It can be. I just haven’t built the libraries yet. There’s nothing special in the code, so it should be compatible.
There simply hasn’t been any demand for it so far, so I’m trying to save my GitHub minutes. ![]()
It can be. I just haven’t built the libraries yet. There’s nothing special in the code, so it should be compatible.
There simply hasn’t been any demand for it so far, so I’m trying to save my GitHub minutes. ![]()
Following the fantastic updates, everything is shaping up beautifully; I believe close to the finalization stage and ready to place the character into the environment scene.
Of course, this is a doll game for children designed for mobile devices.
Additionally, I think it would be great to control variants—via code. It would also be beneficial to include rotation values in these variants, as certain clothing parts sometimes need slight adjustments to their rotation to look more natural.
Overall, I really enjoy working with this tool.
Great job!
Thank you! It’s always nice to see someone actually using my app, and the character looks awesome. ![]()
The Defold extension already has an API for changing variants at runtime. Or do you have something else in mind?
spriteloop.set_variant(component, "head", "head_helmet")
I’ll see what I can do about adding rotation to variants. It’s a bit tricky, but definitely doable.
It would be great if we could adjust the positions of controls based on variants via code.
spriteloop.set_variant(comp, "eye_left_control", "position", touch_to_world_pos)
spriteloop.set_variant(comp, "eye_right_control", "position", touch_to_world_pos)
This will enable features such as eye-tracking based on screen touch points or weapon aiming aligned with touch points.
I have something similar in the backlog, but only for parts.
The original goal is to support things like hands holding a gun that can follow the mouse for aiming. In theory, the same system could also work for eyes, as long as the iris is a separate part.
I’d probably need to add masks as well, and it may also require animation blending so the tracking does not break the existing animation.
I haven’t started working in that direction yet.
It’s great to hear this. ![]()
If you start work with it, pay attention to animation blending, as certain body parts may sometimes be controlled by a different animation.
<3
Added support for Android and iOS.
Android seems to be working fine on my Android 13 device. I’d really appreciate it if someone could test it on iOS and let me know if it works. ![]()
P.S. The longest 8 minutes ever! ![]()

I tried building the example project for Android 13 and 15, and it works well. Nice!
Hello! Have a good day!
It seems that neither variants nor state can be added to the animation frame in timeline, which is quite hard for animations that require changes in face emotions.
Sorry fail alarm, I saw it; need to be expand from parts.
SpriteLoop 0.13.0 is now available. ![]()


Thank you, @Kan, for the feature requests and bug reports!
Great work; I’m really excited to experience these updates.
Soooo, since you gave up on your game idea
and invested tons of time into this tool (which became awesome), what’s the plan? Are you planning to extend this to other game engines? Godot might be a good next engine.
This tool is excellent—compact, lightweight, and easy to use.
The plan is someone to make something cool and make me “rich, very rich, overnight, no risk, no investment, no hardwork, …”
![]()
Jokes aside, the tool completely escaped scope. It was supposed to help me make one game, but it became a project of its own. I’m not giving up on games, though the plan is to keep improving SpriteLoop and eventually put it to work on my own games.
Only if there’s enough demand. Interest is still pretty low, and those engines already have plenty of animation tools available. I’m not sure it would be worth the effort at the moment.