Phil Larsen
779 posts


It’s not impossible! Just use Rive!
Rive@rive_app
The Impossible UI Challenge is live on @contra. Build with Rive, win $10K in prizes. Meet the judges: ⚡️ @ericjordan — founder of @2Advanced, whose Flash sites inspired a generation of designers ⚡️@leebrimelow — Adobe Flash evangelist and creator of gotoAndLearn ⚡️@gskinner — built some of the most technically ambitious Flash work ever made
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@hunterhammonds @WeAreOffMenu @iampetrknoll Fun site! The rotation interface is interesting.
The delay/easing on the mouse cursor is a bit distracting.
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@rive_app @guidorosso Please roll back the UI update for collapsed layers. Layers are harder to identify when collapsed because they now all look the same.
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@TomAccoDesign @rive_app Awesome! I just set up a limited flutter environment for myself to test on my devices. Super helpful for seeing end environment experience.
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I built a free iOS app to preview @rive_app animations on a real device.
Load .riv files from URL or device, test inputs, data binding, artboards, fit modes, and debug live.
Would love your feedback.
Download here 👇
apps.apple.com/il/app/riv-fil…
#rive #motiondesign #iosdev
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Here's a little value/volume slider that leverages Scripting in @rive_app to help "repel" the vertical lines closest to the ellipse (there's an "x" property for the repulsor that I'm binding to the x position of the ellipse/group). Fully customizable, pretty slick!
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@AshleyBest @RIVE Thanks! I've been trying to get Claude to work better with the script outputs. Lots to learn
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@LarsenPhil @RIVE Hi Phil, sorry for some reason I didn't get a notification of your comment!
I think I used around $26 credits in total. But I did use some other A.I. tools along the way too.
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My submission to the @Rive Scripting Challenge on Contra!
DRIVE 🚗💨
A physics-based, top-down driving game prototype built with Rive scripting.
The vehicle is fully simulated in-engine, featuring responsive steering, acceleration, drift, inertia, collisions, angular momentum, exhaust emissions, tyre tracks, and a toggleable reverse gear.
The car accelerates towards your cursor, creating a surprisingly expressive and tactile driving feel.
The project supports multiple vehicle instances and is designed with multiplayer in mind.
All within a single Rive file weighing ~500kb! 🤌🏻
Links in the comments!
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@radbar_1 Really appreciating the threaded progression here. It's cool to see the different checkpoints
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This is my first attempt to built game experience with scripts.
I am 5-6h in, all the game logic is in place: physics, damage, in game notifications, movement. All data binded and stuff
That would take days without scripts, some elements wouldn’t be possible at all.
If I had a week for the project I have 4 days left purely to work on visuals. How cool is that
Agent most time works flawlessly. I had one hiccup where I knew something could be done but struggled to get the result
I spent $60 so far
I would expect less, I believe I could trim it by 30% if I had a better plan what to build but when some „what if” kicks in the credits go fast
Overall it’s almost to easy, such complex thing done effortlessly. Future is bright for @rive_app
Bartek Radziejewski@radbar_1
That was quick! Pass 3 What's new: - terrain generator based on noise - terrain damage with particles - custom animations (backflip on damage, idle) - health bar with hit info - animated wind indicator @rive_app
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UI/UX Tip of the day
When designing a mobile app and you get confused about what screen size to use, I recommend you use 390 × 844 (iPhone 14/15) as your base frame.
Why it works IMO
- 390px width is the most common “safe middle” today.
- It’s not too small (like older iPhones)
- It’s not too big (like Pro Max models)
- Most Android devices use responsive layouts, so when developers build with constraints (Auto Layout), a 390px design can translate well
When you shouldn’t use it (390 × 844) as your base mobile UI frame
👉 If it is an Android-only app, start at 360 × 800
👉 Designing for a much older audience first
👉 If it is a tablet-first app
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@radbar_1 How many credits have you used to achieve this from the previous state?
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Re-building WORMS
Pass: 2
-Terrain damage,
-Wind (you can basically throw a grenade and it will boomerang back to you, so worms),
-Worms move within set time constraint (ie. 5s),
Game already uses some of my custom placeholder components instead of script-generated, time to spend more time on that
@rive_app
Bartek Radziejewski@radbar_1
Re-building WORMS game 1st pass, some of the physics and mechanics already in place @rive_app
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@piyushkacha75 @rive_app This is impressive. Did you build out the artboards and coach it on the structure?
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@IvanAtlas_ Did you use scripting for the particle effect entirely, or is it animations you did with the randomization being controlled by the particle effect?
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Uh-oh something is coming soon 🫣🤩🔥 @FlutterDev @rive_app @WearOSbyGoogle #flutter #rive #gemini #androidwear #watchfaces
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