Up until pretty recently I've been working with Unity, using the fancy pants plugin 2DToolkit. One thing I loved about 2dtk was that it had a screen where you would plan out your animations which was reading in realtime from a PSD file - so what I would do is just draw out all my frames into the PSD file while running and jumping with the animation in my game. Seeing the instant live feedback in game was a huge time saver during game jams.
Now instead of Unity I'm using HaxeFlixel (flash), which is a fantastic framework. However, my current workflow is driving me insane. It goes something like this:
1) Start a new row of 32x32 blocks in photoshop
2) Sketch out a very rough idea of what the animation will be. Fiddle with layers for a bit to get a mock-view of the animation
3) Save PSD, then save a separate .png file.
4) Open flashdevelop, compile and run, then move around in the game and check the animation.
5) Close swf file, go back to photoshop, move a few pixels
3) Save PSD, then save a separate .png file.
4) Open flashdevelop, compile and run, then move around in the game and check the animation.
5) Close swf file, go back to photoshop, move a few pixels
It's a terrible workflow. I find I can usually get decently far with just fiddling with the animation frames in photoshop, but eventually you need to test the animations in the game itself.
So I'm curious - for those doing 2D artwork how do you build out your animations without rebuilding the game every 5 seconds? Are you lucky enough to be using engines that have more real-time feedback? How do you manage longer animations?