Here’s an example image using this sprite sheet

In addition here’s the .tscn file, which contains all the properties I talked about, with some extra for flavor. anim_offset_max and particles_anim_h_frames
[gd_scene load_steps=5 format=3 uid="uid://cxh2etmamltgf"]
[ext_resource type="Texture2D" uid="uid://if7d20ulwbw" path="res://Particles/Spritesheets/th-2613382868.jpg" id="1_4310u"]
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_nffxd"]
emission_shape = 1
emission_sphere_radius = 5.46
gravity = Vector3(0, 1, 0)
hue_variation_min = -0.26
hue_variation_max = 0.53
anim_offset_max = 1.0
turbulence_enabled = true
turbulence_noise_speed = Vector3(10, 8, 20)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_mnovo"]
blend_mode = 1
shading_mode = 0
disable_ambient_light = true
disable_fog = true
vertex_color_use_as_albedo = true
albedo_texture = ExtResource("1_4310u")
billboard_mode = 3
particles_anim_h_frames = 15
particles_anim_v_frames = 8
particles_anim_loop = false
[sub_resource type="QuadMesh" id="QuadMesh_2j20m"]
material = SubResource("StandardMaterial3D_mnovo")
[node name="WordTest" type="Node3D"]
[node name="GPUParticles3D" type="GPUParticles3D" parent="."]
amount = 50
lifetime = 8.0
visibility_aabb = AABB(-5.71641, -5.822, -6.15948, 10.2931, 13.9946, 12.3691)
process_material = SubResource("ParticleProcessMaterial_nffxd")
draw_pass_1 = SubResource("QuadMesh_2j20m")
