How to use pixel art sprite sheets
Understand the PNG, animation JSON and frame timing before importing an effect.
Two files, one animation
Download both the transparent PNG sprite sheet and its JSON metadata. Keep them in the same folder without renaming the PNG: the JSON references that filename.
Reading the layout
The JSON uses an Aseprite-style atlas layout. Each entry in frames contains a frame rectangle and its duration in milliseconds. meta.pixelfx adds the intended FPS, loop flag, frame size, number of columns and pivot in pixels.
Importing into an engine
Use an importer that supports the Aseprite JSON atlas layout, or slice the PNG into the frame dimensions listed on the effect page. Play frames from left to right, then move to the next row. Set looping according to the effect metadata.
Keep the pixels sharp
Use nearest-neighbor texture filtering and, where possible, integer display scales. Keep the pivot consistent across animation frames. The transparent PNG contains the effect, without the preview checkerboard.
Check the fit in your game
Import behavior varies between engines and importers. Test the timing, transparency and pivot in your own scene. Character-bound status effects can contain pixels shaped for the stock dummy and may need adaptation for a different character.