UI Packs

Sumi HUD Bars — health, mana and stamina

16 ink wash HUD bar sprites: standard, slim and vertical frames, three glossy fills in each, plus segmented, ghost and shield variants. SVG plus transparent PNG.

  • ui
  • svg
  • transparent png
  • hud
  • health bar
  • progress bar
  • nine-slice
  • cel shaded
  • ink
  • dark ui
  • action
Three horizontal game status bars stacked on a checkerboard background, filled to different levels for health, mana and stamina, with a segmented 9-notch bar and three smaller bars beneath them
1600×880 previewtransparency shown as checkerboard

About this pack

Glossy bars at 24px. The comic sibling uses flat bands because a printed page has no specular; a wash has a wet surface, and the hard split of the gloss variant reads as that without ever becoming a smooth gradient.

The frame is a nine-slice with 9 px end caps, so it stretches to any width without the ends deforming — a full-width boss bar and a 40 px enemy nameplate bar use the same file.

The fills are separate sprites rather than baked into the frame, which is the part that matters in practice: you scale the fill's width from zero to full and the frame never moves. Each fill splits at the halfway line with a hard edge rather than a gradient, which is what reads as glass without costing a single soft pixel at 1x.

There are three colours, one per resource: health, mana and stamina. They are spaced apart in brightness as well as hue, which is the part that survives a greyscale screenshot and the most common forms of colour blindness. A set tuned to identical lightness looks balanced in a swatch row and collapses into one grey block on screen.

The segmented variant adds 8 notch lines over the same frame, for games that count discrete pips — hearts, charges, ammo — rather than a continuous percentage. It is a separate file rather than an overlay, so you can drop it in without changing your bar widget.

Three frame builds cover where bars actually sit: the standard bar, a slim one for enemy nameplates, and a vertical one, because a mana column is not a rotated health bar — rotating a nine-slice stretches its caps along the wrong axis. Each build has its own set of three fills.

Two overlay fills handle the states a single bar cannot show on its own. The ghost fill is hollow and dashed: it marks the segment just lost, so a hit reads as a change rather than a new number. The shield fill is hatched rather than tinted, because an absorb layer sits on top of the resource bar and a second colour there collides with the colour underneath it. Everything is included as editable SVG and as flat transparent PNG at 1x, 2x and 4x.

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Complete kit — SVG sources, PNG exports at 1x/2x/4x, licence and readme

Files included in this pack
FileFormatSizeDownload
Complete kit — SVG sources, PNG exports at 1x/2x/4x, licence and readmeZIP42 kB Get →
Bar frame, editable SVGSVG549 B Get →

How to use it

  1. Draw the frame first, then the fill on top with its left edge inset by the 9 px cap width; animating only the fill's width keeps the frame's ends perfectly still.
  2. In Unity, set the fill image to Image Type Filled with Fill Method Horizontal, or use a Sliced image and animate the RectTransform width — both work because the fill has no rounded corners of its own.
  3. In Godot 4, a TextureProgressBar with the frame as Under Texture and the fill as Progress Texture reproduces the whole thing with no code, and Stretch Mode set to Tile keeps the caps intact.
  4. For pip-style resources, use the segmented frame and snap the fill width to multiples of one nineth of the inner width so the fill edge always lands on a notch.

License

Creative Commons Attribution 4.0 — Free for commercial use. Credit required. Full terms · What this means in practice

Copy-paste credit line
"Sumi HUD Bars — health, mana and stamina" by Oğuzhan Girgin, licensed under CC BY 4.0 — https://www.colorosse.com/assets/2d/ui/sumi-hud-bars