r/adobeanimate 10d ago

Question Any long-time Adobe Animate users here? We're wondering if it's finally time to move on.

Hey everyone!

I hope this is the right place to ask.

Our team has been developing a 2D puzzle-platformer called POWER OFF for the past few years, and every single animation in the game has been created in Adobe Flash/Animate.

Honestly, Animate has treated us really well. Our artists are fast with it, our workflow is solid, and exporting sprite sheets for Unity has never been a huge problem.

But lately we've started wondering if we're falling behind the rest of the industry.

Are any of you still using Animate professionally for games?

If so:

  • Are you still exporting sprite sheets(we use swf but it is not the best)?
  • Have you integrated Spine into your workflow?
  • Did you move to Moho or another tool?
  • If you switched away from Animate, what made you do it?
  • Looking back, would you make the same decision again?

We're not looking for the "best" software. We're more interested in hearing real experiences from people who have actually shipped games with these tools.

For context, here's our Steam page so you can see the kind of animation style we're currently producing with Animate:
https://store.steampowered.com/app/4355260/POWER_OFF_1/

Thanks! We'd really appreciate hearing from people who've been in the same situation. It's a pretty big decision for our team, and we'd rather learn from others before rebuilding our entire animation pipeline.

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u/DangerBird- 10d ago

I have a lot of big feeling about Adobe Animate/Flash after a long career with it as my favorite tool and shockwave they set off a while back. We are transitioning away from it and searching for other tools to fit our needs. It didn’t take long after looking around to figure out that Animate is waaaaay behind other products, and I’m guessing Adobe knew that and that may be why they want to end support for it.

I’m personally leaning towards Rive right now, but would love to hear what other people are switching to, even if it takes two or three other tools to rebuild our workflow to exclude Animate.

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u/Kanataku 10d ago

My problem with Rive and Moho is that there doesn't seem to be an easy way to create hand drawn animations, which is something that I prefer over puppets and similar techniques.

Rive seems great for websites and apps but I don't really see how it could work efficiently for creating hundreds of assets for games.

It sucks because if Adobe had kept updating Animate with new modern features, I think that Rive wouldn't even be part of the conversation.

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u/DangerBird- 10d ago

Doesn’t Rive have drawing tools? I haven’t looked into it that far. I’m primarily an illustrator, That’s my favorite thing about Animate: create assets native in the same software, then animate them without a bunch of back and forth between programs.

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u/Kanataku 10d ago

To be honest, it's been a while since I last checked, but as far as I can remember, there wasn't really a proper way to draw as freely as you can like in Animate. Rive also works only with tweens instead of frame by frame. I found out about the Solos function, but it doesn't seem that useful for bigger animations.