Boxels's Forum Posts

  • 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.

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

    defold.com/extension-rive

  • 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.

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  • 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.

  • 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

  • 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.

  • 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.

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

  • We need a RIVE plugin. When Ashley :D

    rive.app/game-ui

    Tagged:

  • Hi. You have too big frame resolution and too many frames for a smooth picture.

    You can upload your bear in parts and animate it through the timeline.

    And even if you watch the result on a screen with a higher resolution like 2k or 4k in such simple images there is no difference in sprites 512 and 1024 and 2048 there are no small details like hairs or pips or skin folds that will be soapy, your sprites will look great.

    Thank you for this feedback. So rather than animate outside of Construct3, you are suggesting exporting each part and animating within C3?

    How would I animate say, the face moving around? I'm an animator and use outside software, but am not sure how I would achieve animation results within C3.

    Thanks!

  • I'm making a children's book app. I have a bear I've animated in CTA5. Its massive at 1080 x 1920. Just this one animation makes the game 1GB in size.

    I've not been able to find help (I'm used to rendering in 4k for video :D ) on how to animate my characters without the massive size. How do I make/animate a vector character with low footprint size for my C3 apps?

    Is there a size tutorial, theory, that helps one understand how to animate to optimize for the game size? Even if I shrink the assets in my animation software, its still massive.

    How can I use SVG graphics from illustrator, to have smaller footprint size on animations.

    I have 8 characters to animate 8 sequences each. Just the png transparent exports on one of these characters, optmized and sized down is almost 500mb..., I've got 64 more to go, and I'm already at 500mb in size...

    Please help. The attached image shows 1805 MB and I've only replaced one of my placeholder characters with one sequence of 8 animations, and have 8 more characters X 8 sequences to go.

    How do I approach this in C3?

  • Need Construct 3 multiplayer game dev to help us build a hexa game.

    If you are that dev, please reach out, show us work you have done, portfolio.

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  • ...Construct 3 Export to Xcode, running on iOS 11.2

    Can you give us noobies a how to on what to do in xCode to get it ready for the app store once it is opened in xCode?

  • Hi, I've been around for some time, used Construct 2 some while ago, now using Construct 3.

    How do we (or is there a tutorial) take our construct 3 project from Construct 3 to our Apple Itunes Connect account for submission, step by step (for still learning noobies)?

    I have not found any help yet on this forum with searching for the same solution .Thanks!