This is what the Addon SDK is for.
I know the example RIVE games in the link below are all doable in C3, and C3 actually would be easier to build these, however how does C3 move towards future of vector json animation?
rive.app/@zarrad.hichem
I'm a no-code student, C3 fan (have probably brought hundreds to C3 through my world wide work and advocacy) appreciate your patience, what am I missing Ashley to easily get my RIVE interactives to work with C3? Could you do a simple step by step work around for the time being, for us non-programmers, while we find a dev to hire to make an addon?
How do I take a RIVE animation and get it to just run in a C3 app?
rive.app/runtimes
I have a storybook app I've been working on and just need to integrate my RIVE animations.
I've made the animations in PNG format, and the total size in debug mode is over 2.5gb after the animations, music, sfx, scenery is added for just one of 7 characters.
RIVE has this down to under 7mb so far without the sequence lag and pixelated effects from png/gif animations, just rich, full color vector art/animations.
Working Demo Template (with construct 3):
familylifestudios.com/goodnightforest
With just the bear animations (png sequence) and a few audio files, it's over 2.7gb. Thats not including all other 7 character animations :D
I've not been able to understand as of yet, how C3 optimizes image sequences, where it takes this massive 2.7gb and compresses it to an exceptable size for IOS / Android app submissions. RIVE just seems like a no-brainer solution to no-code statemachine driven interactives.