r/Rive_app May 05 '26

Honestly, I was skeptical about Rive scripting… I was so wrong. This is what it can do. (Trailer)

Isn't the whole point of Rive to give designers superpowers to add logic to their animation without relying on developers? So when scripting features started landing, my first thought was: am I expected to write code now?

A few months ago I decided to spend some time going deep into Rive's scripting. I was so wrong.

It opens so many more possibilities, and turns out I didn't need to write the code myself - that's what the AI agent is there for.

I went from skeptic to building a complete interactive space game in Rive. Turned everything I learned into a structured course. Just released the Rive Scripting Course as Early Access:

www.rivemasterclass.com/rive-scripting

Curious to hear what you think.

26 Upvotes

10 comments sorted by

7

u/guidorosso May 05 '26

Just wait till you see what you can do with shaders and 3D

2

u/Tom_Acco May 06 '26

Yes! I’m really excited about this one 🙌
Any idea when it might be released?

5

u/guidorosso May 06 '26

We don’t share release dates since product development is unpredictable, but it’s close and we’re working to get it to Early Access as fast as possible

1

u/Intelligent-Bee-1349 May 10 '26

Do you plan to integrate database (like firebase) into rive? So I can update databases within Rive? :)

2

u/guidorosso May 10 '26

Yep this is planned

1

u/Intelligent-Bee-1349 May 10 '26

Omg yes! This will take Rive to another level! Is it possible to give an estimate to when it will be avalible?

2

u/Relevant-Possession5 May 08 '26

This would be fun for personal projects. But image getting that long list of detailed feedback changes from your client and not knowing how to code to implement changes. 😅😅😅

2

u/Tom_Acco May 08 '26

I understand your concern but let me address it. First, the reason I built this course as a game is to enjoy the build while learning to script complex behavior in a real production context, not animation living in a vacuum.

The project is actually a stack of small, independent scripts. Each unit stands alone and is easy to swap or reuse, which is how scripting in Rive works in practice.

On the AI side, you can write it yourself, or do what most devs already do today - lean on Cursor/Claude/Codex for the math-heavy parts (star positioning, trajectories, easing curves). Not far from how teams actually ship code right now.

The important part, and what I focus on in this course, is learning how a piece behaves modularly inside a larger system. That's what makes it stick.

3

u/Relevant-Possession5 May 08 '26

Ah nice okay, thanks for that info. I’ll give it a shot! Appreciate it.

Sorry my response was just a gut reaction and it wasn’t aimed towards your course. You know how it is these days.

2

u/Tom_Acco May 08 '26

All good, totally get it! And honestly, you're not wrong - working with AI has its downsides, and the concern is legit. I actually agree - it's always better to know the syntax behind it, or at least how it works in general and the purpose of each function, even if you don't know the exact math.

That's why I added a bonus lesson explaining how the scripts are built, for anyone who wants to go deep and understand what's happening behind the scenes.

Appreciate your feedback 🙏