Phil Larsen

779 posts

Phil Larsen

Phil Larsen

@LarsenPhil

USA Beigetreten Ekim 2012
199 Folgt51 Follower
George Pu
George Pu@TheGeorgePu·
Anthropic just pulled Claude Code from the Pro plan. Pro users wanting it need Max now. $100/month minimum. 5x jump. I'm on Max 20x so I'm fine. Flagging for anyone on Pro who's about to find out. No announcement. Just a pricing page edit.
George Pu tweet media
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Drawsgood
Drawsgood@drawsgood·
Looking at my huge backlog of books I need to read, I’m realizing if I could read faster, I could enjoy more books. Has anyone found any good resources or apps for increasing reading speed?
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Mark Lou
Mark Lou@markproduct·
Nano Banana + Kling 3 + Claude Prompt below ↓
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Hunter Hammonds
Hunter Hammonds@hunterhammonds·
Meet the new Off/Menu. Designed entirely in Claude Code 😘. Sorry, Figma! We tore apart the entire studio and rebuilt it around AI to do more of the work we love. Not less. And business is booming. Founders building at the frontier of AI turn to us to reach new heights. 👇 Enjoy the new site
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Phil Larsen
Phil Larsen@LarsenPhil·
@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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Phil Larsen
Phil Larsen@LarsenPhil·
@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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Drawsgood
Drawsgood@drawsgood·
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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Phil Larsen
Phil Larsen@LarsenPhil·
@AshleyBest @RIVE Thanks! I've been trying to get Claude to work better with the script outputs. Lots to learn
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Ashley Best 🏝
Ashley Best 🏝@AshleyBest·
@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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Ashley Best 🏝
Ashley Best 🏝@AshleyBest·
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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Drawsgood
Drawsgood@drawsgood·
"Ahh, yeah this is a fun interaction, but look at all those inputs. I'll spend some time converting it to DayuHHHHHOLD ON WHAT IS THIS???"
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Phil Larsen
Phil Larsen@LarsenPhil·
@radbar_1 Really appreciating the threaded progression here. It's cool to see the different checkpoints
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Bartek Radziejewski
Bartek Radziejewski@radbar_1·
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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Phil Larsen
Phil Larsen@LarsenPhil·
@Johnogaga4 For a much older audience what would be optimal?
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Gaga | Saas Product Designer
Gaga | Saas Product Designer@Johnogaga4·
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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Phil Larsen
Phil Larsen@LarsenPhil·
@radbar_1 How many credits have you used to achieve this from the previous state?
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Piyush Kacha
Piyush Kacha@piyushkacha75·
🎮 Just built a complete Isometric Tower Defense game in @rive_app scripting!
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Drawsgood
Drawsgood@drawsgood·
I shared a video of a @rive_app path effect this weekend that clusters particles around a path. Well, guess what? It works pretty darn well with text too!
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Phil Larsen
Phil Larsen@LarsenPhil·
@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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IvanAtlas
IvanAtlas@IvanAtlas_·
@LarsenPhil Thank you Phil! Really glad you enjoyed it! 😄
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IvanAtlas
IvanAtlas@IvanAtlas_·
My submission for the @rive_app scripting challenge. First time I did a voice over like this haha I hope you like it!
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