Blog · page 10
More posts
Page 10 of 10 · 120 posts
120 results in Workflow
May 8, 2026·WorkflowSide-view battle character animation in RPG Maker
Side-view battle character animation in RPG Maker. Step by step, with the gotchas solo devs hit at 2 AM and the fixes that survive the second build.
May 8, 2026·WorkflowThe RPG Maker MZ character animation pipeline
The RPG Maker MZ character animation pipeline. A working overview for indie 2D devs — the real moves, the real numbers, no Adobe-suite buzzwords.
May 8, 2026·WorkflowState-machine character animation in Defold
State-machine character animation in Defold. Step by step, with the gotchas solo devs hit at 2 AM and the fixes that survive the second build.
May 8, 2026·WorkflowDefold mobile character animation
Defold mobile character animation. Step by step, with the gotchas solo devs hit at 2 AM and the fixes that survive the second build.
May 6, 2026·WorkflowExporting to Godot from a 2D character rig
Godots Skeleton2D + Polygon2D combo is criminally underused. Heres how to round-trip a Charios rig into Godot without losing animation data.
May 6, 2026·WorkflowAnimating 2D characters without an artist on the team
You can ship animated characters without an animator. The pipeline is: stock art for the source, mocap for the motion, light retouching for the polish.
May 6, 2026·WorkflowFastest way to prototype 2D character animation
Prototyping isn't production. The bar is "does this character idea read?" — not "is this animation finished?". The fastest path is one most teams overlook.
May 6, 2026·WorkflowNaming conventions for 2D character bones
Bone names look trivial until you import a third-party mocap clip and realize "LeftFoot" and "L_Foot" aren't the same string. Conventions matter.
May 6, 2026·WorkflowProduction-ready 2D animation export checklist
Before you ship an animated character, walk this checklist. Most production bugs are caught by minutes of review, not days of debugging.
May 6, 2026·WorkflowVersion control for 2D character projects
Animation files don't merge. Version control practices that work for code break for character pipelines. Here's what actually scales.
May 6, 2026·WorkflowHow to organize PNG layers for rigging
Layer organisation is half the battle. Get the cuts right, the names right, and the order right, and rigging is a five-minute job.
May 6, 2026·WorkflowSolo developer's guide to character animation
Solo dev animation isn't just "do everything yourself" — it's "do nothing twice". The pipeline that makes it sustainable looks different from a team's.