SpriteLoop + Defold Extension Development Log

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. :sweat_smile:

2 Likes

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!

4 Likes

Thank you! It’s always nice to see someone actually using my app, and the character looks awesome. :blush:

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.

1 Like

It’s great to hear this. :+1:

If you start work with it, pay attention to animation blending, as certain body parts may sometimes be controlled by a different animation.

<3

2 Likes

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. :crossed_fingers:


Now we need to ship some games for Consoles support. :thinking:

P.S. The longest 8 minutes ever! :smiling_face_with_tear:
image

3 Likes

I tried building the example project for Android 13 and 15, and it works well. Nice!

1 Like

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. :four_leaf_clover:

  • Pose Smart Limbs with Pole controls, Natural bending, upper-part hold, and end-rotation options.
  • Link controls while preserving each child’s motion.
  • Animate a part’s Z order.
  • Rotate skin variants directly on the canvas.
  • Enjoy sharper canvas controls and smoother zooming.
  • Unexpected errors now show recovery options and save diagnostic logs.
  • Fixed multi-part dragging.
  • Fixed saved export frame ranges.
  • Fixed sprite-state keyframe pasting.

links
bend

Thank you, @Kan, for the feature requests and bug reports!

11 Likes

Great work; I’m really excited to experience these updates.

1 Like

Soooo, since you gave up on your game idea :slight_smile: 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.

5 Likes

The plan is someone to make something cool and make me “rich, very rich, overnight, no risk, no investment, no hardwork, …” :sweat_smile: :backhand_index_pointing_up:

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.

2 Likes

SpriteLoop 0.14.0 is out! :thong_sandal:

Highlights:

  • Dedicated Setup Pose mode for editing Smart Limb joints and artwork, with undo and redo.
  • Visual picker for sprite states and skin variants.
  • State mappings can inherit from the Default skin or be overridden per skin.
  • Animated pivot flips and static artwork mirroring without changing rig geometry.
  • Improved Smart Limb duplication, flipped selections, project switching, rendering, and exports.

SpriteLoop Defold Extension v0.13.0-alpha:

  • Added get_part_transform() for querying the current animated transform of image and Empty Parts.
  • Query parts by ID, runtime key, or display name.
  • Choose between the authored pivot and image center as the returned origin.
  • Components now select the exported Default skin automatically.
  • Use set_variant(..., "default") to clear a manual variant override.

5 Likes

:star_struck::star_struck::star_struck: you mean it is like anchors???

1 Like

Yes, you can use it like anchors and make other objects follow.

7 Likes

Maybe you want to submit it to our Asset Portal?

(You can send image (900×600 pixels (3:2)) directly to me or attach it to the issue on Github)

4 Likes

I don’t know if you’ve seen this, but you got featured by gamesfromscratch, that’s pretty cool!

7 Likes

Yes I did! I’m dealing with high blood presure now! :flushed_face:

I will, Thanks!

4 Likes