.8.0

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Hey, everyone! I’m here tonight with Super Pixel Effects Gigapack version 2.8.0! This update brings five new effects:

In addition to the “alert” and lightbulb symbols you saw on Work-In-Progress Wednesday, there are three new effects: A fantasy “dispel” spell, a fantasy “heal” spell, and a sci-fi muzzle flash. You could also use the muzzle flash as a boost or dash effect!

Ready to get it for your game?

Super Pixel Effects Gigapack v2.8.0 can be downloaded from its dedicated Patreon page.
This download is currently available to $5+ patrons.

The free version is available here. Try it out!

Not into Patreon? Never fear- The Gigapack can also be purchased below!

What’s Next?

Here’s my tentative schedule for August:

The next Gigapack update will be at the end of the month, to give me time to work and focus on Atmocopter ahead of 2D Con. It will still include five new animations, but they’ll be a little simpler. After that, I’m planning a big update with a lot of juicy animations in September for version 3.0.0 of the Gigapack!

I’ll be in touch next Wednesday with more Atmocopter progress. Stay tuned!

-Will

Mini-WIP Wednesday: July 29, 2026

Mini-WIP Wednesday:Mini-WIP Wednesday:Mini-WIP Wednesday:July 29, 2026July 29, 2026July 29, 2026

This post is also available on my Patreon. Join up and get pixel art for your game!

Hey, everyone! I’m here tonight with a mini edition of Work-In-Progress Wednesday!

Work is continuing on Atmocopter and SparkBolt Studio, so today I’d like to share a sneak peek of effects coming your way this Friday.

These two symbols will be part of the next Super Pixel Effects Gigapack update! The alert symbol could be used as part of a boss intro, or to indicate that the player is in grave danger. The lightbulb symbol is a little more niche, but perfect if you have a character in your game that gets a “eureka moment” and has a great idea! It could also be useful for a little juice when your game displays a tip or hint.

Some fantasy effects will also be coming your way- Stay tuned!

-Will