Hi @xman544 ,
It works the same in 2.8x, however, I suspect you’re missing 1 thing. There’s several ways to create the actual groups but it sounds like you’re already halfway there so here’s a little bit of a checklist rather than trying to explain all the different ways of doing that.
-Make sure the name of the vert group matches the name of the bone exactly.
-Make sure the bone is set to actually deform (this is enabled by default when the bone is created)
-On the Mesh object, you need to have an armature modifier (with the correct armature in the settings)
-Parenting isn’t actually needed for it to work but it’s a good idea to parent the mesh to the rig. (this is the step that can automatically add the armature modifier to the mesh which sometimes gets forgotten)
Hope that helps.