Pixel-art explosions, looping fire, smoke, shockwaves, debris, hit sparks and magic, made in your browser.
A rough guide: size the effect to your sprites. With 16 px characters, try a 16 to 24 px hit spark and a 32 to 48 px explosion. With 32 px characters, 32 px sparks and 64 px explosions. Bosses and big screen moments get 96 to 256.
Frames: 6 to 8 for a hit spark at 15 frames a second, so it's gone in about half a second, before the next hit lands; 10 to 14 for an explosion and about 12 for a magic burst, at 12 frames a second (12 frames is one second).
Colors: use your game's palette. Paste its hex list (from Lospec or anywhere, up to 32 colors) under Palette and every frame uses only those colors. Sheets export at 1×, at the size you picked, in one row up to 16 frames and eight to a row after that; the GIF scale only changes the GIF.
.tres (it comes with every sheet in the $5 version, and with the free samples) onto an AnimatedSprite2D's Sprite Frames and call play(); it plays once (the fire, smoke and aura loops repeat). Without it: a Sprite2D with the sheet as its texture, Hframes set to the JSON's columns and Vframes to its rows, then animate frame. Set Texture Filter to Nearest so it stays sharp.frame_width and frame_height in the JSON), and Apply.