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1393618 Posts in 67088 Topics- by 60035 Members - Latest Member: terrypippa

July 28, 2021, 03:09:24 PM

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TIGSource ForumsDeveloperArt (Moderator: JWK5)Graphic software for Spelunky
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Author Topic: Graphic software for Spelunky  (Read 1674 times)
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« on: October 09, 2020, 06:37:18 AM »

I’m unsure where this would fit but here goes.

As much as I like pixel art, I’d like to switch the graphics style. I want to practice drawing without a “grid” and be able to to scale my art which is troublesome with pixel art.

I’m used to using different frames for animation so I don’t know how to handle this with other software or even which software to use.

I googled and watched a documentary on Spelunky but can’t find what tool Derek uses...

Some examples:
Spelunky 2 (or HD).
Mostly what I’d like to go for. I don’t know what Derek Yu used. Some animations seem to involve simply moving part of the animation as opposed to redrawing the whole thing. It doesn’t seem to be strictly a sprite sheet so to speak.

(I know cuphead is special in the sense that it uses traditional medium for the original animations but they were integrated digitally at some point. This looks like traditional frame-by-frame.


Darkest Dungeon. This seems like skeletal animation for the idle stance for example or walking sequence. I don’t know how this integrates into a game engine however... is it natively supported by the engine as opposed to being integrated?
Keep in mind that I use GMS 2 so the software suggested should be compatible.

If possible I’d like something which is easy to use/user friendly and not thousands of dollars.

Thanks a lot!

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« Reply #1 on: October 09, 2020, 07:05:27 AM »

I think something like Spine might fit the bill, for the animation. You illustrate parts of a character in relatively high def, arms legs torso head, etc. You'd also need to illustrate variants of body parts so that it doesn't succumb to the same fate a lot of Spine/2d skeletal games have, and look too stiff/inorganic.

I dont have any experience in it, but last I checked it works with GMS2.

Spine only takes care of the animation though. Illustrations pre-animation and which tool you use to make them is up to you. I think games like Spelunky use a combination of vector art and digital painting. I think Darkest Dungeon also used Spine (or something similar).

Cuphead is completely different, as you say. I think I saw a documentary where the animators didn't even use software half the time, but actual traditional onion skinning, and a legit rotating animator's table and lightbox.
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« Reply #2 on: October 09, 2020, 07:26:53 AM »

First of all, thanks for the reply.

I checked the software Spine and it’s affordable. I never stumbled unto it during my research. I’m under the impression it only supports “bone” animation however. While having the option would be nice, I imagine a combination of both frame by frame and bone would serve my purpose best.

I’ve watched videos on YouTube and read compilations and a few keep coming back.

Toon Boom Harmony seems to be the golden standard but it’s also pretty expensive (to me anyway). I might go for it but I feel like I might overkill for a first foray especially considering I might not end up liking it. I’ve done that mistake before. Some feedback from other artists would be neat regarding how it’s used for games. It’s over 500$ CAN

Moho also seems to be a good option as it’s a lot more affordable.

Then there’s Krita which is free.

So this where I’m at now. Maybe I could try to contact Derek Yu directly about this...?


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