RIVE integration

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Web3 Integration
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  • We need a RIVE plugin. When Ashley :D

    rive.app/game-ui

    Tagged:

  • Agree! Since Rive offers a free option, I think that integrating it with Construct would be very beneficial. I was surprised to see that even Defold supports Rive files and animations.

  • Looks great, would be nice to have.

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  • Ashley how might I get someone to make a RIVE plugin so we can use them in our C3 apps?

  • This is what the Addon SDK is for.

  • This is what the Addon SDK is for.

    Thank you. It's so foreign to me, where can I hire someone to make a plugin using that SDK addon. I can't seem to find anyone yet on fiverr.

  • On the Construct Community Discord there are a bunch of addon devs and we have an offer channel.

    But you can probably make an offer here on the forums as well.

  • We also have the Construct Community Collective where addons can be crowdfunded. A few ones like The FMOD addon, the open sourcing of 3dObject etc. have been funded that way.

  • Thank you fedca

    discord.com/channels/116497549237551109/1308807510353776743

    Please post any insights as I'm not completely qualified to know exactly what is needed, just enough to know its been done with Bubble.io and Flutter Flow. Bubble.io addon is intuitive.

  • We also have the Construct Community Collective where addons can be crowdfunded. A few ones like The FMOD addon, the open sourcing of 3dObject etc. have been funded that way.

    any idea how to reactivate RIVE project to back?

    opencollective.com/construct-community/projects/rive

  • 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.

  • Just a playable demo using RIVE...

    rive.app/community/files/14601-27952-nightynight-story-book-app

    I want to integrate this into C3 project where I can use the runtime events in RIVE with C3 event sheet. A perfect combination... only this RIVE project is under 8mb with two unoptimized audio files, compared to the gigabytes of data using the same transparent imagery directly in C3.

  • Others are supporting RIVE, would it really take a ton to integrate?

    defold.com/extension-rive

  • It’s just a lot of work and maintenance with not much to gain.

    As is it’s probably simple enough to use some JavaScript to load the rive library and have its own canvas on top of constructs canvas. Is that integrated? I’d say no, just construct and rive stacked on top of each other.

    To make a plug-in there is a fair amount of work to create the properties/consitions/actions/and expressions. Plus if rive uses some other data types besides numbers or strings the plugin will have to implement a system to deal with that. Another big thing is having rive objects render with constructs renderer. As is construct’s renderer isn’t super feature rich so it likely cant render everything rive needs. Solutions include rendering to its own image and copying that over to a texture, but that memory transfer will be a performance hit. The other option is to try to use webgl and/or webgpu directly and still play nice with constructs renderer. The second way will require long term maintenance as it would be fairly sensitive to any updates constructs renderer has.

    That’s just to interact with rive and get it to render in constructs canvas. Tighter integration will require more work resolving differences. And should you want it to interact with other construct features more will be more work on top of that.

    Overall there will be a fair amount of connecting code to integrate them. So it’s a long term project unfortunately.

    You can look at plugins for Spine or Spriter to get a general idea of what kind of integration you’d get with something simpler.

  • It’s just a lot of work and maintenance with not much to gain.

    indeed, what devs are telling me so far, darn it! :D

    As is it’s probably simple enough to use some JavaScript to load the rive library and have its own canvas on top of constructs canvas. Is that integrated? I’d say no, just construct and rive stacked on top of each other.

    yeah... thats what I'm discovering.

    To make a plug-in there is a fair amount of work to create the properties/consitions/actions/and expressions. Plus if rive uses some other data types besides numbers or strings the plugin will have to implement a system to deal with that. Another big thing is having rive objects render with constructs renderer. As is construct’s renderer isn’t super feature rich so it likely cant render everything rive needs. Solutions include rendering to its own image and copying that over to a texture, but that memory transfer will be a performance hit. The other option is to try to use webgl and/or webgpu directly and still play nice with constructs renderer. The second way will require long term maintenance as it would be fairly sensitive to any updates constructs renderer has.

    That’s just to interact with rive and get it to render in constructs canvas. Tighter integration will require more work resolving differences. And should you want it to interact with other construct features more will be more work on top of that.

    Overall there will be a fair amount of connecting code to integrate them. So it’s a long term project unfortunately.

    appreciate the input and insights. its me being lazy not wanting to go through the Odin project to reeducate myself on the latest with javascript, react, nextjs... but the more I look for a solution in the no-code arena, the worse it gets...

    You can look at plugins for Spine or Spriter to get a general idea of what kind of integration you’d get with something simpler.

    thank you. yes. i will do that. it seems however that RIVE is the future of lightweight motion graphics, so it may be time to bag the no-code and go full stack dev or push hard into unity at this point.

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