JcToon retweeted
Let's get SPOOKY 🎃 The Rive Halloween Challenge is live... Haunted UI, creepy characters, eerie shaders, ghostly games. Use the new CLI, GPU Canvas, or both. $10K in prizes.
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Freehand Brush Tools just landed in Rive 📷 Brush, Pencil, Eraser, Bucket, and Shape Bend are live for everyone draw it by hand, then bring it to life.
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JcToon retweeted
I'm joining @rive_app as their Head of Storytelling 🗣️ I've been a brand designer for as long as I can remember, but how brands communicate today has changed a lot in that time. My role has evolved with it. As a life long gamer and interactive enthusiast, menus, UI, HUDs, moments where software feels alive is what got me into design in the first place. Getting to tell the stories behind them, for the company powering the future of digital interaction, is my next step. If you're world building, have a story to tell or just want to say hey feel free to reach out!
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JcToon retweeted
Quick peek at the controller support we’re building at @rive_app, opening the door to more complex games and experiences. 🎮
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Rive's freehand brush tools are live for everyone. Brush, Pencil, Eraser, Bucket, and Shape Bend.
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JcToon retweeted
Built this HMI with the @rive_app CLI tonight… spent just a few mins to get the first version going, iterated on it for about an hour. Crazy how fast you can build things like this now.
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JcToon retweeted
Update: running natively on Steam Deck, no browser. Also got it running on other consoles, but can't share pics of dev kits. Built the scaffolding for this in minutes with the @rive_app CLI and GPT-6 Astra, pushed it to the Rive Editor for tuning, deployed with our C++ runtime
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JcToon retweeted
Introducing the Rive CLI and RML. A command-line tool and a text format for building Rive files with your AI agent. Everything in this video was built by agents working with a person in the Rive CLI.
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Testing the Brush tool on iPad. We don’t have a version of @rive_app for iPad, but you can use the iPad as an external display, and by using the tilde key you can use the full screen for drawing.
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I’ve been testing @rive_app's new Brush tool in a small animation project that took me back to my Flash days. Everything in the scene was created with the brush, characters, effects, backgrounds, and more. For the animation, I used bones, but I also tried a few small frame-by-frame animations using solos, such as the dust when the character jumps and the start of the rainbow.
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For this project, I didn’t worry about vertex count or the number of animation keys, and even so, the .riv file is only 497 KB.
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Here is the final animation.
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JcToon retweeted
GPU Canvas is now live for everyone. Rive's low-level GPU layer for 3D, shaders, and custom effects is out of Early Access and in the production editor today. Write your shaders once in WGSL. Rive compiles them for Metal, Vulkan, Direct3D, WebGPU, and WebGL. It adds 25KB to the runtime.
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JcToon retweeted
GPU Canvas comes to Apple, and Semantics (Accessibility) lands on Android! Plus: lower memory use in the core runtime and a ~25% smaller Android runtime. See all the latest @rive_app Runtime goodies in our biweekly roundup, linked below.
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More tests with @rive_app 's new brush tool. I drew the entire scene using the brush, creating different thicknesses for the outline. For the character's animation, I created a simple rig and weighted the different parts of the character to the bones. The fire is a component, also drawn with the brush tool, and I added it to the scene multiple times.
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JcToon retweeted
Dusting off the ol tablet. Drawing in Rive is feeling really good!!!
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Drawing, animating, and testing in @rive_app . This is sooooooo fun!!
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JcToon retweeted
I'm so happy with this new feature that it's coming to @rive_app. Here is a small sneak peek. 🖌️👀
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More gamepad tests in Rive! 🎮 Navigating a game menu, selecting options, and using the analog stick to tweak volume and sound effects. 🕹️✨
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